TGMC:Squad Engineer: различия между версиями
imported>Meowosers (Updates the Auto-Rack contents. If one of you bastards feel like adding pictures, go ahead.) |
imported>Meowosers (Removes the info about the vendor that isn't even in the game anymore. No one else is updating this shit so you can't complain.) |
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|A Large flamethrower tank for use in the FL-84 Flamethrower. This is not the same flamethrower as the Flamethrower bag's. | |A Large flamethrower tank for use in the FL-84 Flamethrower. This is not the same flamethrower as the Flamethrower bag's. | ||
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== | ==Barricades== | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
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|300 | |300 | ||
|35 Melee, 30 Bullet, 20 Laser, 40 Energy, 25 Bomb, 30 Acid | |35 Melee, 30 Bullet, 20 Laser, 40 Energy, 25 Bomb, 30 Acid | ||
|30 | |30 Requisition Points | ||
OR | |||
3 points in the | |||
Engineer's Equipment | |||
Rack | |||
| Can be placed/removed without needing any skills by ctrl+clicking a tile adjacent to you/click-dragging the barricade into your sprite. | | Can be placed/removed without needing any skills by ctrl+clicking a tile adjacent to you/click-dragging the barricade into your sprite. | ||
Is also a normal-sized item and can be stored on satchels. | Is also a normal-sized item and can be stored on satchels. |
Версия от 14:33, 21 июля 2023
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
MARINE | |
Squad Engineer |
Access: Squad Room, Squad Engineer Prep, wherever your tools take you. Difficulty: Medium Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours) Class: Marines Supervisors: Squad Leader Duties: Stick with your squad, follow your Squad Leader's orders. Open up entrances, place down fortifications. Forget to flip your welding goggles down. Guides: Guide to Engineering, Guide to Base Building, Guide to Fire Support Quote:"May I have more metals, please?" |
Introduction
The Squad Engineer is responsible for a variety of tasks, the most important being erecting battlefield fortifications, setting up forward-operating bases (FOB's,) and repairing/destroying mission-critical objectives. You have lots of tools and materials to work with, including the TGMC's powerful remote sentry units, land mines, barbed wire, explosives, and welders.
Playing the Engineer
As an engineer, you must be prepared to operate effectively with whatever assignment your squad is given. Sometimes a squad will be assigned a specific duty solely based on their engineers, building the initial FOB or repairing colony communications or power, for example. Other times, you will be in an assault squad that's constantly on the move, assisting with demolition, entry into inaccessible areas, and making defensive areas forward of the main FOB or LZ.
The FOB is built by drone on the ship, which is far faster than building it by hand. Once the FOB shutters are raised, it will be surrounded by xenos, meaning every single marine will be trapped inside.
Almost every marine operation will have some type of FOB, and all engineers need to know how to build and maintain one of these positions. You must also learn how to set up and place defensive weapon systems like the UA 571-C Sentry. After learning these basics, you will also need to familiarize yourself with repairing mission-critical infrastructure such as colony power generators, APCs, and miners to provide req with points. These activities will make up the bulk of your job, but further learning includes demolition using C4 and remote charges, welding, repair, hacking, construction, and on-site salvaging for any material you could use.
Vendors, Equipment, and Weapons
The Squad Engineer has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet, NEXUS Automated Engineer Equipment Rack, and yellow Engineer System Vendor.
The Automated Closet contains your standard kit, choice of armor, backpack, webbings, toolbelt, pouches, and any mask you may want.
GHMME Automated Closet
NOTE: The arm and leg plates all have the same stats. Only the chest plates and helmets have differing armor stats. Examine the exosuit with the pieces attached and click the "relevant information" prompt to view exact statistics.
The modules attach to jaeger armor helmets, which go directly on your head like any normal helmet.
Item: | Desc.: | ||||
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A backpack item that allows you to carry more things in bulk.
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A backpack item that allows you to carry more things in bulk.
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A backpack item that allows you to carry more things in bulk.
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A backpack item that allows you to carry more things in bulk.
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A bluespace telepad for moving personnel and equipment across small distances to another prelinked teleporter. Ctrl+Click on a tile to deploy, use a wrench to undeploy, use a crowbar to remove the power cell. |
Item: | Desc.: | |||||||
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Extra pouches that you can clip to your uniform.
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Extra pouches that you can clip to your uniform.
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Pistol Holster that you can clip to your uniform.
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Item: | Desc.: | ||
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A small, lightweight pouch that can be clipped onto armor or your belt to provide additional storage for miscellaneous gear or box and drum magazines. And it is in fact a belt, not a pouch. Don't get confused now.
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Pouch: | Desc: | ||||||||||
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A pouch used to hold shotgun shells. Has four slots.
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A pouch used to hold magazines. Has two slots.
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A pouch used to flares. Has five slots.
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A pouch used to hold construction materials. Has five slots.
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A pouch used to hold tools. Has five slots.
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A pouch used to hold construction materials. Has three slots.
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A pouch used to hold pistol magazines. Has three slots.
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A pouch used to sidearms. Has one slot.
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A pouch used to hold explosive materials. Has four slots.
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Item: | Desc.: |
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A gas mask that restricts your vision, but filters out harmful gasses. | |
A coif that protects you from extreme cold conditions. | |
Heats or cools down air as you breath it, protecting you from extreme conditions. |
Item: | Desc.: |
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A small tube with exhaust ports to expel noise and gas.
Does not completely silence a weapon, but does make it much quieter and a little more accurate and stable at the cost of bullet speed.
Exact stats: +10% damage falloff, halves bullet speed | |
A lengthened barrel allows for lessened scatter, greater accuracy and muzzle velocity due to increased stabilization and shockwave exposure. Makes your weapon longer(obviously), making it unlikely to fit in a holster. Exact Stats: doubles bullet speed, +1 item size | |
A muzzle attachment that reduces recoil and scatter by diverting expelled gasses upwards. Makes you look like you're overcompensating for something. Exact stats: | |
A magnetically attached harness kit that attaches to the rail mount of a weapon. When dropped, the weapon will sling to TGMC armor or your back. Does not slow you down if attached to a weapon and equipped. but why don't you just use a pick up macro? they disabled pickup macros for guns. Use these to keep your gun on you instead. Exact stats: -9999% frustration when pounced on | |
A red-dot sight for short to medium range. Does not have a zoom feature, but does increase weapon accuracy by a good amount. No drawbacks. Exact stats: | |
Fookin' laser soights. A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces movement penalties to accuracy. Exact stats: | |
A custom-built improved foregrip for better accuracy, less recoil, and less scatter when wielded especially during burst fire. However, it also slightly increases wield delay and makes unwielded fire more cumbersome. Makes your gun slightly bigger, possibly making it not fit in holsters. Exact stats: -100% scatter, +1 item size, +0.2s wield delay | |
A custom-built improved foregrip for less recoil, and faster wielding time. However, it also increases weapon size, and slightly hinders unwielded firing. Exact stats: +1 item size, -0.3s wield delay | |
A submachinegun stock distributed in "small" numbers to TGMC forces. Compatible with the T-19, this stock reduces recoil and improves accuracy, but at a reduction to handling and agility. Seemingly a bit more effective in a brawl. Use this if you plan on using the T-19 as your primary weapon. Exact stats: +1 item size, +5 melee damage, +0.1s wield delay | |
A non-standard heavy stock for the T-35 Shotgun. Less quick and more cumbersome than the standard issue stakeout, but reduces recoil and improves accuracy. Allegedly makes a pretty good club in a fight too. Exact Stats: +2 item size, +5 melee damage, +0.4s wield delay
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NOTE: The exoskeleton can mount 1 storage module.
Module: | Desc: |
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Certainly not as specialised as any other storage modules, but definitely able to hold some larger things, like binoculars, maps, magazines, and motion detectors. | |
Can hold a substantial variety of medical supplies and apparatus, but cannot hold much more than a medkit could. Looks like it might slow you down a bit. |
NOTE: These modules augment your armor, increasing its abilities and resistances. Only one can be attached at a time.
Module: | Desc: |
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Increases the power output of the Jaeger Combat Exoskeleton's mounted flashlight. Slows you down slightly. | |
A large amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns. This older version has worse protection. Will definitely impact mobility. | |
When activated, this system provides resistance to environmental hazards, such as gases and radiological exposure. This older version provides no protection to acid. Best paired with the Mimir Environmental Helmet System. Will impact mobility. | |
A substantial amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns against bullets and nothing else. Will definitely impact mobility. |
NEXUS Automated Engineer Equipment Rack
The Automated Equipment Rack contains your Essential Engineer Set, which is free, as well as 75 points to purchase additional supplies, tools, explosives, and special ammunition. Your choice of two weapon attachments are also free.
Module | Point Cost | Description |
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Essential Engineer Kit |
0 | Contains 1 power control board, 1 light replacer, 1 entrenching tool, high capacity power cell, 1 insulated marine combat gloves, 1 razorburn grenade, 1 plastic explosive, |
Metal |
2 | 10 Metal. Maximum stack 50. |
Plasteel |
4 | 10 Plasteel. Maximum stack 50. |
Empty Sandbags |
5 | 25 sandbags, maximum stack 50. Fillable with entrenching tool. Filled bags are normal-sized with maximum stack of 25 |
TL-182 Deployable Shield |
3 | A deployable and portable Barricade. |
Deployable Floodlight | 2 | A deployable floodlight. Fits in backpacks. Click when deployed to turn on. |
Файл:TGMC Blowtorch.gif
High-Capacity Industrial Blowtorch |
5 | A welder with 80u of welding fuel and is normal size compared to the standard welder, fits on the tool belt. |
Superior welding goggles | 2 | Obscures your vision less than standard welding goggles. |
Superior welding module | 2 | Obscures your vision less than a standard welding module. |
Plasma Cutter |
20 | Plasma Cutter. Can be ordered by Requisitions. |
Plastique explosive |
2 | A Plastic Explosive capable of destroying most walls and doors. Is safe and does not have an explosive range. |
EX-62 Genghis Incendiary Charge | 15 | A Deployable charge that sticks to resin structures. Will send a trail of flames through the resin structure on the opposite side. |
Detonation pack |
5 | A Detonation Pack with 2 modes Breach and Demolition. Max timer of 300 seconds and minimum of 5. capable of being detonated with a signaler. Does have an explosive range. Note: Requires a signaler. |
UA-580 Point Defence Sentry Kit |
50 | UA-580 Point Defence sentry kit containing the PD Sentry (normal-sized), and 2 M30 box magazines (normal-sized) for it. |
Iguana Unmanned Vehicle | 50 | A Crate containing a Light Unmanned Vehicle, Vehicle controller, Light turret, and 3 boxes of 11x35mm ammo for the turret. |
Build-A-Sentry |
30 | A Build-A-Sentry to attach to a gun to be able to deploy it like a sentry. Note: Will not have IFF unless the gun normally shoots IFF bullets such as the T29. |
Range Finder |
10 | A Pair of Binoculars that can acquire coordinates at range, and automatically send them to a linked mortar. |
AI Targeting Module | 10 | A device that allows any AI on the ship to remotely aim the mortar it's attached to. |
Hand-held cell charger |
3 | A Hand-Held Cell Charger capable of recharging cells by putting the cell in the charger and using it in hand. |
High capacity powercell |
1 | A power cell with 10000 power. Can be found in the Engi-Vend vendors. |
M20 mine box |
18 | A normal-sized mine box with 5 claymores. |
Large M20 mine box |
35 | A normal-sized mine box with 10 claymores. |
M21 APRDS "Minelayer" | 5 | A Deployable machine that, when filled and activated, will rapidly deploy up to 10 M20 Claymores in a medium radius. |
Mining well Overclock upgrade | 4 | An upgrade for Mining drills that increases the mining speed. Only one upgrade can be slotted in a miner at a time. |
Mining well Reinforcement upgrade | 4 | An upgrade for Mining drills that protects the drill from weaker xenos. Only one upgrade can be slotted in a miner at a time. |
Pack of Razorburn Grenades |
11 | A pouch with 4 Razorburn Grenades. |
Razorburn Canister |
7 | A Razorburn grenade that affects more tiles then regular Razorburn. Contains 40u Nanomachines and 30u Foaming Agent.
Standing in the affected area while the razorburn is still making wire will give you Nanomachines (different from Medical Nanites) which harms you but can be negated using armour with high Bio protection. Turns invisible if wirecuttered. |
Razorburn Grenade |
3 | A Razorburn grenade. Can be used to make Medical Nanites if deconstructed (Wirecutter, Wrench) Contains 10u Nanomachines and 5u Foaming Agent. Can be mixed in a beaker to make Razor Wire.
Standing in the affected area while the razorburn is still making wire will give you Nanomachines (different from Medical Nanites) which harms you but can be negated using armour with high Bio protection. Currently deconstructing Razorburn grenades turn them invisible but they are still there if you put them on the floor and Alt click and use the Floor Tab menu to wrench it. |
HE Mortar shell | 2 | A High-Explosive shell for use in a Mortar. Creates a large explosion at it's impact point. |
Incendiary Mortar shell | 2 | An Incendiary shell for use in a Mortar. Creates a large amount of fire at it's impact point. |
Tanglefoot Mortar shell | 2 | A Tanglefoot shell for use in a Mortar. Dispenses a large amount of Plasma-draining gas at it's impact point. |
Smoke Mortar shell | 1 | A Smoke shell for use in a Mortar. Dispenses a large amount of Smoke at it's impact point. |
Flare Mortar shell | 1 | A Flare shell for use in a Mortar. Drops a brighter than average flare at it's impact point. |
Flamethrower tank | 4 | A Large flamethrower tank for use in the FL-84 Flamethrower. This is not the same flamethrower as the Flamethrower bag's. |
Barricades
Barricade | Health | Armour | Cost | Misc Information |
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Metal | 200 | 80 Fire, 40 Acid | 4 Metal | Can be upgraded using 1 metal.
Can have barbed wire attached. |
Sandbags | 300 | 80 Fire, 40 Acid | 5 Filled Sandbags | Faster to place.
Repairable with filled sandbags. Can be spam repaired for quick fixing. Can have barbed wire attached. |
Plasteel | 500 | 80 Fire, 40 Acid | 5 Plasteel | Can be linked to other plasteel cades by clicking it with a crowbar allowing linked plasteel cades to be opened at the same time
Can have barbed wire attached. |
Razor Wire | 100 | No armour | 4 Metal for 2 spools. | Not to be confused
with barbed wire. Damages xenos if slashed. Can entangle crushers if they charge into this. Can also be made with 4 metal rods and 1 barbed wire. Wire cutter to deconstruct it. |
QuikDeploy System | 200 | 100 Bio, 80 Fire, 40 Acid | Unobtainable
Formerly 3 Requisition Point |
A metal cade able to be placed without needing skills. Only useful for marines without construction skills. Is also slower then just building a cade with metal as an engineer. Is small sized. Can not be stacked. Only in Requsitions |
TL-182 Deployable Shield | 300 | 35 Melee, 30 Bullet, 20 Laser, 40 Energy, 25 Bomb, 30 Acid | 30 Requisition Points
OR 3 points in the Engineer's Equipment Rack |
Can be placed/removed without needing any skills by ctrl+clicking a tile adjacent to you/click-dragging the barricade into your sprite.
Is also a normal-sized item and can be stored on satchels. Can have barbed wire attached. |
Wooden Barricade | 100 | No armour | 5 Wood |
Deconstruction
To deconstruct Metal and Plasteel cades. Screwdriver, Wrench and Crowbar. To deconstruct Sandbags use a shovel. To deconstruct Razor Wire use wire cutters
Make sure the Cade is repaired otherwise you won't get all your materials back. If it has acid it will drop only some materials and it will not drop the barbed wire so make sure to wire cut the barbed wire otherwise you lose it if you do not.
Repairing Cades
Metal and plasteel can be repaired with a welder for 85 health per weld.
Sandbags can be repaired with filled sandbags for 20% heal per bag.
Razor Wire can be repaired with metal.
Barricade Upgrades
Type | Armour | Cost | Misc Information |
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Concussive | 50 Bomb | 1 Metal | Click on the cade with at least 1 metal to upgrade it. |
Ballistic | 30 Melee, 30 Bullet | 1 Metal | Click on the cade with at least 1 metal to upgrade it. Lessens the Crusher's Charge damage done to cades. |
Caustic | 20 Acid | 1 Metal | Click on the cade with at least 1 metal to upgrade it. Protects against acid spits. Prevents barricade from being melted with acid vomit. |
Barbed Wire | 50 Health | 2 Metal | Damages xenos if slashed. Prevents xenos from pouncing over the cade, also blocks climbing through, remove with wirecutters. |
Deconstruction
Crowbar to remove the upgrades. Wire cutter to remove the barbed wire
Emplacements
Emplacement | Information | How to use | Damage |
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UA-571-C Sentry Gun | A deployable, slow firing, automated sentry with 500 rounds.
Has 3 fire modes Automatic, Auto-Burst and Burst Fire. Fires in 4 round bursts. Radial reduces range instead by 2 Takes 6 seconds to deploy. 6 seconds to pick up. Manual Override allows you to control it. Can be reloaded while in hand. 200 Health and 50 Armour. Built-in IFF System |
Control click to deploy.
Drag click to you to pick up. Alt click to remove mag only if deployed otherwise regular click if in hand. Can be repaired with a welder. Can be shot over. |
25 damage
20 AP 0 Sunder 0.25 Automatic Rate of Fire 0.6 Burst Rate of Fire 8 Range |
UA-580 Point Defence Sentry | A deployable, fast firing, automated sentry with 300 rounds.
Has 3 fire mods Automatic, Auto-Burst and Burst Fire. Fires in 3 round bursts. Radial reduces range by 2 Takes 3 seconds to deploy. 3 seconds to pick up. Manual Override allows you to control it. Can be reloaded while in hand. 200 Health and 50 Armour. Built-in IFF System |
Control click to deploy.
Drag click to you to pick up. Alt click to remove mag only if deployed otherwise regular click if in hand. Can be repaired with a welder. Can be shot over. |
20 damage
20 AP 0 Sunder 0.2 Auto Rate of Fire 0.4 Burst Rate of Fire 7 Range |
TL102 Heavy Smart Gun | A deployable. fast firing, HSG with 300 rounds.
Has 2 fire mods Automatic and Burst Fire. Fires in 3 round bursts. Has a mini scope. Can be turned around by clicking on any tile directly to the left or right of it. Takes 5 seconds to deploy. 5 seconds to pick up Can be reloaded while in hand. 125 Health and 50 Bullet Armour. Built-in IFF System |
Control click to deploy.
Drag click to you to pick up. Alt click to remove mag only if deployed otherwise regular click if in hand. Can be repaired with a welder. Can be shot over. |
40 damage
40 AP 5 Sunder 0.25 Auto Rate of Fire 0.2 Burst Rate of Fire |
T-27 Medium Machinegun | A deployable, faster firing, MMG with 100 rounds.
Has only 1 fire mode Automatic. Can accept attachments. Can also be fired from the hand with heavy recoil. Can be turned around by clicking on any tile directly to the left or right of it. Takes 1 second to deploy. 1 second to pick up. Can be reloaded while in hand. 200 Health and 50 Bullet Armour. Only has IFF with Aim Mode. |
Control click to deploy.
Drag click to you to pick up. Alt click to remove mag only if deployed otherwise regular click if in hand. Can be repaired with a welder. Can be shot over. |
30 Damage
10 AP 1.25 Sunder 0.15 Rate of Fire 0.25 Aim Mode Rate of Fire |
MG-08/495 Heavy Machinegun | A deployable fast firing, HMG with 500 rounds.
Has only 1 fire mode Automatic. Has a mini scope. Can be turned around by clicking on any tile directly to the left or right of it. Takes 8 seconds to deploy. 8 seconds to pick up . Can be reloaded while in hand. 150 Health and 50 Bullet Armour. Has no IFF be very careful. |
Control click to deploy.
Drag click to you to pick up. Alt click to remove mag only if deployed otherwise regular click if in hand. Can be repaired with a welder. Can be shot over. |
40 damage
40 AP 5 Sunder 0.2 Auto Rate of Fire |
Build-A-Sentry Attachment System | An rail attachment that when attached to an applicable gun can be placed like a sentry with the function of the gun attached to.
250 Health. Will not have IFF unless the gun has IFF built in like the T29 Smart gun. |
Control click to deploy.
Drag click to you to pick up. Alt click to remove mag only if deployed otherwise regular click if in hand. Can be repaired with a welder. Can be shot over. |
Dependant on the gun it is attached to |
Combat Floodlight | A powerful portable light source.
Lasts for 15 minutes using the power cell it comes with. 500 Health. |
Wrench to bolt/unbolt.
Click to turn on/off. Crowbar to remove power cell Can not be repaired. Can be shot over. |
Making dark areas bright. |
M402 Mortar | A deployable mortar capable of firing 5 types of mortar shells.
200 Health. Takes 5 seconds to deploy the mortar. 5 seconds to pick up the mortar. Takes 2 seconds to fire. 9 seconds for shells to land. Does not have a skill requirement to use. |
Control click the mortar while in hand to deploy.
Wrench to pick up. Is inaccurate depending on how far away the target is. Every 10 tiles travelled is 1 tile inaccuracy which can be countered using the mortar Longitude and Latitude offset. Can be repaired with a welder. Can not be shot over. |
High Explosive shells
Incendiary shells Tangle shells Flare shells Smoke shells |
ASRS Bluespace Teleporter Pad | A Teleporter pad Capable of teleporting Marines, Crates and Machinery.
200 Health. Can not be shot at or slashed only melted. Takes 2 seconds to deploy. 2 seconds to pick up. Needs either a powered APC to function or an inserted powercell. |
Control click the teleporter while in hand to deploy.
Wrench to pick up. Needs power to function. Can insert powercells to power it. Crowbar to remove power cell Can be repaired with a welder. |
Logistics |
APCs
Repairing Broken APC
Файл:TGMC APC Exposed Wires.png
If the APC is only broken usually a result of xenos slashing.
- Файл:TGMC Wirecutters.png Mend all of the wires (Make sure to wear insulated gloves)
- Файл:TGMC Screwdriver.png Screwdriver the APC to close the cover
Repairing/Relocating APC
Deconstruction
In order to relocate/repair a completely destroyed APC (Файл:TGMC APC Broken.png) you will need to deconstruct it.
- Файл:TGMC Screwdriver.png Screwdriver the APC to unexpose the wires if they are exposed (Файл:TGMC APC Exposed Wires.png), make sure the wires are mended first using wirecutters (Файл:TGMC Wirecutters.png). (Or just hit the APC with any tool to remove the cover if it's destroyedФайл:TGMC APC Broken.png)
- (Only if the APC isn't destroyed): Unlock the cover by swiping your ID (or pulsing the right wire with a multitool if your ID doesn't have access) and disengaging the lock on the APC window, and use the crowbar on it to open the cover.
- Remove the power cell with an empty hand.
- Crowbar the floor tile underneath the APC to expose the terminal. (If it is not already exposed)
- Файл:TGMC Wirecutters.png Wire cut the APC to disconnect the terminal. (You will get 10 cable coil)
- Файл:TGMC Screwdriver.png Screwdriver the APC to loosen the power board.
- Crowbar the APC to remove the board. (You won't get a power control board if it's from a destroyed APC)
- Файл:TGMC Blowtorch.gif Weld the APC to get 1 metal and deconstruct it (WARNING: Some areas can have another APC taking over if deconstructed, preventing you from placing a new APC). Or click it with an APC frame (made with 2 metal) to replace and repair it.
Construction
To construct a new APC you will need to:
- Make an APC frame with 2 metal, dismantle surrounding tables (if any) using wrench if you do not have 2 metal.
- Attach APC frame to a wall (On a more strategic location ideally)
- (Optional) Crowbar the floor tile underneath the APC. (If it is not already exposed)
- Файл:TGMC Cable Coil.png (Optional) Use 10 Cable Coils on the APC to make a terminal. Connect the terminal to the colony's cable power grid if it's powered.
- Insert a Power Control Module (APC) Board. (You can also use the General Circuit Boards if you multitool it to turn it into a APC Board)
- Файл:TGMC Screwdriver.png Screwdriver the APC to secure the board.
- Insert power cell into APC, make sure it has charge.
- Crowbar the APC to close the cover. If left open, xenos can slash the APC to destroy the battery.
- Unlock the APC using an ID with access, or expose the wires and pulse the right wire using multitool if your ID does not have access.
- Turn the main breaker on it starts off by default.
Replacing an APC power cell
- Assuming the APC is undamaged, first unlock the APC if it is not already with an ID card with APC access.
- Access the interface and disable the cover lock.
- Crowbar open the cover.
- Remove the drained power cell (if there is one) with a free hand.
- Install a charged power cell.
- Crowbar the cover closed.
- (Optional) Lock the APC with the ID. The cover lock will automatically engage.
Repairing Robots
Read the guide on repairing robots for info on fixing these poor robots.
Tips
- As of July 11th 2021 there are 12 engineer slots per round, and usually only 2-4 engineers; So don't feel pressured to not play engineer in order to let more experienced players play as engineer.
- An easy way to spend all your vendor points as engineer is to buy 100 metal, 70 plasteel, and 1 turret and you will only have 1 points remaining
Pulsing the Contraband wire can give you some goodies.(Removed)Pulsing the Engineer System Vendor gives you the Super Capacity cell with 20000 power.Pulsing the YouTool vendor gives you the high-capacity industrial blowtorch with 80u of fuel. It is unfortunately normal size and can't fit in the toolbelt but can fit in the tool pouch. No longer in YouTool vendors.Pulsing the Autolathe vendor gives you the industrial blowtorch with 40u. Same size as the regular blowtorch.
TGMC Roles | ||
TerraGov Marines | Command | Captain, Field Commander, Staff Officer, Pilot Officer |
Engineering and Supply | Chief Ship Engineer, Requisitions Officer, Ship Technician | |
Medical | Chief Medical Officer, Medical Officer, Researcher | |
Marines | Squad Leader, Mech Pilot, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine | |
Civilians | Corporate Liaison | |
Silicon-Based | Combat robots, Synthetic, AI | |
Xenomorphs | Tier 0 | Larva, Minions |
Tier 1 | Drone, Runner, Defender, Baneling, Sentinel | |
Tier 2 | Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter | |
Tier 3 | Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler | |
Tier 4 | Shrike, Queen, King, Hivemind | |
Others | Zombie, Emergency Response Teams, Sons of Mars, |