TGMC:ERT

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This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "PLEASE SOMEONE JUST WRITE THE JOB DESCRIPTIONS, I PUT IN SO MANY HOURS ON THIS PAGE AND THE ERT EQUIPMENT PAGE IM SO BURNT SOMEONE JUST WRITE THE DESCRIPTIONS. you can help!"



Файл:DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


ERT

So everything's fucked, the xenos are on their way to the ship, everyone's screaming 11 different things on comms, and more than half the marine force is either dead or dying. Who ya gonna call? Why, the Emergency Response Teams, of course! ERTs can be called by launching a distress beacon from the Communications Console in the CIC(can only be done after Alamo hijack and if the marine to xeno ratio is below a certain threshold). 1 minute after the button is pressed, the beacon will be launched, and a notification will be sent to all ghosts in the round allowing them to rejoin the game as an ERT member! But don't be too hasty in pressing the button! The responders might not always be friendly...

The Teams

There are currently four alignments of ERT: TGMC aligned, ICC aligned, Xenomorphs, and Hostile Unknowns. NT PMC, Spec-Ops, and the Freelancers are all aligned with TerraGov and will assist them through any means possible. The Sons of Mars, Independent Colonial Confederation Armed Forces, and Colonial Liberation Force are all aligned with eachother in a shaky alliance against TerraGov. The Sectoids are an unknown hostile enemy who will attack Xenomorphs or Humans of any faction on sight.

PLAYERS IN OPPOSING FACTIONS SHOULD NOT BE WORKING WITH EACHOTHER NO MATTER WHAT! Taking a break from shooting at eachother to deal with a xenomorph mauling you both is fine, reviving someone from the other team or making friendly conversation is not!.

ERT weaponry

For a list containing the statistics of every ERT primary weapon by faction, consult the ERT section of the marine equipment page.

TGMC Aligned ERT

These factions are responding to the emergency beacon launched from the ships in hopes of coming to the aid of the panicked marines. Marines and these ERT members should NOT engage in hostilities. What kind of help these ERT provide is up to the leader of the squad. As these ERT are all TGMC aligned, they should not engage with hostilities with eachother, however should be hostile to ICC aligned ERT.

NanoTrasen Private Military Contractors

NT Private Military Contractors
Alignment: TGMC
Marine Rules of Engagement: Do not fire upon

Mercenaries under Nanotrasen's payroll, the PMCs have one primary objective: Get the CL to safety! Of course, they can still stick behind and try to save the ship from the mutual threat that is the xeno menace, but that's a secondary concern. The PMCs, being very well funded, are armed with elite PR-412E pulse rifles loaded with armor piercing ammunition. They have dedicated snipers wielding the powerful SR-42 antitank sniper rifle, a weapon so powerful non-snipers are knocked off their feet by its recoil! They also bring along smartgunners wielding a variant of the SG-29 smartmachinegun. Xenos beware!


Quote: "Here to kick ass and chew energy bars!"

Job Description Role Primary Weapon

PMC Leader

Solo the entire hive with your amazing gun, end up dying to a combat drone. Leader

AP PR-412E Battle Rifle + UGL

PMC Gunner


Provide covering fire for your fellow PMCs with your deadly SG-29 smart machinegun and heavy armour. Make the xenos learn to fear you. Smart Gunner

SG-29 Smart Machine Gun

PMC Sniper


"Aim small miss small." Blows the CMO's brains out Sniper

SR-42 Anti-Tank Sniper Rifle

PMC Standard


With a SMG-25B2 and a dream, PMC standards rain hell on the xeno menace for the best cause of them all... money. Infantry

AP SMG-25B2 Submachinegun

Freelancer Mercenaries

Freelancer Mercenaries
Alignment: TGMC
Marine Rules of Engagement: Do not fire upon

Smelling of sake, noodles, and strawberry strudels, These arms-for-hire will do anything to make a quick buck and satisfy their alcohol addiction. With the starting capital of a large warehouse full of equipment belonging to the now defunct United Nations Peacekeepers, They built up an informal mercenary enterprise that will do just about anything for you... for a price.

This now includes saving your ass from an attack by the xenomorph threat and whatever other hostile ERT's may be on board because somehow an overfunded military platoon got hijacked by a bunch of bugs. Make sure to guarantee them a payment or work out some kind of deal with them in order to get them to fight harder


Quote: "F-Fr*nch..."

Job Description Role Primary Weapon

Freelancer Leader


The leader of a ragtag group of mercenaries, clear out the ship with your superior firepower and unorthodox tactics, make sure to keep the captain safe in order to secure your squads payment. Leader

M16A4 Assault Rifle + Masterkey
AR-11 Combat Rifle
AR-55 OICW Assault Rifle

Freelancer Veteran


The grenadier of the group, make sure to remove all xenomorph other hostile threats on the ship while also trying not to blow your fingers off or catch your team on fire. Grenadier

ALF-51B Kauser Machinecarbine
PR-412L1 Heavy Pulse Rifle
AR-55 OICW Assault Rifle

Freelancer Medic


The medic of your squad, your job is to reattach the grenadiers fingers along with keeping both your squad, and the rest of the onboard crew alive. Corpsman FAMAS assault rifle

Freelancer Standard


The grunts of the freelancers, your job is to operate as a living meatshield while gunning down the xenomorph threat. Raid the bar for more booze and ask every marine on board for a tip after gunning down the queen. Grunt

M16A4 Assault Rifle + Masterkey
M16A4 Assault Rifle + UGL
AR-11 Combat Rifle

Special Response Force

Local System Special Forces
Alignment: TGMC
Marine Rules of Engagement: Do not fire upon

Spec ops Desc


Quote: "Bravo 6 going dark."

Job Description Role Primary Weapon

Spec-Ops Leader


Spec Ops Leader Desc Leader

M16A4 Assault Rifle + Masterkey

Spec-Ops Breacher


Spec Ops Breacher Desc Breacher

AP SMG-25 Submachinegun
+ TL-172 defensive shield

Spec-Ops Drone Operator


Spec Ops Drone op desc Corpsman AP SMG-25 Submachinegun

+ UV-L Iguana

Spec-Ops Standard


Spec Ops standard desc Infantry

AP SMG-25 Submachinegun

ICC Aligned ERT

These factions are responding to the emergency beacon launched from the ships in hopes of capitalizing on the weakened marines. Marines and these ERT members should engage in hostilities on sight. As these ERT are all TGMC aligned, they should not engage with hostilities with eachother, however should be hostile to TGMC aligned ERT.

Sons of Mars

Sons of Mars
Alignment: ICC
Marine Rules of Engagement: Shoot on sight

Colonists that fled from Mars due to lore reasons, the SoM are the TGMC's primary human enemies. They have a knack for engineering, putting together surprisingly sturdy armor from what would otherwise be considered scrap. They primarily wield surplus weapons and older designs taken with them during their exodus of Mars, such as the AK47 and the M16A4 assault rifles. If you see these guys as a marine, expect them to shoot at you, and be ready to shoot back if they do. Though temporary armistices during extraordinary times of mutual duress are not unheard of.


Quote: "Remember, no Martian."

Job Description Role Primary Weapon

SOM Leader


The leader of your group of overzealous zealots, make the TGMC pay for something they did to your ancestors or something... wait do you even remember... wait does anyone remember? Leader

V-31 assault rifle
VX-32 Charger
VX-33 Caliver
VX-33 Caliver + Powerpack

SOM Specialist


Even mentioning the Geneva Conventions is grounds for execution on New Cydonia, make the Sons of Mars proud with your cruel irradiating weaponry. War Criminal

VX-42 Culverin + Powerpack
Sawn-off Shotgun
V-71 rocket launcher
V-62 incinerator
V-51B assault shotgun

SOM Veteran


Learn that you don't actually know how to attach your powerpack to your gun way too late and set your teammates on fire with your missed shots. Pointman

VX-32 Charger
VX-33 Caliver
VX-33 Caliver + Powerpack
VX-42 Culverin + Powerpack
Sawn-off Shotgun

SOM Medic


Your squad tends to catch themselves on fire more often than anything they're fighting. Mix this in with heavy amounts of huffing nerve agents and you've got yourself a busy mission ahead of you. Corpsman

V-31 Assault Rifle
V-21 Submachinegun
V-51 Combat Shotgun

SOM Standard


Your life for the cause! You're pretty sure its a good cause... maybe? Infantry

V-31 Assault Rifle
V-21 Submachinegun
V-51 Combat Shotgun
VX-32 Charger

Colonial Liberation Front

Colonial Liberation Front
Alignment: ICC
Marine Rules of Engagement: Shoot on sight

Fighting for freedom across TerraGov colonies (these are the real protagonists)

Job Description Role Primary Weapon

CLF Leader


Must be hard being a leader in an organizations where the whole idea is bringing horizontal organization to everything Leader

M16A4 Assault Rifle + UGL
MPi-KM Assault Rifle + UGL
V-31 Assault Rifle
Type 71 Pulse Rifle + Flamer
LMG-D Light Machinegun

CLF Specialist


Most your weapons are made to blast through 20 inches of metal of the occupying TerraGov's Armored Personnel Carrier Chassis, but they'll work just fine on anything that is on ship too Heavy Weapons Specialist

Degtyaryov 'RP' machine gun"
PTR-41/1785 Anti-Mech Gun

CLF Medic


You're pretty lucky that most CLF members die by having their head removed or else you'd probably have a lot of work. Corpsman

SMG-2 Submachinegun
CZ-81 Submachinegun
SH-12 Paladin Pump Shotgun

CLF Standard


We all know that youre going to activate your suicide vest early and take out your teammates instead of a single enemy. Make anyone who believes in your sorely disappointed! Meat Shields/Suicide Bombers

SMG-2 Submachinegun
Sawn-off Shotgun
CZ-81 Submachinegun
MPi-KM Assault Rifle
V10 Pump Shotgun
CAU C1 Garand Rifle
V-21 Submachinegun
Tactical Explosive Vest

Independent Colonial Confederation Armed Forces

Independent Colonial Confederation Armed Forces
Alignment: ICC
Marine Rules of Engagement: Shoot on sight

ICCAF desc


Quote: "Those space feds are here to give you high-fructose corn syrup, you aren't going to let that happen... are you?."

Job Description Role Primary Weapon

ICCAF Leader


ICCAF Leader desc Leader

L-4034 Trenchgun
ML-12 Confrontation Rifle

ICCCN Guard


ICCCN Guard Desc Veteran

ML-120 Coilgun
MP-IRL Rocket Launcher
ML-41 Auto-Shotgun

ICCAF Medic


ICCAF Medic Desc Corpsman

PL-38 machinepistol
L-11 Sharpshooter Rifle

ICCAF Standard


ICCAF Standard desc Infantry

MPi-KM Assault Rifle
L-40 PDW
L-15 Battlecarbine
L-88 Assault Carbine

Hostile Unknown ERT

Sectoids

Sectoids
Alignment: Unknown Hostiles
Marine Rules of Engagement: Shoot on sight
Job Description Role Primary Weapon

Sectoid Leader


⌰⟒⏃⎅ ⊬⍜⎍⍀ ⌇⍾⎍⏃⎅ ⏁⍜ ⎐⟟☊⏁⍜⍀⊬, ⟒⎐⟒⋏ ⟟⎎ ⊬⍜⎍ ⎅⍜⋏'⏁ ⍙⟟⋏ ⊑⟒⍀⟒ ⎅⍜⋏'⏁ ⍙⍜⍀⍀⊬, ⏁⊑⟒⊬ ⎅⍜⋏'⏁ ☍⋏⍜⍙ ⍙⊑⏃⏁⌇ ☊⍜⋔⟟⋏☌ Bligorp

⏃⌰⟟⟒⋏ ⍀⟟⎎⌰⟒

Sectoid Grunt


⌇⊑⍜⍜⏁ ⏁⊑⍜⌇⟒ ⎎⍀⟟☊☍⟒⋏ ⋔⏃⍀⟟⋏⟒⌇ ⏃⋏⎅ ⎅⍜⋏⏁ ⎎⍜⍀☌⟒⏁ ⏃⏚⍜⎍⏁ ⏁⊑⟒ ⌖⟒⋏⍜⍀⌇ Snobibber

⏃⌰⟟⟒⋏ ⍀⟟⎎⌰⟒

Admin-spawn only

USL, Elite USL, CLF, Imperial Guard, Death Squad, pizza, skeletons, colonist, xenomorph

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, Survivor