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Elsa 'l'Epee' Spinnewyn in game.

My wiki sandbox: https://tgstation13.org/wiki/User:Novaepee/sandbox

My YouTube channel: https://www.youtube.com/channel/UCsPb9_HVn1CqVo-9oQhnsEw

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

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



Эту страницу необходимо доработать!

Данная страница устарела и/или нуждается в доработке. Если в доработке нуждается гайд на странциу, просмотрите пример здесь.
Причина нужды в доработке: "TGMC's meta, development, and gameplay are always in flex. In parallel, TGMC's memes are forever changing. This page shouldn't remain static but in a state of metamorphosis."


THE MARRRRRRRRRRRRRRRRINNNNNNNNNNNEEEEEEEEEEEEEEEEEEEEES

Command

Job Role Rank Difficulty
Commander
Captain
The Captain of THEIR DOOM. A bait to CM player because CM whitelist. DO FUCKING BRIEFING IN THE BRIEFING ROOM!!!! Don't fix engine; get bitched at by medical and marines when autodoc has no power. Don't load OB; get bitched at by marines and SL for not loading OB. Don't know what is a Tadpole is. Never check crew manifest. "WhAt Is OrBiTiNg?!" "I cAn'T cHaNgE oRbIt LeVeLs!!" "LiStEn To Me, MaRiNeS!" Don't communicate to marines; get bitched at by marines and Discord for being a shit captain. Flash, arrest, or mateba people for doing captain's job despite captain not doing their fucking job. Get bwoink then jobban for deploying to planetside. aThe Big Boy Command Announcement: WHY DON'T YOU MARINES LISTEN TO ME!? I AM SO GREAT BECAUSE I AM CAPTAIN! I WILL USE MY FUCKING MATEBA TO PROVE MY POINT!
Field Commander
Field Commander
The embodiment of TGMC's spirituality: the unga dunga. The running synthetic with a gun. OB, CAS, railgun, and mortar marines to heal them. Achieve objectives. Flow with the unga. Get cash money for req. Order things that marines want and need. Used to be able to use SG until some fucking bitch ruined it for all. ARE YOU ENTERTAINED, ELSA?! ARE YOU FUCKING ENTERTAINED YET WITH YOUR LIEUTENANT COLONAL RANK AT THE COST OF FC SG?! ARE YOUUUUUUUUUUUUUUUUUUU?! Superior than captain; in fact, FC is the de facto captain. Can't make medals. Type in ...badFC in Discord to see a shit FC. aMarine Major decap simulation until wear helmet
Intelligence Officer
Staff Officer
Literally captain with no Mateba. aLieutenant Commander just overwatch until they realize they can go to planetside
Pilot Officer
Pilot Officer
Confused as to why they get jumped by SG mains during round start in Pillar of Spring. Don't put sentries on Alamo. Use all the sentries for Alamo when tadpole is in use. Forget to deploy sentries when in planetside. Think that coolage attachment is useful. Don't print out surgery table for MO doing Alamo surgery; in fact, put the medevac attachment in Alamo INSTEAD of a surgery table. Launch Alamo or Condor before engineers make FOB with drone. "WhErE iS tHe NoRmAnDy?!" Don't know what a tadpole is. Launch tadpole without Bluespace export or mining upgrade. Don't check for tadpole supplies. Fuck up evac with Alamo and tadpole by not lifting off in time. Change landing zone for tadpole to a place with barely any fucking miners. Cycle Alamo to the wrong LZ. Cycle without telling marines. Periods between cycle takes too long, making marines wait. Lockdown marines in Alamo EVEN IN SHIPSIDE aWarrant Officer fly boi
Tank Crewman
Tank Crewman
Don't exist in TGMC because no tank despite having the choice to choose the job in character setup. Never spawn. Cries aMY ARMOR IS MY RANK plays Sabaton's Ghost Division

Military Police DEMONS THAT HAVE BEEN BANISHED BACK TO HELL

Job Role Rank Difficulty
Chief Military Police
Command Master at Arms
TGMC:Military_Law!!!! Tase marines for trying to FUCK WITH THE LAW!!!! Flash or stunbaton them when they are in CQC distance or in EORD. Being shitcurity as usual. Don't exist for being utterly useless and a bitch to deal with when new players grief marines. anonexistent kek DESTROY ALL MARINES, CORRUPT THEM ALL
Military Police
Master at Arms
Same as CMP with less access. YOU ARE BELOW AND ARE THE FUCKINGLAW!!!! asame status as CMP Medium

Engineering/Requisitions

Job Role Rank Difficulty
Chief Engineer
Chief Ship Engineer
Think that fixing engine is a waste of time, so never fix it. Assume that OB is loaded, and never ask what OB should be loaded. Don't do req when RO cryo, then get bored and cryo despite chairs and tables haven't been deconstructed. Secretly the superior RO. aLieutenant ¯\_(ツ)_/¯
Requisitions Officer
Requisitions Officer
Buy B18 and Mateba for himself. Work on cardio by running to CIC and pressing buttons for supply beacon. "WhAt Is A bLuEsPaCe?" Send down ARSR belt with stuff still in crates, including the bluespace export. Don't give marines their Jaegar mods. Yells at marines for not selling xenos even when RO have not given marines bluespace export. Spite marines by sending bluespace export to FOB, not to tadpole, then wonders why there is not much req points to spend. Get yelled at by marines as to why supplies are taking too long to reach to planetside yet beacons are on. Tase marines when entering his sacred space in req. Get disarmed and lose tase forever. aChief Petty Officer jew master level 100
Ship Technician
Ship Technician
Fuck about in ship, cryo or SSD when needed the most. Discount CSE that is still way better than being a RO. Engineer without a life's purpose. Wish they were in CM to have the bar be relevant. aPetty Officer literally CSE with no orders and less access

Medical

Job Role Rank Difficulty
Chief Medical Officer
Chief Medical Officer
The true job for Alamo surgery. Have access to third surgery kit in Pillar of Spring. Big dicc energy MO that can set red alert, SD, and ERT in CIC. Enjoy their command radio headset and the fact that marines don't break into their office anymore. aThe Civilian with the Biggest Dicc PO 2.0
Doctor
Medical Officer
Planetside medicine powercreep makes MO shit. Can't do surgery, so autodoc. Use autodoc too much, so medbay APC runs out of power. Too fucking bored since CMO took Alamo surgery. Don't know that cryotube exist. Don't clean gloves after surgery, so marine gets infection. Feeds marine pills during surgery, so marine gets infection. Takes too long during surgery, so marine get infection. Don't know about infection, so marines necro. Barely use blood packs when marines are in low blood. aN/A Autodoc bitch
Researcher
Researcher
Research things. Be sad because there's nothing currently to your job, so go be the cool Medical Officer with the good shit. aN/A Easy

Marines

Job Role Rank Difficulty
Squad Leader
Squad Leader
Don't set supply beacon down. OB, railgun, CAS, and mortar the FOB. Then proceed to never using tac binos ever again; also never give tac binos to anyone when SSD or cryo. Die to overextending in push since didn't wait for marines to catch up. Never use orders. Might be old enough to be GAYery seargent. aStaff Seargent leadership orders are *warcry with buffs
Squad Specialist  SADAR говорит:
"DIE BENO!"


Squad Specialist

Act as THE NEXT UNGA THING to the Squad Leader. Cry when a xeno melts your toys because you got too aggressive and did not use a fucking belt harness. Wear B-18, the better version of Jaegar exo + valkyrie. When removed from role spawn, indirectly buff marines by letting buy 100 miniguns and 100 SADARs. Grenade launcher is now free.

aMY WEAPON SPEAKS OF MY FUCKING RANK! buy from req
Squad Smartgunner  T-29 говорит:
"I need more ammo, baka!"


Squad Smartgunner

https://github.com/tgstation/TerraGov-Marine-Corps/pull/6241 superior aim mode since the very beginning. Yells at req for more SG drums, and DICK OUT FOR MORE SG AMMO: https://github.com/tgstation/TerraGov-Marine-Corps/pull/5685. Hog all the spawn SG drums in round start. Waste it all on not killing xenomorphs. Don't use mag harness OR belt harness. go chad mode with jetpack. low key LMG. Wish can turn off IFF for the memes. awhoever is using the SG
Squad Engineer
Squad Engineer
"WhAt iS fOb DrOnE?" Avoid building FOB with drone. Never have enough fucking supplies in round start to build more. THE FOB MUST GROW! Go unga instead of maintaining FOB or cades. Forgot to barricade the meltable reinforced walls. Don't know how to upgrade miner. Would rather push with marines instead of maintaining miner near tadpole. Bitch about not getting supplies when haven't fixed and used miners nearby. Blind oneself with blowtorch. Don't make razorsharp obstacles to protect sentry from crusher. Can't figure out how to use PACMAN for e-razor. Ponder why they choose this job. aLance Corporal bob the builder with autism or fucking stupid
Squad Medic
Squad Corpsman
Use QC, bica OD, and peri like a fucking CM player. "MaKe Me ImIaKlY" or forget to have imialky. Break into chem room to make special chem for themselves. "I dOn'T kNoW hOw To GeT QC+ aNd PERI+" Forgot to link medevac roller to medevac beacon. Yell for MeraDerm when there is no larva juice around, only to use MeraDerm for only oneself. Bitch about running out of burn and brute kit and not knowing how to make infinite kits. Use a medical rig. FUCKING HATE MAGMOOR! aLance Corporal OD simulator
Squad Marine
Squad Marine
the basics of all unga, but the most unga of them all a"I LIKE TO SEE MY PRIVATES!" UNGA DUNGA

Special

Job Role Rank Difficulty
survivor
survivor
Robust yang rounies in the beginning of round; survivor major in 12:20. Coded out of existence becuase of beno mad (https://github.com/tgstation/TerraGov-Marine-Corps/pull/6072) a"I WILL DOUBLE BARREL PB YOU, ROUNY!" THE ULTIMATE UNGA


Synthetic
Synthetic
Combat synthetic. Doesn't know how to do ANYTHING. Name is David. a Want to reenact Blade Runner
AI
AI
Open fucking doors. Hate it when marines don't listen to its protips. MAKE LOUD ANNOUNCEMENT WITH TACTICAL SUGGESTIONS. Bolt airlocks to cuck xenomorphs before they crash Alamo to shipside (assuming xenos want to get a xeno major). Discount CIC job. Thought that the job is as exciting as SS13 AI. a
fuck you meat bags
Medium
Corporate Liason
Corporate Liason
Runs out of FOB only to get decap. aN/A Windhealer's job


Weapons

Standard Marine Weapons

Weapon: Description:

T-12 assault rifle

The T-12 assault rifle used to be the TerraGov Marine Corps standard issue rifle before the T-18 carbine replaced it. It's however still used widely despite that. The gun itself is very good at being used in most situations however it suffers in engagements at close quarters and is relatively hard to shoulder than some others.

Ammo:

T-12 assault rifle magazine

Holds fifty(50) 10x24mm caseless rifle rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

T-18 carbine

The T-18 carbine is one of the standard rifles used by the TerraGov Marine Corps. It's commonly used by people who prefer greater mobility in combat, like scouts and other light infantry. Its burst fire mode fires at a faster rate than the T-12.

Ammo:

T-18 carbine magazine

Holds thirty-six(36) 10x24mm caseless rifle rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

TX-73 Lasrifle

It shoots bad guys. Big owie, don't get hit by it. Lasers hurt.
Has five modes available, Normal, Disabler, Overcharge, Heat and Spread; which can be swapped with Unique-Action.
Normal fires normal power shots, while Overcharge has higher damage, AP, slower firerate, and consumes more ammo + other cool stuff. Disabler deals stamina damage and slows down xenos, Wave heat sets them on fire, and spread is a laser shotgun. Choose whichever suits the current situation.

Ammo:

TX-73 Lascell

Holds fifty(50) normal/auto shots, or twelve(12) special shots. Also doubles as a powercell in a pinch!

TX-73 High-Cap Lascell

Holds eighty(80) normal/auto shots, or twenty(20) special shots. Doubles as a powercell as well.
Attachments:
Rail 64pxlink=#Red Dot Sight
Muzzle
Underbarrel
Stock Fixed

TX-11 combat rifle

The TX-11 is the former standard issue rifle of the TGMC. Most of them have been mothballed into storage long ago, but some still pop up in marine or mercenary hands. It is known for its large magazine size and great burst fire, but rather awkward to use, especially during combat. Comes with it's own removable mini rail scope.

Ammo:

TX-11 combat rifle magazine

Holds seventy(70) 4.92×34mm rifle rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Weapon: Description:

T-42 light machine gun

The T-42 LMG is the TGMC's current standard non-IFF-capable LMG. It's known for its ability to lay down heavy fire support very well. It is generally used when someone wants to hold a position or provide fire support.

Ammo:

T-42 light machine gun drum magazine

Holds one hundred and twenty(120) 10x24mm caseless rifle rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

T-60 general purpose machine gun

The T-60 general purpose machinegun is the TGMC's current standard GPMG. Though usually seen mounted on vehicles, it is sometimes used by infantry to hold chokepoints or suppress enemies.

Ammo:

T-60 box magazine

Holds twohundred and fifty(250) 10x26 caseless rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Weapon: Description:

T-64 battle rifle

The T-64 BR is the TerraGov Marine Corps' one and only battle rifle, designed to be a versatile option that can perform well at any range. It boasts a rather high rate of fire, however that is balanced out by a -50% damage modifier to the caliber. Comes with a mini scope.

Ammo:

T-64 battle rifle magazine

Holds twenty five(25) 10x27mm caseless marksman rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

T-37 designated marksman rifle

The T-37 DMR is the TerraGov Marine Corps designated marksman rifle. It is rather well-known for it's very consistent target placement at longer than usual range, it however lacks a burst fire mode. It is mostly used by people who prefer to do more careful shooting than most. Comes with its own special mini scope.

Ammo:

T-37 designated marksman rifle magazine

Holds twenty(20) 10x27mm caseless marksman rounds.
Attachments:
Rail 64pxlink=#Red Dot Sight
Muzzle
Underbarrel
Stock Fixed

TL-127 bolt action rifle

The TL-127 is the standard issue bolt action rifle used by the TGMC. Known for its long range accuracy and use by marksmen despite its age and lack of IFF. It has an irremoveable scope. Chambered in 8.6x70mm.

Ammo:

TL-127 magazine

Holds ten(10) 8.6x70mm rounds
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

Mosin Nagant

The Mosin Nagant, a bolt action rifle form a bygone age, still used today by dedicated snipers due to it's high caliber, being capable of sending both xeno and human targets into crit with a couple of shots. Its bolt action design comes with the usual drawbacks, slow rate of fire and the finicky reload process, along with a limited magazine capacity. Holds 5 rounds in the internal magazine plus 1 in the chamber, the bolt can be cycled with unique-action . Comes with a rail scope.

Ammo:

box of 7.62x54mmR rifle rounds

Holds 4 sets of five(5) 7.62x54mmR rifle rounds. The rounds need to be manually taken out of the box.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed
Weapon: Description:

T-35 pump shotgun

Used as a close quarters tool when someone wants something more suited for close range than most people, or as an odd sidearm on your back for emergencies. Uses 12 gauge shells. Must be pumped after each shot using Unique Action.
Ammo:

Buckshot shells

Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.

Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
Attachments:
Rail
Muzzle
Underbarrel
Stock

T-39 Combat Shotgun

The T-39 is the middleground between the T-35's ability to use buckshot and a tube magazine and the TX-15's semi-automatic fire. Slower rate of fire than the TX-15, but can load buckshot and doesn't require manual chambering of each shell. Comes with all the advantages and disadvantages of having to load individual shells. Does 30% less damage.

Ammo:

Buckshot Shells

Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.

Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

TX-15 automatic shotgun

Another iteration of the ZX series of firearms, taking over the SX as the semi-automatic shotgun provided to the TGMC. Compared to the SX, this Shotgun is rifled, and loads primarily longer ranged munitions, being incompatible with buckshot shells. Takes 12-round 16 gauge magazines.

Ammo:

TX-15 flechette magazine

Holds twelve(12) 16 gauge flechette shells, good for if you suck at aiming.

TX-15 slug magazine

Holds twelve(12) 16 gauge slug shells for longer range, accurate shots.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

Paladin-12 pump shotgun

A nine-round pump action shotgun. A sporterized version of a classic shotgun used for hunting, home defense and police work, modified and used by Nanotrasen security. Holds 8 shells in the magazine, plus 1 in the chamber.

Ammo:

Buckshot Shells

Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.

Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

TS-34 double barreled shotgun

A double barreled shotgun of archaic, but sturdy design used by the TGMC. Due to balancing reports of barrel bursting, the ability to fire both barrels has been disabled. Uses 12 gauge shells, but can only hold 2 at a time. Come in its M276 pattern holster rig by default.
Ammo:

Buckshot Shells

Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.

Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed
Weapon: Description:

T-90 Submachine gun

High rate of fire with a magazine to pair with, all in a compact package. The T-90 offers great performance in CQC or reconissance operations; also ideal for supporting roles looking for a weapon to fall back upon in case of an ambush as it can be weilded near instantly.
Ammo:

T-90 submachine gun magazine!

Holds fifty(50) 10x20mm caseless rounds in a unique tubular magazine.
Attachments:
Rail 64pxlink=#Red Dot Sight
Muzzle
Underbarrel
Stock Fixed
Weapon: Description:

TP-14 service pistol

The TP-14, produced by Terran Armories. A reliable sidearm that loads 9mm Parabellum. Capable of mounting a limited amount of attachments, while sporting only semi-auto, its rate of fire is only limited by how quickly you can pull the trigger.
Ammo:

TP-14 magazine

Holds fourteen(14) 9x19mm Parabellum rounds.
Attachments:
Rail
Muzzle
Undderbarrel
Stock Nothing

T-19 machinepistol

The T-19 machinepistol is known for it's ability to be one of the few automatic firearms functional in one handed operation. It's compact size gives those that do not have the space to spare the ability to go without being unarmed.
Ammo:

T-19 magazine

Holds twentyfive(25) 10x20mm caseless rounds.

T-19 incendiary magazine

Holds twentyfive(25) 10x20mm caseless extra special spicy rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock

TP-23 service pistol

The TP-23 is similar to it's 9mm cousin, however in .45 ACP. This mainly translates to lower magazine capacity but better damage. Has a built-in, irremovable laser sight.
Ammo:

TP-23 magazine

Holds eleven(11) .45 ACP rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Nothing

88 Mod 4 combat pistol

A powerful sidearm issued mainly to Nanotrasen private contractors, but issued to the TGMC in small numbers, based on the original VP70 more than a century ago. Fires 9mm armor piercing rounds and is capable of 3-round burst or automatic fire.
Ammo:

88 Mod 4 magazine

Holds eighteen(18) 9mm AP rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock

TP-44 combat revolver

Produced by Terran Armories. A sturdy and hard hitting firearm that loads .44 Magnum rounds. Holds 7 rounds in the cylinder. Due to the nature of the weapon, it’s rate of fire doesn’t quite match the output of other guns, but does hit much harder.
Ammo:

TP-44 speed loader

Holds seven(7) .44 Magnum rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Nothing

TP-17 pocket pistol

The TP-17, a tiny pistol used by the TGMC as an emergency handgun meant to be stored about anywhere. Fits in boots. You can chamber a bullet then load a mag for extra capacity.
Ammo:

TP-17 magazine

Holds eight(8) .380 ACP rounds.
Weapon: Description:

TL-84 flamethrower

The TL-84 flamethrower is the current standard issue flamethrower of the TGMC, and is used for area control and urban combat. Has hydro cannon mounted underneath to put out your fires and friendlies that walked into your fire (their fault, naturally). Uses large flamethrower cans to fuel itself.

Ammo:

TL-84 fuel tank

Holds 60 units of ultra thick napalm.

TL-84 fuel tank

Holds 100 units of ultra thick napalm.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Fixed

T-160 Recoilless Rifle

The T-160 recoilless rifle is a long range explosive ordnance device used by the TGMC used to fire explosive shells at far distances. Uses a variety of 67mm shells designed for various purposes. Definitely, not an RPG, don't let anyone tell you otherwise.

Ammo:

T-160 High Explosive shell

67mm high explosive shell. Causes a heavy explosion in a small area.

T-160 Light Explosive shell

67mm light explosive shell. Causes a light explosion in a large area. Able to travel a greater distance due to the light payload.

T-160 High Explosive Anti Tank shell

67mm high explosive-anti tank. Causes a medium explosion in a small area.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Nothing

T-70 grenade launcher

The T-70 is the standard grenade launcher used by the TerraGov Marine Corps for area denial and big explosions. Fired rounds DO NOT PASS THROUGH FRIENDLIES OR ENEMIES. The rotary cylinder holds 6 rounds.

Ammo:

Any nade

Any nade that you can get your hands on.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Fixed

T-81 grenade launcher

A lightweight, single-shot grenade launcher used by the TerraGov Marine Corps for area denial and traumatising allies. Fired rounds DO NOT PASS THROUGH FRIENDLIES OR ENEMIES.

Ammo:

Any nade

Any nade that you can get your hands on.
Attachments:
Rail Nothing
Muzzle Nothing
Underbarrel Nothing
Stock Fixed

Powerfist

A metal gauntlet with a energy-powered fist to throw back enemies. Altclick to clamp it around your hand, use it to change power settings and screwdriver to pop out the cell. Has 3 power settings.

Ammo:

Any powercell

Any shiny box with angry pixies inside.

TL-172 Defensive Shield

A heavy shield adept at blocking blunt or sharp objects from connecting with the shield wielder. Looks very robust. Alt click to tighten the strap. Weld it to repair it.

Smartgunner

Weapon: Desc:

T-29 smart machine gun

The T-29 is the TGMC's current standard IFF-capable medium machine gun. It's known for its ability to lay down heavy fire support very well. It is generally used when someone wants to hold a position or provide fire support. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.

Ammo:

T-29 drum magazine

Holds two-hundred(200) 10x26mm rounds.
Attachments:
Rail
Muzzle Fixed
Underbarrel
Stock Fixed

Planetside Finds

[click to show/hide] Here are some of the stuff you can find down on the planet.

Note: Weapons found here usually can only be found planetside on some maps, use the webmap if you want to know what can be found on which map and where.
Weapon: Description:

AK-47

Of all the weapons in the vast Soviet arsenal nothing was more profitable than Avtomat Kalashnikova model of 1947, more commonly known as the AK-47, or Kalashnikov. It's the world's most popular assault rifle, a weapon all fighters love. An elegantly simple nine pound amalgamation of forged steel and plywood, it doesn't break, jam, or overheat. It will shoot whether it's covered in mud or filled with sand. Still used today due to it's good armor piercing properties. Fires 7.62x39mm.

Ammo:

AK-47 magazine

Holds fourty(40) 7.62x39mm rifle rounds.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

AK-47U

A crude, cheaply produced battle carbine copy capable of automatic fire, a shortened version of the Kalashnikov rifle. Commonly found in the hands of criminals or mercenaries. Fires 7.62x39mm, uses the same magazines as the Ak-47.

Ammo:

AK-47 magazine

Holds fourty(40) 7.62x39mm rifle rounds.
Attachments:
Rail
Muzzle
Underbarrel style="padding:5px" | Nothing
Stock style="padding:5px" | Fixed

FN M16A4 assault rifle

A light, versatile assault rifle with a 30 round magazine, chambered to fire the 5.56x45mm NATO cartridge. The 4th generation in the M16 platform, this FN variant has added automatic fire selection and retains relevance among mercenaries and militias thanks to its high customizability.

Ammo:

M16 magazine

Holds thirty(30) 5.56x45mm NATO rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

M41AE2 heavy pulse rifle

A large weapon capable of laying down supressing fire, based on the M41A pulse rifle platform. Went under field testing, however it failed to surpass its trials and was replaced by the T-42 light machine gun.

Ammo:

M41AE2 box magazine

Holds two hundred(200) 10x24mm caseless rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock

Mare's leg lever action rifle

A .44 magnum lever action rifle with side loading port. It has a low fire rate, but it packs quite a punch in hunting. Uses the same caliber bullets as the T-44 revolver.

Ammo:

.44 magnum bullets

.44 magnum bullets that need to be indavidually loaded.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

SVD Dragunov-033 sniper rifle

A sniper variant of the AK-47 service rifle, with a new stock, barrel, and scope. It doesn't have the punch of modern sniper rifles, but it's finely crafted in 2133 by someone probably illiterate. Fires 7.62x54mmR rounds.

Ammo:

SVD magazine

Holds ten(10) 7.62x54mmR (rimmed) rounds.
Attachments:
Rail
Muzzle Nothing
Underbarrel
Stock Fixed
Weapon: Desc:

CZ-81 submachine gun!

Often better known by its nickname the Skorpion, the CZ-81 is a robust, 20th century firearm that's a combination of pistol and submachinegun, in its time found in the hands of support personnel who needed a weapon in the dimensions of a pistol but with a bit more firepower. Few use it nowadays due to it's low caliber and difficulty in handling. Fires .32 ACP.

Ammo:

CZ-81 magazine

Holds twenty(20) .32 APC bullets.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

MP27 submachinegun

An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms, though it somehow got into the hands of colonial rebels. Fires 4.6x30mm rounds.

Ammo:

MP27 magazine

Holds thirety(30) 4.6x30mm rounds.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

MP5 submachine gun

A German design, this was one of the most widely used submachine guns in the world. It's still possible to find this firearm in the hands of collectors or gun fanatics. Fires 9mm rounds.

Ammo:

MP5 magazine

Holds thirty(30) 9mm rounds.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

GAL9 submachine gun

Often reffered to as the Uzi ,the GAL9 is a cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Put the fire mode to full auto for maximum firepower. Fires 9mm rounds.

Ammo:

GAL9 magazine

Holds thirty(30) 9mm rounds.

GAL9 extended magazine

Holds fifty(50) 9mm rounds.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed
Weapon: Desc:

Double barrel shotgun

A double barreled shotgun of archaic, but sturdy design, as the name suggest capable of holding a shell in each of its barrels. Rarely seen on the field due to better alternatives, capable of firing both barrels near instantaneously. The barrels can be opened with unique-action .

Ammo:

Buckshot Shells

Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.

Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

Sawn-off shotgun

A double barreled shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. +50% unga power, +100% yelling over comms to be rescued.

Ammo:

Buckshot Shells

Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.

Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
Attachments:
style="padding:5px" | Nothing
Muzzle Nothing
Underbarrel Nothing
Stock Sawn off

Kronos pump action shotgun

The Kronos shotgun is typically found in the hands of counter-terrorist units and unlicensed military contractors. It offers a massive magazine well capable of holding 8 shells +1 in the chamber, and great compatibility with a variety of attachments. Downside comes form the pump action design, rather limiting the rate of fire. Can be pumped with unique-action .

Ammo:

Buckshot Shells

Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.

Slug Shells

Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.

Flechette Shells

Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.

Incendiary Slug Shells

Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
Attachments:
Rail
Muzzle
Underbarrel
Stock
style="padding:5px" | Fixed


Weapon: Desc:

Highpower automag

A Colonial Marshals issued, powerful semi-automatic pistol chambered in armor piercing 9mm caliber rounds. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Undoubtedly he most badass sounding pistol a marine can get his/her hand on.

Ammo:

Highpower magazine

Holds twelve(12) 9mm rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Nothinh

Beretta 92FS pistol

A popular police firearm in the 20th century, often employed by hardboiled cops while confronting terrorists. A classic of its time, chambered in 9x19mm.

Ammo:

Beretta 92FS magazine

Holds fourteen(14) 9x19mm rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Nothing

CMB autorevolver

An automatic revolver chambered in .357 magnum. Commonly issued to Nanotrasen security. It has a burst mode. Currently in trial with other revolvers across Terra and other colonies. Holds 6 rounds in the cylinder. Fires .357 magnum.

Ammo:

CMB revolver speed loader

Holds six(6) .357 magnum rounds.
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Nothing

REQ buyable weapons

Weapon: Desc:

T-100 minigun

A six barreled rotary machine gun, The ultimate in man-portable firepower, capable of laying down high velocity armor piercing rounds this thing will no doubt pack a punch. Must go through a short "spin up" period before firing.
Ammo:

Rotating ammo drum(7.62x51mm)

Holds three hundred(300) rounds of 7.62x51mm armor piercing rounds.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock Fixed

T-81 Automatic Sniper Rifle

The T-81 is the TerraGov Marine Corps's automatic sniper rifle. It is rather well-known for it's night vision scope and IFF ammo, it however lacks a burst fire mode. It is mostly used by people who keep shooting their buddies in the back with a full power rifle round.
Ammo:

8.6x70mm caseless IFF

Holds twelve(12) 8.6x70mm caseless, IFF capable ammunition you can shoot straight over your buddies without worry!
Attachments:
Rail
Muzzle
Underbarrel Nothing
Stock Fixed

T-152 Rocket Launcher

The T-152 is the primary anti-armor weapon of the TGMC. Used to take out light-tanks and enemy structures, the T-152 rocket launcher is a dangerous weapon with a variety of combat uses. Uses actual rockets rather than the T-160's recoilless shells, making it more powerful.
Ammo:

84mm High-Explosive Rocket

High-Explosive Rocket with a wide blast radius.

84mm Armor Piercing Rocket

Rocket with a high density warhead designed to pierce armor. Let's see those defenders try to tank THIS!

84mm White Phosphorus Rocket

Incendiary rocket that bursts into flames on impact. Geneva convention? more like geneva suggestion!.
Attachments:
Rail
Muzzle Nothing
Underbarrel Nothing
Stock What stock?

TL-24 autorevolver

The TL-24 is the rather rare autorevolver used by the TGMC issued in rather small numbers to backline personnel and officers. It uses recoil to spin the cylinder. Uses heavy .454 rounds. Orderable from Requisitions.
Ammo:

Mateba speed loader

Holds 6 rounds of .454 Casull heavy pistol rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock What stock?
Weapon: Desc:

M41A pulse rifle

An older design of the pulse rifle made by Pulse Industries. A rather unknown weapon of its time. It invented the use of electronic firing in the modern era though. Comes with a removable 2-shot underslung grenade launcher. Uses 10x24mm caseless ammunition.
Ammo:

M41A magazine

Holds 95(ninety-five) 10x24mm caseless rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

M412 pulse rifle

The M412 rifle is a Pulse Industries rifle, billed as a pulse rifle due to its use of electronic firing for faster velocity. A rather common sight in most systems. Uses 10x24mm caseless ammunition.
Ammo:

M412 Magazine

Holds 40(forty) 10x24 caseless rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

M412L1 heavy pulse rifle

A large weapon capable of laying down supressing fire, based on the M412 pulse rifle platform. Uses 10x24mm caseless ammunition.
Ammo:

M412L1 box magazine

holds 200 (two hundred) 10x24mm caseless rounds
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

Type 71 pulse rifle

The primary rifle of the USL forces, the Type 71 is a reliable rifle chambered in 7.62x39mm, firing in two round bursts to conserve ammunition.
Ammo:

Type 71 magazine

Holds 40(forty) 7.62x39mm rounds.
Attachments:
Rail
Muzzle
Underbarrel
Stock Fixed

Apparel

These are the things you wear on your body to either carry all your junk, or stop yourself from getting decapitated.

Jaeger XM-02 Combat Exoskeleton

Designed to mount a variety of modular armor components and support systems. It comes installed with light-plating and a shoulder lamp. Mount armor pieces to it by clicking on the frame with the components. Use a crowbar to remove armor pieces, use a screwdriver to remove armor attachments. Use face paint on armor pieces to color them.

NOTE: The arm and leg plates all have the same stats. Only the chest plates have differing armor stats. Examine the exosuit with the pieces attached and click the "relevant information" prompt to view exact statistics.

Type: Desc:

Light Skirmisher

Provides minor protection and encumbrance when attached. This one is marked as a light skirmisher piece, used by those who prefer faster movement speed over protection, such as scouts.

Medium Infantry

Provides moderate protection and encumbrance when attached. This one is marked as a medium infantry piece, used by frontline troops that need a good balance of mobility and protection.

Heavy Assault

Provides high protection and encumbrance when attached. This one is marked as a heavy assault piece, with extra padding and plate thickness which provides excellent protection against all manners of dangers.

Medium EVA

Provides moderate protection and encumbrance when attached. This one is marked as an EVA armor piece, used for extravehicular operations in the vacuum of space. The gaps in the armor seem to say otherwise, however.
NOTE: does not actually provide protection against space.

Medium EVA w/ skull

Provides moderate protection and encumbrance when attached. This one is marked as an EVA armor piece, but the helmet has a skull engraved on it.
NOTE: does not actually provide protection against space.

Heavy EOD

Provides high protection and encumbrance when attached. This one is marked as an EOD armor piece, used by specialized Explosive Ordnance Disposal units to disarm explosives safely. And no, that is not a skirt.
NOTE: does not actually provide extra protection against explosive damage.

NOTE: The exoskeleton can mount 1 storage module.

Module: Desc:

General purpose storage module

Certainly not as specialised as any other storage modules, but definitely able to hold some larger things, like binoculars, maps, magazines, and motion detectors.

Engineering storage module

Can hold about as much as a tool belt, and sometimes small spools of things like barbed wire, or an entrenching tool. Looks like it might slow you down a bit.

Medical storage module

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.

These modules augment your armor, increasing its abilities and resistances. Only one can be attached at a time.

Module Desc:

Mark 1 Baldur light amplification system

Increases the power output of the Jaeger Combat Exoskeleton's mounted flashlight. Slows you down slightly.

Mark 2 Baldur light amplification system

Substantially increases the power output of the Jaeger Combat Exoskeleton's mounted flashlight. Slows you down slightly.

Mark 1 Tyr armor reinforcement

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.

Mark 2 Tyr armor reinforcement

A substantial amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns. Will definitely impact mobility.

Mark 1 Mimir environmental resistance system

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.

Mark 2 Mimir environmental resistance system

When activated, this system provides substantial resistance to environmental hazards, such as gases and radiological exposure. This newer version provides resistance to acid. Best paired with the Mimir Environmental Helmet System and a gas mask. Will impact mobility.

Ballistic armor module

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.

Valkyrie automedical armor system

When activated, it can inject a variety of chemicals, as well as automatically securing the bones and body of the wearer, to minimize the impact of broken bones or mangled limbs in the field. Also comes with a health analysis function. Will definitely impact mobility.

Surt pyrotechnical insulation system

Providing a near immunity to being bathed in flames, and amazing flame retardant qualities, this is every pyromaniacs' first stop to survival. Will impact mobility somewhat.

Hlin explosive compensation module

Uses a complex set of armor plating and compensation to lessen the effect of explosions, at the cost of making the user slower.

<tab name="Helmet modules">

These modules attach to jaeger armor helmets, which go directly on your head like any normal helmet.

Module Desc:

Binocular helmet module

When attached, can be flipped down to view into the distance.

Welding helmet module

When attached, this module can be flipped up or down to function as a welding mask.

Antenna helmet module

When attached, this module is able to provide quick readuts of the users coordinates.

Mark 1 Mimir environmental helmet system

When attached, this system provides substantial resistance to environmental hazards, such as gases and radiological exposure. This older version has no acidic resistance. Best paired with the Mimir Environmental Resistance System and a gas mask.

Mark 2 Mimir environmental helmet system

When attached, this system provides substantial resistance to environmental hazards, such as gases, acidic elements, and radiological exposure. Best paired with the Mimir Environmental Resistance System. Will impact mobility when attached.

Other stuff

Item: Desc.:

Webbing

Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has three slots for storing items.

Storage
Any tiny item
Any small item
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells

Black Webbing

Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has five slots for storing tiny or small items.

Storage
Any tiny item
Any small item

Shoulder Holster

Pistol Holster that you can clip to your uniform.
Only one thing may be clipped to your uniform
Capable of storing one pistol in it.

Storage
Any Pistol
Tazer

OUTDATED, TO BE UPDATED

Armor: Desc:

PAS-11 pattern armored vest

Regular armour, with all round stats and drawbacks.
Has a shoulder lamp and a suit storage for guns
Has two internal slots for storing items.

Suit Storage:
Any Gun
Emergency Oxygen Tank
The Bible
G8 Storage Pouch
M4A3 Belt
M44 Belt
Armor Storage
Any tiny item
Any small item
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells

Integrated Storage

Similar to regular armour, besides increased storage capacity and slowdown.
Has a shoulder lamp and a suit storage for guns
Has a storage area which can hold several items, akin to a bag.

Suit Storage:
Any Gun
Emergency Oxygen Tank
The Bible
G8 Storage Pouch
M4A3 Belt
M44 Belt
Armor Storage
Any tiny item
Any small item
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells


Item: Desc.:

Ammo Load Rig

A belt for your uniform, intended for holding magazines.
You can right click it to change the drawing mode.
Has five slots for storing items.

Storage
Combat Knife
Shells or handfuls of bullets
Any kind of flare/flare nade
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells
M4A3 Magazines
M44 Speedloaders
Any grenade
Claymores

General Utility Pouch

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.
Can switch drawing modes by right clicking.
Capable of storing various items.

Storage
stuff.(placeholder, please define)

Shotgun Shell Belt

A belt used to hold up to 50 shotgun shells, two boxes worth.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Buckshot shells
Slug Shells
Flechette Shells
Incendiary Shells

T457 pattern pistol holster rig

Pistol Holster that goes on your belt.
Has five slots, and draws pistols on click.
Capable of storing only one pistol in it.

Storage
Any Pistol, not revolvers.
Any Pistol Magazines

T457 pattern revolver holster rig

Revolver Holster that goes on your belt.
Has five slots, and draws a shotgun on click.
Capable of storing only one revolver in it.

Storage
Any revolver
Revolver speedloaders

TS-34 Shotgun Holster rig

Specialised holster for the TS-34 double barreled shotgun. Comes with the shotgun.
Has five slots, and draws shotgun on click.
Capable of storing the shotgun, and either one shell box or 2 shell handfuls.

Storage
TS-34 double barrel shotgun
Loose shells
Shotgun shell box

Belt Harness

A shoulder worn strap with clamps that can be attached to a gun. Acts as a mag harness, but on your belt. Attaches guns to your back if your suit storage is full. Lacks any form of storage on its own.

Knife Rig

A knife rig that goes on your belt
Can switch drawing modes by right clicking.
Capable of storing six throwing knives within.

Storage
M11 Throwing Knives.

M40 HEDP rig

Designed to carry bulk quantities of M40 HEDP grenades, but can naturally store any grenade.
Can switch drawing modes by right clicking.
Capable of storing any nade.

Storage
Any nade.

M40 HEDP rig Mk. II

An upgraded version of the standard rig designed to carry even greater quantities of M40 HEDP grenades, but can naturally store tons of any grenade. Orderable from Requisitions.
Can switch drawing modes by right clicking.
Capable of storing any nade.

Storage
Any nade.

Lifesaver medic bag

A specialised belt that mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics.
Can switch drawing modes by right clicking.
Capable of storing medical supplies.

Storage
Medical supplies.

Medical Storage rig

This version is a less common configuration of the M276 pattern belts, designed to transport medical supplies, and light ammunitions.
Can switch drawing modes by right clicking.
Capable of storing medical supplies and some ammunition.

Storage
Medical supplies.
Loose shells.
Pistol magazines.

Toolbelt

It's a toolbelt. It holds tools, obviously. need we say more?
Can switch drawing modes by right clicking.
Capable of storing tools and stuff.

Storage
Tools. Файл:TGMC Wrench.png


Pouch: Desc:

Shotgun Shell Pouch

A pouch used to hold shotgun shells. Has four slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Buckshot shells
Slug Shells
Flechette Shells
Incendiary Shells

Magazine Pouch

A pouch used to hold magazines. Has two slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Shells or handfuls of bullets
M41A MK2 Magazines
M39 Magazines
M42C Magazines
Sunfury Lasgun Cells
M4A3 Magazines
M44 Speedloaders

Flare Pouch

A pouch used to flares. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Flare Grenades
Manual Flares

First Aid Pouch

A pouch used to hold construction materials. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Tramadol Injectors
Tricordazine Injectors
Gauze
Ointment
Medical Splints

Tool Pouch

A pouch used to hold tools. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Wirecutters Файл:TGMC Wirecutters.png
Entrenching Tools
Screwdrivers Файл:TGMC Screwdriver.png
Cable Coil Файл:TGMC Cable Coil.png
Crowbars Файл:TGMC Crowbar.png
Blowtorches Файл:TGMC Blowtorch.gif
Multi Tool Файл:TGMC Multitool.png
Wrenches Файл:TGMC Wrench.png
Mini Extinguishers

Construction Pouch

A pouch used to hold construction materials. Has three slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Stacks of Material
Entrenching Tools
Empty Sandbags
Cable Coil Файл:TGMC Cable Coil.png
Metal Rods
Barbed Wire

Pistol Magazine Pouch

A pouch used to hold pistol magazines. Has three slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
M4A3 Magazines
M44 Speedloaders

Sidearm Pouch

A pouch used to sidearms. Has one slot.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Any Revolvers
Any Pistols

Explosive Pouch

A pouch used to hold explosive materials. Has four slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.

What it can store:
Any RPG Rockets
C4
Any Grenades
Claymore Boxes
Claymores
Detpacks
Signaler Файл:Signaler.png

<tab name="Masks">

Item: Desc.:

TGMC Gas Mask

A gas mask that restricts your vision, but filters out harmful gasses.

TGMC Coif

A coif that protects you from extreme cold conditions.

Rebreather

Heats or cools down air as you breath it, protecting you from extreme conditions.

Defensive Equipment

This section is currently empty. You can help fix that!

Pouch: Desc:
Файл:ExampleTGMC.png

Defensive Equipment Name Here!

A thing you slap down to hurt bad guys, or maybe not.

Construction steps:
Step one. Файл:TGMC TOOL.png
Step two. Файл:TGMC TOOL.png
Step three. Файл:TGMC TOOL.png
Step four. Файл:TGMC TOOL.png

BENOMORPHS

Tier 0

Caste Role Difficulty
LarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarvaLarva be the combat larva that everyone need and not deserved. Evolves into Combat Drone, young rouny, the rare Defender that is used to evolved into a warrior or the chad Sentinel. arest in weed until evolve

Tier 1

Caste Role Difficulty
Drone
Drone
use frenzy for combat drone. need weed 4 speed. use larva accelerator to purge meds. spend time combat droning and not weeding the entire fucking planet. don't use healing phenomone, or forget to use them at all, when resting. don't heal other benos. Blood feud with flamethrower. Evolves from the Primorial larba; evolves into cancer Carrier, resin wall hugger Hivelord, Bitchmind, psychic drone, or thiccy mommy milky drone. aEasy to get into and fun to master
Defender
Defender
Try to tank, dies. Realize that Crest Defense makes you live long enough to survive dense marine firing lanes. Fortify for the big brain players, then they can laugh and eat SADAR, CAS, and OB for days. The only xenomorph that use their tail and heal their own sunder. Remember when it can deflect bullets. Evolves from NOODLE LARBA; evolves into The best stand, Warrior. achad
Runner
Runner
evasion for the true young rouny. loves to dance and slashing marines. lives and die for the dance dance revolution. Blood feud with PB shotgunners. Evolves from FUCKABLE MEAT Larva; evolves into SNEAKY Hunter GOD I HATE IT, evasion but avoiding SPACETIME, virgin Bull, or becomes the nonexistent Panther a


Sentinel
Sentinel
"CaP tHe MaRiNe!" xeno that was left behind with the capture gameplay, arise to stun lock marines with stamina crit now purge marines out of their premed with neurotoxin. Mouth full of neurotoxin. Boiler lite with neurotoxin cloud. Blood feud with hypervene and water. Evolves from the sleeping Larva; evolves into acid Spit, leaving behind the neurotoxin. aha ha marine go horizontal with spits
Panther
Panther
The rouny that was not the rouny. Made for capture gameplay, but both it and capture gameplay went to the shadow realm. Disarm the heck out of marines if disarm in TGMC exists. Can't sue TGMC wiki because of this PR that is licensed under CC-BY-NC-SA 3.0 (so fuck off, drawsstuff): https://github.com/tgstation/TerraGov-Marine-Corps/pull/3877 aTO THE SHADOW REALM! https://github.com/tgstation/TerraGov-Marine-Corps/pull/5272

Tier 2

Caste Role Difficulty
Carrier
Carrier
Unchained when capture gameplay is no more. Use facehuggers to fuck marines to death by stun lock. Enjoy the sounds of marines getting face rape. Make traps that marines still haven't learn how to counter 100% of the time. The true vietnam caste. NOW A GRENADER WITH DIFFERENT TYPES OF HUGGER! Neurotoxin hugger used to inject 18u of neurotoxin. Has so much bugs, bug fixes, and fixes broken compared to any xenomorphs. MARINES HATE THIS CASTE! Evolves from the chad Drone. aYEET
Hivelord
Hivelord
THICC DRONE, FITTING FOR THE MASTER OF RESIN! ASS SO FAST THAT IT CAN MATCH ROUNY! Use resin wall to cuck sentry and laugh at engineers. Sticky spit to hide level 5 acid wells. Try to combat hivelord and die because they forgot to turn on resin walker. Infusion is Kamehameha and instant click. Silolord. Make acid turrets to robust marines. Hide spawning pools behind thousand of resin walls. Evolves from the smol hivelord. aMaze Runner
Warrior
Warrior
Beloved by vet xeno players . ORA ORA ORA the marines. Wombo combo marines into lava or hive, whichever is closest. Agility mode 90% of the time. Always use keybinds. Super fucking sweaty: https://www.youtube.com/watch?v=g7BIuUoZuT0 . Sentries sweat when seeing a warrior with punch ready. Remembered the day that they could rip off limbs like in CM. Evolved from tonk boi; evolves into 360 NO SCOPE CROOSHER when the warrior feels like making engineers cry. aFALCON, PUANCH!

Hunter
Laugh at the fact that it has two stuns. The only xeno with walking animations. Break right arm with just 5 slashes because marine decides to duel. Curious when it will have Surreal's buff. Evolves from old rouny; evolves into DOOM RAV. aSnek Eater
Wraith
Wraith
MARINES HATE TELEPORTING BENO! "HIVEMIND! WE MUST TRAVEL BACK TO THE FUTURE!" Love being in Alamo cockpit. Autodoc marines' foreign objects by accident; really just send the foreign objects to the SHADOW REALM!!!! "daddy surreal, why do people hate me?" The space faring caste that love going to space. Get blamed instead for map issues. Evolves from IS THAT A ROUNY?!. aLeague of Legend's flash
Bull
Bull
why not? Evolves from LITTLE EVASION BITCH; evolves into Gets killed charging cades all the time numbskull. Remember and cry when gore was unbelievably strong. Get ventilated by buckshot when you inevitably do a stupid charge. Complain to the Hivelord why he's building defenses in your charging lane. Get killed during final marine push on hive because you suck at anything but charging. a Get your Lambo sponsorship you got this king!

Spitter Spitter Spitter Spitter
Spitter

Call of duty beno. Enjoy making marines horizontal by spitting. Sad that it doesn't have a unique toolkit. Evolves from sad sent; evolves into underappreciated boiler or GAMER Praetorian aBah! I spit at you!
Spitter
Afflictor
Make marine puke nonstop. interior designer for FOB to make it into the vomitorium. Is really hunter+. Only remembered in Git and by players who keep getting fucked by Afflictor: (https://github.com/tgstation/TerraGov-Marine-Corps/pull/5002) "REFACTORed" as deflier aSnakes, why did it have to be snakes?

Tier 3

Caste Role Difficulty
Praetorian
Praetorian
The "better" Spitter. Love making marines go horizontal by faceplanting their acid cone. Is one step away from HvH due to the fact that it just shoots. Simple and clean. Evolves from next prae. aHard
Crusher
Crusher
Fling marines from barricade. Love the fact that it is not MOBA crusher from CM. Can solo cades until razorsharp. Man handle sentry. Love the fact that help intent prevent bodyblock from marine. Secretly know how to one shot reinforced walls. Blood feud with engineers. Evolves from Ultimate MMA beno or bitch bull aCHOO CHOO THE XENO TRAIN IS HERE!

Ravager

Ravager
Darth Vader + Doom guy. Turn on Doom OST in the background. May have a heavier and slower ass compared to Hunter, but make up for it by making Luke Skywalker references.

Has a collection of right arms. Too angry to die with Ignore Pain. Hate it when the stuns don't land. Waiting for the day that Surreal's rav rage PR to come. Evolves from Hunter that also have two stuns.
aRip and tear
Boiler
Boiler
The OG farter. The only sniper in the hivemind. Remember when it was countered by snipers. Glow in the dark with hivemind. Look at crusher's kit and cry. Blood feud with CAS and OB. Evolves from Spitter. axeno sniper
Defiler
Defiler
Rape marines. Really from LifeWeb or some ERP server that enables rape. Red-pilled carrier. Is so flexible that it can vent crawl. Fart a lot. Thiccer afflictor. Once had neuroclaws that made marines cry in pain, and now have new claws from ded afflictor. Evolves from CBT Carrier and Resin Nomad. aIt helps me control my rape tendencies
ShrikeShrike
Shrike
Beno with telekinetic. Love to help shuffle to get behinds and screech to fling marine 7+ tiles away from other marines. Screech and fling marines to acid turrets. kek at the days when it has force choke marines BEHIND FUCKING WALLS. Still get stunned by shotgun despite being T3. Mommy's sidekick PSYCHIC buddy. Middle mouse button for screech is beginner shrike, shift+click or right mouse button for screech is big brain shrike. Evolves from Combat Drone, evolves to Bigger mommy. Only one per Hive. athere is always 2 shrikes

Tier 4

Caste Role Difficulty
Queen Elsa
Queen Elsa
Lead the hive with yelling "SCREECHING!! REEEEEEE!!". Bigger drone but not as thicc as hivelord. Remember when it has halloss for screech instead of stamina damage. Spam Word of the Queen because they can. Tacticool by slashing and spitting. Laugh at the very concept of ovi queen. Always waiting to be Ancient Empress, but still die by the unga. Miss the days when Tail Sweep was for self-defense. Evolves from princess Anna or drone; there can only be one Queen TO RULE THEM ALL, AND IN THE DARKNESS BINDS THEM. aNot CM queen.
Hivemind
Hivemind
You heal benos but get cucked by unweeded areas. The xeno with the highest health points. Cry about Hathkar not completing Psychic Beacon. Evolves from Drone; there can only be one Hivemind per hive. aFrustrating

Tier QM

Caste Role Difficulty
TGMC_QM_shitpost.png
Admeme spawn athiccest mom.

Tier INCOMING BENO

Caste Role Difficulty
Gorger
Gorger
Vampire tanky and thicc beno. Will suck for health. Like to blood donate. "What is a marine? A miserable little pile of unga. But enough talk... Have at you!" Check PR for its progress! https://github.com/tgstation/TerraGov-Marine-Corps/pull/5271 Evolves from ¯\_(ツ)_/¯. aWHY WON'T YOU DIE?! WHAT DO YOU MEAN YOU HAVE 600 HEALTH AT YOUNG?!
King Xeno
King Xeno
The Chad manifested. Gravity Crush marines behind walls. Gravity Crush is secretly heavy_explosive. Screech will literally make you wish you get screech by Queen. Screecher.dmi Check PR for its progress! https://github.com/tgstation/TerraGov-Marine-Corps/pull/5426 Evolves from over 9000+ psychic points and get taken over by a random ghost. aHe Came, He Saw, He Conquered Mommy's thicc ass

CIMEX

IN DEVELOPMENTAL HELL FOR 2 YEARS; SHUT UP ABOUT IT

TYRAMORPH

REN'S BABY THAT IS ALSO IN DEV HELL

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