TGMC:Squad Engineer
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, APC's, and telecommunications systems. 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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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 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. | |
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 general circuit board, 1 light replacer, 1 entrenching tool, high capacity power cell, 1 insulated marine combat gloves, 1 welding goggles, 1 razorburn grenade, 1 plastic explosive. |
Metal |
2 | 10 Metal. |
Plasteel |
4 | 10 Plasteel. |
Sandbags |
5 | 25 Sandbags. Starts empty. |
Plasma Cutter |
20 | Plasma Cutter. Can be found in Requisitions sometimes. |
UA-580 Point Defence Sentry Kit |
50 | UA-580 Point Defence sentry kit containing the PD Sentry, 2 M30 (10x20) box magazines and 2 Terra Experimental standard batteries. |
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. |
Plastique explosive |
3 | A Plastic Explosive capable of destroying most walls and doors. Is safe and does not have an explosive range. |
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. |
Entrenching tool |
1 | A Entrenching Tool to fill empty sandbags and to deconstruct deployed sandbag cades. Can be found in the ST lockers. |
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. |
Range Finder |
10 | A Range Finder which can be linked to deployed mortars and get coordinates by control clicking tiles. |
High capacity powercell |
1 | A power cell with 10000 power. Can be found in the Engi-Vend vendors. |
M20 mine box |
18 | A mine box with 5 claymores. |
Large M20 mine box |
36 | a mine box with 10 claymores. |
Pack of Razorburn Grenades |
11 | A pouch with 4 Razorburn Grenades. |
Razorburn Canister |
7 | A Razorburn grenade that affects more tiles then regular Razorburn. |
Razorburn Grenade |
3 | A Razorburn grenade. |
Файл:TGMC Multitool.png Multitool |
1 | A Multitool. Can be found in the Engi-Vend vendors. |
Файл:TGMC Power Module.png General Circuit Board |
1 | A circuit board when used with a multitool can change into different boards. Can be found in the Engi-Vend vendors |
Файл:Signaler.png Signaler |
1 | A Signaler to be used alongside the detonation packs. Can be found in the weapon vendors in the Utility section |
UA 571-C Base Defence Sentry Voucher |
26 | A Voucher that can be used to make a Base Defence sentry with the FOB Construction Drone Control. Does not come with ammo or the batteries. Note: Can only be used if the FOB Drone can be used so only take it early in the round. |
TerraGovTech Engineer System Vendor
This is the Engineer System Vendor. It contains 1 M402 Mortar kit, 3 UA 571-C Sentry crates and 1 TL-102 HSG crate
Module | Description |
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M402 Mortar Crate |
A crate containing the M402 mortar, 8 High explosive shells, 8 Incendiary shells, 4 Smoke shells, 4 Flare shells, 2 Tangle shells, 3 Fire Support encryption keys, 2 Engineer encryption Keys, 1 Range Finder. |
UA 571-C Sentry Crate |
A crate containing the UA 571-C sentry gun, 1 M30 (10x28) box magazine and 2 Terra Experimental standard batteries. |
TL-102 Crate |
a crate containing the TL-102 mounted heavy smartgun and 1 TL-102 drum magazine. |
Barricade
Barricade | Health | Armour | Cost | Misc Information |
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Metal | 200 | 100 Bio, 80 Fire, 40 Acid | 4 Metal | The only cade able to use Concussive, Ballistic or Caustic upgrades. Can only take 1 upgrade. |
Sandbags | 300 | 100 Bio, 80 Fire, 40 Acid | 5 Filled Sandbags | Faster to Place. Can only be repaired with filled sandbags. Can be spam repaired for quick fixing. |
Plasteel | 500 | 100 Bio, 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 |
Razor Wire | 100 | No armour | 3 Metal | 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. |
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.
Sandbags can be repaired with filled sandbags.
Razor Wire can be repaired with metal.
Barricade Upgrades
Type | Armour | Cost | Misc Information |
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Concussive | 50 Bomb | 2 Metal | Click on the cade with at least 2 metal to upgrade it. Can be used to lessen the King's Gravity Crush damage.. |
Ballistic | 30 Melee, 30 Bullet | 2 Metal | Click on the cade with at least 2 metal to upgrade it. Can also lesson the Crusher's Charge damage done to cades. |
Caustic | 20 Acid | 2 Metal | Click on the cade with at least 2 metal to upgrade it. Helps protect against acid spits. |
Barbed Wire | 0 | 2 Metal | Damages xenos if slashed. Adds an additional 50 health to the cade it is attached to. |
Deconstruction
Crowbar to remove the upgrades. Wire cutter to remove the barbed wire
Emplacements
Defence | Infor | Info | Info |
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UA-571-C Sentry Gun | A deployable, slow firing, automated sentry with 75 rounds.
Has 3 fire modes Automatic, Auto-Burst and Burst Fire. Fires in 4 round bursts. Can fire 12 shots on Radial Mode before needing a new battery. Takes 9 seconds to deploy. 9 seconds to pick up. Manual Override allows you to control it. Can be reloaded while in hand. 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. Control click to remove battery. Not able to remove battery while in hand |
50 damage
5 AP 0 Sunder 0.6 Automatic Rate of Fire 0.6 Burst Rate of Fire 8 Range |
UA-580 Point Defence Sentry | A deployable, fast firing, automated sentry with 100 rounds.
Has 3 fire mods Automatic, Auto-Burst and Burst Fire. Fires in 3 round bursts. Can fire 30 shots on Radial Mode before needing a new battery. Takes 3 seconds to deploy. 3 seconds to pick up. Manual Override allows you to control it. Can be reloaded while in hand. 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. Control click to remove battery. Not able to remove battery while in hand |
25 damage
5 AP 0 Sunder 0.3 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. 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. |
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. 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. |
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. 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. |
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.
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. Control click to remove battery. Not able to remove battery while in hand |
Dependant on the gun it is attached to |
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.
- 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.
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, |