TGMC:Squad Leader
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 Leader |
Access: Squad Room, Squad Leader Prep Difficulty: Medium Rank: Sergeant (starting), Staff Sergeant (25hrs), Class: Marines Supervisors: Field Commander, Captain Duties: Maintain Squad Cohesion, execute the orders of Command. Call in supplies and Orbital Bombardments as your squad needs them. Get executed by your underlings. Guides: Guide to Fire Support, Guide to Vehicles Quote:"WAKE THE FUCK UP, PRIVATE! WE HAVE A HIVE WITH XENOMORPHS TO BURN!" |
Introduction
The Squad Leader is the battle-tested sergeant leading their troops on the ground, and the direct link to the higher chain-of-command. You are entrusted with keeping your squad alive and leading them to victory while also relaying orders, reporting information, and providing coordinates for resupply and fire-support (Close Air Support and the Orbital Cannon.
Playing the Squad Leader
As the first link in the chain-of-command and the direct ranking officer for your marines, your primary role is leadership and support, with combat secondary. Remember this, as your presence alone can often keep a squad together and fighting effectively. Leading from the front is heroic and inspiring, but can often get you killed, leaving your marines leaderless and scattered. You must know when to charge and when to give orders, when to fight and when to help out your medic, or hold a position, or use your tac binos to call for a resupply or fire-mission.
You are also a physical beacon to follow and have the ability to give orders that provide direct buffs to your marines, so it's not all just yelling over the radio.
Your most important job is paying attention, and a good Squad Leader will know what's going on and how best to use their leadership abilities and communication to help win the battle. Your marines may not always listen, but sometimes that's out of your hands. Before taking a role as Squad Leader, ensure you have a good grasp of each marine role, the weapons at your squad's disposal, the map, and of course your own abilities.
Orders
As command staff, you have access to orders, which can be used to buff nearby troops with helpful effects. These also cause you to broadcast a quote over the radio(provided you have one) so people know when you're calling one out. After giving an order, there is a cooldown period until you can give another one. Give orders using the action buttons on the top-left of the screen.
Command | Description |
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Move order |
Increases movement speed. Great for chasing down or running away from xenos, or if you just want to move around fast in general, like on the ship. ROs love it! |
Hold order |
Increases pain resistance. Helpful since pain slows down move speed, makes you drop stuff, and overall just sucks to have. Also saves painkiller supplies for when it's needed more. |
Focus order |
Increases accuracy, which in turn increases total damage output because more shots actually hit the enemy. Also makes them hit friendlies more often, but that's out of your control, mostly. |
Vendors, Equipment, and Weapons
The Squad Leader 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 and NEXUS Automated Squad Leader Equipment Rack.
GHMME Automated Closet
Item: | Description: |
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This version is used by squad leaders. Default channels are ; for your squad, :v for Command, :u for Requisitions, :s for Fire Support and :h for Common. | |
Файл:TGMC Blowtorch.gif |
Used for cutting through walls, and repairing damaged sentries, brute damage on robotic limbs and barricades. |
Файл:TGMC Cable Coil.png |
A coil of insulated power cable. Used as wiring, and repairing burn damage on robotic limbs. |
Standard issue marine tactical gloves. It reads: 'knit by Marine Widows Association'. | |
Additional structural armor plate used for mounting equipment on a combat robot. |
Item: | Description: |
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A heavy-duty satchel carried by some TGMC soldiers and support personnel. | |
The standard-issue pack of the TGMC forces. Designed to slug gear into the battlefield. | |
A large leather scabbard used to carry a M2132 machete. It can be strapped to the back, waist or armor. |
Item: | Description: |
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Extra pouches that you can clip to your uniform. | |
Extra pouches that you can clip to your uniform. | |
Pistol Holster that you can clip to your uniform. |
Item: | Description: | ||||
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The M276 is the standard load-bearing equipment of the TGMC. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations.
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An ammunition belt designed to hold shotgun shells or individual bullets.
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The M276 is the standard load-bearing equipment of the TGMC. It consists of a modular belt with various clips. This version is specially designed with
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The T457 is the standard load-bearing equipment of the TGMC. It consists of a modular belt with various clips.
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The T457 is the standard load-bearing equipment of the TGMC. It consists of a modular belt with various clips.
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A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor or your belt to provide additional storage for miscellaneous gear or box and drum magazines. | |||||
A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor or your belt to provide additional storage for miscellaneous gear or box and drum magazines. |
Pouch: | Description | |||||||||
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A pouch specialized for holding shotgun ammo.
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A general purpose pouch used to carry small items. Can store three tiny or small items. | ||||||||||
This pouch can contain three ammo magazines.
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A pouch designed to hold flares and a single flaregun. Refillable with a M94 flare pack.
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Standard marine first-aid combat injector pouch. Specialized to store only autoinjectors. Contains 3 combat autoinjectors, an oxycodone injector, and a stimulant injector.
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Standard marine first-aid pouch. It can contain autoinjectors, sets of pills, and bandages.
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A standard use medkit pouch that can contain all kinds of stuff.
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It's able to contain boxes of lolipops, nothing else.
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It's designed to hold maintenance tools - screwdriver, wrench, cable coil, etc. It also has a hook for an entrenching tool.
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It can contain grenades.
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It's designed to hold construction materials - glass/metal sheets, metal rods, barbed wire, cable coil, and empty sandbags. It also has a hook for an entrenching tool.
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This pouch can contain six pistol and revolver ammo magazines.
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It can contain a pistol or revolver. Useful for emergencies.
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It can contain grenades, plastiques, mine boxes, and other explosives.
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Item: | Description: |
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Designed for mounting on the Jaeger Combat Exoskeleton. Can hold a substantial variety of medical supplies and apparatus, but cannot hold as much as a medkit could. | |
Designed for mounting on the Jaeger Combat Exoskeleton. Certainly not as specialised as any other storage modules, but definitely able to hold some larger things, like binoculars, maps, and motion detectors. Can store two tiny, small and medium-sized objects. | |
Designed for mounting on the Jaeger Combat Exoskeleton. Can hold about as much as a tool pouch, and sometimes small spools of things like barbed wire, or an entrenching tool. |
Item: | Description: |
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A set of anti-gas gear setup to protect one from gas threats. | |
A set of specialized gear for improved close-quarters combat longevity. | |
Designed for mounting on the Jaeger Combat Exoskeleton. 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. | |
Designed for mounting on the Jaeger Combat Exoskeleton. Substantially increases the power output of the Jaeger Combat Exoskeleton's mounted flashlight. | |
A set of specialized gear for close-quarters combat and enhanced chemical effectiveness. |
Item: | Description: |
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A face-covering mask that can be connected to an air supply. Filters harmful gases from the air. | |
A face-covering mask that can be connected to an air supply. Filters harmful gases from the air. | |
A face-covering coifed mask that can be connected to an air supply. Filters harmful gases from the air. | |
A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions. | |
A close-fitting device that instantly heats or cools down air when you inhale so it doesn't damage your lungs. |
NEXUS Automated Squad Leader Equipment Rack
Item: | Description: |
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A pair of binoculars with a laser targeting and rangefinding function. Right click or Activate to look, Ctrl+Click to target something, Alt+Click or Spacebar to change modes, Ctrl+Shift+Click to remotely fire OB (You can only fire remotely AFTER a windup time, represented by a bar over your sprite. Click on LASER to fire.) | |
A bulky device that fires a beam up to an orbiting vessel to send local coordinates for orbital bombardment and fire support. | |
A rugged, glorified laser pointer capable of sending a beam into space. Activate and deploy this to call for a supply drop. Your kit comes with two of these beacons. | |
A device that detects hostile movement. Hostiles appear as red blips. Friendlies with the correct IFF signature appear as green, and their bodies as blue, un-revivable bodies as dark blue. It has a mode selection interface. | |
A pinpointer able to detect the psychic energy emanating from spawning pools. | |
Used to put holes in specific areas without too much extra hole. Activate to set the timer, then click on the target area to plant. | |
A handheld radio used to communicate if the telecommuncations network is down. | |
A heads-up display that scans the humans in view and provides accurate data about their health status. The projector can be attached to compatable eyewear. | |
A metal pea-whistle. Can be blown while held, or worn in the mouth. |
Item: | Description: |
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A rugged, glorified laser pointer capable of sending a beam into space. Activate and deploy this to call for a supply drop. | |
A bulky device that fires a beam up to an orbiting vessel to send local coordinates for orbital bombardment and fire support. | |
Used to dig holes and bash heads in. Folds in to fit in small spaces. Use a sharp item on it to sharpen it. | |
Some empty sandbags, best to fill them up if you want to use them. | |
Used to put holes in specific areas without too much extra hole. | |
Programmable remotely triggered 'smart' explosive used for demolitions and impromptu booby traps. Can be set to breach or demolition detonation patterns. | |
The M40 HSDP is a small, but powerful smoke grenade. Based off the same platform as the M40 HEDP. It is set to detonate in 2 seconds. | |
A sophisticated version of the M40 HSDP with a slighty improved smoke screen payload. It's set to detonate in 2 seconds. | |
The M40 HIDP is a small, but deceptively strong incendiary grenade. It is set to detonate in 4 seconds. | |
A small, but deceptively strong high explosive grenade that has been phasing out the M15 fragmentation grenades. Capable of being loaded in the any grenade launcher, or thrown by hand. | |
It can contain grenades, plastiques, mine boxes, and other explosives. (Has three Razorburn grenades and one Razorburn canister inside) | |
Contains construction nanites ready to turn a large area into razorwire after a few seconds. DO NOT ENTER AREA WHILE ACTIVE. | |
Contains construction nanites ready to turn a small area into razorwire after a few seconds. DO NOT ENTER AREA WHILE ACTIVE. | |
The M240A1 has proven to be one of the most effective weapons at clearing out soft-targets. This is a weapon to be feared and respected as it is quite deadly. | |
A fuel tank of usually ultra thick napthal, a sticky combustable liquid chemical, for use in the M240A1 incinerator unit. Handle with care. | |
A metal pea-whistle. Can be blown while held, or worn in the mouth. | |
A handheld radio used to communicate if the telecommuncations network is down. | |
Файл:Signaler.png |
Used to remotely activate devices. Allows for syncing when using a secure signaler on another. |
A backpack that resembles the ones old-age radio operator soldiers would use. | |
Contains advanced medical treatments. Comes with a health analyzer, a splint, a pair of burn and brute trauma kits, and one pill bottle each of Tramadol, Kelotane and Bicardine. | |
A box full of zip cuffs. | |
An active camo tarp carried by TGMC Snipers. When laying underneath the tarp, the sniper is almost indistinguishable from the landscape if utilized correctly. The tarp contains a thermal-dampening weave to hide the wearer's heat signatures, optical camouflage, and smell dampening. | |
A packet of seven M40 CFPD signal Flares. Used to mark locations for fire support. Can be launched from an underslung grenade launcher. | |
A deployable camera for use with overwatch systems. | |
Файл:Fulton pack.png |
A balloon that can be used to extract equipment or personnel. Anything not bolted down can be moved. Used to sell xenomorph corpses directly. |
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, |