TGMC:Squad Corpsman

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

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


SUPPORT MARINE
DMCA Medic.png
Squad Corpsman
Access: Squad Corpsman Equipment Room, Squad Room
Difficulty: Hard
Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours)
Class: Marines
Supervisors: Squad Leader
Duties: Keep your squad alive, send seriously wounded back to the ship.
Guides: Guide to medicine, Guide to Defibrillation
Quote:Hey look, buddy. I'm a Corpsman. That means I solve problems. Not like problems "What is an operation", 'cause that would fall within the purview of your conundrums of philosophy. I solve medical problems. For instance, how am I gonna stop some big mean Mother-Queen tearing all the marines apart? The answer? Use MeraDerm. And if that don't work? Use more MeraDerm.


Introduction

The Corpsman are the frontline medics of the TGMC. Utilizing the latest in Nanotransen technology, you're equipped to treat almost every type of damage, keeping marines in the fight, medevacing them to safety, or even bringing them back to life if they've been killed.

Playing the Corpsman

As expected, you are a critically important asset to any marine force. Your main priority is to treat injured marines, but the nature of your work means you must also be ready to fight. Unless assigned to a FOB or other objective, you must be at the front but never on the front, keeping yourself safely in the rear-lines where you can treat and evac the wounded. The fight is your secondary responsibility, but you are still a marine and will often encounter flankers, harassers, or an entire assault force bearing down on your position. This balancing act of managing casualties while protecting your rear-lines, or being able to support a push with backup firepower, is one all Corpsmen must master.

The role of Corpsman is very difficult but equally rewarding, and every marine knows they wouldn't last long without you.

Vendors, Equipment, and Weapons

TGMC GHMME Automated Closet.png GHMME Automated Closet TGMC GHMME Automated Closet.png

Item: Desc.:
TGMC Uniform.png

TGMC Uniform

A standard-issue, kevlar-weaved, hazmat-tested, EMF-augmented marine uniform.

TGMC Combat Boots.png

Combat Boots

Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.

TGMC MRE.png

TGMC MRE

Meal Ready-to-Eat, meant to be consumed in the field, and has an expiration that is two decades past a marine's average combat life expectancy.

TGMC Radio.png

TGMC Radio

This is used by squad members. Default channels are ; for your squad, and :h or .h for common.

BGloves.png

Marine Gloves

Standard issue marine tactical gloves. It reads: 'knit by Marine Widows Association'.

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.

Item: Desc.:
TGMC jaeger.png

TGMC jaeger undersuit

A standard-issue, kevlar-weaved, hazmat-tested, EMF-augmented marine uniform. You suspect it's not as robust-proof as advertised.

TGMC fix.png

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.

TGMC Combat Boots.png

Combat Boots

Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.

TGMC MRE.png

TGMC MRE

Meal Ready-to-Eat, meant to be consumed in the field, and has an expiration that is two decades past a marine's average combat life expectancy.

TGMC GreenFacePaint.png

green facepaint

Paint, for your face. Who woulda thought? Can also be used to paint Jaegar armor pieces

TGMC Radio.png

TGMC Radio

This is used by squad members. Default channels are ; for your squad, and :h or .h for common.

BGloves.png

Marine Gloves

Standard issue marine tactical gloves. It reads: 'knit by Marine Widows Association'.

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

Item: Desc.:
TGMC jaeger helmet bino.png

Binocular helmet module

When attached, can be flipped down to view into the distance.
TGMC jaeger helmet weld.png

Welding helmet module

When attached, this module can be flipped up or down to function as a welding mask.
TGMC jaeger helmet antenna.png

Antenna helmet module

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

Regular Helmet

oof

Item: Desc.:
TGMC Regular Armor.png

Regular Armor

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 TGMC M37.png
Emergency Oxygen Tank TGMC Emergency Oxy.png
The Bible TGMC Bible.png
G8 Storage Pouch TGMC G8 Pouch.png
M4A3 Belt TGMC M4A3 Holster.png
M44 Belt TGMC M44 Holster.png
Armor Storage
Any tiny item TGMC Combat Knife.png
Any small item TGMC Bicardine Pill Bottle.png
M41A MK2 Magazines TGMC M41A Magazine.png
M39 Magazines TGMC M39 Magazine.png
M42C Magazines TGMC M42C Magazine.png
Sunfury Lasgun Cells TGMC Lasgun Cell.png
TGMC jaeger light.png

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.
TGMC jaeger medium.png

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.
TGMC jaeger heavy.png

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.
TGMC jaeger eva.png

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.
TGMC jaeger eva skull.png

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.
TGMC jaeger eod.png

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.
Item: Desc.:
TGMC Satchel.png

TGMC Satchel

A backpack item that allows you to carry more things in bulk.
Holds less than a backpack, but can be opened on your back.
Can carry five normal sized items at once.

Storage
Any tiny item TGMC Combat Knife.png
Any small item TGMC Bicardine Pill Bottle.png
Any normal item TGMC Lasgun Cell.png
TGMC Backpack.png

Backpack

A backpack item that allows you to carry more things in bulk.
Holds more than a satchel, but cannot be opened while on your back.
Can carry ten normal sized items at once.

Storage
Any tiny item TGMC Combat Knife.png
Any small item TGMC Bicardine Pill Bottle.png
Any normal item TGMC Lasgun Cell.png
Item: Desc.:
TGMC Webbing.png

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 TGMC Combat Knife.png
Any small item TGMC Bicardine Pill Bottle.png
M41A MK2 Magazines TGMC M41A Magazine.png
M39 Magazines TGMC M39 Magazine.png
M42C Magazines TGMC M42C Magazine.png
Sunfury Lasgun Cells TGMC Lasgun Cell.png
TGMC Black Webbing.png

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 TGMC Combat Knife.png
Any small item TGMC Bicardine Pill Bottle.png
TGMC Holster.png

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
TGMC fix.png

Corpsman white vest

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
TBA TGMC Combat Knife.png
TBA TGMC Bicardine Pill Bottle.png
TGMC fix.png

Corpsman surgical vest

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
TBA TGMC Combat Knife.png
TBA TGMC Bicardine Pill Bottle.png


Item: Desc.:
Medicbelt.png

Lifesaver medic belt

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

Storage
stuff.(placeholder, please define) TGMC fix.png
TGMC medicalbelt.png

Medical belt

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

Storage
stuff.(placeholder, please define) TGMC fix.png


Pouch: Desc:
TGMC fix.png

Advanced autoinjector 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:
stuff.(placeholder, please define) TGMC fix.png
TGMC fix.png

Advanced hypospray 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:
stuff.(placeholder, please define) TGMC fix.png


Item: Desc.:
TGMC Gas Mask.png

TGMC Gas Mask

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

TGMC Coif.png

TGMC Coif

A coif that protects you from extreme cold conditions.

TGMC Rebreather.png

Rebreather

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

NOTE: The exoskeleton can mount 1 storage module.

Module: Desc:
TGMC jaeger module general.png

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.
TGMC jaeger module engineer.png

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.
TGMC jaeger module medic.png

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.

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

Module: Desc:
TGMC jaeger module baldur.png

Mark 1 Baldur light amplification system

Increases the power output of the Jaeger Combat Exoskeleton's mounted flashlight. Slows you down slightly.
TGMC jaeger module tyr.png

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.
TGMC jaeger module mimir.png

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.
TGMC Ballistic armor module.png

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.

TGMC NEXUS Automated Medical Equipment Rack.pngNEXUS Automated Medical Equipment Rack TGMC NEXUS Automated Medical Equipment Rack.png

Item: Desc.:
Cryobag.png

Statis Bag

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Defib 3.gif

Emergency Defibrillator

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DMCA health analyzer.png

HF2 health analyser

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Medevacbedfolded.png

Medevac stretcher

placeholder

TGMC medevac beacon.png

Medevac beacon

placeholder

Rollerbedfolded.png

Roller bed

placeholder

Hypo.png

Advanced hypospray

placeholder

64px

Advanced first-aid kit

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You're allowed 45 points. Choose wisely.

Item: Desc.:
64px

placeholder

placeholder


Item: Desc.:
TGMC Suppressor.png

Suppressor

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
Wielded: +10% accuracy,-5% scatter,-2 recoil
Unwielded: -5% scatter, -3 recoil

TGMC Extended Barrel.png

Extended Barrel

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
Wielded: +15% accuracy, -5% scatter
Unwielded: +10% accuracy

TGMC Recoil Compensator.png

Recoil Compensator

A muzzle attachment that reduces recoil and scatter by diverting expelled gasses upwards. Makes you look like you're overcompensating for something.

Exact stats:
Wielded: -15% scatter, -2 recoil
Unwielded: -15% scatter, -2 recoil

TGMC Magnetic Harness.png

Magnetic Harness

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

TGMC RDS.png

Red Dot Sight

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:
Wielded: +15% accuracy
Unwielded: +10% accuracy

TGMC Laser Sight.png

Laser Sight

Fookin' laser soights. A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces movement penalties to accuracy.

Exact stats:
Wielded: +10% accuracy
Unwielded: +15% accuracy

TGMC Vertical Grip.png

Vertical Grip

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
Wielded: +10% accuracy, -10% scatter, -2 recoil
Unwielded: -5 accuracy, +5% scatter

TGMC Angled Grip.png

Angled Grip

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
Wielded: -1 recoil
Unwielded: -10% accuracy, +5% scatter

TGMC t19stock.png

T-19 machinepistol stock

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
Wielded: +10% accuracy, -10% scatter, -2 recoil
Unwielded: -10% scatter

TGMC t35stock.png

T-35 stock

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
Wielded: +15% accuracy, -20% scatter, -3 recoil
Unwielded: n/a


Your Gear

Medicbag.png Medic Backpack

The backpack you start with has a defibrillator charger attached to it, and a power cell for the charger. Useful if your defib unit runs out of charge. Click-drag your defib to your backpack to recharge it. Examine the backpack to check how much battery charge it still has left. Has more space to hold supplies than the medic satchel, but needs to be taken off your back to access it.

Medicbelt.png Lifesaver Belt

The belt you get from your equipment vendor comes with a variety of pill bottles, some splints and trauma/burn kits, and a couple injectors with useful chems. The guide to medicine will tell you what items treat what, and your health scanner will also tell you what medicine to use.

DMCA health analyzer.png Health Scanner

Your health scanner will show you whatever injuries a person has. At the bottom of the pop-out window, you will get advice for what steps you should take to heal the person you've scanned. Certain injuries will require a body scanner to locate, and will often require surgery to fix.

Rollerbedfolded.png Roller Bed

Roller beds are very useful for getting wounded marines out of danger before treating them. You can drag an unfolded roller bed onto your sprite to re-fold it.

Medevacbedfolded.png Medevac Stretcher

Similar to roller beds, you can put a wounded marine in a medevac bed that's linked to a beacon and teleport the bed to your linked beacon. Do not forget to link your medevac bed to your medevac beacon!

TGMC medevac beacon.png Medevac Beacon

Links up to a medevac bed. Use it in your hand where you want the beacon placed, then use the medevac bed on the beacon once it's on the ground. The beacon needs to be placed in a powered area. Do not forget to link your medevac bed to your medevac beacon!

Hypo.png Hypospray

The hypospray can be used to quickly inject chemicals into people. When you activate it in your hand, you can set how many units you want it to inject, fill it with any pill or bottle, or you can choose to flush the contents to be replaced with other reagents. When taken from the essential kit, contains 60 units of Oxycodone. Bought hyposprays come empty.

Cryobag.png Stasis Bag

Stasis bags will slow down bleeding, internal bleeding, larva growth, and keep critically injured people alive for long amounts of time. Might cause some genetic damage later down the line.

Defib 3.gif Defibrillator

Brings recently killed people back into the living world. If someone has an electricity icon on them, they can be saved. Needs to be recharged after a repeated use, the sprite will give a rough estimate of how much charge is left: green, yellow, and red. As long as you have medical training, defibbing someone will heal damage; the more advanced your medical skill, the more it heals.

Doing your job

for more information, see guide to medicine

Once you put on your medical hud, you will see a health bar over anyone who is hurt. Using your medical scanner on them will tell you how much damage they have, and other info such as any bone fractures or trauma. If you don't know what to treat them with, check the guide to medicine or follow the advice at the bottom of the popout window. Remember to set up your medevac beacon before you leave the ship! Link your medevac bed to your beacon by clicking on the beacon with the medevac bed in your active hand, then set the beacon in the ship's medbay by activating the beacon in your active hand. This sets the beacon on the floor, allowing you to medevac patients who may need surgery. Medevacing prompts an alert on the Medical radio channel as well as producing an audible sound from the beacon, so don't worry about surprising medbay staff.

The Health Analyzer Pop-out window

You'll mainly be treating brute damage, burns, bone fractures, and pain. For basic damages such as brute and burn, simply feed them the relevant pills:

Bicaridine (red pill bottle) for brute

Kelotane (yellow pill bottle) for burns

Tramadol (white pill bottle) as a painkiller.


Each of the pills can heal up to 75 points of their respective damage. You may treat bleeding by applying a bandage or an advanced trauma kit on the specified limbs, though you should always be using advanced trauma kits as much as possible as it heals more. You may also treat burns with the advanced burn kit. In general, you should save your kits for damages of over 70-80 per limb. If the limb is fractured, use a splint on the specified limb. Don't forget to give anyone wounded a Tramadol (white pill bottle) as painkiller. Be careful when administering Oxycodone as a painkiller. Though it may be the most powerful painkiller as it renders pain basically non-existent, it stifles stamina regeneration. Do NOT give someone medicine if someone else is already treating them. You'll probably, and most likely, overdose them.

When dealing with oxygen damage, there are several causes that may be the reason. First, check if their blood level is below 80%. Having low blood levels deal oxygen damage at a steady rate, and this can stack up very rapidly and is quite lethal. In which case, you may give them IronSugar (if you have it), or feed them food, as nutrition steadily regenerates blood. The fastest way to regain blood is through IV drips loaded with O- bloodbags if it is available, though mostly only Medical Officers use it. It may also be organ damage in the form of a damaged heart or lungs. Should it be the case, you have Peridaxon Plus autoinjectors for use to treat organ damage. Only inject once! A Peridaxon Plus autoinjector has 3 uses, and more than 1 injection in a short period of time is lethal. If the patient is rapidly suffocating and dying from oxygen loss, use Dexalin (blue pill bottle) to slow down the buildup of oxygen damage, and Dexalin Plus (blue autoinjector) to heal all oxygen damage in one go.

When it comes to Toxin damage, the only way to treat it is through chemicals. As much as possible, you want to keep toxin damage at zero. Too much toxin damage means damage to the liver, which can cause marines to puke in the middle of combat, stunning them for an excruciating long while. Use Dylovene (green pill bottle) to treat toxin damage. In the case of a marine puking, use Peridaxon Plus to heal their liver.

There are two organs Peridaxon Plus can't fix, which are the brain and the eyes. In the case of brain damage, feed the patient with Alkysine, if you have it on hand. If a marine can't see, then use Imidazoline.

For Internal Bleeding, there are several ways of handling this as a medic. The most straightforward way is feeding the patient with Quick Clot (dark violet pill bottle) and medevacing them to medbay for surgery. However, Quick Clot Plus autoinjectors are also a choice. It heals Internal Bleeding in one injection, but it stuns the patient, and is only recommended to be used in the FOB, or in secure areas where you're sure there won't be hostiles. The most crude method is through Bicaridine overdose which does heal Internal Bleeding, though slowly, and it deals burn damage.

What to do if someone overdoses

If some idiot (you) ends up overdosing someone on a chemical, you should use Hypervene to purge any chems from their body. Hypervene is available in pill and autoinjector forms. You'll also want to heal the toxin damage with dylovene.

Dealing with the recently deceased

If you see someone who's dead and has a lightning symbol next to them, they can be saved. If there's a skull next to them, it's too late to help them. If the lightning symbol is yellow they have just died and you have some time. If it's orange, you're starting to run out of time. If it's red, they're about to die! Using your defibs on them will either bring them back to life or reset how much time you have to save them. There is a more detailed guide to this, but the basics are:

  • Remove any armor covering the chest.
  • Check the lighting symbol to see how much time you have. Yellow means more than 3 minutes, Orange means more than a minute, and Red means you only have a minute left.
  • See how much damage they have. They won't come back to life if they have over 200 total brute/burn damage.
  • Give them treatment for whatever damage they took. Use advanced trauma and advanced burn kits to bring the damage down as much as possible, then feed them Inaprovaline (pink-ish pill bottle), which stops them from dying too soon after defibrillation.
  • Make sure the defibrillator is ready for defibbing by activating it in your hand, then click on the dead patient to revive them.
  • Feed them the relevant pills to heal the rest of their damage.

In addition, marines who have more than 500 total brute/burn damage is an expensive endeavor to revive on the field. It is generally better to medevac them for medbay to fix.

When to send people back

Sometimes people will have life-threatening problems that you can't fix in the field. If they can't walk back, you should either put them on a roller bed and bring them back to the dropship, or use a medevac bed if you don't have time.

If someone has:

  • Internal bleeding - Give them quickclot and send them back for surgery.
  • Bone Fractures - Splint the wounded area. They might need surgery later, but in most cases they can still fight.
  • Been Infected by a facehugger - Send them back for surgery. If you're far away a stasis bag will keep them alive longer.
  • Embedded objects - Send them back for surgery. Even if they seem fine, they won't be later.
  • Low blood - Have them go back for more blood. If there's food around feeding them can also work.

Tips

  • Don't try to treat anyone who can't run if you're in danger. Put them on a roller bed and get somewhere safer first.
  • You can buy more hyposprays in your vendor, and you can mix different chemicals in them and change how much is applied. If you know what you're doing, it can help a lot.
  • Meralyne and Dermaline are advanced counterparts of Bicaridine and Kelotane, respectively. They heal double the amount of damage per tick, but they have a lower overdose limit of 10 units. Combining Meralyne with Bicaridine and Dermaline with Kelotane is a potent trick to rapidly get marines back on their feet.
TGMC
Roles

TGMC PFC Jim.png
TerraGov Marines

Ranks

Command Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot
Vehicle Crew Assault Crewman, Transport Crewman
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Doctor, Researcher
Marines Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison
Silicon Combat robots, Synthetic, AI
Xenomorphs

Playtime

Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, 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