Difference between revisions of "TGMC:Synthetic"

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{{Under construction
 
|reason = Holds a guide, but will need looking at by people who know a bit about the role. Feel free to contribute! 02:23, 12 November 2018 (UTC)
 
}}
 
 
{{TGMC}}
 
{{TGMC}}
  
{{JobPageHeader
+
{{JobPageHeaderTG
 
|headerbgcolor = 92B26D
 
|headerbgcolor = 92B26D
 
|headerfontcolor = white
 
|headerfontcolor = white
 
|stafftype = SYNTHETIC
 
|stafftype = SYNTHETIC
 
|imagebgcolor = #f5fffa
 
|imagebgcolor = #f5fffa
|img_generic = DMCA_Synthetic.png
+
|img_generic = TGMCSynth4.gif
 
|jobtitle = Synthetic
 
|jobtitle = Synthetic
 
|access = Everywhere
 
|access = Everywhere
|additional = N/A
+
|difficulty = Hard
|difficulty = Very Hard
+
|Rank = Mark I (starting), Mark II (10hrs), Mark III (50hrs)
|superior = [[Commander]], Human Crewmembers
+
|Class = Silicon
 +
|superior = Officers, such as [[TGMC:Commander|Captain]] and [[TGMC:Field_Commander|Field Commander]], [[TGMC:Squad_Leader|Squad Leader]]; basically anyone with a loud text on the radio.
 
|duties = Assist and fill in for the crew to your best ability.
 
|duties = Assist and fill in for the crew to your best ability.
|guides = [[TGMC:Guide to medicine|Guide to medicine]], [[TGMC:Defibrillation|Guide to Defibrillation]], [[TGMC:Guide_to_engineering|Guide_to_engineering]], [[TGMC:Guide_to_Surgery|Guide_to_Surgery]]
+
|guides = [[TGMC:Guide_to_medicine|Guide to Medicine]], [[TGMC:Surgery|Guide to Surgery]], [[TGMC:Defibrillation|Guide to Defibrillation]], [[TGMC:Guide to engineering|Guide to Engineering]], [[TGMC:Guide_to_Base_Building|Guide to Base Building / FOB]], [[TGMC:Guide_to_requisitions|Guide to Requsitions]], [[TGMC:Guide_to_fire_support|Guide to Fire Support]]  
|quote = I may be synthetic, but I'm not stupid.
+
|quote = "RO, order rocketsledge right now or I cut the captain in half!"
 +
}}
 +
<!----------------------------------because there's 2 synth types, i have made a unique skills table for them for side-by-side comparison--------------------------------------->
 +
{| class="wikitable" style="width: 450px; float: right; margin-left:10px"
 +
|+ [[TGMC:Skills|More information about skills]]
 +
! colspan="2" style="background-color:#90dec4;" | Synthetic Skills
 +
! colspan="2" style="background-color:#ffcb2f; border-style: solid; border-width: 0px 0px 0px 4px" | Early Synthetic Skills
 +
|-
 +
| Medical
 +
| 4/5
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Medical
 +
| 3/5
 +
|-
 +
| Surgery
 +
| 4/5
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Surgery
 +
| 3/5
 +
|-
 +
| Engineering
 +
| 4/5
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Engineering
 +
| 5/5
 +
|-
 +
| Construction
 +
| 4/5
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Construction
 +
| 5/5
 +
|-
 +
| Police
 +
| 2/2
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Police
 +
| 2/2
 +
|-
 +
| Powerloader
 +
| 4/4
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Powerloader
 +
| 4/4
 +
|-
 +
| Leadership
 +
| 0/4
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Leadership
 +
| 0/4
 +
|-
 +
| CQC
 +
| 5
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | CQC
 +
| 5
 +
|-
 +
| Smartgun
 +
| -4
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Smartgun
 +
| -4
 +
|-
 +
| Melee
 +
| 1
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Melee
 +
| 1
 +
|-
 +
| Firearms
 +
| -1
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Firearms
 +
| -1
 +
|-
 +
| Stamina
 +
| 0
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Stamina
 +
| 0
 +
|-
 +
! colspan="2" style="background-color:#90dec4;" | Synthetic Traits
 +
! colspan="2" style="background-color:#ffcb2f; border-style: solid; border-width: 1px 1px 1px 4px" | Early Synthetic Traits
 +
|-
 +
| Additional slowdown
 +
| 0
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Additional slowdown
 +
| 1.15
 +
|-
 +
| Bonus HP (Total HP)
 +
| +25 (125)
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Bonus HP (Total HP)
 +
| +100 (200)
 +
|-
 +
| Incoming damage multiplier
 +
| 0.7
 +
| style="border-style: solid; border-width: 1px 1px 1px 4px" | Incoming damage multiplier
 +
| 0.6
 +
|}
 +
<br>
 +
<!---------------------------------- job description------------------------------->
 +
Synthetics are the '''ultimate support and logistic crewmember'''. As a Synthetic, you have skills for medicine, surgery, engineering, construction, and using powerloaders. ''You're still a support crewmember''. While there's no rules against going offensive with melee weapons, you should leave it to the marines to cover you. As a Synthetic, you're expected to have advanced knowledge in [[TGMC:Guide_to_medicine|'''medicine''']], [[TGMC:Surgery|'''surgery''']], [[TGMC:Guide to engineering|'''engineering''']] and at least ''some'' knowledge of '''command and requisitions'''.
 +
<br>
 +
<!----------------------------------custom TOC spot, might change later; otherwise it appears after the radio table--------------------------------------->
 +
__TOC__
 +
<!----------------------------------radio commands--------------------------------------->
 +
<div style="float:left; margin:25px">
 +
{{TGMCRadioCommands
 +
| command = .v
 +
| firesupport = .s
 +
| requisitions = .u
 +
| medical = .m
 +
| engineering = .e
 +
| alpha = .q
 +
| bravo = .b
 +
| charlie = .c
 +
| delta = .d
 +
| robotspeak = ,6
 +
| silicon = .n
 +
| alienspeak = ,x
 +
| general = ,
 
}}
 
}}
 +
* '''For custom squads, the radio prefix <br>is usually the first letter of the squad name'''
 +
</div>
 +
<div style="margin-top: 40px">
 +
==Synthetic vs Organic==
 +
 +
As a Synthetic, you have advantages and disadvantages versus organics. Selecting either of the synth options in character setup yields different skillsets and appearances.
 +
Selecting ''Synthetic'' as your Synthetic Type preference allows you to play as a synthetic that carries over the human appearance of your character from the editor. Selecting ''Early Synthetic'' will make you appear as a pale bald android.
  
Synthetics, AKA, the beleaguered and mistreated cabin boy, AKA, the machine supremacist wannabe, AKA, the only crewmember with value is the ultimate logistic crewmember. You will often find yourselves being shouted at from all directions and either cursed for your incompetence <s>or praised for your hard work</s> insulted anyway for things beyond your control.  
+
''Normal Synthetic is recommended for new synth players.''
'''You should only play synthetic if you have a solid understanding of how to play a medical, engineering, command and supply role.'''
+
</div>
 +
<br>
 +
<div style="margin-left: 330px;">
 +
{{DividedColumn
 +
|column_a_name= Your Advantages
 +
|column_b_name= Your Disadvantages
 +
|column_a_content= <div></div>
 +
* You only take {{BRUTE}} and {{BURN}} damage, and get a damage reduction. You take damage from normal sources, like bullets, lasers, explosions, fire and acid.
 +
* You don't go into critical condition where you can be dragged, and you don't go blind below 0 HP.
 +
* You're immune to pain. Xenos also cannot see your health bar. They can only tell if you're dead, alive, or SSD through a HUD icon and examine.
 +
* '''Decapitations don't kill you permanently, and you don't become permanently dead over time.''' If your head is nor your body is lost, you can be defibrillated once they're sewn back together. You can still be destroyed by [[TGMC:Pilot Officer#Tadpole|gibbing]], like if a dropship lands on you or you're in an Orbital Bombardment area.
 +
* '''You're very easy to heal.''' You can repair {{BRUTE}} damage with a blowtorch, {{BURN}} damage with wires, and both with nanopaste (found in surgical trays). You're much slower if you do this on your own, so don't hesitate to ask others to repair you.
 +
* Xenos cannot drain or cocoon you for psy points unlike [[TGMC:Combat_robots|combat robots]] and organics.
 +
* You're immune to larval huggers; however non-larval variants still try to attack you. This makes you a very robust way of dealing with larval huggers and [[TGMC:Carrier|Carrier traps]].
 +
* You get more health.
 +
* You're immune to flashes, welding tools, and other blinding sources. You have a natural Medical HUD too.
 +
* You're unable to fumble during surgery when using any surface regardless of skillset, unlike [[TGMC:Medical Doctor|your]] [[TGMC:Researcher|human]] [[TGMC:Chief Medical Officer|counterparts.]]
 +
|column_b_content=<div></div>
 +
* You are still affected by damage slowdown
 +
* You don't go into critical condition. You can't be dragged around in critical condition, but you start to overheat rapidly when you reach the -30 health threshold, sparking and taking increasing {{BURN}} damage unless you fix it, until you do ultimately die. ''Early Synthetics'' take slightly more damage per tick from overheating.
 +
* You can't fire guns, prime grenades, or wear armor like the '''Xenonauten or Jaeger armors'''.
 +
* You can't run or jump.
 +
* Your storage situation is difficult to manage as you usually have to prepare for medical emergencies and engineering situations.
 +
* You have a melee damage malus and deal less damage per attack.
 +
}}
 +
</div>
 +
<!---------------------------------- gear guide (todo)------------------------------>
  
==Synthetic vs Organic==
+
== What Should I take as a Synthetic?==
  
As a biomechanical lifeform, you have a number of advantages over your fleshy compatriots. The most obvious being that you feel no pain (though you can be affected by halloss) and can continue to perform in circumstances where a normal human would be writhing about in agony. A lost limb is an inconvenience to you, rather than the high risk of death it is to everyone else. You have no organs to damage, no blood to lose nor bones to break and so, many medical issues that plague humanity do not apply to you. You can be repaired with welders (brute), wires (burn) and nanopaste (both).
+
<!---------------------------------- job duties ------------------------------->
You are also immune to facehuggers, who do not see you as a viable host to latch onto, in addition, you are much easier to revive and can even be revived hours after your death with a defibrillator. You cannot be blinded with a welding tool and most importantly of all; you are also the most skilled person on the ship and are a better doctor than the actual doctors ''and'' a better engineer than the engineers.
+
== What Should I do as a Synthetic?==
 +
As the ultimate support unit, you should try to help where needed! During low population especially, you'll end up in a lot of different situations.
  
With all that said, you do have downsides.
+
===Round Start Checklist===
 +
These are some tasks you can do that wind up often forgotten by everyone else, but can prove critical for an operation.
  
You cannot use '''''ANY''''' kind of ranged weapon, no guns, no grenade and so on. Melee weapons you can continue to use. You can repair yourself but its slow so its better to beg one of the humans to do it (so don't get on their nerves). You also cannot benefit from orders, make use of beneficial chemicals for yourself and every xenomorph can see you're synthetic, meaning they'll prioritize taking you out to deny your expertise to the marines. You also are beholden to the Captain/Acting Captan and '''must''' follow their orders before anyone else's - you are a machine after all.
+
After you spawn in:
 +
* Communicate with Command and marines. Be aware of the plan and bring items accordingly.
 +
* Head to Engineering, replenish and turn on the generators. Leave 6 generators on and 6 generators off but fueled in case nobody shipside can replenish generators.
 +
** Configure the SMES units - set the input (top slider) on the units to maximum, or 200kW.
 +
* If nobody is has used the FOB drone, ask which LZ is preferred, then [[TGMC:Guide_to_Base_Building|build the FOB with it]].
 +
* Load the P.A.C.M.A.N. generator and phoron onto the Alamo. These can power the APC at the Landing Zone, which in turn will provide power to things like ASRS export pads and teleporters.
 +
* Run to Medical and grab any additional supplies like spare stasis bags or roller beds. You can set up a roller bed with a blanket and a plushie in the FOB or on TAD for marines to sleep off small amounts of {{CLONE}} damage.
 +
* Deploy your medevac beacon and link it.
 +
* Station requisitions for a few minutes.
 +
* Raise the ship's orbit to level 5 using the navigation console in CIC. You are able to do this once the round time hits 12:10.
 +
** There's no noticeable disadvantage to being on maximum orbit, but it allows you to gain more requisition and dropship points, and increases the transit time of the dropship in the event it is hijacked by xenomorphs!
  
==What should I be doing?==
+
===Things to do During a Round===
 +
These aren't exhaustive, you can do basically anything you're mechanically allowed to do. 
 +
====Shipside====
 +
* Set SLs (choose carefully, they will become your superior officers).
 +
* Set up the Tadpole. Or even [[TGMC:Transport_Officer|fly the Tadpole during the operation]]!
 +
* Man [[TGMC:Guide to requisitions|Requisitions]] if the [[TGMC:Requisitions_Officer|Requisitions Officer]] is overwhelmed or not awake.
 +
* Handle [[TGMC:Guide to engineering|engineering]] duties like restocking generators or reloading the [[TGMC:Guide_to_fire_support|Orbital Cannon]].
 +
* In Medical, [[TGMC:Guide to Surgery|perform surgeries]] on damaged marines.
  
In a word: everything. In many words: whatever that needs to be done. Pay attention to communications, constantly ask for orders in the command channel and take over positions whenever there's no one to perform that duty. If there is no pilot, congratulations, you're flying synthetic airways. If supply is empty, you're the new RO. If there's no engineers, you're building the FOB, and so on. Your all-access and master-of-all-trades skillset mean you can be doing almost anything and there is little excuse for you to be standing around and doing nothing.  
+
====Groundside====
 +
* [[TGMC:Guide to fire support|Spot for various fire support methods]].
 +
* [[TGMC:Guide to Defibrillation|Heal fallen marines]].
 +
* [[TGMC:Guide to Base Building|Build frontline or FOB defenses]].
 +
* [[TGMC:Guide to Field Surgery|Field surgery]].
  
If no orders are coming in, be proactive and look for things to be doing, even if it's acting as a field surgeon or a medic attaché to a squad.
+
If you're going on a mission, bring some company to help you avoid being picked off by [[TGMC:Hunter|backline]] [[TGMC:Runner|xenomorphs]].
  
== Tips ==
+
==Combat==
===Round Start Hectic Tactics===
+
There are no real rules on combat for Synths. But it should be kept in mind that it's not your specialization and you're support personnel first, so your internal demand for unga should be contained unless it's an emergency, such as defending yourself from xenomorphs.
During low population, this guide may help to shave seconds off of the roundstart to-do list for Synthetics.
 
  
After you spawn in:
+
===Fighting===
*Use Overwatch consoles to assign acting Squad Leaders if any Squad lacks a Leader.
+
But how do Synthetics fight without armor or guns? Well, this part is your answer.
*Run to Medbay, from the WeylandMed Plus grab:
 
**Medical rig.
 
**Splints.
 
**HealthMate HUD.
 
**Hypospray.
 
**Two trauma/burn kits.
 
*With Toolbelt Rig in hand, open up all bottom deck shutters to hangar.
 
*Station requisitions for 10 to 15 minutes - Usually, pre-approve Specialist orders and pre-raise platform.
 
*Grab brown vest from ColMarTech automatic armaments vendor, fill with hypospray and kits.
 
*Move to Engineering, turn on generators.
 
*Head up ladders, configure SMESs - set input to Auto and Max.
 
*Grab tools pouch & hazard vest from Engineer's Locker (and optionally, hardhat and flashlight). Load tools into pouch and multitool and cable into hazard vest.
 
*Grab all metal and plasteel from Engineering storage area.
 
*Grab welding kit, sprint to Alamo.
 
*Drop all materials and belt kits aboard.
 
*Go to Medbay. Pick up:
 
**One of every pill bottle.
 
**One defibrillator.
 
**Two roller beds.
 
**Two stasis bags.
 
*Load medical supplies onto Alamo.
 
*Go to powerloaders, use one for engine upgrades, one for weapons, switch between.
 
  
Expect this run, with practice, to take around thirteen minutes in total, not counting Requisition time.
+
Not all armor is restricted by default. You can wear the flak vest and bulletproof vest (both in your vendor), which provide needed soft armor. The flak vest, provides some protection from acid and slashes with a slight slowdown, while the bulletproof vest gives you hard bullet protection. You can use most melee weapons and flares, including Harvester weapons (without the [[TGMC:Guide to Vali|Vali]] benefits), throwing knives, machetes, bayonets, bricks, and powerfists. The only "gun" you can fire applies to the rare Human vs Synth situations, like during events; you can fire tasers.
  
 +
You can technically get your head back, but try not to even lose it in the first place! Your head can be dragged by xenomorphs for miles where it will never be found.
 +
<br>
 
{{TGMC-Jobs}}
 
{{TGMC-Jobs}}

Latest revision as of 23:25, 6 April 2024

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

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


SYNTHETIC
TGMCSynth4.gif
Synthetic
Access: Everywhere
Difficulty: Hard
Rank: Mark I (starting), Mark II (10hrs), Mark III (50hrs)
Class: Silicon
Supervisors: Officers, such as Captain and Field Commander, Squad Leader; basically anyone with a loud text on the radio.
Duties: Assist and fill in for the crew to your best ability.
Guides: Guide to Medicine, Guide to Surgery, Guide to Defibrillation, Guide to Engineering, Guide to Base Building / FOB, Guide to Requsitions, Guide to Fire Support
Quote:"RO, order rocketsledge right now or I cut the captain in half!"
More information about skills
Synthetic Skills Early Synthetic Skills
Medical 4/5 Medical 3/5
Surgery 4/5 Surgery 3/5
Engineering 4/5 Engineering 5/5
Construction 4/5 Construction 5/5
Police 2/2 Police 2/2
Powerloader 4/4 Powerloader 4/4
Leadership 0/4 Leadership 0/4
CQC 5 CQC 5
Smartgun -4 Smartgun -4
Melee 1 Melee 1
Firearms -1 Firearms -1
Stamina 0 Stamina 0
Synthetic Traits Early Synthetic Traits
Additional slowdown 0 Additional slowdown 1.15
Bonus HP (Total HP) +25 (125) Bonus HP (Total HP) +100 (200)
Incoming damage multiplier 0.7 Incoming damage multiplier 0.6


Synthetics are the ultimate support and logistic crewmember. As a Synthetic, you have skills for medicine, surgery, engineering, construction, and using powerloaders. You're still a support crewmember. While there's no rules against going offensive with melee weapons, you should leave it to the marines to cover you. As a Synthetic, you're expected to have advanced knowledge in medicine, surgery, engineering and at least some knowledge of command and requisitions.

Default radio commands:

  • .v for Command
  • .u for Requisitions
  • .m for Medical
  • .s for Fire Support
  • .e for Engineering
  • .q for ALPHA SQUAD
  • .b for BRAVO SQUAD
  • .c for CHARLIE SQUAD
  • .d for DELTA SQUAD
  • , for General radio
  • .n for Silicon
  • ,6 for Robotspeak
  • ,x for Alienspeak
  • For custom squads, the radio prefix
    is usually the first letter of the squad name

Synthetic vs Organic

As a Synthetic, you have advantages and disadvantages versus organics. Selecting either of the synth options in character setup yields different skillsets and appearances. Selecting Synthetic as your Synthetic Type preference allows you to play as a synthetic that carries over the human appearance of your character from the editor. Selecting Early Synthetic will make you appear as a pale bald android.

Normal Synthetic is recommended for new synth players.


Your Advantages

    • You only take BRUTE and BURN damage, and get a damage reduction. You take damage from normal sources, like bullets, lasers, explosions, fire and acid.
    • You don't go into critical condition where you can be dragged, and you don't go blind below 0 HP.
    • You're immune to pain. Xenos also cannot see your health bar. They can only tell if you're dead, alive, or SSD through a HUD icon and examine.
    • Decapitations don't kill you permanently, and you don't become permanently dead over time. If your head is nor your body is lost, you can be defibrillated once they're sewn back together. You can still be destroyed by gibbing, like if a dropship lands on you or you're in an Orbital Bombardment area.
    • You're very easy to heal. You can repair BRUTE damage with a blowtorch, BURN damage with wires, and both with nanopaste (found in surgical trays). You're much slower if you do this on your own, so don't hesitate to ask others to repair you.
    • Xenos cannot drain or cocoon you for psy points unlike combat robots and organics.
    • You're immune to larval huggers; however non-larval variants still try to attack you. This makes you a very robust way of dealing with larval huggers and Carrier traps.
    • You get more health.
    • You're immune to flashes, welding tools, and other blinding sources. You have a natural Medical HUD too.
    • You're unable to fumble during surgery when using any surface regardless of skillset, unlike your human counterparts.

Your Disadvantages

    • You are still affected by damage slowdown
    • You don't go into critical condition. You can't be dragged around in critical condition, but you start to overheat rapidly when you reach the -30 health threshold, sparking and taking increasing BURN damage unless you fix it, until you do ultimately die. Early Synthetics take slightly more damage per tick from overheating.
    • You can't fire guns, prime grenades, or wear armor like the Xenonauten or Jaeger armors.
    • You can't run or jump.
    • Your storage situation is difficult to manage as you usually have to prepare for medical emergencies and engineering situations.
    • You have a melee damage malus and deal less damage per attack.


What Should I take as a Synthetic?

What Should I do as a Synthetic?

As the ultimate support unit, you should try to help where needed! During low population especially, you'll end up in a lot of different situations.

Round Start Checklist

These are some tasks you can do that wind up often forgotten by everyone else, but can prove critical for an operation.

After you spawn in:

  • Communicate with Command and marines. Be aware of the plan and bring items accordingly.
  • Head to Engineering, replenish and turn on the generators. Leave 6 generators on and 6 generators off but fueled in case nobody shipside can replenish generators.
    • Configure the SMES units - set the input (top slider) on the units to maximum, or 200kW.
  • If nobody is has used the FOB drone, ask which LZ is preferred, then build the FOB with it.
  • Load the P.A.C.M.A.N. generator and phoron onto the Alamo. These can power the APC at the Landing Zone, which in turn will provide power to things like ASRS export pads and teleporters.
  • Run to Medical and grab any additional supplies like spare stasis bags or roller beds. You can set up a roller bed with a blanket and a plushie in the FOB or on TAD for marines to sleep off small amounts of CLONELOSS damage.
  • Deploy your medevac beacon and link it.
  • Station requisitions for a few minutes.
  • Raise the ship's orbit to level 5 using the navigation console in CIC. You are able to do this once the round time hits 12:10.
    • There's no noticeable disadvantage to being on maximum orbit, but it allows you to gain more requisition and dropship points, and increases the transit time of the dropship in the event it is hijacked by xenomorphs!

Things to do During a Round

These aren't exhaustive, you can do basically anything you're mechanically allowed to do.

Shipside

Groundside

If you're going on a mission, bring some company to help you avoid being picked off by backline xenomorphs.

Combat

There are no real rules on combat for Synths. But it should be kept in mind that it's not your specialization and you're support personnel first, so your internal demand for unga should be contained unless it's an emergency, such as defending yourself from xenomorphs.

Fighting

But how do Synthetics fight without armor or guns? Well, this part is your answer.

Not all armor is restricted by default. You can wear the flak vest and bulletproof vest (both in your vendor), which provide needed soft armor. The flak vest, provides some protection from acid and slashes with a slight slowdown, while the bulletproof vest gives you hard bullet protection. You can use most melee weapons and flares, including Harvester weapons (without the Vali benefits), throwing knives, machetes, bayonets, bricks, and powerfists. The only "gun" you can fire applies to the rare Human vs Synth situations, like during events; you can fire tasers.

You can technically get your head back, but try not to even lose it in the first place! Your head can be dragged by xenomorphs for miles where it will never be found.

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