TGMC:Drone

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


TIER 1 XENO
Wiki Images.png
Drone

Difficulty: Easy
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Weed the colony, build the hive, heal your sisters
Guides: Guide to resin construction
Quote: "Frenzy: on. Knuckles: cracked. Weeds: ready. Link: Connected. Yep, it's Droning time."


Introduction

Emerging from the shed skin of its previous form, the Drone looked up in the night sky, gazing at the millions of stars sparkling down from the heavens. Which worlds would become a home for the Hive, which battlefields would demand resin, which species would face extinction, and which aspirations for the Hive would be attained. Such questions would be answered in due time, as the Drone looked away from the sky and started planting resin nodes on the vacant ground.


Statistics and Evolution

As a Drone you can evolve into Tier 2 or straight into Tier 4, or into the Tier 0 Hivemind.

  • Slash is the MELEE damage dealt on HARM intent per click
  • MELEE, BULLET, LASER, ENERGY, BOMB, BIO, FIRE, and ACID are soft armor values, not hard armor, which means that they reduce damage by a percentage rather than a flat value. Low sunder reduces the effectiveness of this armor.
  • Speed is calculated inversely, meaning the lower the speed value you have, the faster you are. Xenomorphs are always running, meaning they have a -1.0 boost added to their base speed. (Chart displays running speed)
  • Pheromone strength determines how powerful the effects of your pheromones are
Health Plasma Slash Intent Harm.png Speed Melee Bullet Laser Energy Bomb Bio Fire Acid Pheromone Multiplier
300 1000 18 -2.2 30 30 30 30 0 15 30 15 2.0x

Playing Drone

As a Drone, you are one of the Hive's most powerful support castes. You can plant weeds, which give Xenomorphs a major advantage with passive health and plasma regeneration along with a speed boost. Your abilities give you broad-ranging and flexible skills for a variety of situations:

  • If you do manage to link to a teammate, they also help provide the engagement for you to flex some of your combat skills as you both spin circles around Marines!
  • Low-cost Corrosive Acid makes you an effective disposer of flares and other small objects; without being covered in acid, they last almost 20 minutes, but you can shorten that to 8 minutes.
  • You can build mazes to provide important cover for your teammates, critical structures, or Marine bodies, as well as slow down any attempts by Marines to advance.

A Drone's most important duty is expanding the Hive, whether by weeding new areas or building new defenses. When building, keep in mind that Xenomorphs have a strong advantage against Marines in tight winding corridors, and offset patterns. Leaving dead ends within your mazes could spell the end for your whole hive.

Drone Abilities

Ability Description Plasma Cost Cooldown
Bumpattacktoggle.gif
Toggle Bump Attacks
Allows you to toggle bump attacks on and off. This allows you to slash any enemy creature by running into them. The red arrow means it's on, you attack when on HARM intent; the green arrow means it's off, you push when on HARM intent. N/A N/A
Resting.png
Rest
Used to rest and get up. You heal faster when resting on weeds. N/A 2 seconds
TGMC Headbite.png
Psy Drain
This ability is used on dead Marines. For every Marine's psyche drained, the Hive will gain between 30 and 90 psychic points, depending on the number of Marines spawned; and 1/8 of a larva. 50 N/A
Regurgitate.png
Cocoon
Devour your victim to cocoon it, then expel the contents of your stomach onto your tile after 3 seconds. Any Marine in a cocoon is still able to be revived, but the cocoon will give psychic points for 5 minutes. Yields between 1 and 5 psychic points per 5 seconds, depending on the number of spawned Marines. 100 N/A
Corrosive acid.png
Corrosive Acid
Expels acid onto an object or wall, destroying it after a while. If used on wall, a hole will appear after some time. Small xenos can climb through, large xenos can break the wall with the hole on it open. CTRL + click to interact with the acid hole.

During the prep phase, all xenomorphs with this ability get strong acid.

[Acid Strength by Caste]
Drone Drone and Sentinel Sentinel, and Scorpion Scorpion have the weakest acid. Takes 8 minutes to melt a hole in a regular wall. Cannot be used on reinforced walls.
Hivelord Hivelord, Shrike Shrike, Spitter Spitter, and Praetorian Praetorian have common acid. Takes 3 minutes to melt a hole in a regular wall. Cannot be used on reinforced walls.
Boiler Boiler, Primordial Hivelord Hivelord, Queen Queen, and King King have the strongest acid. Takes 1.5 minutes to melt a hole in any type of wall.
75 if caste has weak acid;

100 for medium and strong acid

N/A
Plant weeds.gif
Plant Weeds
Plants a resin weed node, which will start growing resin weeds in a 3-tile radius that allows xenomorphs to heal and restore plasma while on top of the tile.

Right-clicking the ability icon will allow you to select different types of weeds to plant. Placing a weed node on top of another will replace that weed node with the new type. During the prep phase, plasma cost to place a weed node is halved.

[Weed Types]
TGMC base weed.gif Default, does nothing extraordinary. Costs 75 plasma.
TGMC Resting weed.gif Boosts health and plasma regeneration by 20%, and doubles sunder recovery for any xenos resting on them. Costs 150 plasma.
TGMC Sticky weed.gif Slows humans and vehicles a small amount, can stack with sticky resin. Costs 225 plasma.
75-225 N/A
Secrete resin.gif
Secrete Resin
Builds structures, which can be chosen by clicking on the ability while it's active. More in Guide to resin construction
Resin Buildings:
Resin wall.png Resin Walls regenerate their own health. Starting at 150 HP, they restore 3 HP every 5 seconds, with a maximum of 300. Also reduces incoming bullet damage by 60%. 75 Plasma
Sticky resin.png Sticky Resin slows down human and vehicle movement drastically, while also slightly blocking flamethrower flames. Has 36 HP. Slowness can stack with sticky weeds. 50 Plasma
Resin door.png Resin Doors block movement for non-xenomorph mobs. Has 100 HP. 150 Plasma
50-150 N/A
Emit pheromones.png
Emit Pheromones
Toggles your pheromones, allowing you to select Recovery, Warding, or Frenzy. You only emit one at a time, and you can see which pheromones you are effected by in the Status tab. Emitting pheromones uses 5 plasma every regeneration tick. Strength of pheromones is tied to caste and increases the effects. More at Xenomorph Mechanics.
[Pheromone Types]

TGMC recovery phenomones.png Recovery: Accelerates healing and sunder regeneration for resting xenos, increases the amount healed from healing abilities, and increases plasma regeneration. Allows for healing after taking damage without having to wait 10 seconds.
TGMC warding phenomones.png Warding: Increases soft armor in all areas for each level.
TGMC frenzy phenomones.png Frenzy: Decreases movement slowdown by 0.6 for each level.

[Pheromone Strength by Caste]
Drone
Carrier Defiler Hivelord Shrike Tgmc hivemind materialisation.gif Praetorian King Queen and Pheromone Towers
Drone - 2.0 Carrier - 2.5

Defiler - 2.6,

Hivelord - 3.0, Shrike - 3.0, Hivemind - 4.0, Praetorian - 4.5, King - 4.5 Queen and Pheromone Towers - 5.0

N/A N/A
Heal xeno.png
Acidic Salve
Allows you to spend 150 plasma on healing a xeno for 50 HP + (Recovery Pheremone Level * the Xeno's max health * 0.01) along with healing (total heal amount/10) sunder.


If you are healing the xenomorph you are linked to is at less than 10% of its total health, you heal for 3 * (50 HP + (Recovery Pheremone Level * the Xeno's max health * 0.01)) along with healing (total heal amount/10) sunder.

150 5 seconds
Transfer Plasma.png
Transfer Plasma
Transfers your plasma to a fellow xenomorph, giving them up to 200 plasma. 0-200 N/A
Gut.png
Create Resin Jelly
Places Resin Jelly in your active hand, which can be used on yourself or other xeno castes for a 15-second protection from fire. 100 45 sec
EssencelinkTGMC.gif
Essence Link
Establish a link with another xeno. Both xenos must be within 6 tiles of range for this link to remain active (not necessarily in line of sight), and linked xenos cannot have multiple links. You can cancel this link by right clicking the ability button or using the appropriate keybind. This link will passively gain an attunement level every 1 minute, up to three levels. It will also grant the link's target the following bonuses while active, some of which scale with attunement levels:
  • If they are missing any health, this link will consume the Drone's plasma to regenerate health every 2 seconds. This passive regeneration scales with attunement levels, and is equal to 1.2% / 2.4% / 3.6% of the target's maximum health. The plasma cost is 2 times that value.
  • Any heals applied to either of the linked xenos are also applied to the other, with reduced effectiveness. This reduced effectiveness scales with attunement levels, equal to 10% / 20% / 30% of the health restored.
  • Buffs (such as fire resistance) applied to either of the linked xenos are also applied to the other one.

The level of attunement is represented in the ability icon's changing bar, and the intensity of the beam.

Essence Link can go through walls, so you can be protected by resin walls as the xenomorph you're linked to can go rambo.

N/A 5 SECONDS
TGMC-recycle.png
Recycle
Deconstruct the body of a fellow fallen xenomorph to avoid marines from harvesting our sisters in arms. 750 N/A
Primordial Abilities
Ability Description Plasma Cost Cooldown
EnhancementTGMC.png
Enhancement
Drive a linked xeno past their limits, increasing their slash damage by 15% and their movement speed by 0.4. This will drain 10% of the Drone's plasma every 2 seconds while it is active. Has an initial requirement of 3 attunement levels, and consumes 1 in its usage. N/A 120 SECONDS

Template:Sow


Tips

  • Xenomorphs operate best in narrow, enclosed spaces. Consequently, Marines operate worst in narrow 1-tile walkways that have short lines of sight. Build accordingly.
  • Creating 2-by-2 resin wall blocks in a straight pattern is a decent standard maze; creating staggered 2-by-2 resin wall blocks is an even better standard maze


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