TGMC:Minions

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


QueenTGMC.png  Broodmother Robusta says:
"The Swarm prevails."


SUPPORT XENO
TGMC minions.gif
Minions
Difficulty: N/A
Superior: The Queen and Shrike or whoever controls the minions
Duties: Follow and escort xenomorphs, suicide upon the lead wall in vain effort to protect the hive
Guides: No separate guides.
Quote: "Where there's a whip, there's a way; the QM in she likes the sweet beating dreams everyday."


The Minions

Overview

Not all members of the Xenomorph Hive were originally part of their larval strain. Some members were subjugated from other species, and incorporated as supporting bodies to aid in the expansion of the hive. This includes the three minion strains, and may well include humans, should the Xenomorphs prevail.

As such, minions are substantially more numerous, but significantly less powerful, than the traditional larval xeno strains. The hive has adapted this numbers game into their swarm strategy, seeking to overwhelm their foes with an endless barrage of acid and claws.

Growing the Swarm

Spawner

Minions generate in hoards from spawners, which can be constructed with 800 psychic points from the Queenmothers Blessings tab.

Minions can also spawn from silos.

The total number of minions generated is based on the total number of players currently in-game, and the total number of spawners. The exact function is (0.15)*(Total Player Number). For example, with 50 players, the total number of minions per spawner would be 7. The number of players also has an impact on the spawn rate; the more players, the faster the rate of spawning.

Be wary that the Marines can still sell minions for 5 requisition points. While it isn't much, over time this value could prove detrimental to your hive's success.

Managing the Swarm

Minions have a degree of independence, and will follow their own objectives to a minor degree. For the most part, this comprises wandering aimlessly or protecting their spawner, however there are some complexities. For example, if a minion takes too much damage in battle, they will attempt to retreat from the combat area to heal.

Minions are only slightly independent, and may require control from the hive to be effective in battle. Minions are able to be controlled by hive leaders, such as those chosen by the Queen, or the Queen and Shrike themselves.

TGMC command minions.gif Using the Rally Minions ability, these leaders can summon minions near them to follow, indicated by roaring; minions that roar are now part of your pack, and will begin to follow you. You can also set whether these minions should be Defensive or Aggressive, so they will either defend you or prioritize taking on other targets.

The premier minion control caste is the Hivemind. Unlike the leaders, the hivemind is able to place a global rally point for all minions, causing them to begin to travel to the selected position. This is useful for defending critical points, or attacking designated areas.

Of course, walking is slow. Why spend all that time when you can just... teleport? Just as with the other Xenomorphs, the Kings Psychic Summon ability will teleport all minions to his position. Provided they survive, this can prove a devastating blow to any position facing the wrath of the teleporting swarm.

Being the Swarm

Players can be minions if the hive purchase from the Queen's Blessing for 500 psychic points.

Maturity Statistics and Evolution Paths

Unlike larval strains, Minions do not mature or evolve. Their stats remain static throughout their entire life cycle.

Age Health Plasma Slash Intent Harm.png Melee Bullet Laser Energy Bomb Bio Rad Fire Acid
Mantis 150 175 20 33 33 28 25 60 25 25 33 25
Beetle 260 190 17 35 35 30 28 60 28 28 35 28
Scorpion 130 150 17 30 30 25 20 60 20 20 30 20

Minion abilities

Each minion type mimics an ability of some other caste, albeit with high unpredictability given their AI nature. Most of these deal some form of stun, so try and capitalize if you see a target get knocked down.

Minion Description
TGMC Mantis.png
Mantis
The Ravager's annoying younger cousin. Has a version of the Ravage ability, knocking down targets in front of it for a short time. This will be followed up by subsequent attacks, so try and stay away from the tile in front of them.
TGMC Beetle.png
Beetle
A strange cross between a Defender and a Crusher in appearance. Has the Forward Charge ability, halting briefly before charging at a target, knocking down said target any anything in their path. This can be dodged, so try to move perpendicular to your previous position if you notice them stop.
TGMC Scorpion.png
Scorpion
A less mobile sentinel. Fires acid spit from a short distance, dealing burn damage to their targets. Not tremendously harmful on their own, but can provide openings for other xenomorphs to attack.
TGMC
Roles

TGMC PFC Jim.png
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, 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, Sentinel
Tier 2 Carrier, Hivelord, Wraith, Hunter, Bull, Warrior, Spitter
Tier 3 Gorger, Defiler, Ravager, Crusher, Praetorian, Boiler
Tier 4 Shrike, Queen, King, Hivemind
Others Zombie, Emergency Response Team, Survivor