Difference between revisions of "TGMC:Synthetic"

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(cleaned up stuff, updated with overheat and melee malus, consolidated the skills tables into one (not template, soz); removes the irrelevant stuff from roundstart guide. will do gear table later)
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Synthetics are the '''ultimate support and logistic crewmember'''. As the Synthetic, you have skills for medicine, surgery, engineering, construction, requisitions and even using Tactical Binoculars to spot for CAS or artillery. Even on top of that, you're still mostly a support crewmember. Rules do allow you to defend yourself, and while there's no rules on going offensive with melee weapons, you should leave it to the marines to cover you. As the Synthetic, you're expected to have advanced knowledge in '''medical''', '''surgery''', '''engineering/base building''' and at least ''some'' knowledge of '''Command and Requisitions'''.
+
Synthetics are the '''ultimate support and logistic crewmember'''. As the Synthetic, you have skills for medicine, surgery, engineering, construction, requisitions and even using Tactical Binoculars to spot for CAS or artillery. On top of that, you're still a support crewmember. Rules do allow you to defend yourself, and while there's no rules on going offensive with melee weapons, you should leave it to the marines to cover you. As the Synthetic, you're expected to have advanced knowledge in '''medical''', '''surgery''', '''engineering/base building''' and at least ''some'' knowledge of '''Command and Requisitions'''.
  
 
==Synthetic vs Organic==
 
==Synthetic vs Organic==
  
As the Synthetic you have advantages and disadvantages over regular organics. You only have a first name, something like ''John''.
+
As a Synthetic, you have advantages and disadvantages versus organics.
  
These advantages/disadvantages are assuming you're playing as the Late/Normal Synthetic, which is recommended for new synths.
+
Late/Normal Synthetic is recommended for new synth players.
  
 
===Your Advantages===
 
===Your Advantages===
  
*You only take brute and burn damage, and you get a slight (0.70) damage reduction to damage. You still take damage from normal sources, like bullets, lasers, explosions, fire and acid.
+
* You only take brute and burn damage, and you get a slight damage reduction. You still take damage from normal sources, like bullets, lasers, explosions, fire and acid.
*You are 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.
+
* You don't go into critical condition where you can be dragged, and you don't go blind when you're below 0 HP.
*'''Decapitations don't kill you permanently, and you don't become permanently dead over time.''' If your head is not lost and same for your body, you can be defibrillated from anything. You can still be destroyed by [[TGMC:Pilot Officer#Tadpole|Tadpole]] landing.
+
* You are 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.
*Due to the above, '''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 and Requisitions). You're much slower if you do this on your own, so don't hesitate to ask others to repair you.
+
* '''Decapitations don't kill you permanently, and you don't become permanently dead over time.''' If your head is not lost and same for your body, 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.
 +
* Due to the above, '''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 and Requisitions). 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.
 
* Xenos cannot drain or cocoon you for psy points unlike combat robots and organics.
*You are 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 their traps.
+
* You are 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 their traps.
*You get 25 more health (125), or Early Synthetics have 100 more health (200).
+
* You get more health.
*You are immune to flashes, welding tools, or other sources of getting blinded. You have a natural Medical HUD too.
+
* You are immune to flashes, welding tools, or other sources of getting blinded. You have a natural Medical HUD too.
  
 
===Your Disadvantages===
 
===Your Disadvantages===
  
*You can have any limb chopped off, including your head, but as covered in Advantages, they won't kill you permanently unless your head is somehow destroyed. Wear a hat that somehow provides decapitation protection to avoid this! These are found in the surplus clothing vendors.
+
* You are still affected by damage slowdown
* You are still affected by damage slowdown, and still go into critical condition at the hard crit threshold [-50], although you won't go blind from being in hard crit. '''Worst of all, you don't suffocate, so you can be in critical condition forever''' until you are put out of your misery or rescued.
+
* 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''', and you cannot run, although your walk speed is still pretty decent (unless you're an early synthetic). You can wear the TGMC flak vest and the bulletproof vest in your vendor.
+
* You can't fire guns, prime grenades, or wear armor like the '''Xenonauten or Jaeger armors''', and you cannot run. You can wear the TGMC flak vest and the bulletproof vest in your vendor.
*Your storage situation is difficult to manage as you usually have to prepare for medical emergencies and engineering situations.
+
* Your storage situation is difficult to manage as you usually have to prepare for medical emergencies and engineering situations.
{{Template:TGMC-Skills
+
* You have a melee damage malus and deal less damage per attack.
|color=#90dec4
 
|sizeoverride=250
 
|job=Synthetic Differences &
 
|tabletitle=Synthetic
 
|premsg = The skills you get when you spawn in as a ''Synthetic'' in your preferences.
 
Synthetics get +25 health (125), a 0.7 brute and burn modifier and no slowdown applied. They also keep the human appearance of your selected character.
 
|cqc=5
 
|police=2
 
|melee=1
 
|medical=4
 
|surgery=4
 
|engineering=4
 
|construction=4
 
|firearms=-1
 
|powerloader=4
 
|lead
 
|sg
 
}}
 
{{Template:TGMC-Skills
 
|color=#90dec4
 
|sizeoverride=250
 
|job=Early Synthetic Differences &
 
|tabletitle=Early Synthetic
 
|premsg=The skills you get when you spawn in as an ''Early Synthetic'' in your preferences.
 
  
Early Synthetics get +100 health (200) and a 0.6 brute and burn modifier with a 1.15 slowdown applied. They hold the appearance of a pale bald android.
+
==Synthetic Skills and Traits==
|cqc=5
+
Selecting either of the synth options in character setup yields different skillsets and appearances.  
|police=2
+
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.
|melee=1
+
 
|medical=3
+
'''[[TGMC:Skills|More information about skills]]'''
|surgery=3
+
{| class="wikitable" style="display: inline-table;"
|engineering=5
+
|- style="font-weight:bold;"
|construction=5
+
! colspan="2" style="font-family:Arial, Helvetica, sans-serif !important; background-color:#90dec4;" | Synthetic Skills
|firearms=-1
+
! colspan="2" style="font-family:Arial, Helvetica, sans-serif !important; background-color:#ffcb2f;" | Early Synthetic Skills
|powerloader=4
+
|-
|lead
+
| Medical
|sg
+
| 4/5
}}
+
| Medical
== What should I do as a Synthetic?==
+
| 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
 +
|}
 +
 
 +
{| class="wikitable" style="display: inline-table;"
 +
|- style="font-weight:bold;"
 +
! colspan="2" style="font-family:Arial, Helvetica, sans-serif !important; background-color:#90dec4;" | Synthetic Traits
 +
! colspan="2" style="font-family:Arial, Helvetica, sans-serif !important; background-color:#ffcb2f;" | 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
 +
| Engineering
 +
| 0.6
 +
|}
 +
 
 +
== 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.
 
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 currently using the FOB drone/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 LZ, 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 the maximum orbit, but it allows you to gain more requisitions 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===
 
Bulleted examples below. These aren't exhaustive, you can do basically anything you're mechanically allowed to do.   
 
Bulleted examples below. These aren't exhaustive, you can do basically anything you're mechanically allowed to do.   
  
===Shipside===
+
====Shipside====
 
* Set SLs (choose carefully, they will become your superior officer).
 
* Set SLs (choose carefully, they will become your superior officer).
*Build the FOB, set up the Tadpole. Or even fly the Tadpole during the operation!
+
* Build the FOB, set up the Tadpole. Or even fly the Tadpole during the operation!
 
+
* Man [[TGMC:Guide to requisitions|Requisitions]] if the RO is overwhelmed or not awake.
*Man [[TGMC:Guide to requisitions|Requisitions]] if the RO 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]].
* Handle [[TGMC:Guide to engineering|Engineering]].
+
* In Medical, [[TGMC:Guide to Surgery|perform surgeries]] on damaged marines.
* In the medbay, [[TGMC:Guide to Surgery|perform surgeries]] on damaged marines.
 
  
===Groundside===
+
====Groundside====
  
*[[TGMC:Guide to fire support|Spot for various fire support methods]].
+
* [[TGMC:Guide to fire support|Spot for various fire support methods]].
*[[TGMC:Guide to Defibrillation|Heal fallen marines]].
+
* [[TGMC:Guide to Defibrillation|Heal fallen marines]].
*[[TGMC:Guide to Base Building|Build frontline or FOB defenses]].
+
* [[TGMC:Guide to Base Building|Build frontline or FOB defenses]].
*[[TGMC:Guide to Field Surgery|Field surgery]].
+
* [[TGMC:Guide to Field Surgery|Field surgery]].
*Help operate the Tadpole while carrying out any of the above initiatives.  
+
* Help operate the Tadpole while carrying out any of the above initiatives.  
  
When you have to fight, try to leave it to marines. If you're going on a mission, bring some company to help you avoid being picked off by [[TGMC:Hunter|backline]] [[TGMC:Runner|xenomorphs]].
+
If you're going on a mission, bring some company to help you avoid being picked off by [[TGMC:Hunter|backline]] [[TGMC:Runner|xenomorphs]].
  
 
==Combat==
 
==Combat==
There are no real rules on combat for Synths now. Admins probably won't note you for it anymore. But it should be kept in mind that it's not your specialization, so your internal demand for unga should be contained unless in case of emergencies, such as defending yourself from backline xenomorphs.
+
There are no real rules on combat for Synths. Admins probably won't note you for it anymore. But it should be kept in mind that it's not your specialization, so your internal demand for unga should be contained unless it's an emergency, such as defending yourself from backline xenomorphs.
  
 
===Fighting===
 
===Fighting===
Line 117: Line 188:
 
Not all armor is restricted by default. The armor you ''can'' wear, being the Flak Vest and Bulletproof Vest (both in your vendor) provide needed soft armor. The flak vest, especially, provides some soft protection (including acid) with a slight slowdown while the bulletproof vest gives you hard bullet protection. Not super useful, but it doesn't slow you down and looks cool. The weapons you can use are melee only and flares.  
 
Not all armor is restricted by default. The armor you ''can'' wear, being the Flak Vest and Bulletproof Vest (both in your vendor) provide needed soft armor. The flak vest, especially, provides some soft protection (including acid) with a slight slowdown while the bulletproof vest gives you hard bullet protection. Not super useful, but it doesn't slow you down and looks cool. The weapons you can use are melee only and flares.  
  
The only "gun" you can fire applies to the rare Human vs Synth situations, like during events; you can fire tasers.
+
The only "gun" you can fire applies to the rare Human vs Synth situations, like during events; you can fire tasers. You can use most melee weapons, such as Harvester weapons (without the [[TGMC:Guide to Vali|Vali]] benefits), throwing knives, flares, machetes, bayonets, bricks, and even the all-powerful POWERFIST.
 
 
And don't ever forget, if you get in combat, 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, and so can your unconscious shell if you are put into hard critical condition.
 
 
 
Synthetics do have their natural armor as stated earlier. Their species have a 0.70 mod to brute and burn, and Early Synthetics have slightly more (0.60). You get +25 health (125) and as such can take a little more damage before dying, and Early Synthetics have +100 health (200).
 
 
 
====So, what can you use?====
 
You can use most melee weapons, such as Harvester weapons (without the [[TGMC:Guide to Vali|Vali]] benefits), throwing knives, flares, machetes, bayonets, shields and even the all-powerful, POWERFIST. Whatever manages to deal with T2s like the [[TGMC:Warrior|Warrior]], [[TGMC:Runner|Runner]] and [[TGMC:Hunter|Hunter]].
 
 
 
==Tips==
 
{{Important
 
|Title=Under Construction
 
|Note=This section is outdated. The content below is probably not accurate to the current in-game revision or meta.
 
 
 
'''[3 August 2023]'''
 
|Image=Wrench.png
 
|Color=#FF0000
 
}}
 
===Round Start Hectic Tactics===
 
During low population, this guide may help to shave seconds off of the round start to-do list for Synthetics.
 
 
 
After you spawn in:
 
*Use your vendor to pick out your gear, a lightweight combat pack is recommended (backpack with no delay to removing items), alongside a lifesaver belt, black webbing vest, tool pouch, and any other pouch of your choosing, typically a medkit pouch or construction pouch).
 
*Take everything from your vendor, including the meson goggles and essential items.
 
*Communicate with Command and marines. Be aware of the plan and bring items accordingly.
 
*Move the blowtorch and wire from your discarded tool-belt into webbing.
 
* Head to Engineering, replenish and turn on the generators. Leave 6 generators on and 6 generators off but fueled incase nobody shipside can replenish generators.
 
**Configure SMES units - set everything on the units to maximum.
 
*If nobody is currently using the FOB drone/has used the FOB drone, then build the FOB with it.
 
*When the FOB is complete, grab metal and plasteel from the FOB drone and use it for FOB reinforcements. Load the P.A.C.M.A.N. generator and phoron onto the Alamo.
 
*Assign aSLs accordingly, be sure to choose carefully as they will gain authority over you.
 
* Run to Medical, from the MarineMed or NanotrasenMed grab:
 
**Splints.
 
** Two trauma/burn kits.
 
**Hypospray, which you will fill with inaprovaline + bic/mera + kelo/derm
 
**Peri+ & QC+
 
**Anything else of your choiceOne of every pill bottle. (Easier to just take a pre-filled lifesaver/rig onto Alamo)
 
**One defibrillator.
 
**Two roller beds.
 
** Two stasis bags.
 
 
 
* Load the previously listed medical supplies into a crate and put it in the Alamo.
 
* Deploy your medevac beacon.
 
 
 
* From the chem machine make your chemicals if applicable or vend spare chemicals into your storage.
 
 
 
*Station requisitions for a few minutes.
 
*Go to powerloaders, use one for engine upgrades, one for weapons, switch between.
 
 
 
  
 +
If you get in combat, 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></br>
 
{{TGMC-Jobs}}
 
{{TGMC-Jobs}}

Revision as of 19:26, 18 March 2024

Wrench.png This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "This has an advanced up-to-date guide, but the tips are outdated and the page lacks a loadout guide. Don't be hesitant to add a loadout guide or reworked Tips section!"



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: Soul Crushing
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!"


Synthetics are the ultimate support and logistic crewmember. As the Synthetic, you have skills for medicine, surgery, engineering, construction, requisitions and even using Tactical Binoculars to spot for CAS or artillery. On top of that, you're still a support crewmember. Rules do allow you to defend yourself, and while there's no rules on going offensive with melee weapons, you should leave it to the marines to cover you. As the Synthetic, you're expected to have advanced knowledge in medical, surgery, engineering/base building and at least some knowledge of Command and Requisitions.

Synthetic vs Organic

As a Synthetic, you have advantages and disadvantages versus organics.

Late/Normal Synthetic is recommended for new synth players.

Your Advantages

  • You only take brute and burn damage, and you get a slight damage reduction. You still 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 when you're below 0 HP.
  • You are 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 not lost and same for your body, 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.
  • Due to the above, 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 and Requisitions). 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 are 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 their traps.
  • You get more health.
  • You are immune to flashes, welding tools, or other sources of getting blinded. You have a natural Medical HUD too.

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, and you cannot run. You can wear the TGMC flak vest and the bulletproof vest in your vendor.
  • 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.

Synthetic Skills and Traits

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.

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 Engineering 0.6

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 currently using the FOB drone/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 LZ, 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 the maximum orbit, but it allows you to gain more requisitions 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

Bulleted examples below. 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 officer).
  • Build the FOB, set up the Tadpole. Or even fly the Tadpole during the operation!
  • Man Requisitions if the RO is overwhelmed or not awake.
  • Handle Engineering duties like restocking generators or reloading the Orbital Cannon.
  • In Medical, perform surgeries on damaged marines.

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. Admins probably won't note you for it anymore. But it should be kept in mind that it's not your specialization, so your internal demand for unga should be contained unless it's an emergency, such as defending yourself from backline xenomorphs.

Fighting

Synthetics can finally fight and have been able to for a while. But how do they do this without armor or guns? Well, this part is your answer.

Not all armor is restricted by default. The armor you can wear, being the Flak Vest and Bulletproof Vest (both in your vendor) provide needed soft armor. The flak vest, especially, provides some soft protection (including acid) with a slight slowdown while the bulletproof vest gives you hard bullet protection. Not super useful, but it doesn't slow you down and looks cool. The weapons you can use are melee only and flares.

The only "gun" you can fire applies to the rare Human vs Synth situations, like during events; you can fire tasers. You can use most melee weapons, such as Harvester weapons (without the Vali benefits), throwing knives, flares, machetes, bayonets, bricks, and even the all-powerful POWERFIST.

If you get in combat, 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