Difference between revisions of "TGMC:Squad Engineer"

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(Adds the Soldering Tool)
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!<br>Essential Engineer Kit
 
!<br>Essential Engineer Kit
 
!0
 
!0
|Contains 1 general circuit board, 1 light replacer, 1 entrenching tool, high capacity power cell, 1 insulated marine combat gloves, 1 welding goggles, 1 razorburn grenade, 1 plastic explosive.
+
|Contains 1 general circuit board, 1 light replacer, 1 entrenching tool, high capacity power cell, 1 insulated marine combat gloves, 1 welding goggles, 1 razorburn grenade, 1 plastic explosive, 1 Soldering Tool.
 
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[[File:TGMC_Nanopaste.png|64px]] Nanopaste heals 15 brute and 15 burn damage in the selected part of the body. Can stack up to 10. Takes 1 second to heal others and yourself. Does not loop. Does not use the Medical Radial Menu. Heals Robots, Synths and Prosthetics. '''Does not require any special equipment or skills to heal.'''
 
[[File:TGMC_Nanopaste.png|64px]] Nanopaste heals 15 brute and 15 burn damage in the selected part of the body. Can stack up to 10. Takes 1 second to heal others and yourself. Does not loop. Does not use the Medical Radial Menu. Heals Robots, Synths and Prosthetics. '''Does not require any special equipment or skills to heal.'''
 +
 +
[[File:TGMC_Soldering_Tool.png|64px|link=Special:FilePath/TGMC_Soldering_Tool.png]] The Soldering Tool heals 10 brute and 10 burn in the selected part of the body. Takes 1.5 seconds to heal others and 2.5 seconds to heal yourself. Infinite uses. '''Does not require any special equipment or skills to heal.'''
  
 
[[File:Defib_3.gif|64px]] Defib for dead Robots and Synthetics. Unless you are carrying one yourself you will have to find a defib or go to someone with one usually a Medic or Doctor. '''Does not require any special equipment or skills (Medical skill only helps the amount of damage healed per defib and does not prevent reviving as long as they have less then 200 damage total).'''
 
[[File:Defib_3.gif|64px]] Defib for dead Robots and Synthetics. Unless you are carrying one yourself you will have to find a defib or go to someone with one usually a Medic or Doctor. '''Does not require any special equipment or skills (Medical skill only helps the amount of damage healed per defib and does not prevent reviving as long as they have less then 200 damage total).'''
=Tips=
+
 
* As of July 11th 2021 there are 12 engineer slots per round, and usually only 2-4 engineers; So don't feel pressured to not play engineer in order to let more experienced players play as engineer.
+
 
 +
= Tips=
 +
*As of July 11th 2021 there are 12 engineer slots per round, and usually only 2-4 engineers; So don't feel pressured to not play engineer in order to let more experienced players play as engineer.
 
*An easy way to spend all your vendor points as engineer is to buy 100 metal, 70 plasteel, and 1 turret and you will only have 1 points remaining
 
*An easy way to spend all your vendor points as engineer is to buy 100 metal, 70 plasteel, and 1 turret and you will only have 1 points remaining
 
*Pulsing the Contraband wire can give you some goodies.
 
*Pulsing the Contraband wire can give you some goodies.

Revision as of 19:59, 13 January 2022

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

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


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: "Needs information, pictures"




MARINE
DMCA Engineer.png
Squad Engineer
Access: Squad Room, Squad Engineer Prep, wherever your tools take you.
Difficulty: Medium
Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours)
Class: Marines
Supervisors: Squad Leader
Duties: Stick with your squad, follow your Squad Leader's orders. Open up entrances, place down fortifications. Forget to flip your welding goggles down.
Guides: Guide to Engineering, Guide to Base Building, Guide to Fire Support
Quote:"May I have more metals, please?"


Introduction

The Squad Engineer is responsible for a variety of tasks, the most important being erecting battlefield fortifications, setting up forward-operating bases (FOB's,) and repairing/destroying mission-critical objectives. You have lots of tools and materials to work with, including the TGMC's powerful remote sentry units, land mines, barbed wire, explosives, and welders.

Playing the Engineer

As an engineer, you must be prepared to operate effectively with whatever assignment your squad is given. Sometimes a squad will be assigned a specific duty solely based on their engineers, building the initial FOB or repairing colony communications or power, for example. Other times, you will be in an assault squad that's constantly on the move, assisting with demolition, entry into inaccessible areas, and making defensive areas forward of the main FOB or LZ.

The FOB is built by drone on the ship, which is far faster than building it by hand. Once the FOB shutters are raised, it will be surrounded by xenos, meaning every single marine will be trapped inside.

Almost every marine operation will have some type of FOB, and all engineers need to know how to build and maintain one of these positions. You must also learn how to set up and place defensive weapon systems like the UA 571-C Sentry. After learning these basics, you will also need to familiarize yourself with repairing mission-critical infrastructure such as colony power generators, APC's, and telecommunications systems. These activities will make up the bulk of your job, but further learning includes demolition using C4 and remote charges, welding, repair, hacking, construction, and on-site salvaging for any material you could use.

Vendors, Equipment, and Weapons

The Squad Engineer has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet, NEXUS Automated Engineer Equipment Rack, and yellow Engineer System Vendor.

The Automated Closet contains your standard kit, choice of armor, backpack, webbings, toolbelt, pouches, and any mask you may want.

TGMC Marine Vendor.png GHMME Automated Closet TGMC Marine Vendor.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.

Tgmc combat gloves.png

Marine Gloves

Standard issue marine tactical gloves but insulated! 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 jaegar undersuit.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 jaeger.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.

Tgmc combat gloves.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 has a delay when taking items out of the bag while on your back.
Can carry eight 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 Welderpack.png

TGMC Welderpack

A backpack item that allows you to carry more things in bulk.
Holds less than a backpack, but can be opened on your back.
Has 260u of fuel which can be used to refuel welders and flamer tanks.
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 Radiopack.png

TGMC Radiopack

A backpack item that allows you to carry more things in bulk.
Holds more than a satchel, but has a delay when taking items out of the bag while on your back.
Right clicking the bag allows you to make Req requests. Now the RO has no excuse.
Can carry eight 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
Item: Desc.:
TGMC generalbelt.png

General Utility Pouch

A small, lightweight pouch that can be clipped onto armor or your belt to provide additional storage for miscellaneous gear or box and drum magazines. And it is in fact a belt, not a pouch. Don't get confused now.
Can switch drawing modes by right clicking.
Capable of storing various items.

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


Pouch: Desc:
TGMC Shotgun Shell Pouch.png

Shotgun Shell Pouch

A pouch used to hold shotgun shells. Has four 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:
Buckshot shells TGMC Buckshot.png
Slug Shells TGMC Slug.png
Flechette Shells TGMC Flechette.png
Incendiary Shells TGMC Incendiary Slug.png
TGMC Magazine Pouch.png

Magazine 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:
Shells or handfuls of bullets TGMC Buckshot.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
M4A3 Magazines TGMC M4A3 Magazine.png
M44 Speedloaders TGMC M44 Speedloader.png
TGMC Flare Pouch.png

Flare Pouch

A pouch used to flares. Has five 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:
Flare Grenades TGMC Flare Grenade.png
Manual Flares TGMC Flare.png
TGMC First Aid Pouch.png

First Aid Pouch

A pouch used to hold construction materials. Has five 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:
Tramadol Injectors TGMC Tramadol Autoinjector.png
Tricordazine Injectors TGMC Tricord Autoinjector.png
Gauze TGMC Gauze.png
Ointment TGMC Ointment.png
Medical Splints TGMC Splint.png
TGMC Tool Pouch.png

Tool Pouch

A pouch used to hold tools. Has five 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:
Wirecutters TGMC Wirecutters.png
Entrenching Tools TGMC ETool.png
Screwdrivers TGMC Screwdriver.png
Cable Coil TGMC Cable Coil.png
Crowbars TGMC Crowbar.png
Blowtorches TGMC Blowtorch.gif
Multi Tool TGMC Multitool.png
Wrenches TGMC Wrench.png
Mini Extinguishers TGMC Mini Extinguisher.png
TGMC Construction Pouch.png

Construction Pouch

A pouch used to hold construction materials. Has three 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:
Stacks of Material TGMC Metal.png
Entrenching Tools TGMC ETool.png
Empty Sandbags TGMC Sandbag Empty.png
Cable Coil TGMC Cable Coil.png
Metal Rods TGMC Rods.png
Barbed Wire TGMC Barbed Wire.png
TGMC Pistol Magazine Pouch.png

Pistol Magazine Pouch

A pouch used to hold pistol magazines. Has three 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:
M4A3 Magazines TGMC M4A3 Magazine.png
M44 Speedloaders TGMC M44 Speedloader.png
TGMC Pistol Pouch.png

Sidearm Pouch

A pouch used to sidearms. Has one slot.
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:
Any Revolvers TGMC M44.png
Any Pistols TGMC M4A3.png
TGMC Explosive Pouch.png

Explosive Pouch

A pouch used to hold explosive materials. Has four 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:
Any RPG Rockets TGMC HE Rocket.png
C4 TGMC C4.png
Any Grenades TGMC HEDP.png
Claymore Boxes TGMC Mine Box.png
Claymores TGMC Claymore.png
Detpacks TGMC Detpack.png
Signaler Signaler.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.

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


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 Engineer Equipment Rack.png NEXUS Automated Engineer Equipment Rack TGMC NEXUS Automated Engineer Equipment Rack.png

The Automated Equipment Rack contains your Essential Engineer Set, which is free, as well as 75 points to purchase additional supplies, tools, explosives, and special ammunition. Your choice of two weapon attachments are also free.


Module Point Cost Description

Essential Engineer Kit
0 Contains 1 general circuit board, 1 light replacer, 1 entrenching tool, high capacity power cell, 1 insulated marine combat gloves, 1 welding goggles, 1 razorburn grenade, 1 plastic explosive, 1 Soldering Tool.
TGMC Metal.png
Metal
2 10 Metal.
TGMC Plasteel Sheet.png
Plasteel
4 10 Plasteel.
TGMC Sandbag Empty.png
Sandbags
5 25 Sandbags. Starts empty.
TGMC Plasma Cutter.png
Plasma Cutter
20 Plasma Cutter. Can be found in Requisitions sometimes.
TGMC sentry crate.png
UA-580 Point Defence Sentry Kit
50 UA-580 Point Defence sentry kit containing the PD Sentry, 2 M30 (10x20) box magazines and 2 Terra Experimental standard batteries.
TGMC Build-A-Sentry.png
Build-A-Sentry
30 A Build-A-Sentry to attach to a gun to be able to deploy it like a sentry. Note: Will not have IFF unless the gun normally shoots IFF bullets such as the T29.
TGMC C4.png
Plastique explosive
3 A Plastic Explosive capable of destroying most walls and doors. Is safe and does not have an explosive range.
TGMC Detpack.png
Detonation pack
5 A Detonation Pack with 2 modes Breach and Demolition. Max timer of 300 seconds and minimum of 5. capable of being detonated with a signaler. Does have an explosive range. Note: Requires a signaler.
TGMC Entrenching Tool C.png
Entrenching tool
1 A Entrenching Tool to fill empty sandbags and to deconstruct deployed sandbag cades. Can be found in the ST lockers.
TGMC Hand-Held Charger E.png
Hand-held cell charger
3 A Hand-Held Cell Charger capable of recharging cells by putting the cell in the charger and using it in hand.
TGMC Blowtorch.gif

High-Capacity Industrial Blowtorch

15 A welder with 80u of welding fuel and is normal size compared to the standard welder.
TGMC Binoculars.png
Range Finder
10 A Range Finder which can be linked to deployed mortars and get coordinates by control clicking tiles.
TGMC High Capacity Cell.png
High capacity powercell
1 A power cell with 10000 power. Can be found in the Engi-Vend vendors.
TGMC Mine Box.png
M20 mine box
18 A mine box with 5 claymores.
TGMC Mine Box.png
Large M20 mine box
36 a mine box with 10 claymores.
TGMC Explosive Pouch.png
Pack of Razorburn Grenades
11 A pouch with 4 Razorburn Grenades.
TGMC Razorburn Canister.png
Razorburn Canister
7 A Razorburn grenade that affects more tiles then regular Razorburn. Contains 40u Nanomachines and 30u Foaming Agent.

Standing in the affected area while the razorburn is still making wire will give you Nanomachines (different from Medical Nanites) which harms you but can be negated using armour with high Bio protection.

Turns invisible if wirecuttered.

TGMC Razorburn Canister Shape.png

TGMC Razorburn Grenade.png
Razorburn Grenade
3 A Razorburn grenade. Can be used to make Medical Nanites if deconstructed (Wirecutter, Wrench) Contains 10u Nanomachines and 5u Foaming Agent. Can be mixed in a beaker to make Razor Wire.

Standing in the affected area while the razorburn is still making wire will give you Nanomachines (different from Medical Nanites) which harms you but can be negated using armour with high Bio protection.

Currently deconstructing Razorburn grenades turn them invisible but they are still there if you put them on the floor and Alt click and use the Floor Tab menu to wrench it.

Alternative Text Makes 5 Razor Wire in a Plus shape (+)

TGMC Multitool.png
Multitool
1 A Multitool. Can be found in the Engi-Vend vendors.
TGMC Power Module.png
General Circuit Board
1 A circuit board when used with a multitool can change into different boards. Can be found in the Engi-Vend vendors
Signaler.png
Signaler
1 A Signaler to be used alongside the detonation packs. Can be found in the weapon vendors in the Utility section
TGMC Sentry Voucher.png
UA 571-C Base Defence Sentry Voucher
26 A Voucher that can be used to make a Base Defence sentry with the FOB Construction Drone Control. Does not come with ammo or the batteries. The golden sentry is a lie.

Note: Can only be used if the FOB Drone can be used so only take it early in the round.

TGMC TerraGovTech Engineer System Vendor.png TerraGovTech Engineer System Vendor TGMC TerraGovTech Engineer System Vendor.png

This is the Engineer System Vendor. It contains 1 M402 Mortar kit, 3 UA 571-C Sentry crates and 1 TL-102 HSG crate


Module Description
TGMC Mortar crate.png
M402 Mortar Crate
A crate containing the M402 mortar, 8 High explosive shells, 8 Incendiary shells, 4 Smoke shells, 4 Flare shells, 2 Tangle shells, 3 Fire Support encryption keys, 2 Engineer encryption Keys, 1 Range Finder.
TGMC sentry crate.png
UA 571-C Sentry Crate
A crate containing the UA 571-C sentry gun, 1 M30 (10x28) box magazine and 2 Terra Experimental standard batteries.
TGMC TL-102 Crate.png
TL-102 Crate
a crate containing the TL-102 mounted heavy smartgun and 1 TL-102 drum magazine.
TGMC Super Capacity Cell.png
Super Capacity Powercell
A Powercell with 20000 power. Can only be obtained if the contraband wire has been pulsed.

Barricade

Barricade Health Armour Cost Misc Information
TGMC barricade metal.png Metal 200 100 Bio, 80 Fire, 40 Acid 4 Metal The only cade able to use Concussive, Ballistic or Caustic upgrades. Can only take 1 upgrade.
TGMC barricade sandbag.png Sandbags 300 100 Bio, 80 Fire, 40 Acid 5 Filled Sandbags Faster to Place. Can only be repaired with filled sandbags. Can be spam repaired for quick fixing.
TGMC barricade plasteel.png Plasteel 500 100 Bio, 80 Fire, 40 Acid 5 Plasteel Can be linked to other plasteel cades by clicking it with a crowbar allowing linked plasteel cades to be opened at the same time
TGMC Razor Wire Deployed.png Razor Wire 100 No armour 3 Metal Damages xenos if slashed. Can entangle crushers if they charge into this. Can also be made with 4 metal rods and 1 barbed wire. Wire cutter to deconstruct it.
TGMC QuikDeploy System Metal.png QuikDeploy System 200 100 Bio, 80 Fire, 40 Acid 3 Requsition Points A Metal Cade able to be placed without needing skills. Only useful for marines without construction skills. Is also slower then just building a cade with metal as an engineer. Is small sized. Can not be stacked. Only in Requsitions

Deconstruction

To deconstruct Metal and Plasteel cades. Screwdriver, Wrench and Crowbar. To deconstruct Sandbags use a shovel. To deconstruct Razor Wire use wire cutters

Make sure the Cade is repaired otherwise you won't get all your materials back. If it has acid it will drop only some materials and it will not drop the barbed wire so make sure to wire cut the barbed wire otherwise you lose it if you do not.

Repairing Cades

Metal and Plasteel can be repaired with a welder.

Sandbags can be repaired with filled sandbags.

Razor Wire can be repaired with metal.

Barricade Upgrades

Type Armour Cost Misc Information
TGMC Metal Cade Concussive Upgrade.png Concussive 50 Bomb 2 Metal Click on the cade with at least 2 metal to upgrade it. Can be used to lessen the King's Gravity Crush damage..
TGMC Metal Cade Ballistic Upgrade.png Ballistic 30 Melee, 30 Bullet 2 Metal Click on the cade with at least 2 metal to upgrade it. Can also lesson the Crusher's Charge damage done to cades.
TGMC Metal Cade Caustic Upgrade.png Caustic 20 Acid 2 Metal Click on the cade with at least 2 metal to upgrade it. Helps protect against acid spits.
TGMC Barbed Wire.png Barbed Wire 0 2 Metal Damages xenos if slashed. Adds an additional 50 health to the cade it is attached to.

Deconstruction

Crowbar to remove the upgrades. Wire cutter to remove the barbed wire

Emplacements

Emplacement Information How to use Damage
TGMC UA-571-C sentry gun.png UA-571-C Sentry Gun A deployable, slow firing, automated sentry with 75 rounds.

Has 3 fire modes Automatic, Auto-Burst and Burst Fire.

Fires in 4 round bursts.

Can fire 12 shots on Radial Mode before needing a new battery.

Takes 9 seconds to deploy. 9 seconds to pick up.

Manual Override allows you to control it.

Can be reloaded while in hand.

200 Health and 50 Armour.

Built-in IFF System

Control click to deploy.

Drag click to you to pick up.

Alt click to remove mag only if deployed otherwise regular click if in hand.

Control click to remove battery. Not able to remove battery while in hand.

Can be repaired with a welder.

Can shoot over.

50 damage

5 AP

0 Sunder

0.6 Automatic Rate of Fire

0.6 Burst Rate of Fire

8 Range

TGMC UA-580 point defense sentry.pngUA-580 Point Defence Sentry A deployable, fast firing, automated sentry with 100 rounds.

Has 3 fire mods Automatic, Auto-Burst and Burst Fire.

Fires in 3 round bursts.

Can fire 30 shots on Radial Mode before needing a new battery.

Takes 3 seconds to deploy. 3 seconds to pick up.

Manual Override allows you to control it.

Can be reloaded while in hand.

200 Health and 50 Armour.

Built-in IFF System

Control click to deploy.

Drag click to you to pick up.

Alt click to remove mag only if deployed otherwise regular click if in hand.

Control click to remove battery. Not able to remove battery while in hand.

Can be repaired with a welder.

Can shoot over.

25 damage

5 AP

0 Sunder

0.3 Auto Rate of Fire

0.4 Burst Rate of Fire

7 Range

TGMC TL 102 Heavy Smartgun.pngTL102 Heavy Smart Gun A deployable. fast firing, HSG with 300 rounds.

Has 2 fire mods Automatic and Burst Fire.

Fires in 3 round bursts.

Has a mini scope.

Can be turned around by clicking on any tile directly to the left or right of it.

Takes 5 seconds to deploy. 5 seconds to pick up

Can be reloaded while in hand.

125 Health and 50 Bullet Armour.

Built-in IFF System

Control click to deploy.

Drag click to you to pick up.

Alt click to remove mag only if deployed otherwise regular click if in hand.

Can be repaired with a welder.

Can shoot over.

40 damage

40 AP

5 Sunder

0.25 Auto Rate of Fire

0.2 Burst Rate of Fire

TGMC T-27.pngT-27 Medium Machinegun A deployable, faster firing, MMG with 100 rounds.

Has only 1 fire mode Automatic.

Can accept attachments.

Can also be fired from the hand with heavy recoil.

Can be turned around by clicking on any tile directly to the left or right of it.

Takes 1 second to deploy. 1 second to pick up.

Can be reloaded while in hand.

200 Health and 50 Bullet Armour.

Only has IFF with Aim Mode.

Control click to deploy.

Drag click to you to pick up.

Alt click to remove mag only if deployed otherwise regular click if in hand.

Can be repaired with a welder.

Can shoot over.

30 Damage

10 AP

1.25 Sunder

0.15 Rate of Fire

0.25 Aim Mode Rate of Fire

TGMC MG-08.png MG-08/495 Heavy Machinegun A deployable fast firing, HMG with 500 rounds.

Has only 1 fire mode Automatic.

Has a mini scope.

Can be turned around by clicking on any tile directly to the left or right of it.

Takes 8 seconds to deploy. 8 seconds to pick up .

Can be reloaded while in hand.

150 Health and 50 Bullet Armour.

Has no IFF be very careful.

Control click to deploy.

Drag click to you to pick up.

Alt click to remove mag only if deployed otherwise regular click if in hand.

Can be repaired with a welder.

Can shoot over.

40 damage

40 AP

5 Sunder

0.2 Auto Rate of Fire

TGMC Build-A-Sentry.pngBuild-A-Sentry Attachment System An rail attachment that when attached to an applicable gun can be placed like a sentry with the function of the gun attached to.

250 Health.

Will not have IFF unless the gun has IFF built in like the T29 Smart gun.

Control click to deploy.

Drag click to you to pick up.

Alt click to remove mag only if deployed otherwise regular click if in hand.

Control click to remove battery. Not able to remove battery while in hand.

Can be repaired with a welder.

Can shoot over.

Dependant on the gun it is attached to
TGMC Combat Floodlight On.png Combat Floodlight A powerful portable light source.

Lasts for 15 minutes using the power cell it comes with.

500 Health.

Wrench to bolt/unbolt.

Click to turn on/off.

Crowbar to remove power cell

Can not be repaired.

Can shoot over.

Making dark areas bright.
TGMC mortar.png M402 Mortar A deployable mortar capable of firing 5 types of mortar shells.

200 Health.

Takes 5 seconds to deploy the mortar. 5 seconds to pick up the mortar.

Takes 2 seconds to fire. 9 seconds for shells to land.

Does not have a skill requirement to use.

Control click the mortar while in hand to deploy.

Wrench to pick up.

Is inaccurate depending on how far away the target is. Every 10 tiles travelled is 1 tile inaccuracy which can be countered using the mortar Longitude and Latitude offset.

Can be repaired with a welder.

Can not be shot over.

High Explosive shells

Incendiary shells

Tangle shells

Flare shells

Smoke shells

APCs

Repairing Broken APC

TGMC APC Exposed Wires.png

If the APC is only broken usually a result of xenos slashing.

  • TGMC Wirecutters.png Mend all of the wires (Make sure to wear insulated gloves)
  • TGMC Screwdriver.png Screwdriver the APC to close the cover

Replacing a Completely Destroyed APC

TGMC APC Broken.png

Deconstruction

In order to replace a completely destroyed APC you will need to deconstruct it.

  • TGMC Screwdriver.png Screwdriver the APC if the cover is closed. (alternatively just smash the cover open with a knife)
  • TGMC Wirecutters.png Wire cut the APC to open the cover.
  • TGMC powercell.png Remove power cell with an empty hand.
  • Crowbar.png Crowbar the floor tile underneath the APC to expose the terminal. (If it is not already exposed)
  • TGMC Wirecutters.png Wire cut the APC to disconnect the terminal. (You will get 10 cable coil)
  • TGMC Screwdriver.png Screwdriver the APC to loosen the APC board.
  • Crowbar.png Crowbar the APC to remove the board. (You won't get the board)
  • TGMC Blowtorch.gif Weld the APC to get back 1 metal.

Construction

To Make a new APC you will need to.

  • TGMC Metal.png Make an APC frame with 2 metal.
  • Attach APC frame to a wall (preferably where you deconstructed the APC otherwise you will have to cable the APC to the grid after making it)
  • Crowbar.png Crowbar the floor tile underneath the APC to expose the terminal. (If it is not already exposed)
  • TGMC Cable Coil.png Use 10 Cable Coils on the APC to make a terminal. (Important to do this step before screwing the board)
  • TGMC circuitboard.png Insert a Power Control Module (APC) Board. (You can also use the General Circuit Boards if you multitool it to turn it into a APC Board)
  • TGMC Screwdriver.png Screwdriver the APC to secure the board.
  • TGMC powercell.png Insert Power Cell into APC.
  • Crowbar.png Crowbar the APC to close the cover.
  • Unlock APC with an ID with APC access.
  • Turn the Main Breaker on.
  • (Optional) Relock APC

Replacing an APC power cell

  • Assuming the APC is undamaged, first unlock the APC if it is not already with an ID card with APC access.
  • Access the interface and disable the cover lock.
  • Crowbar open the cover.
  • Remove the drained power cell (if there is one) with a free hand.
  • Install a fresh power cell.
  • Crowbar the cover closed.
  • (Optional) Lock the APC with the ID. The cover lock will automatically engage.

Repairing Robots

As an Engineer you are usually the prime marine to repair Robots, Synths or Marines with prosthetic limps. Robots have the same revive timer as normal humans (5 minutes) but can not get CPR to extend the timer. Synthetics have an infinite revive timer even if it says they are cold they can still be revived.

To repair them you have to

TGMC Cable Coil.png Cable Coil to repair burns. Can stack up to 30. Each application uses 1 cable coil and heals 15 burn damage in the selected part of the body. takes 1 second to heal others but 3 seconds to heal yourself. Does not require any special equipment (such as insulated gloves) or skills (such as engineering skills) to heal.

TGMC Blowtorch.gif Welder to repair brute. Each weld uses 2u of welding fuel and heals 15 brute damage in the selected part of the body. Takes 1 second to heal others but 3 seconds to heal yourself. Does not require any special equipment (such as welding helmet or goggles) or skills (such as engineering) to heal.

TGMC Nanopaste.png Nanopaste heals 15 brute and 15 burn damage in the selected part of the body. Can stack up to 10. Takes 1 second to heal others and yourself. Does not loop. Does not use the Medical Radial Menu. Heals Robots, Synths and Prosthetics. Does not require any special equipment or skills to heal.

TGMC Soldering Tool.png The Soldering Tool heals 10 brute and 10 burn in the selected part of the body. Takes 1.5 seconds to heal others and 2.5 seconds to heal yourself. Infinite uses. Does not require any special equipment or skills to heal.

Defib 3.gif Defib for dead Robots and Synthetics. Unless you are carrying one yourself you will have to find a defib or go to someone with one usually a Medic or Doctor. Does not require any special equipment or skills (Medical skill only helps the amount of damage healed per defib and does not prevent reviving as long as they have less then 200 damage total).


Tips

  • As of July 11th 2021 there are 12 engineer slots per round, and usually only 2-4 engineers; So don't feel pressured to not play engineer in order to let more experienced players play as engineer.
  • An easy way to spend all your vendor points as engineer is to buy 100 metal, 70 plasteel, and 1 turret and you will only have 1 points remaining
  • Pulsing the Contraband wire can give you some goodies.
    • Pulsing the Engineer System Vendor gives you the Super Capacity cell with 20000 power.
    • Pulsing the YouTool vendor gives you the high-capacity industrial blowtorch with 80u of fuel. It is unfortunately normal size and can't fit in the toolbelt but can fit in the tool pouch. No longer in YouTool vendors.
    • Pulsing the Autolathe vendor gives you the industrial blowtorch with 40u. Same size as the regular blowtorch.


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