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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: "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)"

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

DMCA Synthetic.png
Access: Everywhere
Additional Access: N/A
Difficulty: Very Hard
Supervisors: Commander, Human Crewmembers
Duties: Assist and fill in for the crew to your best ability.
Guides: Guide to medicine, Guide to Defibrillation, Guide_to_engineering, Guide_to_Surgery
Quote: I may be synthetic, but I'm not stupid.

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 or praised for your hard work insulted anyway for things beyond your control. You should only play synthetic if you have a solid understanding of how to play a medical, engineering, command and supply role.

Synthetic vs Organic

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). 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.

With all that said, you do have downsides.

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.

What should I be doing?

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.

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.


Round Start Hectic Tactics

During low population, this guide may help to shave seconds off of the roundstart to-do list for Synthetics.

After you spawn in:

  • Use Overwatch consoles to assign acting Squad Leaders if any Squad lacks a Leader.
  • 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.

Job Positions

TGMC Command Captain, Field Commander, Staff Officer, Pilot Officer, Tank Crewman
Security Command Master at Arms, Master at Arms
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Officer
Marines Squad Leader, Squad Specialist, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Researcher, Corporate Liason
Special Synthetic
Xenomorphs Tier 0 Larva
Tier 1 Drone, Defender, Runner, Sentinel
Tier 2 Carrier, Hivelord, Warrior, Hunter, Bull, Spitter
Tier 3 Praetorian, Crusher, Ravager, Boiler, Defiler, Shrike
Tier 4 Queen
Others Emergency Response Team, Survivor