TGMC:Chief Ship Engineer

From /tg/station 13 Wiki
Jump to navigation Jump to search
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 is still very bad. I've updated some of this to be accurate in 2024 TGMC and not 2019, but it's missing tips and stuff you can do. (neocloudy)"



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

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


ENGINEERING
TGMCCSE.png
Chief Ship Engineer
Access: Engineering Areas, Maintenance Passages, Command
Difficulty: Easy
Rank: Lieutenant Junior Grade(starting), Lieutenant(25hrs), Lieutenant Commander(50hrs)
Class: Navy
Supervisors: Commander
Duties: Supervise the Ship Technicians, and organize the repairs and constructions around the ship.
Guides: Guide to Engineering Guide to Fire Support
Quote:"Why do I have to build the FOB? It's only one of my three actual responsibilities?"
More information about skills
Chief Ship Engineer Skills
Medical
0/5
Surgery
0/5
Engineering
4/5
Construction
4/5
Police
2/2
Powerloader
4/4
Leadership
3/4
CQC
0
Smartgun
-4
Melee
0
Firearms
1
Stamina
0


Introduction

As the Chief Ship Engineer, you are capable of doing everything your STs can do - and more - but as a command role, you're expected to let them do the work, and focus on leading.

You have access to pilot the Tadpole, have better Engineering skills than most, and can step up to build the FOB, pilot the Tadpole, load the OB, or help with Overwatch if absolutely everything else is being handled.

Playing as the CSE

In the current way that TGMC is, you t looks com find yourself being the only command member, or all command roles not being filled but that's okay. If Requisitions and Overwatch are already being manned, consider:

  • Maintain the fusion reactors.
  • Re-arming the Condor Jet.
  • Loading the Orbital Bombardment Cannon.
  • Helping with Overwatch.
  • Yelling at the ST to bring you alcohol from the CL office.
  • Crying because you probably aren't needed most of the time.

Repairing Critical Machinery

These are some of the machinery that are critical for the ship's well-being. Make sure to memorize them if you can.

APC

First, determine how the APC was damaged. If it's wires are simply cut (such as from a xeno swipe), simply use the wire cutters and mend every wire and replace the panel *with a screwdriver. If it was totally destroyed, move onto the next step.

  • If it was destroyed, remove the cover with a crowbar or whack it off with something, like a knife.
  • Remove the power cell with an empty hand.
  • Screwdriver the board loose.
  • Crowbar the board out (boards from destroyed APCs crumble when removed, necessitating a replacement).
  • Use wirecutters to remove the power terminal, you will receive 5 cable coil from this.
  • The power terminal 'must' be exposed first, crowbar up the floor tile in front of the APC if it's not
  • Use a blowtorch to weld the frame off the wall, you will gain 1 metal sheet from this.
  • Construct a new APC frame from two sheets of metal.
  • Pick-up the frame and attach it to the wall.
  • Install a power control module.
  • Screwdriver the board in place.
  • Install 5 cable coil into the APC.
  • Slot in a power cell.
  • Crowbar the cover shot.
  • Swipe the APC with an appropriate ID card and access the interface.
  • Enable the breaker.
  • (Optional) Lock the interface with the ID.


Ship-side Fusion and Geothermal Reactors

The ship-side fusion reactors will start off in perfect condition and pre-loaded with a fusion cell at the beginning of each round, making it a simple matter of turning them on. The planet-side geothermal reactors however, will always be in the maximum state of damage. In the event that you need to repair or, for the ship-side reactors, replace the fusion cell with a fresh one, here's the simple steps to doing so.

  • First, assess the damage. If the reactor is undamaged, move onto the second step.
    • If the reactor looks like this TGMC Fusion Broken Severe.png/TGMC Geothermal Broken Severe.png, simply use the blowtorch to repair it to the next level of damage.
    • If the reactor looks like this TGMC Fusion Broken Moderate.png/TGMC Geothermal Broken Moderate.png, simply use the wire cutters to repair it to the next level of damage.
    • If the reactor looks like this TGMC Fusion Broken Light.png/TGMC Geothermal Broken light.png, simply use the wrench to repair it to mint condition.
  • Second, assess the power level (This only applies for fusion reactors, if the reactor you're repairing is a geothermal one, skip to the last step). This can be found out in two ways, the first is by examining it and getting a percentile readout, and the other is by looking for the bright blue bar on the right side of the reactor that gives a rough readout. If the reactor's on, the central screen will flash and turn red when the cell is running low.
    • If the power is out or running low, first turn off the reactor, if it is running, by clicking on it with an empty hand.
    • Next, crowbar open the maintenance panel and the power cellTGMC Fusion Cell Empty.png will drop on the ground beneath you.
    • After that, grab a fresh cellTGMC Fusion Cell Full.png from one of the tables to the north or south side and take the discarded cell to the recyclerTGMC Fusion Cell Recycler.gif to the right, the recycler will recharge it for later.
  • Finally, turn it on. If you did it right, the reactor should turn on. If it did not, read and review each step. If it still doesn't turn on, consider asking for help.

Orbital Bombardment Cannon

see: TGMC:Guide to fire support#Orbital Bombardment

Orders

All Command staff and assigned Squad Leaders have access to Orders which can be used to buff nearby troops. Using one causes you to shout out a unique phrase over the radio. After giving an Order, there is a one-minute cooldown period until you can give another one, but cooldowns for Orders and Markers are separate.

Order effects are influenced by your Leadership skill, which increases both the effect and range.

Order Description
TGMC move.png

Move order

Increases movement speed by 0.1 per Leadership level

Great for retreats and getting to objectives quickly

TGMC hold.png

Hold order

Reduces damage received by 5% per Leadership level

Increases pain resistance, reduces the effects of dizziness and jitteriness

TGMC focus.png

Focus order

Increases accuracy by 10% plus 5% per Leadership level

Makes Aiming instant

TGMC order rally.png

Rally marker

Places a directional pointer and a map icon, urging marines to Rally at a given point.
TGMC order attack.png

Attack marker

Places a directional pointer and a map icon, urging marines to Attack a given point.
TGMC order defend.png

Defend marker

Places a directional pointer and a map icon, urging marines to Defend a given point.
TGMC order retreat.png

Retreat marker

Places a directional pointer and a map icon, urging marines to Retreat from a given point.

Tips

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