TGMC:Warlock

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



UNDEFINED XENO
TGMC Warlock.png
Warlock

Difficulty: Hard
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Displace marines, block bullets, and crush simpletons with your MIND
Guides: this is the guide
Quote: "I AM YOUNG WARLOCK (MIGRAININATOR), I AM A CREATURE OF PURE HEADACHE. PLEASE FEED ME PARACETEMOL"


Statistics and Evolution Path

The Warlock is a Tier 3 and does not evolve further.

  • Slash is the melee damage when the xenomorph is in harm intent and slashing marine. In the code, it's melee_damage.
  • Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values, not hard armor, which means that they reduce damage by a percentage rather than a flat value.
  • Speed is calculated inversely, meaning the lower speed value you have, the faster you are. Xenomorphs are always running, meaning they have a -1.0 boost added to their base speed. (Chart displays running speed)
Health Plasma Slash Intent Harm.png Speed Melee Bullet Laser Energy Bomb Bio Fire Acid Shield Health
Base 375 1700 18 -1.5 40 40 40 40 10 35 35 35 650

Introduction

THE PSYKER, and how to MINDBEND marines

You don't actually bend the minds of marines, but you can use your mind to support your sisters from range or shield them from enemy dakka.

Your responsibilities are:

  • Redirecting marine's bullets away from xenomorphs with psychic shield and back to ONCE THEY CAME FROM
  • Flinging marines around with psychic blast
  • Blasting marines from a distance with psychic blast, crush, and possibly lance
  • Giving xenomorphs plasma
  • Avoiding getting shot by marines
  • Using psychic lance to deal huge damage to marines and mechs

Play warlock like a spitter but farther away.

All of your abilities, which are psychic blast, crush, and shield, immobilize you when channeling, making marines want to push hard as you attempt to blast them off the field. This means you want to project your MIND against the marines from cover, whether it be a reinforced wall, a resin wall, or even your sisters as obstacles from marines' bullets.

Even if you are a T3, you can still get stunned by buckshot and other weapons that can stun a T1 and T2.

Warlock Abilities

Ability Description Plasma Cost Cooldown
Bumpattacktoggle.gif
Toggle Bump Attacks
Allows you to toggle bump attacks on and off. This allows you to slash any enemy creature by running into them. The red arrow means it's on, you attack when on HARM intent; the green arrow means it's off, you push when on HARM intent. N/A N/A
Resting.png
Rest
Used to rest and get up. You heal faster when resting on weeds. N/A 2 seconds
TGMC Headbite.png
Psy Drain
This ability is used on dead Marines. For every Marine's psyche drained, the Hive will gain between 30 and 90 psychic points, depending on the number of Marines spawned; and 1/8 of a larva. 50 N/A
TGMC Psychic Crush.gif
Psychic Crush
Activate to start channeling your power at a target turf. The longer you channel, the wider the AOE.

Hit the action button while channeling to activate it early, otherwise it will trigger when it reaches max size.

While channeling, you have a fairly strong slowdown applied, and you can't break LOS/view range of your target turf.

Once the crush is triggered, mobs eat some damage plus stagger/slow, and mechs take higher damage.

There is a plasma cost while channeling, and the crush itself has a plasma cost proportional to the duration channeled.

40 12 SECONDS
TGMC Psychic Shield.gif
Psychic Shield
Instant cast. Creates a 3x1 shield in front of you that freezes any incoming projectiles (this behaves directionally, like a barricade).

When the shield expires, all projectiles are released, and the warlock is briefly stunned. This is probably a bad time for the warlock.

The shield can end due to running out of time, the warlock getting stunned/moving, or the shield taking enough damage. So if you spam enough bullets/rockets/whatever, you WILL break through the shield and likely instakill the warlock.

While the shield is active, the Warlock can activate the ability again at the same plasma cost to forcefully detonate the shield, knocking back any mobs in a 3x2 area. This also reflects ALL frozen projectiles based on their initial angle, potentially devasting any incoming marines.

The shield is NOT dense, so any explosion will go through it and stun the warlock cancelling the shield (you can also just lob a grenade past the shield entirely), so the Warlock is still quite vulnerable.

200 10 SECONDS
TGMC Psychic Blast.png
Psychic Blast
A short channel before releasing an explosive beam, dealing light damage in an AOE and knocking things away from the point of impact. Not hugely powerful, but with some smart usage will let you juggle marines around to protect your team mates or fling marines to their deaths. 230 6 SECONDS
Transfer Plasma.png
Transfer Plasma
Transfers your plasma to a fellow xenomorph, giving them up to 200 plasma. 0-200 N/A
Psychic whisper.png
Psychic Whisper
Allows you to demoralize marines telepathically; truly the peak of psyops N/A N/A

Primordial Evolution


Once the hive has enough psychic points, your queen has the option to unlock powerful primordial evolutions for each strain. Primordial evolutions grant additional abilities for the relevant class.
For the Warlock, this primordial ability is Psychic Lance.

Ability Description Plasma Cost Cooldown
TGMC Psychic Lance.png
Psychic Lance
Fires a piercing beam that deals solid damage with high AP, dealing stagger/slow on mobs, and additional damage on objects, in particular mechs. 300 N/A

Tips & Tricks

  • Reflect rockets back at marines in order to encourage them to FF the person who shot a rocket at a warlock
  • Use the shield often, but make sure to keep it on stand-by in case you're rushing.
  • Use the shield to fling marines into walls to stun them, fling them normally to make them have a breif knockdown and then combo with another move to keep them away from you. Bonus points if you can steal their gun.
  • If a marine is coming close and is about to throw a grenade, try to get them within distance to fling both them and the grenade using your shield so you can explode them and potentially steal their gun.
  • Psychich blast, lance, shield, and crush will all light up, so do note that you're NOT a stealthy xeno.
  • If a shotgunner is coming at you, be ready to take a 50/50 chance of killing them quickly, or dying to them quickly. If you shield a shotgunner's bullets they can be reflected for some pretty good damage back on them, but do note, you don't have a very large healthpool and you should probably not risk it seeing as marines can be revived and are more expendable than you.
  • Do remember, not everyone will fall for your shield, so be ready to fling ANYONE who gets into melee distance.


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