User:ArcaneCarrot

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Shitty prototype for a comtech guide here, probably won't ever get finished.

Anyone can use this, or anything within as material to create a finished comtech guide or any other page.

Credit to Vorkath for stealing the header from CM-SS13

SQUAD
TODO: Urist McComtech
Combat Technician
Difficulty: Medium
Supervisors: Squad Leader
Rank: Private First Class / Lance Corporal (10 hours) / Corporal (70 hours) TODO: Verify ranks and time reqs
Duties: Support your squad by fortifying positions, removing obstacles,
Guides: Barricades
Unlock Requirements: 5 hours as any Squad Marine
Detailed Description:
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The Combat Technician is the infantry's engineering expert. Their duty is to construct fortifications to secure friendly positions using barricades and their chosen defensive emplacement, repairing colony infrastructure such as power generation and communications, and removing obstacles using a variety of tools and explosives.
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Credits to the folks at the CM-SS13 wiki for the template found above. The rest of their work can be found here: https://cm-ss13.com/wiki/Main_Page

Primer

A combat technician's role in their squad is to leverage their engineering skills to make the battlefield more suitable for their fellow marines to fight in, or repairing existing structures to enhance the capabilities of the marine force as a whole. Among the methods they use to perform these responsibilities are:

  • Constructing barricades and the occasional wall to create protected areas, from which their fellow marines can safely engage hostiles.
  • Servicing their chosen emplacement to provide support for their fellow marines (at present this is the sentry gun and all its upgrade kits).
  • Repairing colony infrastructure such as - communications relays, the experimental sensor tower, or power generators and area power controllers.
  • Demolishing structures that hinder their squad or aid hostile forces.

Tools of the Trade

Fortification

See also: Guide to Cades

TODO: Sample images of good and bad fortifications, construction window, table of emplacements

The primary responsibility, and the one that will often come to mind when people think of the combat technician, is the construction of fortified positions. This is primarily done through the building of barricades, but some more creative combat technicians can get use out of other kinds of structures. To create any kind of structure;

  1. Open the construction window (default hotkey: G).
  2. Select the desired type of structure from the list on the left side of the construction window
  3. Toggle 'Place construction ghost'
  4. Click within the game world to place construction ghost.
  5. Follow the instructions on the right side of the construction window, using materials or tools on the construction ghost or unfinished structure as needed.

Once constructed, barricades can be upgraded in two ways. First, barbed wire can be attached to the top, preventing characters from climbing over and doing a slight amount of damage to any that attack it in melee. Second, non-foldable barricades can be upgraded further with two sheets of metal to increase their resistance to damage in one of three ways; biohazard barricades are more resistant to acid, reinforced barricades are more resistant to melee, and composite barricades are more resistant to explosions. Of these three, the most used is the biohazard upgrade, as ranged castes are the xenos most capable of doing damage to a well-fortified position without dying for it.

Demolition Work

TODO: Hacking guide, maybe a seperate page to include

A combat technician's tools, their easy access to specialized explosives from their loadout vendor, and their constant mindfulness to the surrounding terrain makes a combat technician the go-to when it comes to clearing a path for the squad. Conveniently for the combat technician involved, this sometimes yields usable materials.

An unpowered airlock can be pried open using a crowbar, much faster than it would be with a bayonet attached to a weapon. An powered door can be made into an unpowered door by snipping its power wire, or otherwise blown away with explosives.

Windows can be broken and their frames taken apart with a wrench, yielding two metal sheets for the marine.

For anything denser, specialized breaching munitions must be deployed. Combat technicians can purchase breaching charges from their gear rack, and may find good use acquiring an underbarrel shotgun or XM51 breaching scattergun for more frequent demolition work.

As the only role that is given a free entrenching tool with their standard kit, combat technicians are also usually called up to collapse any burrower tunnels the marines come across.

Repairing Inftrastructure

TODO: Images of all the intrastructure, APC interface, image of tacmap demonstrating icons for communications relay and sensor tower.

Repairing colony infrastructure is critical to the marines' plans, as it will allow them to use their radio communications, track xeno positions, provide maintenance free lighting, or even allow them to pilfer needed supplies from various vendors.

Anything that needs power will need an Area Power Controller, or APC, to provide it. The xenos will have likely broken a number of them by the time a combat technician gets to them.

To repair a broken APC, simply use a screwdriver on it (NOTE: Due to change). If colony power generation has not been restored, a combat technician can give an APC a charged power cell by swiping their ID to unlock its interface, undoing its cover lock, using a crowbar to open it, and pulling out the old power cell and putting a new one in. For this purpose combat technicians are provided one high-capacity power cell with their standard issue kit, and can acquire more from vendors found throughout the Almayer and the colony.

For marines that do not want to babysit all the APCs, the colony's power generation must be restored. Every colony features G-11 geothermal generators that may be present in multiple locations. To repair them, a combat technician must go through a time-consuming process of welding, mending wires with their wirecutters, and finalizing repairs with their wrench.

With the power issues sorted, the really imporant equipment can be repaired and powered on.

There are two telecommunications relays on every map, which will allow the marines to use their radio channels to communicate with each other and the personnel aboard the Almayer without the need of cumbersome radiotelephones. Repairing them simply needs a short bit of welding, after which a combat technician can program them to accept marine commuincations using a security access tuner and press the on button.

The experimental sensor tower will place xenos on the tacmap, allowing overwatch staff to track them with their live feed and for the groundside marines to preriodically receive marked positions through tacmap updates.