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Revision as of 20:19, 4 February 2020
"The Ridge' is a scary tank. Its got stealth, mobility, firepower and point defenses better'n anything we had on the M22. What's so neat is the way the automatics handle the workload - you'd think you need at least three crew to run all this crap, but in fact you can do it with the same two girls you had in the Jackson. The only problem we had in our battalion was running the panzers in after they were delivered, factory fresh - you need to fire the guns a lot and run all the equipment a number of times before the sensors and weapons settle down and fully integrate." - Capt. Andrea Mae Samona, 2nd Colonial Marine Tank Battalion, Colonial Marines Tech Manual
Overview
After you somehow passed the vehicle operator test you're now finally going to get to use the vehicles the USCM provides during a military operation, though you'll have to wait first as the vehicles you have has been left unmaintained in the vehicle bay throughout the Almayer's voyage. Make sure to either fix the tank yourself or to radio in to the resident grease monkeys over in engineering and tell them that you need the tank repaired and retrofitted. .
Note: You the crewman, Maintenance Technicians, the Chief Engineer, and the synthetic are the only personnel currently capable of performing repairs and replacing parts of the tank.
Ask the personnel who are repairing your tank to also attach the starting modules unless you are doing it yourself.
The Vehicles
- Once the Tank has been fully repaired and retrofitted head to the highlighted green square at the sides of the Tank (as seen below) and click on the Tank . Upon clicking the Tank from that position will appear into the interior of the Tank . Make sure to discuss with your tanker companion which seat to take.
- Once the APC has been fully repaired and retrofitted head to the highlighted green square at the sides of the APC (as seen below) and click on the APC. Upon clicking the APC from that position will appear into the interior of the APC. Make sure to discuss with your tanker companion which seat to take.
Repairing Modules
Due to your crafty ingenuity and taking a course at your engineering college where you've somehow learned to drive tanks, you're now able to repair your own modules on the go! Assuming it's not Fucked Up Beyond All Repair, you'll be able to repair all modules back to pristine condition! Simply take any damaged modules off of the tank, weld it and you've repaired the module by a certain percentage. Continue doing so until you've fixed it all.
Pull down your goggles or get your welding helmet at tanker's quarter (in hangar, south of dropship 2), remember to flip them down before you start to avoid eye damage when welding. Remember to turn off your welder before refilling or the fuel tank will blow up.
The Tank Operators
There can only be two Tank Crewmen on the Almayer. This is useful, because the tank requires a driver, and a gunner; one person cannot operate both at the same time. Each Tank Crewmember is able to fulfill either role, and switch out at either time with their fellow tanker. In case a tank crew is SSD inside the tank, you can use Harm intent and click the tank entrance to pull them out.
Role: | Description: |
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The Driver | Drives the tank. You are only able to move the tank backwards or forwards of where you are facing. You must rotate the tank clockwise or counter-clockwise in order to turn. |
The Gunner | Utilises the support, secondary and main armaments of the tank. Be wise though, the tank only fires in a 45 degree angle, which means the tank must always be turning. |
Driver
Gunner
Using the armaments: | Description: |
---|---|
Switching the tank's weapons | In order to change the weapon you are currently using. You must click on the Object tab and click Change Active Weapon (you can bind a hotkey for it with Macros). A menu will open, allowing you to select from Primary, Secondary and Support if you have them installed on the tank. |
Using the weapons | To be able to fire any of the weapons when selected, you simply left click' on a tile to fire the armament selected. To fire the alternative armament, middle click a tile. If you select the support module, you can Click a tile to activate it. You can also use middle click to fire the primary armament and Ctrl+Click to fire the secondary armament while having the support module selected. Do note that this method can only be used while the support module is selected. IMPORTANT: Do note that the tank's primary armaments only has a 90 degrees firing arc, which means the tank must constantly rotate in order to fire elsewhere. Secondary and support armaments will have a 180 degrees firing arc. You are also unable to point while in the tank. |
Reloading | In Vehicle tab, click Reload Tank Weapon (you can bind a hotkey for it with Macros). |
Vehicle Modules
The modules listed below are available for purchase from the Vehicle Equipment Fabricator or the Vehicle Equipment Vendor next to the ASRS Elevator at round-start, note that the fabricator needs to be authorized points through the DEFCON system as it starts with none.
Secondary Armament Module: | Description: | ||
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Secondary Flamer Unit |
A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire.
Costs:400
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TOW Launcher |
Fires rockets at the enemy.
DEFCON 2 ONLY Costs:500
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M56 Cupola |
A heavily modified smartgun made for tanks. Has IFF features.
Costs:400
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Grenade Launcher |
A heavily modified grenade launcher made for tanks. Fires grenades. Can hold 4 magazines including one into the chamber.
Costs:300
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Support Module: | Description: | ||
---|---|---|---|
Smoke Launcher |
Launches smoke forward to obscure vision.
Costs:250
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Integrated Weapons Sensor Array |
Improves the accuracy and fire rate of all onboard weapons.
Costs:300 | ||
Overdrive Enhancer |
Increases the movement speed of the vehicle it's attached to.
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Artillery Module |
Enables the gunner to see further. Similar to binoculars in function.
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Armor Module: | Description: |
---|---|
Concussive Armor |
A jack of all trades against all sources of damage. Also protects against damage if you ram into a wall.
Costs:600 |
Caustic Armor |
Protects the tank from chemical weapons and acid attacks.
Costs:800 |
Ballistic Armor |
Protects the tank from high penetration weapons and slashing attempts.
Costs:600 |
Paladin Armor |
Protects the tank from large explosive projectiles.
Costs:600 |
Snowplow Armor |
Provides no armor but the ability to plow through snow tiles to forge supply lines out of the cold wasteland that is Shivas Snowball. Additionally targets ran over will take additional damage.
Costs:500 |
Your Skillset
To find out about how the skill system works head over to the skills system page.