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|jobtitle = Maintenance Technician
|jobtitle = Maintenance Technician
|difficulty = Medium
|difficulty = Medium
|superior = Chief Engineer
|rank = Private / Private First Class / Lance Corporal
|duties = Repair damage, set up the supermatter engine and maintain the ship.
|unlock = 1 hour in Squad Roles
|guides = [[Supermatter Engine]], [[Guide to construction|Construction]]
|superior = [[Chief Engineer]]
|duties = Keep the S-52 Fusion Reactors powered. Maintain and modify the Almayer and its dropships.
|guides = [[S-52 Fusion Reactor]], [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]]
|description = Your job is to maintain the integrity of the ship, including the orbital cannon.
<br>You remain one of the more flexible roles on the ship and as such may receive other menial tasks from your superiors.
}}
}}
==Role==
The maintenance technician (MT) is employed to make sure the Sulaco has power at all times, the hallways are clean and that repairs are being made if needed. Occasionally as an MT you may be sent down to the Fob to construct more defences, if that does happen your primary role is to build not engage in combat, leave the combat to the marines. If the CE orders you to do something it's your job to follow that order (unless it conflicts with the rules.) as one his underlings.


''"The intakes are clogged.  We overheated and burned out a whole cell... Christ, it's really breaking loose down here..."''<br>
― Corporate Engineer Brett, ''Alien''


==Setting up the Super Matter==
The '''Maintenance Technician''' (MT) is an enlisted USCM crewmember of the [[USS Almayer]]'s engineering department. Trained in all types of engineering work and directly supervised by the commissioned [[Chief Engineer]], they are responsible for maintaining the vessel: repairing broken S-52 reactors with their toolbelt, reloading the dropships with powerloaders, cleaning the halls with a mop and bucket, and much more. With proper authorization, they can also help out with various construction projects, whether on the ship or at the FOB.
*'''All information for setting up the super matter can be found on the super matter page, [http://www.colonial-marines.com/wiki/Supermatter_Engine here.]
'''




==Repairing the Dropships.==  
==Overview==
If the dropships (Rasp and the Vindicator) both come back up with broken windows it's your job to either replace those windows as they were before with full tile reinforced glass and a grille underneath, or to find a better alternative to help keep the Pilot and the ships passengers safe. If the pilot is in a hurry to get back down to the planet for an evac quickly construct grilles where the windows were so at least there is some kind of defence.
----
You begin the mission in the engineering department at the back of the ship. Reach out over the engineering radio (''':n''') to report to your department, composed of fellow Maintenance Technicians and the Chief Engineer, whose orders you must carry out. The lockers, crates, vendors, and tables strewn around your workplace should have everything you need for the mission. There are also many rooms maintenance rooms and engineering outposts strewn around the Almayer with supplies for emergency repair.




==Being sent to the Fob.==
==Hacking==
If command decides they require more engineers on the ground you may be sent to the Fob as an MT to help get defences up and make sure that Fob is secure, this can include making barricades and setting up sentries. Normally after the Fob has been made secure you'll be deployed back to the Sulaco to make sure everything runs smoothly and the ship doesn't blow up.
{{main|Guide to Engineering#Hacking}}
----
In emergency situations, or when legally authorized by command, you might find it necessary to '''hack''' your way through obstacles. For most hacking jobs, you will want to be wearing insulated gloves to protect against shock, pry open a panel with the screwdriver, and then use a multitool and wirecutters as necessary.


To begin hacking a machine, follow these steps:
# [[File:Screwdriver.png|32px]] Use a screwdriver to open the maintenance panel.
# Click on the machine to open the wire window.
# [[File:Multitool.png|32px]][[File:Wirecutters.png|32px]] With insulated gloves on, use multitool or wirecutter to pulse or cut/mend the internal wires until you get the desired result.
# Memorize the wire which produced that outcome for future reference.
* If you accidentally turn off a machine's power, or activate its shock wire and need to reset it, simply cut and mend the shock/power wire.
* It is against Marine Law to hack the vendors on the Almayer, so keep an eye out for [[Military Police|MP's]] before you accidentally cause trouble.
==Maintaining the Dropships==
----
As a Maintenance Technician, your faster use of the powerloader and inferior rank to the [[Pilot Officer]] means '''you''' are expected to load their dropships up for them. Head to the hangar, grab a powerloader (click-drag yourself onto it, or right click -> enter powerloader), and ask them what needs loading and where. Pickup the desired modules and attach them onto the appropriate port on the dropship. Communicate with the Pilot Officer in person or over the engineering channel to print new equipment from the dropship fabricator in the future, and be ready to reload their ordinance (Use an empty ripley clamp to take out expended ammunition then use the other hand to load a fresh batch of ammo, for example: 30mm, mini rockets etc.) when they return from close air support missions.
<br><br>
If the dropships seats have been flattened you can re-build them by using a [[File:Welder.gif|32px]] welder and then a [[File:Wrench.png|32px]]wrench.
<!-- ==Maintaining the Vehicles==
----
As a maintenance technician you'll be able to repair and replace vehicle modules when needed. If the Vehicle Crewmen are currently unavailable to repair them, you'll be there to help.
{| style="border: 2px solid black;
! style="background-color:#A9A9A9;"|'''Problem:'''
! style="background-color:#A9A9A9;"|'''Repairing and Replacing:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:Broken_M577_APC.png|64.px|Broken M577 Armoured Personnel Carrier]]<br>'''Broken M577 Armoured Personnel Carrier'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | The broken APC. It's useless without any proper armament. It can't move at all when it's been this badly damaged. Although it can just barely move with broken or no wheels. It'll take a lot of work just to fix it, and you'll need spare parts and properly trained people to do so. The replacement parts are costly, you better make sure they don't go to waste!
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Repairing the vehicle frame'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Repair the frame with a welder 3 times (depending on the damage) and use a wrench '''once'''.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Removing Modules from Hardpoints'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Use a Crowbar to uninstall any modules from the their hardpoints.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Removing/Replacing the Tank's Turret'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | To replace the tank's turret, you'll need a powerloader. Get in the powerloader and click on the tank. Remove the turret and pickup the replacement turret. Click on the tank once more with the turret in the powerloader's clamp.
|} -->
==Maintaining the Orbital Cannons==
----
{| style="border: 2px solid black;
! style="background-color:#A9A9A9;"|'''Orbital Cannon:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="width:256px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Orbital_Cannon.png]]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
Used for firing warheads at any currently orbited planets or nearby stations. It accelerates its payload with solid fuel for devastating results upon impact.
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Loading/Reloading:'''
|
*Load a warhead onto the Orbital Cannon Tray [[File:Orbital_Cannon_Tray.png]] '''(Powerloader required)'''.
*Load the required amount of solid fuel [[File:Orbital_Cannon_Fuel_Block.png|32px]] in the Orbital Cannon Tray '''(See Orbital Cannon Console)'''.
''Note that each round the fuel consumption of each warhead is randomized.''
*Open the Orbital Cannon Console's interface.
*Load the Tray into the Cannon.
*Chamber the Tray's content into the cannon barrel. '''(can't be undone!)'''
*Staff Officers can now fire the Orbital Cannon from their console.
*After firing, unload the Tray from the Orbital Cannon.
*Examine the Tray to make sure it is empty and operational.
*Repeat the process from the start to reload.
|}
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Ammunition:'''
|[[File:HE_Orbital_Warhead.png]]
| '''Heavy Explosive:''' Causes a devastating explosion in a large radius upon impact with it's designated target.
|-
|[[File:Incendiary_Orbital_Warhead.png]]
| '''Incendiary:''' Releases a fiery payload over the targetted area. Extremely large radius.
|-
|[[File:Cluster_Orbital_Warhead.png]]
| '''Cluster:''' Releases a cluster of explosives over the targetted area. To suppress any enemies advancing.
|}
{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Troubleshooting:'''
|
*If you've loaded a tray with an incorrect payload, you can still unload the tray's payload as long as it hasn't been chambered.
*If an incorrect payload is chambered, it can only be removed by firing it.
|}
|}
==FOB duty==
----
Command may find it necessary to send a few MTs down to the FOB to keep it running, repaired, and ready for action. Keep in touch with your Chief Engineer as much as possible when deploying. The Squad Engineers will be subordinate to you, so should it be necessary, you can order them around on FOB related matters; try to have them do any dangerous frontline work.
==Hey Wait, This Is Grunt Work==
----
Replacing lights, cleaning up stains, picking up trash, looking through the disposals room for anything valuable tossed away, and all types of crap work all falls under the realm of maintenance, and hence is '''your''' job. Pick up that mop and get sweeping.
==Almayer Projects==
----
If you've had enough of picking up other people's trash, you can always ask for the proper legal authorization to construct or modify a part of the Almayer to occupy yourself with something bigger and more creative. If you can't think of what to create, ask for ideas from other folks or just explore the Almayer until an idea pops into your head.
==Your Skillset==
{{MarineSkills
|firearms=1
|endurance=1
|engineering=3
|construction=3
|powerloader=2
|domestic=1
|fireman=1
}}
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].


==Reading and Sources==
==Reading and Sources==
* [http://www.colonial-marines.com/viewtopic.php?f=94&t=9008 I can MT and so can you!]
''There are no current guides or discussions for Maintenance Technicians at the moment. Why don't you make one?''
* [http://www.colonial-marines.com/viewtopic.php?f=94&t=3577 Knowledge of Fortifications and Other Engineering Shenanigans]

Latest revision as of 21:33, 10 September 2024

ENGINEERING
MaintTech.png
Maintenance Technician
Difficulty: Medium
Supervisors: Chief Engineer
Rank: Private / Private First Class / Lance Corporal
Duties: Keep the S-52 Fusion Reactors powered. Maintain and modify the Almayer and its dropships.
Guides: S-52 Fusion Reactor, Construction, Guide to Engineering
Unlock Requirements: 1 hour in Squad Roles
Detailed Description:
|__________|
Your job is to maintain the integrity of the ship, including the orbital cannon.
You remain one of the more flexible roles on the ship and as such may receive other menial tasks from your superiors.
|__________|


"The intakes are clogged. We overheated and burned out a whole cell... Christ, it's really breaking loose down here..."
― Corporate Engineer Brett, Alien

The Maintenance Technician (MT) is an enlisted USCM crewmember of the USS Almayer's engineering department. Trained in all types of engineering work and directly supervised by the commissioned Chief Engineer, they are responsible for maintaining the vessel: repairing broken S-52 reactors with their toolbelt, reloading the dropships with powerloaders, cleaning the halls with a mop and bucket, and much more. With proper authorization, they can also help out with various construction projects, whether on the ship or at the FOB.


Overview


You begin the mission in the engineering department at the back of the ship. Reach out over the engineering radio (:n) to report to your department, composed of fellow Maintenance Technicians and the Chief Engineer, whose orders you must carry out. The lockers, crates, vendors, and tables strewn around your workplace should have everything you need for the mission. There are also many rooms maintenance rooms and engineering outposts strewn around the Almayer with supplies for emergency repair.


Hacking


In emergency situations, or when legally authorized by command, you might find it necessary to hack your way through obstacles. For most hacking jobs, you will want to be wearing insulated gloves to protect against shock, pry open a panel with the screwdriver, and then use a multitool and wirecutters as necessary.


To begin hacking a machine, follow these steps:

  1. Screwdriver.png Use a screwdriver to open the maintenance panel.
  2. Click on the machine to open the wire window.
  3. Multitool.pngWirecutters.png With insulated gloves on, use multitool or wirecutter to pulse or cut/mend the internal wires until you get the desired result.
  4. Memorize the wire which produced that outcome for future reference.
  • If you accidentally turn off a machine's power, or activate its shock wire and need to reset it, simply cut and mend the shock/power wire.
  • It is against Marine Law to hack the vendors on the Almayer, so keep an eye out for MP's before you accidentally cause trouble.

Maintaining the Dropships


As a Maintenance Technician, your faster use of the powerloader and inferior rank to the Pilot Officer means you are expected to load their dropships up for them. Head to the hangar, grab a powerloader (click-drag yourself onto it, or right click -> enter powerloader), and ask them what needs loading and where. Pickup the desired modules and attach them onto the appropriate port on the dropship. Communicate with the Pilot Officer in person or over the engineering channel to print new equipment from the dropship fabricator in the future, and be ready to reload their ordinance (Use an empty ripley clamp to take out expended ammunition then use the other hand to load a fresh batch of ammo, for example: 30mm, mini rockets etc.) when they return from close air support missions.

If the dropships seats have been flattened you can re-build them by using a Welder.gif welder and then a Wrench.pngwrench.


Maintaining the Orbital Cannons


Orbital Cannon: Description:
Orbital Cannon.png

Used for firing warheads at any currently orbited planets or nearby stations. It accelerates its payload with solid fuel for devastating results upon impact.


Loading/Reloading:
  • Load a warhead onto the Orbital Cannon Tray Orbital Cannon Tray.png (Powerloader required).
  • Load the required amount of solid fuel Orbital Cannon Fuel Block.png in the Orbital Cannon Tray (See Orbital Cannon Console).

Note that each round the fuel consumption of each warhead is randomized.

  • Open the Orbital Cannon Console's interface.
  • Load the Tray into the Cannon.
  • Chamber the Tray's content into the cannon barrel. (can't be undone!)
  • Staff Officers can now fire the Orbital Cannon from their console.
  • After firing, unload the Tray from the Orbital Cannon.
  • Examine the Tray to make sure it is empty and operational.
  • Repeat the process from the start to reload.
Ammunition:
HE Orbital Warhead.png Heavy Explosive: Causes a devastating explosion in a large radius upon impact with it's designated target.
Incendiary Orbital Warhead.png Incendiary: Releases a fiery payload over the targetted area. Extremely large radius.
Cluster Orbital Warhead.png Cluster: Releases a cluster of explosives over the targetted area. To suppress any enemies advancing.
Troubleshooting:
  • If you've loaded a tray with an incorrect payload, you can still unload the tray's payload as long as it hasn't been chambered.
  • If an incorrect payload is chambered, it can only be removed by firing it.

FOB duty


Command may find it necessary to send a few MTs down to the FOB to keep it running, repaired, and ready for action. Keep in touch with your Chief Engineer as much as possible when deploying. The Squad Engineers will be subordinate to you, so should it be necessary, you can order them around on FOB related matters; try to have them do any dangerous frontline work.


Hey Wait, This Is Grunt Work


Replacing lights, cleaning up stains, picking up trash, looking through the disposals room for anything valuable tossed away, and all types of crap work all falls under the realm of maintenance, and hence is your job. Pick up that mop and get sweeping.


Almayer Projects


If you've had enough of picking up other people's trash, you can always ask for the proper legal authorization to construct or modify a part of the Almayer to occupy yourself with something bigger and more creative. If you can't think of what to create, ask for ideas from other folks or just explore the Almayer until an idea pops into your head.


Your Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Master
Expert
Specially Trained
Trained
Medical Surgery
Master
Expert
Specially Trained
Trained
Construction Engineering JTAC Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research Navigation Execution
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



To find out about how the skill system works head over to the skills system page.

Reading and Sources

There are no current guides or discussions for Maintenance Technicians at the moment. Why don't you make one?