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User:El Defaultio

148 editsJoined 4 June 2017

Tophatpenguin is a donkpocket

Tools of the Trade

Tool Function
Screwdriver.png
Screwdriver
Used for securing and unsecuring sentries, Also used to open panels on vendors and doors.
Welder.gif
Blowtorch
Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.
Crowbar.png
Crowbar
Used for Opening unpowered doors and displacing girders so you can move them.
Wrench.png
Wrench
Used to rotate sentries, disassemble certain objects, unsecure and secure vendors and girders.
CableCoils.png
Cable coil
Used for fixing robotics and placing wire on the ground.
Multitool.png
Multitool
Used to hack doors and vendors, or for disarming mines.
Wirecutters.png
Wirecutters
Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors.
Lightreplacer.png
Light Replacer
Used to replace lights quickly. Feed with glass to refill.
T-Ray Scanner.png
T-Ray Scanner
A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes.

The Basics

Power Duty

To setup power, you'll want to locate the geothermal generators Geothermal.png and assess the damage. Depending on the sprite, the generator will need different steps:


Geothermal Destroyed.png = Welder -> Wirecutters -> Wrench

Geothermal Broken.png = Wirecutters -> Wrench

Geothermal Damaged.png = Wrench

Note that you can also examine a geothermal generator to see what tool is required for the next step.


APC Maintenance

If the APC hasn't been blown up or destroyed during a gunfight always check the apcs wires by unscrewing the apc frame and click on the apc with your wirecutters, if the wires come up with a mend option, mend the wires with the wirecutters. (Click on mend while holding wirecutters in your active hand.) If someone blew up the apc or blasted it into another dimension follow the steps below.


So, someone decided to throw a grenade next to the APC or you just arrived to a broken APC and your SL has tasked you with fixing it whilst the squad holds off the incoming xeno tide. No need to panic as this section will get you to quickly repair that APC.

  1. First you'll want to whack off the cover; to do this just hit the APC with any sort of weapon, generally a combat knife is good for this.
  2. Take out the battery (Power cell) in the APC once the cover is off with an empty hand.
  3. Use a screwdriver on the APC.
  4. Use wirecutters on the APC.
  5. Use a crowbar on the APC.
  6. Build an APC frame from 2 metal sheets then click on the APC with the APC frame in hand.
  7. Use wires (Cable Coil) on the APC.
  8. Click on the APC with a power control module in hand.
  9. Use a screwdriver on the APC.
  10. Place a new battery (Power cell) in the APC. (Just click on the APC with the battery in hand.)
  11. Use a crowbar on the APC.
  12. Open up the APC pop up window once you've completed all previous steps and turn on the breaker.

Hacking

Doors

Wires: Description:
The door bolts look down Means that the bolts are currently down, and you will be unable to open the door. Pulsing this wire will open or lower it.
The door bolt lights are off Indicates when bolts are up or down. Off means you won't be able to tell it's bolted
The test light is off The power wire. There are two of these. If the test light is off, you can crowbar it open.
The AI control allowed light Allows control for the AI. Functionally useless in CM
The Check Wiring light No use.
The Check Timing Mechanism light How fast the door closes. If it's on, it will close instantly, crushing people under it.

Vendors

Wires: Description:
Orange Light Electricity wire. If this is on, whenever the vendor is used it will shock the user.
Red Light Firing wire. If this this on, it will launch the contents of the vendor at nearby people.
Green Light Contraband wire. Turning this wire on means non-standard gear will be avaliable.
Purple Light Access wire. Turning this wire off changes it to a yellow light, making it so anyone can dispense the contacts.

FOB Defences

Defensive Equipment

Defensive Equipment: Description:
SentryGun.png
Sentry Gun
The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine laws as they lay down supressing fire. Comes with various options, such as 360 degree mode, burst fire, and the ability to take control of it. Has 300 bullets.


Additional Information (Construction and Other Functions):
How To Construct It:
  • Construct Turret Frame with Plasteel,
  • Wrench it,
  • Apply Cable,
  • Add Turret Piece,
  • Add Turret Sensor,
  • Apply Metal,
  • Weld it,
  • Add bigger battery if needed.
  • Click on the sentry with an empty hand to turn it on.

Maintenance:

  • Use a welder to repair a damaged sentry.
  • If the sentry is knocked over click on it with an empty hand to right it.

Other Functions:

  • Rotate with wrench
  • Turn off the sentry then use a screwdriver on the sentry to unsecure it and thus make it movable.
M56D.png
M56D Mounted Smartgun
These engineer-only mounted smartguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armour penetration. The tracking system of a standard smartgun is non-functional on the M56D. Note that this does not have IFF tracking built into it, so you will hit friendlies with it.


Additional Information (Construction and Other Functions):
How To Construct It:
  • Click on the mount once it's in your hand,
  • Wrench it,
  • Mount the Gun,
  • Screwdriver it,
  • Apply Ammo Drum.

Maintenance:

  • Use a welder to repair it.

Combat:

  • To toggle burst fire, ctrl-click the M56d before you man it, after this when you next hop on you'll use burst fire.

Other Functions:

  • Rotate with wrench
  • Deconstruct with screwdriver.
M20 mine box.png
M20 Mine Box
A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.


Additional Information (Deployment and Deactivation):
How To Deploy A Mine:
  • Take a M20 mine out of the box and keep it in your active hand,
  • Stand on top of the tile you want to place the mine on,
  • Face the tile you want the mine to detect enemies on,
  • Click on the mine in your active hand once you are facing the correct way,
  • After a few seconds you'll have the mine placed and armed on your tile.

Keep in mind that any mob that enters the mine's tile, or the tiles it's facing, living or dead, will cause the mine to detonate, unless they have an appropriate ID, an example being that the crew of the USS Almayer won't set off armed mines.


How To Deactivate Mines:

  • Use a multitool on the deployed mine.

Fortifications of the Trade


Image Name Material Needed Function
WoodenBarricade.png Wood Barricade Wood Used for a hasty defence against aliens. Mostly seen prespawned.
Metal Barricade.png Metal Barricade Metal Used for areas that will be under constant attack. Can be repaired with a blow torch.
Sandbag Full.png Sandbags Sandbags Used for making directional defences, multiple can be applied to a tile. Needs to be filled up with empty sandbags and an entrenching tool. 25 in a filled stack.
Plasteel barricade.png Plasteel Barricade Plasteel Used to allow passage by closing it, and providing heavy protection. Can be repaired with a blow torch
Barbed Wire.png Barbed Wire Metal Used to make barricades and sandbags stronger, and making it so they can't be ran or climbed over. Also damages any thing that attacks it.
Wall.png Wall Metal Used to fully block off an area.