Difference between revisions of "Vehicle Crewman"

From CM Wiki

(The Vehicles)
(The Vehicle Operators)
(3 intermediate revisions by the same user not shown)
Line 63: Line 63:
 
|}
 
|}
  
'''Only Tank Crewmen can operate the tank.'''
+
'''Only Vehicle Crewmen can operate the tank.'''
 
|}
 
|}
  
Line 98: Line 98:
 
= Repairing Modules =
 
= 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 [[Slang|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.
+
Due to your crafty ingenuity and taking a course at your engineering college where you've ''somehow'' learned to drive tanks and APCs, you're now able to repair your own modules on the go! Assuming it's not [[Slang|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 vehicle, 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.
+
Pull down your goggles or get your welding helmet at crewmen'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 Vehicle Operators =
 
= The Vehicle Operators =
Line 114: Line 114:
 
|-
 
|-
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''The Gunner'''
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''The Gunner'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Utilises the support, secondary and main armaments of the vehicles of the USCM. Be wise though, the some weapons only fires in a 45 degree angle, which means the vehicle must always be turning. But for the tank, you're able to rotate the turret to fire in any direction. Though there is a small delay between turning turret.
+
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Utilises the support, secondary and main armaments of the vehicles of the USCM. Be wise though, that some weapons only fires in a 45 degree angle, which means the vehicle must always be turning. But for the tank, you're able to rotate the turret to fire in any direction. Though there is a small delay between turning turret.
 
|-
 
|-
 
|}
 
|}

Revision as of 08:22, 11 February 2020

COMMAND
Vehicle-Crewman.png
Vehicle Crewman
Difficulty: Hard
Supervisors: Command staff
Rank: Not defined
Duties: Operate the M34A2 Longstreet Light Tank or M577 Armored Personnel Carrier, and provide the deployed troops with vehicular support during the operation.
Guides: No external guides
Detailed Description:
|__________|
Your job is to operate and maintain the ship's armored vehicles. You are in charge of representing the armored presence amongst the marines during the operation, as well as maintaining and repairing your own vehicles. As the vehicle crewman you answer to the acting commanding officer. Special circumstances may change this.
|__________|


"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 un-maintained in the vehicle bay throughout the Almayer's voyage. Make sure to either fix the vehicle yourself or to radio in to the resident grease monkeys over in engineering and tell them that you need the vehicle 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.


Problem: Repairing and Replacing:
Broken M34A2 Longstreet light tank
Broken M34A2 Longstreet light tank
The broken tank. 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 treads if it's not broken. 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!
Broken M577 Armored Personnel Carrier
Broken M577 Armored Personnel Carrier
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 treads if it's not broken. 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!
Repairing the vehicle frame Repair the frame with a welder 3 times (depending on the damage) and use a wrench.
Removing Modules from Hardpoints Use a Crowbar to uninstall any modules from the their hardpoints.
Removing/Replacing the Tank's Turret 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.


Ask the personnel who are repairing your tank to also attach the starting modules unless you are doing it yourself.

The Vehicles

Tank: Description:
M34A2 Longstreet light tank
M34A2Longstreet Light Tank
A light but very modular tank, which may house an array of attachments, allowing it to be an effective, well-rounded armored vehicle. Has a rotating turret that allows the gunner to fire in any direction, though it takes time to turn the turret.
Interior:
Tank Interior.png

Only Vehicle Crewmen can operate the tank.

  • 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.

Tank GetIn.png


Armored Personnel Carrier: Description:
M577 Armored Personnel Carrier
M577 Armored Personnel Carrier
A versatile Armored Personnel Carrier (APC). Doesn't have any armor so be careful when sustaining damage. Has 3 variants, Transport, Medical and Command.
  • The Transport variant can carry 4 troops with 2 drivers .
  • The Medical variant comes with an integrated surgery table, body scanner and surgery kit.
  • The Command variant comes with an overwatch console with two seats for passengers.
Transport Interior:
APC Transport Interior.png

Only Vehicle Crewmen can operate the APC.

  • 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.

APC GetIn.png

Repairing Modules

Due to your crafty ingenuity and taking a course at your engineering college where you've somehow learned to drive tanks and APCs, 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 vehicle, 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 crewmen'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 Vehicle Operators

There can only be two Vehicle Crewmen on the Almayer. This is useful, because the vehicles of the USCM requires a driver, and a gunner; one person cannot operate both at the same time effectively. Each Vehicle Crew member 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 grab intent and click the vehicle exit to drag them out.

Role: Description:
The Driver Drives the vehicles of the USCM. 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 vehicles of the USCM. Be wise though, that some weapons only fires in a 45 degree angle, which means the vehicle must always be turning. But for the tank, you're able to rotate the turret to fire in any direction. Though there is a small delay between turning turret.


Driver

Driving the Vehicles: Description:
Tank Movement.png The Green highlighted areas are places you can turn the vehicles to. You are able to do so by using either WASD or the arrow keys.


Forwards and Backwards.png The arrows show that the vehicles can only move forward/backwards when facing that direction.
Obstructed movement Areas highlighted in orange means that the vehicles is not able to move. The object must either be removed or destroyed in order for the tank to rotate. The vehicles can destroy walls/resin structures (up to reinforced walls) by continuously driving into them. Doing this damages the vehicles's modules so be careful not to over do it. The weapons on some vehicles are an alternative for destroying walls/resin structures, though you will be expending a lot of ammunition to take them down. It's best to find another route or get the marines to remove it.

Gunner

Using the armaments: Description:
Switching the vehicle's weapons In order to change the weapon you are currently using. You must click on the Vehicle tab and click Cycle Hardpoint Module (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 as well as shoot anything directly next to it.
Reloading Inside the vehicles interior, click on the auto loader, there will be a menu that'll pop open. Select the armament you want to reload in order to reload it.

Vehicle Modules Dropship part fabricator.png

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.


Main Armament Module: Description:
TankModule LTB-Cannon.png
LTB Cannon
The LTB Cannon is a formidable high explosive primary armament which can heavily damage a target upon direct hit. It has a medium-sized area of effect when fired, causing all within the explosion radius to take damage. The LTB Cannon can additionally have 3 magazines loaded for a total of 12 shots, reloading after every 4.

DEFCON 2 ONLY

Costs:600

Ammunition:
LTB Magazine.png

LTB Magazine

Contains 4 high explosive rounds.

Costs:200

TankModule Auto-Cannon.png
AC3-E Autocannon
The AC3-E Autocannon is a primary armament for the tank. It fires explosive flak rounds that decimate enemy combatants within a tight area, damaging anyone in range with its flak.

Costs:600

Ammunition:
Autocannon Magazine.png

Autocannon Magazine

Contains 40 high explosive rounds.

Costs:X

TankModule Dragon Flamer.png
DRG-NF Flamethrower
Primary Flamer Unit effect.png
The DRG-NF Flamethrower is a primary armament for the tank. It spews out extremely hot fire against opponents dumb enough to stand in front of it. Great for clearing out anything stuck inside a building or barbecuing your enemies! Can hold 1 additional fuel tank for the primary weapon.

Costs:600

Ammunition:
Drg Magazine.png

Flamethrower Canister

Contains 100 fuel.

Costs:200

TankModule LTAA-AP-Minigun.png
LTAA AP Minigun
The LTAA AP Minigun fires armor piercing rounds at a high fire rate. Its ability to fire projectiles in rapid succession dominates against any infantry opponent, shredding them apart. Can hold 1 extra magazine.

Costs:600

Ammunition:
LTAA AP Minigun Magazine.png

LTAA AP Minigun Magazines

Contains 300 rounds.

Costs:200

APCModule Dual Cannon.png
Boyar's Dual Flak Cannon
A primary two-barrel cannon for the APC that shoots explosive flak rounds. Fires in two round bursts. The flak rounds are similar to the Auto-Cannon on the Tank.

Costs:600

Ammunition:
Autocannon Magazine.png

Boyars Dual Flak Cannon Magazines

Contains 30 rounds.

Costs:150

Secondary Armament Module: Description:
TankModule Secondary-Flamer-Unit.png
Secondary Flamer Unit
Secondary Flamer Unit effect.png
A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire.

Costs:400

Ammunition:
LargeIncineratorTank.png

Tank Flamer Magazine

Contains 120 units of fuel.

Costs:100

TankModule Secondary-TOW-Launcher.png
TOW Launcher
Fires rockets at the enemy.

DEFCON 2 ONLY

Costs:500

Ammunition:
84mmThermobaric RocketArray.png

TOW Launcher Magazine

Contains 5 rockets.

Costs:150

TankModule Secondary-M56-Cupola.png
M56 Cupola
A heavily modified smartgun made for tanks. Has IFF features.

Costs:400

Ammunition:
Big Ammo Box 10mm.png

M56 Cupola Magazine

Contains 500 rounds.

Costs:100

TankModule Secondary-Grenade-Launcher.png
Grenade Launcher
A heavily modified grenade launcher made for tanks. Fires grenades. Can hold 4 magazines including one into the chamber.

Costs:300

Ammunition:
Tank GL Magazine.png

Tank Grenade Launcher Magazine

Contains 10 Grenades.

Costs:100

APCModule Frontal Cannon.png
RE-RE700 Frontal Cannon
The marketing department over at Bleihagel would have you believe that the RE-RE700 is an original design. However, experts who pried the cover off the cannon have discovered an object with a striking similarity to the popular M56 Cupola. It is still unknown why the cannon has two barrels.

Costs:400

Ammunition:
Big Ammo Box 10mm.png

Frontal Cannon Magazines

Contains 500 rounds.

Costs:100

Support Module: Description:
TankModule Smoke-Launcher.png
Smoke Launcher
Launches smoke forward to obscure vision.

Costs:250

Ammunition:
Smoke Launcher Magazine.png

Smoke Launcher Magazine

Contains 6 Grenades.

Costs:50

TankModule Integrated-Weapons-Sensor-Array.png
Integrated Weapons Sensor Array
Improves the accuracy and fire rate of all onboard weapons.

Costs:300

TankModule Overdrive-Enhancer.png
Overdrive Enhancer
Increases the movement speed of the vehicle it's attached to.


Costs:400

TankModule ArtilleryModule.png
Artillery Module
Enables the gunner to see further. Similar to binoculars in function.


Costs:600

APCModule FlareModule.png
Flare Module
Fires flares in the direction you're facing.


Costs:250

Ammunition:
Smoke Launcher Magazine.png

Flare Launcher Magazine

Contains 6 Flares.

Costs:50

Armor Module: Description:
TankModule Concussive-Armor.png
Concussive Armor
A jack of all trades against all sources of damage. Also protects against damage if you ram into a wall.

Costs:600

TankModule Caustic-Armor.png
Caustic Armor
Protects the tank from chemical weapons and acid attacks.

Costs:800

TankModule Ballistic-Armor.png
Ballistic Armor
Protects the tank from high penetration weapons and slashing attempts.

Costs:600

TankModule Paladin-Armor.png
Paladin Armor
Protects the tank from large explosive projectiles.

Costs:600

TankModule Snowplow-Armor.png
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

Treads and Wheels: Description:
TankModule Tank-Treads.png
Tank Treads
Integral to the movement of the tank.

Costs:300

TankModule Tank-Treads.png
Tank Robus Treads
A more reinforced and stronger variant of the tank's treads. Though with the stronger tracks, it will slow the tank down a bit more.

Costs:350

APCModule APC-Wheels.png
APC Wheels
The wheels of the APC. Necessary for it to move.

Costs:300

Turret: Description:
TankModule Tank Turret.png
M34A2-A Multipurpose Turret
The turret of the tank. Houses the primary and secondary armaments of the the tank. Needs a powerloader in order to lift it.

Costs:X

Your Skillset

Tank Crewman Skillset.png

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