{"$schema":"https://uar.cedricdessalles.dev/guides/schema.json","format":"/guides/format?mos=MilitarizedColonistTransportNova","version":1,"mos":"MilitarizedColonistTransportNova","slug":"the-apc-played","title":"The APC, played","modes":[],"ranks":["co"],"skills":[],"sis":[{"num":3},{"num":5},{"num":16}],"blocks":[{"type":"markdown","text":"The APC's game, top to bottom. One class carries people. 1,000 life, 250 energy back at 1.8 a second, 6 item slots, a hold that heals whoever rides in it, and a 60-round gun that cannot jam. Officer track only, 150,000 XP and 5 medals, one per game."},{"type":"columns","columns":[[{"type":"markdown","text":"# first\n**Pick a turret**\n\nClass panel: `F1` Gauss Turret from the start, `F2` Flame Cannon at [[skill:Equipment2|Equipment]] 2, `F3` Missile Turret at Equipment 3. A swap shuts the weapons for about 1 second and the keys do nothing until it is done. All three fire from the same 60-round drum."}],[{"type":"markdown","text":"# then\n**Fill the hold**\n\n[[ability:TakeAboard]] (`C`) on civilians, police, your own minis, or another player's hero, who answers with `F8`. Whoever is inside is invisible, invulnerable and healed 10 life a second; a soldier gets 3 more per [[skill:Boarding]] level. Civilians ride until you put them down; the wiki's Civilians page puts their destination at Thalim. Soldiers ride to heal."}]]},{"type":"columns","columns":[[{"type":"markdown","text":"# then\n**Park and deploy**\n\n[[ability:Deploylevel1|Deploy]] (`W`) roots the hull. Every friendly unit within 16 of it gains 0.5 weapon range and a little speed per [[skill:Deploy]] level, and a flying eye over the hull is shared with every player. [[ability:Reinforcements]] (`R`) and the Nanobots only work deployed; the two bots need Deploy 4 and CAS on station, deployed or not."}],[{"type":"markdown","text":"# always\n**Empty it before it counts**\n\n[[ability:UnloadallCivilians]] (`X`) puts the civilians out around the hull; **-unload** in chat puts everyone out, soldiers included. The script does it for you when the APC dies or drives into the evacuation LZ, so nobody is lost with the hull."}]]},{"type":"section","title":"Boarding","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Who fits\n- **Civilians and police**: [[unit:Civilian|civilians]], [[unit:PoliceOfficer|police officers]], beach-goers. **6 seats per Boarding level**, 24 at Boarding 4. A civilian standing inside Thalim is refused; one in the Guslani trees is refused until the [[mission:guslani|Guslani]] mission is running.\n- **The [[unit:Mayor]]** rides only while his mission is on; otherwise he refuses over the radio (this is not the time, he says). [[unit:FarmerAkma|Farmer Akma]] would rather walk and the Scientist is claustrophobic: both decline on the radio.\n- **Soldiers**: 1 seat at Boarding 1, a second at Boarding 3. Your own units board at once. Another player's hero or mini gets a dialog on his screen and **5 seconds to press `F8`**; let it pass and nothing happens. A soldier owned by the friendly AI army cannot be picked up at all: the trigger answers with \"You are not authorised to take aboard this soldier.\"\n- Type **-aboard** in chat to see both counts against their maximums."},{"type":"markdown","text":"# Getting out\n- A soldier aboard is uncommandable and untargetable, and every second the script drags him back onto the hull and cancels his orders. He leaves through the **Go out** button on his own screen, not through yours.\n- The healing is 10 life a second for everyone inside. The +3 per Boarding level is an upgrade on the soldier seat only, capped at 3 levels by the map's upgrade data (19 a second at most); civilians stay at 10.\n- [[ability:UnloadallCivilians]] is free and instant. **-unload** clears the soldiers too and hands them back selected.\n- The script unloads everyone when the APC **dies**, enters the **evacuation LZ** or leaves the AO. A Mayor put out walks to the middle of Thalim on his own."}],[{"type":"map","title":"Where boarding is refused","caption":"The Take Aboard trigger tests these regions before it loads a civilian; the Mayor is sent to the city region when he is put out.","marks":[{"kind":"area","tone":"accent","label":"Thalim: civilians inside are refused","at":{"region":"Thalim"}},{"kind":"area","tone":"hostile","label":"Guslani trees: refused until the Guslani mission runs","at":{"region":"Guslani trees"}},{"kind":"pin","tone":"mos","label":"where an unloaded Mayor walks","at":{"region":"City01"}}]}]]}]},{"type":"section","title":"Deploy","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Deployed\n- Rooted in place; the toggle carries a 10 s cooldown. The aura reaches **16** around the hull and goes to every non-enemy unit in it: +0.5 range and +0.023 speed at Deploy 1, up to +2 range and +0.1 speed at Deploy 4.\n- Half a second after you deploy a flying dummy with **15 sight** is created over the hull and its vision is shared with every player; it is removed when you undeploy.\n- [[ability:BinocularsAPC]] (`Q`) needs the Deploy skill only, so it fires undeployed as well. From Deploy 3, and only while the APC is deployed, the reveal is cast for every allied player too.\n- **Nanobots** ([[skill:Chassis3|Chassis]] 4, deployed only): every second, biological units within 16 get +1 life a second, and a vehicle that stays under them **10 seconds straight** has every ailment cleared, structural damage, engine, sensors, shielding, weaponry and power leaks alike. Leave earlier and nothing is cleared."}],[{"type":"markdown","text":"# Reinforcements\n- {{ability:Reinforcements}} · `R` · deployed, Deploy 2 and up. **150 energy, 120 s** at Deploy 2, 140 and 110 s at Deploy 3, 130 and 100 s at Deploy 4.\n- Deploy 2: a [[unit:68WCombatMedic|medic]] and 2 [[unit:InfantryRifleman|riflemen]]. Deploy 3: a [[unit:CombatEngineer2|combat engineer]] joins. Deploy 4: a medic, an engineer, a rifleman and a [[unit:74DFlamethrower|flamethrower]]; the tooltip says an AR, the script spawns a flamethrower.\n- They last **60 seconds**, then fade and are removed.\n- Every 3.5 s the ones you are not selecting are walked back to within 3.5 of the hull if they strayed past 5, and each one close by has a 1 in 4 chance of being sent to attack around it. Select them if you want them to hold a line."}]]},{"type":"markdown","text":"## The two bots (Deploy 4, CAS on station)\n\n[[ability:MedicalBotdummy|Medical Bot]] (`C` in the additional actions) and [[ability:Wmk72RTodummy|Wmk-72 RTo]] (`V`) need Deploy 4 **and CAS on station**. The script switches that on at Chapter 2 in the regular modes (once the [[mission:mayor-3|Mayor]] escort is over), at PMC's own Chapter 2, at Act 2 of Invasion, and at the 30-minute mark of Survival; the third DNH mission takes it away and gives it back once the [[mission:dnh-air-threat-destroyed|air threat]] is down. Each costs **150 energy**, and the two share **one 20-minute cooldown**: one bot per 20 minutes, not one of each. The button puts an **item** in your inventory, or on the ground beside you if all 6 slots are full; anyone can carry it and anyone can use it.\n\n| Bot | Revives | How it picks | Then |\n|---|---|---|---|\n| {{unit:MedicalBot}} | a dead soldier hero within 12 of where the item is used | a dead [[mos:CombatMedic]] or [[mos:PhoenixMedic]] first, otherwise the nearest, and it picks the moment the item is used, so a hero who dies during the start-up is not seen | 8 s on the spot, then walks over, works about 8 s more, revives, blows itself up |\n| {{unit:Wmk72RTo3}} | a dead vehicle within 12: [[mos:FP500CombatWalker\\|walker]], [[mos:AlligatorLK19\\|helicopter]], [[mos:Rjx73]], [[mos:SiegeTank\\|tank]], or the APC itself | the nearest, and it picks only after the 7 s of start-up, so a vehicle that dies during that wait is still picked up | 7 s on the spot, then walks over, works about 8 s, revives, blows itself up |\n\nIf nothing dead is in range the bot drops the item back where it stood, so the item is not lost, only the walk. A revived APC comes back at **400 life and 50 energy**."}]},{"type":"markdown","text":"## The turrets\n\n| Key | Turret | Needs | Range | Rate | Each shot |\n|---|---|---|---:|---|---|\n| `F1` | Gauss Turret | nothing | 17 | one every 0.3 s | 39 damage, and 30 % of it to what stands within 4 behind the target in a narrow cone; the cone's filter does not exempt allies. ×0.8 on armored and mechanical, ×0.6 on heroic. |\n| `F2` | Flame Cannon | Equipment 2 | 9 | one every 0.5 s | 24 damage to everything along a line 12 long from the muzzle: +20 on light and biological, -5 on armored, -10 on massive. Allies are skipped. |\n| `F3` | Missile Turret | Equipment 3 | 21, 2 minimum | one every 6 s | a rocket: 120 damage in radius 2, 20 % of it out to 3.5, +6 on light, -35 on heroic, and a 1.2 s stun in radius 2. Allies are skipped. Costs 5 energy on top of the round. |\n\nEvery turret spends 1 round a shot from the same **60-round drum**, reloaded in **4 s**; the APC is on the map's no-jam list. You start the game with the drum full and **9 spare magazines**, and the gauss empties a drum in about 18 seconds of steady fire. Equipment 4 is an upgrade, not a turret: +2 range on the gauss (19) and the missiles (23), and +10 gauss damage (49). Its +2 flame damage is written on a damage effect the cannon's line search does not fire, so do not count on it. **When the APC dies the death trigger strips all three turrets and a revive puts none back: press `F1` (or `F2`, `F3`) once you are rebuilt or you drive around unarmed.**\n\nThe APC can be told to hold its fire, from the HUD button or with `Ctrl`+`G`. That is what keeps the gauss cone off your own people."},{"type":"markdown","text":"## Mortar Round ([[skill:Boarding]] 2)\n\n[[ability:CallForFireAPC]] (`G`) is a single shell of the Platoon Leader's Call for Fire: **90 energy, 15 s cooldown, 38 range**, no vision needed. It does not spend from the shared shell pool that [[mos:PlatoonLeader]], [[mos:CavalryScout]] and [[mos:FireSupportSpecialist]] draw on. A warning marker appears at the point, 2 seconds pass, the incoming call sounds, 1 more second, and only then is the shell fired: 3 seconds from the order plus the flight. Computer-owned people within 5 of the point, civilians and the AI's soldiers, are told to run before it hits; your own minis and the other players are not. The same call orders Sprint on the computer-owned biologicals in the radius, the undead among them, so the warning hurries along what you are shelling. **1,000 damage** at the point (give or take 100), 60 % out to 2, 40 % out to 4, less 100 on mechanical and 250 on heroic. Boarding 4 makes it **2,000**, takes 3 s off the cooldown and 30 off the energy: 60 energy, 12 s. Explosives hurt allies, and [[si:16]] raises them 30 %. The Take Aboard tooltip's 40 range and 1,600 damage are not what the ability data says."},{"type":"section","title":"The rest of the kit","children":[{"type":"markdown","text":"| Ability | Key | Needs | Costs | Cooldown | What it does |\n|---|---|---|---:|---:|---|\n| {{ability:AllTerrainsMode2}} | `A` | Chassis 1 | 90, then 2 a second | 20 s | A toggle: the hull walks over cliffs (its mover becomes the Colossus one) at 0.75 of its speed. Energy comes back at 1.8 a second, so the drain is 0.2 net. |\n| {{ability:DefensiveMatrix2}} | `D` | Chassis 3 | 40 | 60 s | A shield on the hull. The absorb amount is not in the extracted data; the community's page puts it at 100. |\n| {{ability:SmokeGrenade4}} | `X` | Equipment 1 | 55 | 45 s | 30 range. A 30 s cloud: everything in it, allies included, moves at half speed, loses 4 weapon range and sees no farther than 13; it wears off 0.6 s after leaving. |\n| {{ability:FlareGrenade2}} | `F` | Equipment 1 | 60 | 45 s | 30 range. 45 s of vision for all players, detects the cloaked within 15, slows enemies within 6 by 20 %; the enemy sees by it too. |\n| {{ability:BinocularsAPC}} | `Q` | Deploy 1 | 9 | 18 s, 15 s from Deploy 2 | 46 range, 8 s of sight, detects. |\n| {{ability:Deploylevel1\\|Deploy}} | `W` | Deploy 1 | | 10 s | The toggle above. |\n| {{ability:TakeAboard}} | `C` | Boarding 1 | 8 / 6 / 4 / 2 | | 2 to 3 range. |\n| {{ability:UnloadallCivilians}} | `X` | | | | In the additional actions. Free, instant. |\n\nCosts and cooldowns are the map's ability data; the keys are its hotkey file."},{"type":"columns","columns":[[{"type":"markdown","text":"# Chassis, by the numbers\n- [[skill:Chassis3|Chassis]] 1: 3 armor, 40 life, +0.1 speed, and [[ability:AllTerrainsMode2]].\n- Chassis 2: 6 armor, 80 life, +0.2 speed, and **3 life a second**: that is the Self Diagnosis System in the data; the passive's own button carries no numbers.\n- Chassis 3: 9 armor, 120 life, +0.3 speed, and [[ability:DefensiveMatrix2]].\n- Chassis 4: 12 armor, 160 life, +0.4 speed, and the Nanobots."}],[{"type":"markdown","text":"# Ailments and repairs\n- The APC rolls vehicle ailments like the other vehicles: a hit of 5 or more with the shield already down can knock out a system.\n- Above **95 % life** the script clears the structural damage at once and, 40 s later if nothing interrupts the repair, the rest of them.\n- [[item:Nanitesw13z]]: 100 life and the severe ailments gone at once, vehicles only. The Nanobots do it in 10 s while you are deployed.\n- An engineer's [[ability:RepairCE]] works on the hull, and an [[mos:AssaultEngineer]]'s [[ability:Craft]] upgrades the [[item:Scope]] or [[item:RecoilSuppressorvehicle|vehicle recoil suppressor]] you have equipped, in place.\n- Dead, the APC is a wreck that an engineer's [[ability:Reconstruct]] or the Wmk-72 brings back, not a medic. Everyone aboard is put out when the hull dies."}]]}]},{"type":"section","title":"What the community recommends","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# SIs the wiki points at\n- {{si:3}} · the APC cannot jam, but the 4 s reload of the 60-round drum gets 30 % shorter.\n- {{si:5}} · +2 weapon range on whichever turret is mounted; the community's page says the flame cannon feels it most (9 to 11) and the missile turret barely.\n- {{si:16}} · +30 % explosive damage: the mortar round and, by the wiki, the missile turret.\n- The wiki lists [[si:9]] and [[si:11]] as having no use on the APC.\n- The wiki's ability build is marked WIP, so there is no skill order here."}],[{"type":"markdown","text":"# Items\n- The vehicle set the wiki recommends, all on the [Gear tab](/mos/MilitarizedColonistTransportNova/gear): [[item:AimAssistvehicle]] (+20 % damage, attack speed ×1.15), [[item:RecoilSuppressorvehicle]] (+1 range, 10 % slow, 15 % once crafted), [[item:ShieldGenerator]] (+5 armor, 200 shields) or [[item:MinorShieldGenerator]] (100 shields), [[item:WeightReductionvehicle]] (+0.04 speed; the wiki carries two), [[item:ReconDroneModule]] (detection, +1 sight, +1 range), [[item:Scope]] (+2 range, +1 sight, crafts to [[item:Scope2]]).\n- Energy: [[item:PowerCell]] and [[item:EnergyCellPacked]] both work, 190 energy over 20 s.\n- The wiki's list of items the APC can use also holds [[item:AmmoCase]] and [[item:Magazines]], both allowed for every class.\n- The wiki's Flare Gun is not on the APC's item list; the APC's flare is the [[ability:FlareGrenade2]] ability above."}]]}]},{"type":"markdown","text":"Numbers are read from the map file: its unit, ability, weapon, behaviour and upgrade data and its trigger script. The SI and item advice is the community's page on the wiki, kept where the data agrees with it."}]}