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    Reqs - The hidden aCTor

    Reqs - The Hidden aCTor

    or how to make yourself useful when nobody even knows you exist

    Updated 19 July 2020


    0. Guide Scope

    A word first - this post aims to try to be an advanced Cargo Technician (CT) guide.
    It is not meant as a guide to Requisitions in general (though still useful), nor to RO, but aimed primarily at the job niche that the CT represents.
    Ideally, it assumes that you already have at least basic knowledge of Requisitions workings, at least through other roles than CT/RO.

    This post is subject to updates, formatting clearly needs to be improved. Also, huge Wall of Text warning...

    1. Overview

    Congratulations and welcome to the USCM. You have enlisted as a Cargo Technician, under the rank of Sergent.
    Due to your higher paygrade than the majority of marines, you have earned the right to not be beaten up in case of issues, but rather be treated as an extension of the attachments dispenser.
    You are the most inconspicuous person aboard the ship, and people might not even realize you exist while you're screaming at them on radio.
    This comes as a double-edged sword however - practically nothing will ever be your fault either - because only "Requisitions" and "RO" exist to most people.
    It is up to you to decide what to do with your newly acquired power of non-existence: chill out, or make yourself useful in a way no-one would even think possible.
    If there is no proper RO and you are de-facto aRO however, and i'd recommend straight up reading a RO guide.
    As this guide focuses on the CT function, it mostly assumes you have a RO proper.

    2. Introduction

    As a CT, you depend directly from the RO. As the old Cargonia pact goes, this might even come before rest of Command to an extent - within reason.
    The vast majority of crew will be trying to speak to the RO, and this is as such your likely point of contact, but CM radio gets "lost" and this is the perfect time for "someone" to pick them up.
    As CT have access to the same communication frequencies - including Squad's, Command, and Engineering, and it is therefore very interesting to turn them on on the headset.

    When the shift starts and as the RO's subordinate, you will probably want to coordinate a few points with them - as RO policies vary from one to another.
    Common Examples include:
    • Should you man the line ? The answer will almost always be yes, unless several CT are here
    • As far as line is concerned, is there a particular policy on handing out grenades ?
    • Are you authorized to handle the lift unloading/stamping ?
    • Are you authorized to place order for common requests such as spec ammo, or even touch the ASRS console at all ?
    • Does RO expect anything else from you in particular ?


    More generally, your RO might add his own instructions, but there are a few common rules in the 'workplace etiquette' of Requistions :
    • Do not open the OB shell crates. The contents are difficult to move, it can't be closed back, it can't be stacked back, and opening on lift will prevent from even sending the lift back.
    • Keep line windows closed - when you're overworked and they don't see anyone, marines will jump in. Then they take that grenade box. Then they spam them. Then they FF. Then everyone's dead, and the op's over. Don't let it happen.
    • If possible, avoid putting crates in process of loading on the squad pads. Zealous Staff Officers actually will randomly launch them seeing they're loaded, contrary to how stupid it might sound.
    • Label all bags. Really. Label them. If you send an unlabeled bag, people have to take and open it to know what's inside.
    • Stamp manifests and close crates before sending the lift back down.


    3. The Great Line

    What is perhaps considered to be the most important singular CT task, and the only thing people (marines and RO) might care and expect you to do as a CT, is handling the line.
    Of course, while this is not necessarily the most important at a given time, it is however customary to do so primarily during the first 10 to 20 minutes as marines gear up.
    You probably already know how this works - it will take a few minutes for the first marines to arrive, but you can very quickly end up with about fifteen marines waiting in line.
    Ideally it is good to try and keep the line around five people maximum, because a long line will deter people from coming at all and perhaps deploy without the gear.
    Don't hesitate to try and ask your coworkers for help if the line gets too long - as they might be handling other tasks that, while important, have a less urgent time requirement.

    Now let's talk about handling the line.
    First we'll cover the worst case - unrealistic requests and needy marines. This also applies to anyone breaking in Reqs (or hoping through window - why didn't you close it?)
    Don't forget to honour your RO guidelines (especially regarding grenades) into account - this also allows you to defer to a basically undeniable authority on the matter.
    If a request is unrealistic, try to take a second to, first, explicit it so the marine understands your denial, then if possible add a quick word to explain why.
    If the marine is not okay with your resolution, they might not want to leave. Sometimes you just don't have time to argue - and have to punch that 'Next' button.
    If someone starts harassing you or disrupting the line, there are a few more theoretical options at your disposal, though that will rarely happen.
    First is just pulling rank. As a Sergent, you can in theory actually direct order marines (except SL/Spec) to just stop going full retard, and have em charged with Insub if they don't comply.
    This will probably almost never work, in which case you can actually simply ask the MPs for help. They will usually be willing to help Req Staff, as shipside crew solidarity goes.
    In the rare hostile cases, or break-ins, the RO can also directly handle the situation with his flash.
    It is also important to remember that, much like the brig's, the line windows (and windoors) are invulnerable.

    And remember the big golden plaque literally next to your desk at line.
    Ephy 'Mech' May points to the USCM Requisitions Office Guidelines.
    That's an USCM Requisitions Office Guidelines.
    1. You are not entitled to service or equipment. Attachments are a privilege, not a right.
    2. You must be fully dressed to obtain service. Cyrosleep underwear is non-permissible.
    3. The Requsitions Officer has the final say and the right to decline service. Only the Acting Captain may override his decisions.
    4. Please treat your Requsitions staff with respect. They work hard.

    Alright, now for the majority of more compliant customers!
    Marines will often have somewhat unclear requests, in which cases it is good to actually clear em' up.
    Sometimes they won't even possibly imagine it is unclear - a common case i've observed is the fuel packs (Welder Fuel Backpack, or Pyro Fuel Backpack).
    "Fuel Pack." "Which one ?" "Are you retarded ? There's only one." (Dude, i'm not asking just for fun, but because it's not)

    A few examples of common possibly unclear cases (i'm sure you'll find others) :
    • The Fuel packs, as per above example
    • The Magnetic Harness will take a number of names, such as just 'harness', 'magnet'
    • Someone requesting 'frags' might actually mean HEDPs and not necessarily the M15s
    • "Pistol Pouch" - usually means the Sidearm Pouch, but might also mean the Large Pistol Magazine Pouch
    • "Large Mag Pouch" - usually means the Large Pistol Magazine Pouch, despite the generic variant existing (but non Reqs supplied)
    • "L41" or "M42" - Just ask. L and M are pretty close on most keyboard layouts, too.
    • Sometimes people will ask for a "Stock". You can either try your luck inferring which from the attachments, or ask.
    • People will sometimes actually use the designations proper to refer to things. A common one is the G8 for the general belt.
    • Anything that is not actually Reqs issued, such as PFC kits, or Shoulder Holsters


    A cool thing to do later on during the shift for the line, is to put any "interesting" items just behind the line desk (probably on racks, unless you deconstructed them).
    When doing so, people at the line can clearly see them, and those who would find an use for can actually ask about, whereas they normally wouldn't - thinking you don't have it.
    If you are moving on to other duties, it can be useful to close the windoor, but keep the shutters of line actually open.
    This allows marines to point behind the desk, giving you an indication through the little arrow when working elsewhere in Reqs, that there is someone to serve.
    Other common callouts include *warcry, or for the most tenacious and if shutters are closed, actually using the line intercomm to speak on general radio.

    A finally a little word of warning - as you attempt to ration, for example, grenades, some people actually will pretty often try to bypass this by coming back to line.
    As such you might find it worthwhile to keep a mental note of the name of people that had somewhat 'ambitious' requests.
    It's surprising just how often you can see someone ask for 6 HEDP, give them two, and they'll come two more times (or to your coworker line) asking for two more.
    Keep an eye out.

    4. Requisitions Assistant

    It's 1220 or so. The line rush is over, RO is loading the FOB drop after helping and handling orders.
    He's going on about how CTs are useless and he can run the whole of reqs alone for days.
    Well, time to prove him that, together, you can do even better !

    Tasks i coin in this section as "Requisitions Assistant" are those that purely pertain to Requisitions proper.
    There's a bunch of things you can do that are often overlooked, or deferred due to lack of time/care.
    Cause there's really no better feeling in Reqs that to be asked something specific, and turn out to have already taken care of it.

    By essence it's impossible to list everything in that alley, as it is literally anything that might be useful in your situation, but a few common examples:
    • Putting a JTAC kit in the mortar crate, so the Mortar Operator can actually have JTAC frequency access
    • Preparing flare bags (seven each), and flashlight bags (from the weapons rack, and lathe, ten each, plus i usually put a screwdriver)
    • Throwing some of the MRE crates into the drops cause nobody usually cares to, yet they're useful
    • Pre-converting a small part of the metal to wiring before sending to reduce bald engineer misuse and resulting shortages
    • Taking out the foldables and etools from weapon rack, ready for dropping - you can even organize a quick response drop crate around them
    • Bagging spec ammo, or even materials, to gain room in crates if your drop density is limited (eg by lack of CIC response to squad drops)
    • Moving mortar shells into a dedicated drop on squad pads, to free up room for echo drops (if at least one SO in CIC cares)
    • Handling one way or another the stuff the OTs send you through the delivery chute - it is often overlooked especially during rushs
    • Salvaging high-value items from hypersleep storage (more on that later)
    • Remodel requisitions according to the RO's (or your own!) taste and needs


    I need to reiterate the importance of labeling bags clearly when using them. During some longer operations you can actually end up with dozens of bags at the FOB.
    However, there is a particular case where you probably don't want to have clear labeling, which is spec grenades.
    Clear labeling of a spec grenades bag will potentially result, if they are not dropped directly on the spec's head, in them being stolen by unga. My personal solution is to label it per spec's name.

    You probably want to take a moment to organize the supplies in Requisitions aswell, if the RO is not already doing so.
    My personal preference is to take basically everything that is meant to be sent, near the launch pad, and use the racks by line as "thematic" (medical, intel, etc) general storage.
    This also means emptying all ammo boxes from the ammo vendor, and putting them near pad - which can help having an overview of what you have - provided the RO didn't send all anyway.
    As far as placement is concerned, my personal way of doing thing is to use as a rule of thumb, that the more important it is, the closer to pads it should be, for quick access.

    5. From Requisitions to 'Reclaimations'

    As the operation goes on, you might find that some of the supplies RO is able to acquire, as well as the standard issue stock, are not enough.
    That's probably the moment where you can start to recognize proactive Req staff from those that simply choose the chill route during part one.
    Baseline Requsitions staff will simply complain about how they don't have money to order things - but you can actually start getting to work and getting it yourself.
    There are also all sorts of interesting items and equipment that you can centralize to Reqs for handing out at line, or targeted supply dropping.
    This is however a continuous, sometimes time consuming, and very thorough job that the RO might not have time to carry out.

    So what's useful, why, and where can you get em' ?
    It mostly comes down to common sense, but before moving on to general equipment reclaiming, there are a few things that you can actually "target", for example :
    • Motion Detectors can often be acquired from SLs, in Squad Preps. Depending on pop, a SL could have dispensed five yet nobody cared to take them.
    • In extreme cases, you can also nab the SL-supplied Incinerator Unit, for example to send as a field replacement.
    • Engineers love PCMs (Power Control Modules) - you probably want to have some on hand if possible - this can be done by asking shipside engineering or just finding them.
    • Smartgunners will often ask for extra power cells - acquirable in the same way (but much easier to randomly find)
    • Foldables and CAS Flares are easily acquirable items from just going around the halls and squad preps, and checking respectively HPR and JTAC kits
    • MedBay usually has too much medical gear, while ground side medics too few, and it's a problem that Reqs can very easily fix


    Now, unless there actually is a particular, specific request, you hopefully won't have to target-scavenge.
    Ideally this part of the job is meant to make it so you'll never actually need to search for anything, because it turns out you already got it.
    Also remember that you can put the majority of items back into reqs racks by dragging them to it (careful: for things like armors, this will delete their contents. also, firearms need to be fully unloaded, including chambered round)

    First let's quickly talk ammo, though it is a well known topic.
    Req port-side storeroom has that fat 50 cardboard stack, with which you can make empty boxes, to fill in preps by setting them on ground.
    When doing so, i'd advise to bring a crate along to move more than two (three) boxes at a time.
    Also keep in mind that some ROs will ask you to box ammo to send plenty, but that might actually hurt by cluttering drop points (more on that in part 7).
    If the RO can somehow be bothered, you can also fill AP ammo boxes from the Squad Reqs, but this is rarely the case.

    Next, something that can be done after first drop of operation (or regularly later), is sweeping preps and hallway.
    This basically consists of just going quickly through them, and locating any item of interest that might be left behind.
    A good way to do this is to double-check kits (and empty them) - you really wouldn't believe what you can find (full Mini Med kits, check, bravo prep with 3 M56D in Mini-Engi kits, check, binos in JTAC, check)
    As mentioned earlier, HPR kits, Combat Technician kits, and just the ground, are also good sources of Foldables, given that nobody can be bothered carrying them (that's why you got drop pads, right ?)
    It is also worth glancing over to role-specific preps - mostly Engis as they will sometimes actually somehow leave mats there, for example.

    Following this comes crates. POs will sometimes give notice of how there are crates on the dropship to be brought back.
    Remember that each crate in itself is 200$ Req budget, in practice first ones 300$ as you will eventually have spare manifests.
    You can move two at a time with the Powerloader, but overall this whole task is very time consuming and i'd consider secondary.

    Next is the Hypersleep Storage. When someone cyros, a few minutes later upon being removed from round, items are moved there.
    Reqs and Engineering have access to the storage through the console, allowing to get these back.
    It is a very, very, very good source of equipment and invaluable as you progress through the operation, and sometimes you can just hit jackpot too.
    There are basically two ways to handle hypersleep storage based on personal preference, either cherry picking, or dumping it all and sifting through with tile contents (alt-click).

    A few examples of things that you are able to commonly recover there (and might want to cherrypick) are:
    • Webbing and Webbing Vests - they can be in shortage themselves, and often contain rare items such as Laser Designators and C4
    • Lifesaver belts - more often than not you can find them almost full in hypersleep store, and someone on the field would love having it
    • Medic satchels - contrary to other satchels/backpacks, they almost always contain relevant medical supplies
    • Weapons, especially M37 and M39 - you can strip their attachies, in particular BC, AG and MH that are often in very high demand
    • Document Pouches - These are absolutely needed to double check for documents, though it is rare for an IO to cryo with
    • Role restricted gear - B12 SL Armor, Smartgunner Kits, IO Bags, hell i even found the Mateba once and the Command Tablet another time in satchels
    • Survival pouches - these usually contain 60 metal if the survivor didn't use them
    • Construction pouches - basically same, but for engis, it's worth checking


    It's also just generally pretty entertaining to try and guess what kind of player/role/loadout might have been using a particular item.
    The hypersleep lottery is fun, never ceases to disappoint, and playing it is actually useful !
    The hypersleep storage should cover the vast majority of your equipment reclaiming needs, but if it ain't enough, the round last for a while, and you can spare the time, the Morgue is also worth checking in a similar fashion (i swear nobody ever checks for these Survival pouches)

    Last but not least - materials scavenging.
    When things get really bad, it is pretty common to start disassembling the ship furniture for extra metal.
    Before we go any further on that topic - it's important to remember to do this according to SOP.
    Such modifications to the ship have to be approved by either the CO alone (actual CO, not aCO) - or all of the XO, the CE, and the relevant department head if any.
    This means technically the XO's approval is not enough - you still need to seek out CE's aswell.
    Spoiler: In practice, nobody cares anyway, you can dismantle everything and get XO's alone permission retroactively, but, bruh.

    A fairly common target for ship disassembly is the briefing room chairs. Just go there with a wrench and get to work ! From memory, it is possible to get about 120 metal total from the chairs.
    Most people will then proceed to cannibalize everything on the ship (Reqs racks are good candidates) such as railings, or even walls (seriously please don't, this is retarded).
    As Reqs however, you have access to another way, somewhat time consuming, but nonetheless reliable : the autolathe.
    The autolathe can spit out a metal sheet from 3750 metal units. You can also use it to recycle items. Namely, pistols and attachies give 2000, ammo magazines (or shell boxes) give 1000.
    It is therefore possible to take a crate, head to preps, fill it with some of the thousands of pistols available on ship, drag it back, and recycle them. Each such roundtrip should effectively yield 12~15 metal.

    6. The CT, or Communications Technician

    This always was a thing to an extent, but thanks to a recent update, CTs are now on-par with RO as far as radio access goes.
    This means that, provided you enable them, you have access to Common, Command, Engineering, Reqs (obviously), and all four squad freqs.
    Combined, the freqs technically would allow you to reach anyone - though in practice, remember, you are invisible (smoltext command fun).
    However, as it turns out, there is a pretty constant thing in the USCM that is the following : People SUCK at communicating.
    I mean it - i really mean it - we suck at communicating - like, big time, not just a little !

    That's where you come in as the Communications Technician - you are a nobody that got a line to supplies, command, and the field ungas.
    This allows to, in emergency situations, pass around information in the event that Command staff is either asleep, braindead, or just overworked.
    In a general sense, following the squads and command radio is also a great way to get a feel for the field - and that's super important for Reqs !
    Your RO might not have time to follow the whole of the chatter properly, but this is something that you can (at least in part) help with.

    The main way this comes into play in a pure Requisitions sense is that line to the field ungas.
    The field ungas have for the major part zero comms besides their squad.
    Some might have Intel, Engi, Medical, JTAC or Reqs varying, but the average grunt relies on other people passing info.
    Surprise: nobody cares about him. In fact the average grunt knows so well that nobody cares, that he doesn't ask anything anymore - he just complains.
    But now, you're on the line. And you can make all the difference in the world through this.
    You potentially have several dozen of eyes on the field that most people wouldn't care about... and you can care about them too.

    Picture this - the marines are pushing deep forward. Eventually you hear some complaints here and there about not having ammo.
    Think anyone's gonna react ? Unlikely. And even if someone does, what will likely happen is just resulting in the information relayed into the void.
    For example a SO popping up out of nowhere, "I'll tell Req" "Reqs, we need ammo" -gone-
    Meanwhile ungas are probably going back across half the map to get their ammo, leaving the front, potentially getting dispersed, sidetracked, ganked in the process.
    It turns out simply nobody at all actually thought or cared about getting supplies to frontline - as in many cases, there is only FOB and a firebase.
    And yet, you got all the tools up there, and are just a few buttons away from saving everyone that trouble - so why not just do it ?
    Pick the phone up. Ask for information. Take things into your own hands if need be, bug RO otherwise, and get shit done.
    Supply is not neccessarily a force multiplier, but lack of supply sure is a force divider.

    The Squad freq access is also immensely useful from the sheer fact that for your own Reqs operations, you're actually less likely to get ignored by CIC if you're not the only one screaming at them.

    7. Field deployments

    This is less the case than it used to be back then due to the supply changes, and decreasing server population, buuuut...
    Something that might sound obvious but really isn't as much, is that it doesn't matter what you drop, if nobody uses it.

    In practice, this usually stems from a number of potential causes :
    • What was sent is not actually useful at all
    • What was sent is not actually useful in this place, or to the people there
    • People are not aware that these things were sent
    • People can't find these despite needing, and looking for them


    The majority of these issues can be avoided with good communication as seen in the previous section. But you can't always, situation might evolve, etc.
    That's when you might actually need to, again, take things into your own hands ! ...... But this time, literally speaking.
    Following updated SOP, and with approval of the RO, a CT is allowed to deploy to oversee supply operations on the field.
    Do note that this is done under the strict condition that they are to avoid battle areas and fighting.
    You are not a PFC with a license to use scavenged op gear from Reqs.

    So what can you do ? Well, fix all of the above issues. Keep your comms up and listen to what's going on.
    Often the FOB will be over-supplied, so it will make sense as the operation advances, to move part of the supplies further down toward marines.
    This requires however extra caution as supply routes and some points of interests are nowadays barely guarded at all !
    As such you will want to enroll someone for help, or at the very least be extra cautious regarding the situation (again, listen to radio!)

    But before thinking about doing that, there is something much safer, and perhaps just as important, to do.
    Some ROs tend to regularly dump supplies to FOB. However, over time, they accumulate. It might reach a point where there's actually too much ammo and such...
    When that happens, you'll notice that there is so much stacked on the floor that it becomes hard to find anything, or even drop crates just sit there unopened !
    Again, that sounds like nothing, but it's actually a very real problem - sometimes people will complain about lack of supplies that are in fact there due to clutter.
    From personal experience, ammo boxes can go completely unused in the FOB clutter.... but just taking one and moving it 15 meters forward, well in sight, ungas would pass by and empty it within one or two minutes...

    Those are just two of many duties that can be performed on the field as CT.
    As usual it's really a matter of awareness and common sense - doing your best to be flexible, you'll always find something to do.
    Last edited by Fira; 07-19-2020 at 02:14 PM. Reason: so many typos. don't sleep and type, people

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    Developer & CO Senator (Major General) naut's Avatar
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    10/10 guide would scream at mime spec until lungs burst again

    in all seriousness it's a good guide, tells a lot about CT and talks about how you can do more than what people think is just loading stuff and giving stuff :>
    Major General / Colonel Samantha 'Sammy' Maverick
    Colonel Chris 'Topher' Lawson
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    I'm just someone trying her hardest to not get everyone horribly killed.

    im an artist too! see my works at my art dump below
    //showthrea...aut-s-Art-Dump

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