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As the Requisitions Officer your task is to run the Sulaco's Cargo Bay, you'll be issuing attachments to Marines, ordering in weapons, ammo and supplies and setting up supply crates to be dispatched to the surface upon request. You have direct authority over the [[Cargo Technician|Cargo Technicians]] who serve to help take pressure off of your job.
As the Requisitions Officer your task is to run the Sulaco's Cargo Bay, you'll be issuing attachments to Marines, ordering in weapons, ammo and supplies and setting up supply crates to be dispatched to the surface upon request. You have direct authority over the [[Cargo Technician|Cargo Technicians]] who serve to help take pressure off of your job.
<br><br>


== The Supply Chain ==
==== Early Round Rush ====
----
----
 
The first ten to twenty minutes of the round will be among your most hectic. You'll have a brief few minutes reprieve from shift start until all the Marines come rushing down to your office line, clamoring to get their hands on some attachments. You'll need to remain steadfast among the tide of Marines, fortunately more Marines will be polite and wait in line, and the Military Police will oft make their presence known.
Your job as the Requisition Officer (RO) is to ensure the Marines of the Sulaco have the equipment they need to accomplish their mission. You will be called upon to order additional supplies as the round advances, ranging from explosives, attachments, ammo, metal and even specialist ammo and sentry guns.
<br><br>
 
Before the Marines come rushing down you should quickly sort out our departmental affairs, the following is a recommended checklist of what you should attempt to accomplish before the Marines start to show up, do note that you can delegate any tasks to your subordinate Cargo Technicians.  
=== Attachments ===
<br><br>
 
* Set up the "Ripley" Exosuit with its Clamps
At the start of the round Marines will begin to pile in to ask for attachments, as the RO you are responsible for handing out attachments to marines. How you determine who gets what and how much of is entirely up to you, however remember your supply of attachments is limited and it costs resources to order more in, as well as some attachments being more worthwhile than others. Here are some suggestions on how to help assign attachments to marines.
* Use said Exosuit to move around the cargo bay and collect all spare metal crates to prepare to ship them off to Marine Command for bonus cargo points. You can get additional metal crates from the eastward disposals room and Engineering have two metal crates in engineering storage that you can ask for later on.
 
* Order in one or two 'webbing' crates, this will help with distributing webbings but also get the shuttle inbound to drop off your spare metal crates.
Of all the attachments you have access to, some are more useful and limited in number than others. Here's a rough list of how many attachments you have at round start.
* Organize the crates and items in the cargo back room, place all the spare metal, food, wood and other misc items into the freezer crate (the white one) for storage, move the rest to the Exosuit storage.
 
* Place metal and glass into the cargo Autolathe for future usage.
* 7 Suppressors
* If time permits (or a Cargo Tech is not doing anything) consider quickly hacking the Autolathe to gain access to a few bonus options, such as the superior industrial wielding tool.
* 25 flashlight
<br><br>
* 25 bayonettes
===== Attachment Heaven =====
* 5 red dot sights
* 20 grips
* 2 stabilizers
 
Generally you'll want to reserve handing out Red Dot Sights to Squad Leaders, as they not only can make greater use of it but they are more important than some grunt. Everything else you have can be given out freely. You should also take care to only issue one or two attachments per marine unless they are a unique role. For example.
 
* Marine - Two Attachments
* Specialist Marine -  Three Attachments
* Squad Leader - Three Attachments
 
=== Webbing ===
 
The next most common item marines will want to order is webbing. Webbing acts as free storage space that you can put on your jumpsuit. You'll want to order one or two crates of webbing at round start to prepare for the incoming order requests.
 
There are four types of webbing, and some are more useful than others.
 
* Webbing: Most common webbing in a crate, this webbing can hold three small items. Issue this to standard marines on request.
* Load Bearing Equipment: Same as normal webbing.
* Holster: A holster capable of holding any pistol, including the heavy magnum. Issue this to anyone on request.
* Brown Webbing Vest: A rare webbing in a crate, this webbing can hold five small items. Issue this to Specialists or Squad Leaders on request.
 
== Ordering Supplies ==
----
----
 
Within a few minutes the first Marines will be lining up. At this point you'll want to start serving them their attachments. Firstly here are a few ground rules that you, as the Requisitions Officer, have.
As the RO you can, and will, have to order in more supplies as the operation draws on. You can order anything from more attachments to ammo from your Cargo Console.
#You are within your right to refuse service of any and all attachments to any Marine for whatever reason. Only the Commander or Executive Officer can override your decision. HOWEVER do try and issue attachments whenever possible, just don't take shit from a grumpy Marine.
 
#Standard Marines get two attachments. Squad Leaders and Specialists can be issued three attachments. As a rule of thumb rail flashlights and bayonets are typically not counted as a attachment since you start with a large amount of them and they can be made for free.
== Drop Pods ==
#Try and reserve the Barrel Charger attachment for Specialists, since the Charger is a rare attachment and the Specialists can benefit the most out of it.
#Standard Webbing should be issued to Standard Marines upon request. Brown Vest Webbing should be reserved ONLY for Combat Medics and Combat Engineers. Holsters can be issued to anyone upon request.
# NEVER just throw a crate of attachments/webbings out the door, Standards will loot everything while the slower to ready up Medics/Engineers/Specs will lose out on anything useful.
<br><br>
[[File:vP2G1Jb.png|thumb|right|300px|Some extra free attachments]]
After all is said and done and the majority of the Marines have had their attachments assigned you can now turn your eyes to more important matters. However one future proof method to help give newly joining Marines something to work with is to go outside and place a table down near the Cargo entrance, and place six rail flashlight and six bayonet attachments on it, so Marines have something to get without asking.
<br><br>
==== Interwar Period: Supply Drops and Restocking ====
----
----
 
Once all the attachments have been assigned you should now start to work on restocking you're expended attachments and preparing a supply drop crate.
Located to the north west of cargo are four coloured drop pads, these pads will allow the Bridge Officers to deploy whatever crate is on that pad, be that full of ammo, guns or whatever else is needed. Your job as the RO during a operation is to ensure that whatever equipment the ground teams need in a drop is on the pad.
<br><br>
<br>
First thing's first, you'll want to order three crates, Underbarrel, Rail and Muzzle, all of which are under the 'operations' menu. Once these have arrived you can restock your attachment vending machine (use a screwdriver on it to be able to load stock into it).  
To this end you should be ordering in more supplies and listening to the radio to gauge the situation on the ground and the equipment they may need.
<br><br>
<br><br>
As a good rule of thumb a good Supply Drop crate to preprepare irrespective of what is requested of Squad Leaders is as follows.
At this point you'll also want to take one of these crates and head down to the, now mostly empty, Marine equipment room. Or just send one of your Cargo Techs down. You'll want to fill up your empty crate with some general supplies. A good rule of thumb for making a Supply Drop is to prefill it with a pre-made selection of gear + what the squad needs, such as metal. Your free to make up your own supply crate but here's a good example of a good selection.
* Three (3) M41A Pulse Rifles
* Three (3) M41A Pulse Rifles
* Two (2) M39 SMGs
* Two (2) M39 SMGs
* Five (5) or Ten (10) M10 Helmets
* Five (5) or Ten (10) M10 Helmets (ONLY AFTER CONFIRMATION OF FACEHUGGERS DESTROYING HELMETS!)
* Three (3) Marine Belts
* Three (3) Marine Belts
* Entire Contents of A [[Supply_Crates#Medical|Medical Crate]] sans Bottles and Syringes
* Entire Contents of A [[Supply_Crates#Operations|Explosives Crate]]
Each Marine Belt Holding
Each Marine Belt Holding
* Three (3) M41A Magazines
* Three (3) M41A Magazines
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* Two (2) Flares
* Two (2) Flares
<br><br>
<br><br>
You can then put in whatever else is requested of the Squad Leaders, such as metal, plasteel or special equipment.
After wards when you return to the Cargo Bay you'll want to order two more crates when points allow. A Explosives crate (under operations) and a Medical crate (under medical). You'll then want to merge both crates (sans the syringes and bottles in the medical crate) with your above items.
<br>
Congratulations, your first supply drop crate is ready to go! Should you find yourself heavily strapped for cash you can forfiet the explosive crate for the interim.
<br><br>
Try and always have at least one supply crate ready to go at any moment, or at the very least a empty crate to throw in whatever is needed. But be warned that you'll oft just be told to put a supply crate on a squad's beacon deployment tile.
<br><br>
 
==== The Cargo Bay, Keeping Stock ====
----
When all is said and done you should be aiming to accomplish several things throughout the round.
<br><br>
Firstly you'll want to always ensure you keep about two full stacks of metal, and one stack of plasteel, on hand at all times. These can prove useful in a pinch and can be critical in a emergency.
<br><br>
While the Marines are on deployment consider asking the Squad Leaders to try and recover useful items you may find useful, most useful will be empty metal crates you can send back for free cargo points, but other misc items like mech upgrades can prove very useful. Also keep building up your stockpile of ammunition and weapons when possible, having a surplus can help when a large ammo order is suddenly placed.
 
==== Hail Cargonia! Defending Cargo ====
----
So the operation was a bust and Aliens are on their way up to the Sulaco as we speak? Well now's your time to shine.
<br><br>
If you've been doing well throughout the round you'll be in a very unique position. Cargo has access to a wide range of tools, from much coveted metal and plasteel, flamethrowers to grenades, wielding tools, surgical supplies, food and even sentry guns points permitted, the position of cargo can make it a very tough nut to crack if need be. However the one glaring weak point of cargo is the hanger bay ladder, by far the number one ladder taken by Aliens considering its on the eastern uncontested side of the hanger bay.
<br><br>
There are generally two ways forward when it comes to your contribution to defending the Sulaco and how the cargo bay can be suited to this need. This is based off if the evacuation has been sounded or not.
 
TO BE FINISHED!?!?!

Revision as of 18:29, 23 June 2016

MISC
RO.png
Requisitions Officer
Difficulty: Medium
Supervisors: Commander
Rank: Not defined
Duties: Equip and supply the marines
Guides: List of supply crates
Unlock Requirements: Not available.
Detailed Description:
|__________|
Not defined
|__________|


As the Requisitions Officer your task is to run the Sulaco's Cargo Bay, you'll be issuing attachments to Marines, ordering in weapons, ammo and supplies and setting up supply crates to be dispatched to the surface upon request. You have direct authority over the Cargo Technicians who serve to help take pressure off of your job.

Early Round Rush


The first ten to twenty minutes of the round will be among your most hectic. You'll have a brief few minutes reprieve from shift start until all the Marines come rushing down to your office line, clamoring to get their hands on some attachments. You'll need to remain steadfast among the tide of Marines, fortunately more Marines will be polite and wait in line, and the Military Police will oft make their presence known.

Before the Marines come rushing down you should quickly sort out our departmental affairs, the following is a recommended checklist of what you should attempt to accomplish before the Marines start to show up, do note that you can delegate any tasks to your subordinate Cargo Technicians.

  • Set up the "Ripley" Exosuit with its Clamps
  • Use said Exosuit to move around the cargo bay and collect all spare metal crates to prepare to ship them off to Marine Command for bonus cargo points. You can get additional metal crates from the eastward disposals room and Engineering have two metal crates in engineering storage that you can ask for later on.
  • Order in one or two 'webbing' crates, this will help with distributing webbings but also get the shuttle inbound to drop off your spare metal crates.
  • Organize the crates and items in the cargo back room, place all the spare metal, food, wood and other misc items into the freezer crate (the white one) for storage, move the rest to the Exosuit storage.
  • Place metal and glass into the cargo Autolathe for future usage.
  • If time permits (or a Cargo Tech is not doing anything) consider quickly hacking the Autolathe to gain access to a few bonus options, such as the superior industrial wielding tool.



Attachment Heaven

Within a few minutes the first Marines will be lining up. At this point you'll want to start serving them their attachments. Firstly here are a few ground rules that you, as the Requisitions Officer, have.

  1. You are within your right to refuse service of any and all attachments to any Marine for whatever reason. Only the Commander or Executive Officer can override your decision. HOWEVER do try and issue attachments whenever possible, just don't take shit from a grumpy Marine.
  2. Standard Marines get two attachments. Squad Leaders and Specialists can be issued three attachments. As a rule of thumb rail flashlights and bayonets are typically not counted as a attachment since you start with a large amount of them and they can be made for free.
  3. Try and reserve the Barrel Charger attachment for Specialists, since the Charger is a rare attachment and the Specialists can benefit the most out of it.
  4. Standard Webbing should be issued to Standard Marines upon request. Brown Vest Webbing should be reserved ONLY for Combat Medics and Combat Engineers. Holsters can be issued to anyone upon request.
  5. NEVER just throw a crate of attachments/webbings out the door, Standards will loot everything while the slower to ready up Medics/Engineers/Specs will lose out on anything useful.



File:VP2G1Jb.png
Some extra free attachments

After all is said and done and the majority of the Marines have had their attachments assigned you can now turn your eyes to more important matters. However one future proof method to help give newly joining Marines something to work with is to go outside and place a table down near the Cargo entrance, and place six rail flashlight and six bayonet attachments on it, so Marines have something to get without asking.

Interwar Period: Supply Drops and Restocking


Once all the attachments have been assigned you should now start to work on restocking you're expended attachments and preparing a supply drop crate.

First thing's first, you'll want to order three crates, Underbarrel, Rail and Muzzle, all of which are under the 'operations' menu. Once these have arrived you can restock your attachment vending machine (use a screwdriver on it to be able to load stock into it).

At this point you'll also want to take one of these crates and head down to the, now mostly empty, Marine equipment room. Or just send one of your Cargo Techs down. You'll want to fill up your empty crate with some general supplies. A good rule of thumb for making a Supply Drop is to prefill it with a pre-made selection of gear + what the squad needs, such as metal. Your free to make up your own supply crate but here's a good example of a good selection.

  • Three (3) M41A Pulse Rifles
  • Two (2) M39 SMGs
  • Five (5) or Ten (10) M10 Helmets (ONLY AFTER CONFIRMATION OF FACEHUGGERS DESTROYING HELMETS!)
  • Three (3) Marine Belts

Each Marine Belt Holding

  • Three (3) M41A Magazines
  • Two (2) SMG Magazines
  • Two (2) Flares



After wards when you return to the Cargo Bay you'll want to order two more crates when points allow. A Explosives crate (under operations) and a Medical crate (under medical). You'll then want to merge both crates (sans the syringes and bottles in the medical crate) with your above items.
Congratulations, your first supply drop crate is ready to go! Should you find yourself heavily strapped for cash you can forfiet the explosive crate for the interim.

Try and always have at least one supply crate ready to go at any moment, or at the very least a empty crate to throw in whatever is needed. But be warned that you'll oft just be told to put a supply crate on a squad's beacon deployment tile.

The Cargo Bay, Keeping Stock


When all is said and done you should be aiming to accomplish several things throughout the round.

Firstly you'll want to always ensure you keep about two full stacks of metal, and one stack of plasteel, on hand at all times. These can prove useful in a pinch and can be critical in a emergency.

While the Marines are on deployment consider asking the Squad Leaders to try and recover useful items you may find useful, most useful will be empty metal crates you can send back for free cargo points, but other misc items like mech upgrades can prove very useful. Also keep building up your stockpile of ammunition and weapons when possible, having a surplus can help when a large ammo order is suddenly placed.

Hail Cargonia! Defending Cargo


So the operation was a bust and Aliens are on their way up to the Sulaco as we speak? Well now's your time to shine.

If you've been doing well throughout the round you'll be in a very unique position. Cargo has access to a wide range of tools, from much coveted metal and plasteel, flamethrowers to grenades, wielding tools, surgical supplies, food and even sentry guns points permitted, the position of cargo can make it a very tough nut to crack if need be. However the one glaring weak point of cargo is the hanger bay ladder, by far the number one ladder taken by Aliens considering its on the eastern uncontested side of the hanger bay.

There are generally two ways forward when it comes to your contribution to defending the Sulaco and how the cargo bay can be suited to this need. This is based off if the evacuation has been sounded or not.

TO BE FINISHED!?!?!