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|imagebgcolor = #cc9966
|imagebgcolor = #cc9966
|img = RO.png
|img = RO.png
|jobtitle = Requisitions Officer
|jobtitle = Quartermaster
|difficulty = Medium
|difficulty = Medium
|superior = Commander
|rank = Staff Sergeant / Gunnery Sergeant / Master Sergeant
|duties = Equip and supply the marines
|superior = [[Auxiliary Support Officer]]
|guides = [[Supply Crates|List of supply crates]]
|unlock = Ten hours as a [[Cargo Technician]].
|duties = Equip and supply the marines with everything they need for the operation.
|guides = [[Requisitions|Requisitions Overview and Supply Crates]]
|description = Your job is to dispense supplies to the marines, including weapon attachments.<br>
Your cargo techs can help you out, but you have final say in your department. Make sure they're not goofing off.<br>
While you may request paperwork for supplies, do not go out of your way to screw with marines, unless you want to get deposed.<br>
A happy ship is a well-functioning ship.
}}
}}
Back to [[Marines]].
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>


==== Early Round Rush ====
"''I wanna introduce you to a personal friend of mine. It is an [[Marine Equipment#M41A Mk1 Pulse Rifle|M41A Pulse Rifle]]. Ten millimeter, with over-and-under thirty millimeter [[Marine Equipment#Underslung Grenade Launcher|pump action grenade launcher]].''" ―Cpl. Hicks, ''Aliens''
----
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.
<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.
<br><br>
* 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.
<br><br>
===== 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.
#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.
#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, Restocking and Miscellaneous Orders ====
----
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. In addition you can try ordering some bonus crates on the side.
<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).
<br><br>
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
<br><br>
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>
One final note, try and order supplies that you think may prove nesseacry. Extra surgical supplies if the Medical Teams need more work done, medical supplies if injuries are mounting for example. Also don't forget to look over the avaliable orders and consider ordering something on the side, a weapons crate with unique higher tier weapons won't go amiss.
<br><br>
====What Are The Best Crates?====
----
Based on the [http://www.colonial-marines.com/viewtopic.php?f=94&t=7551 Lacy Scraps Super Duper Guide to Requisitions] forum article, here is a general guideline for the most useful crates:


'''Five Star:'''
* Metal Crate (10)
* Medical Crate (25)
* Rail Attachments (40)
* Explosives Crate (50)


'''Four Star:'''
= Overview =
* M240 Incenerator Crate (30)
As the '''Quartermaster''', your task is '''to run the Almayer's Cargo Bay'''. You'll be issuing attachments to [[Marines]], ordering crates full of [[Marine Equipment|weapons, ammo, and supplies]], and coordinating supply lines. You have direct authority over the '''[[Cargo Technician|Cargo Technicians]]''' who help take pressure off you.
* Squad Beacons (30)
* Webbing Crate (40)
* Sentry Crate (120)


'''Three Star:'''
* Explosive (ammo) Crate (30)
* Exotic Ammo Crate (30)
* Muzzle Attachments (40)
* W-Y Firearms Crate (40)
* Nagant-Yamasaki Box (80)
<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.
<br><br>
Another good thing to attempt is to build up a stockpile of cargo points by avoiding buying crates, while difficult and likely near impossible to do but having a large pool of points on hand can help for when you need to binge purchase a lot of supplies.
<br><br>


==== Hail Cargonia! Defending Cargo ====
= Preparing the Cargo Area =
----
The first ten to twenty minutes of the round will be among your most hectic. You'll have a few moments of reprieve at the start of the shift until all the Marines come rushing down to get attachments. Fortunately, most Marines will be polite and wait in line, but you'll need to remain steadfast. The Military Police will frequently make their presence known.
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.
<br><br>
===== We're bugging out, now! =====
If the command staff have been able to sound the evacuation then your plans should emphasise moving critical supplies to the escape hallways and the engineering hallway below your cargo office. You'll want to order supplies such as metal, plasteel, incendiary crates and explosives crates and help in setting up a long defense to cover the escape hallway and connecting corridors.
<br><br>
In additon you'll want to quickly set up some defenses in cargo to slow down any offensive action taken by the Aliens, at minimum placing a full four set of plasteel barricades surrounding the hanger bay ladder, plus wielding the cryogenics maintenance and disposal maintenance doors will also slow down any Aliens who sneak by. This is in addition to wielding any vents IF you're aware of the Aliens crawling through them.  
<br><br>
The general goal of a evacuation defense is NOT to defend the cargo bay but to simply hold the Aliens back for as long as possible, preferable by forcing them to come from medbay and the meeting room and NOT from Cargo and Engineering.
<br><br>
===== Hold the line! =====
If the command staff have been unable to secure a evacuation and it seems you'll be fighting a last stand you'll be taking a alternative approach. Your plans now are to fortify cargo as much as possible and turn it into a fortress.  


TO BE FINISHED!?!?!
[[File:Elevator.gif|right]]
<br><br>
Before the Marines come rushing down, you should quickly sort out the Cargo area. Here's a list of what could be accomplished before the Marines start to show up. Remember to delegate tasks to Cargo Technicians:
* Take the clipboard and QM stamp for your pockets.
* Move the most requested items to be easily accessible to the cargo techs handing them out. These include, but are not limited to, grenade boxes, webbings, rifle AP ammo magazines, flechette ammo boxes, and machetes. You can dispense them, drop them on the ground, and use a crate to move them faster.
* Order a few crates for whichever squad ends up with FOB duty. It tends to mean metal and plasteel, sandbags too if you aren't deploying on a space station. Additionally, a large rifle AP Mag box for the marines to resupply at if you can afford it.
* Turn on each squad comms and ask them directly if they are in need of anything. Several specs benefit from extra ammo and some engineers from building materials or claymores.
* Empty and prepare the crates in the cargo back room to either serve as containers for the future drops or as extra money for the elevator.
* Fill the auto-lathe with metal and glass.


==== The Ripley Exosuit: A Weapon To Surpass Metal Gear ====
= The Caterpillar P-5000 Work Loader: A Weapon To Surpass Metal Gear =
----
Wearing this suit does block any heat from the user, rendering them completely dark to alien thermal vision sense.


Right Click to enter the mech.  
The Caterpillar P-5000 Work Loader (Or simply, Power Loader) can carry up to two cargo objects in its clamps. It includes Dropship parts, Fuel Tanks, and Crates. The exoskeleton allows a user to transport crates around cargo, and to the hanger bay, faster than dragging it, depending on their skill, of course.
Exosuit Interface: Eject: ejects the pilot.  
Toggle Lights: Toggles the lights for the Ripley
Toggle Internal airtank usage: Allow the Ripley to use its internal airsupply for low oxygen atmospheres
View Stats: Brings up a detailed Ripley user interface.


The Ripley can carry up to 10 cargo objects in its storage. This includes Canisters, Fuel Tanks, Crates.
= Early Round Rush (AKA Attachment Hell) =
The Ripley is also equipped with an internal microphone and speaker for the user.
Within a few minutes, the first Marines will be lining up for attachments. Here are a few ground rules:
* Be nice and professional, but you're within your right to refuse service to any Marine for whatever reason. Keep in mind that all '''[[Rank#Combat_and_Operations|command officers]]''' can override your orders. Don't take shit from a grumpy Marine, but do try and issue attachments whenever possible.
* As fads come and go, marines may start requesting more of certain kinds of attachments over others. Try to impose logical limits to ensure proper distribution without hampering the effectiveness of the intended load-outs. Don't be shy to ask the marines what combo they are doing. You may even learn from it, or end up offering valuable advice.
* Typically you should issue up to two armor-piercing magazines (they can refill them if you send ammo boxes), and around three grenades (which is how much a HEDP pack holds), per marine upon request. Do not take this as a hard rule, however.
* Take orders for the ASRS console but remember that you don't have infinite money. You will dry pretty fast if you accept every Heavy Pulse Rifle request, for example. Welcome to scarcity.


= Interwar Period: Supply Drops, Restocking, and Miscellaneous Orders =


You made it through the initial rush. Now what? Here are some tips and the primary functions of the requisition office:
* Remember to stamp all supply manifests and place them on the elevator for extra money.
* Label crates and equipment you wish to serve for a specific purpose or to reach a specified target, such as a particular squad that ordered it.
* Use the Power Loader to collect up to two nearby spare crates for sending back on the elevator. There are some crates around the Almayer, and the marines may scavenge more from the AO, sending them up through the dropships.
* Fill and label backpacks with food (from the squad canteens), flares, and ammo for future drops.
* Dispense rifles and shotguns and add appropriate attachments to them, leaving them on display. It both shows what you have available and allows you to recommend useful combinations.
* Use cardboard to make ammo boxes, then fill them from squad preps. Get a CT to fill the boxes if you are busy.
* Turn on squad comms to know what is going on in the AO and better foresee their needs. Knowing the position of each squad may allow you to send a single package for more than one.
* Things may go rather quiet for Requisitions during some operations, especially for Cargo Techs who have much fewer radio channels. Consider asking permission from the commanding officer to hand out a Command Headset to the CTs if they prove themselves helpful, willing and unlikely to abuse it.


TO BE FINISHED
== Organize Drops ==
<br><br>
Supplies can be dropped directly to the Marines. Here is the process:
# The Squad Leader communicates to the Staff Officer and Quartermaster about a supply drop.
# The Squad Leader uses the tactical binoculars to find the coordinates on the planet in an outdoor area.
# The QM puts a metal crate (not a coffin or body bag, etc.) on the appropriate drop pad west of the supply elevator (Alpha, Bravo, Charlie, Delta).
# The QM communicates to the SO that the drop is on the pad. Ensure that the crate is CLOSED for the contents of the crate to stay in it.
# The SO pushes the button to drop the crate to the surface.
# The QM has an "E" pad, which works similarly to other launching pads, but the QM needs to introduce the coordinates himself. This is quite useful for when Command is busy and not listening to your requests to launch a specific squad pad, or if you want to send more than 1 crate to a squad.


==== Requisitions Officer Tactics ====
----


TO BE FINISHED
Most of the time Squad Leaders will ask for specific items. Irrespective, listed below here are good examples of what might go in a supply drop crate even if a Squad Leaders requests a particular item:
<br><br>
==== Further Reading ====
----
[http://www.colonial-marines.com/viewtopic.php?f=94&t=3279 Guide For a Good RO]


[http://www.colonial-marines.com/viewtopic.php?f=135&t=8799 Cargo tips, and what YOU can do to help cargo out]
* M41A Standard/AP Ammo Box.
* Bags full of M41A Magazines, M39 SMG Magazines or Shotgun Boxes
* Bags full of light sources like flashlights and flares
* MREs or bags full of food. Avoid sending tofu unless you are punishing the squad.
* Several stacks of Metal, Plasteel and/or Sandbags
* Anything special you've ordered or been requested like claymores, grenades, special ammo or gear


[http://www.colonial-marines.com/viewtopic.php?f=94&t=7551 Lacy Scraps Super Duper Guide to Requisitions]
 
<br><br>
Try and always have at least one supply crate ready to go. At the very least, make sure there's an empty crate prepared to throw stuff into it.
 
== Gather Supplies from the Almayer ==
The majority of the supplies you'll be preparing and sending are already on board the Almayer. Most of what the Requisitions office does is gather supplies from vendors; put them in backpacks, crates, body bags, or cardboard boxes; and drag them to the dropships for the Marines to take down and use. '''Always use the labeler to mark boxes, backpacks, bags, etc. with items inside.''' Here are common sources for supplies:
 
* The vendors in cargo.
* The vendors in the canteens.
* The vendors in the prep rooms (you'll need to ask someone for access as you lack it).
* The flare crates south of Delta/Charlie bunks in maints
* Large FOB tent in Alpha/Bravo bunks
* Requisitions tent in the storage room in req
* Anything you can deconstruct and salvage for scraps (you'll require either the CE, or aCO's permission or stealth).
* Anything you can chuck into the auto-lathe to turn into metal (weapons and useless attachments are prime targets).
 
A prudent QM can build up a stockpile of cargo money by avoiding unnecessary, wasteful orders. It may help to have a decent pool of money on hand for when you need a particular crate or to binge purchase a lot of supplies. But don't take this as a hard rule, as often hoarding money will mean failing to deliver vital supplies. Find a proper balance.
 
 
== Order Crates ==
Metal and Plasteel will be amongst the most popular items requested. Metal starts off relatively cheap, but it tends to end up matching the plasteel cost in a medium-to-long operation, due to price scaling if you are supplying as much as you requested. One way to lessen this effect is to mix a few sandbags, much less requested, into every order. Especially at the first moments of the operation, when most squads have a little breathing time to fill them in, or to those on FOB duty.
 
Sometimes a munition crate for the mortar will be ordered. The weapon and 2 shells of each type are already in the requisitions area, just north of the ASRS. However, these shells will not be enough for sustained firing, and more will need to be ordered. Mortar shell crates can also be brought up the ASRS for free randomly. Prepare for some money to be drained should they request more.
 
Besides the engineers, your most demanding customers, you'll be the only source of extra ammo for the specialists. Expect to get requests from them even at the very start of the operation, especially from scouts, snipers, and demolitionists. Due to the high efficiency of their weapons, this is the right kind of request to prioritize.
 
<!-- Another rival for cash consumption is the vehicle crew (when they exist) , an expensive investment with the potential of yielding very lethal results. A tank or APC that has run out of ammo will have a hard time being useful. The vehicle crew has access to requisitions! Better keep them fed and satisfied, lest they make a ruckus. Make sure their vehicle is secure and able to be repaired before dropping a few thousand dollars to buy ammunition, because there are no refunds and it's not uncommon for vehicle crewmen to ask for something before they've made it somewhere safe, then subsequently lose their vehicle.
-->
The marines will often request food, basic standard ammo, flares, and even sometimes medications. In general, you won't want to waste money on these, as you can get them for free on the Almayer.
 
== What Are The Best Crates? ==
The best crates are normally up to the given situation at hand. Here are the commonly ordered crates depending on which person needs:
 
 
'''Squad Engineers'''
* [[Requisitions#Claymore mines crate (x8)|Claymore mines crate (x8)]]
* [[Requisitions#M402 Mortar Ammo Crate|M402 Mortar Ammo Crate]]
* [[Requisitions#Empty sandbags crate (x50)|Empty sandbags crate (x50)]]
* [[Requisitions#Metal sheets (x50)|Metal sheets (x50)]]
* [[Requisitions#Plasteel sheets (x30)|Plasteel sheets (x30)]]
 
'''Squad Specialists'''
* Respective ammo for their specialized weapon (Ie. [[Requisitions#M42A sniper incendiary magazines crate (x6)|sniper incendiary magazines]] for the M42A Scoped Rifle, etc.)
 
'''Squad Marines:'''
* [[Requisitions#Magazine Box (10 x M41A Ap Mags)|Magazine Box (10 x M41A Ap Mags)]]
* [[Requisitions#Large M41A ammo box crate (x400 rounds)|Large M41A ammo box crate (x400 rounds)]]
* [[Requisitions#M40 HEDP high explosive grenade box crate (x25)|M40 HEDP high explosive grenade box crate (x25)]] (Check if you have already ran out of grenade boxes from your vendor first, as you start with many and this is expensive)
 
<!--'''Vehicle Crewmen'''
* Ideally, you should order the ammunition for the weapons the vehicle crewmen have vended from their vendors. One crate of each should be sufficient until they've acquired better hardware. -->
 
 
 
There are too many other crates that may be useful to be listed appropriately. You'll have to judge on a case-by-case basis.
 
A list of all available crates can be found [[Requisitions#Supply_Crates|here]].
 
== Recovering Items ==
Use the command channel to ask the Squad Leaders to recover useful items. For example, Marines should return all empty metal crates. Other items from the colony/station might also prove useful.
 
 
== Do Your Paperwork! ==
There are two essential types of paperwork in Requisitions. First, any supply requests will generate a paper request. Stamp this APProVED or DENIED and, regardless, snap it to the clipboard. Second, all crates arriving with the elevator will come with a paper supply manifest. This manifest should be stamped APProVED and placed on the elevator. These stamped manifests may have to go inside an empty crate. Requisitions will receive more money for following proper paperwork procedure.
 
= Hail Cargonia! Defending Cargo =
So the operation was a bust and Aliens are on their way up to the Almayer?  If you've been doing well throughout the round, you'll be in a unique position. Cargo has access to a wide range of items and may be a very tough nut to crack.
 
There are generally two ways forward when it comes to defending the Almayer. You can either try to fortify Cargo on your own, or bug out and seek the safety of a larger group of Marines. Here are possibilities for impeding the Aliens from coming straight up at your doorstep:
* At the very least, weld the doors allowing exit from Cargo.
* Weld all vents so that the Aliens cannot crawl in behind you
* Build a sentry or tell the engineers to build a machinegun emplacement near the doors to protect it.
* Ask an engineer to build obstacles in front of the exits from Cargo and the hallways.
 
 
== We're bugging out, now! ==
If the command staff has called for an evacuation, your plans should emphasize moving critical supplies to the escape hallways or the designated holdout area command has given (usually either briefing, CIC, or the tank bay). Quickly order supplies such as a lot of metal, plasteel, ammo boxes, perhaps a sentry if you have money to spare. Help set up a lengthy defense to cover the escape hallway and connecting corridors.
 
The general goal of an evacuation defense is NOT to defend the cargo bay but to merely hold the Aliens back for as long as possible. The goal is to force the Aliens to attack through heavily fortified areas. With luck, the rest of the crew will do an excellent job of killing the aliens.
 
=Your Skillset=
{{MarineSkills
|firearms=1
|endurance=1
|construction=2
|leadership=2
|police=1
|powerloader=2
|jtac=3
|intel=1
|fireman=1
}}
 
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].
 
= Further Reading =
 
[http://cm-ss13.com/viewtopic.php?f=135&t=8799 Cargo tips, and what YOU can do to help cargo out]
 
[http://cm-ss13.com/viewtopic.php?f=94&t=7551 Lacy Scraps Super Duper Guide to Requisitions] (Outdated)

Latest revision as of 06:10, 9 August 2024

MISC
RO.png
Quartermaster
Difficulty: Medium
Supervisors: Auxiliary Support Officer
Rank: Staff Sergeant / Gunnery Sergeant / Master Sergeant
Duties: Equip and supply the marines with everything they need for the operation.
Guides: Requisitions Overview and Supply Crates
Unlock Requirements: Ten hours as a Cargo Technician.
Detailed Description:
|__________|
Your job is to dispense supplies to the marines, including weapon attachments.

Your cargo techs can help you out, but you have final say in your department. Make sure they're not goofing off.
While you may request paperwork for supplies, do not go out of your way to screw with marines, unless you want to get deposed.

A happy ship is a well-functioning ship.
|__________|


"I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimeter, with over-and-under thirty millimeter pump action grenade launcher." ―Cpl. Hicks, Aliens


Overview

As the Quartermaster, your task is to run the Almayer's Cargo Bay. You'll be issuing attachments to Marines, ordering crates full of weapons, ammo, and supplies, and coordinating supply lines. You have direct authority over the Cargo Technicians who help take pressure off you.


Preparing the Cargo Area

The first ten to twenty minutes of the round will be among your most hectic. You'll have a few moments of reprieve at the start of the shift until all the Marines come rushing down to get attachments. Fortunately, most Marines will be polite and wait in line, but you'll need to remain steadfast. The Military Police will frequently make their presence known.

Elevator.gif

Before the Marines come rushing down, you should quickly sort out the Cargo area. Here's a list of what could be accomplished before the Marines start to show up. Remember to delegate tasks to Cargo Technicians:

  • Take the clipboard and QM stamp for your pockets.
  • Move the most requested items to be easily accessible to the cargo techs handing them out. These include, but are not limited to, grenade boxes, webbings, rifle AP ammo magazines, flechette ammo boxes, and machetes. You can dispense them, drop them on the ground, and use a crate to move them faster.
  • Order a few crates for whichever squad ends up with FOB duty. It tends to mean metal and plasteel, sandbags too if you aren't deploying on a space station. Additionally, a large rifle AP Mag box for the marines to resupply at if you can afford it.
  • Turn on each squad comms and ask them directly if they are in need of anything. Several specs benefit from extra ammo and some engineers from building materials or claymores.
  • Empty and prepare the crates in the cargo back room to either serve as containers for the future drops or as extra money for the elevator.
  • Fill the auto-lathe with metal and glass.

The Caterpillar P-5000 Work Loader: A Weapon To Surpass Metal Gear

The Caterpillar P-5000 Work Loader (Or simply, Power Loader) can carry up to two cargo objects in its clamps. It includes Dropship parts, Fuel Tanks, and Crates. The exoskeleton allows a user to transport crates around cargo, and to the hanger bay, faster than dragging it, depending on their skill, of course.

Early Round Rush (AKA Attachment Hell)

Within a few minutes, the first Marines will be lining up for attachments. Here are a few ground rules:

  • Be nice and professional, but you're within your right to refuse service to any Marine for whatever reason. Keep in mind that all command officers can override your orders. Don't take shit from a grumpy Marine, but do try and issue attachments whenever possible.
  • As fads come and go, marines may start requesting more of certain kinds of attachments over others. Try to impose logical limits to ensure proper distribution without hampering the effectiveness of the intended load-outs. Don't be shy to ask the marines what combo they are doing. You may even learn from it, or end up offering valuable advice.
  • Typically you should issue up to two armor-piercing magazines (they can refill them if you send ammo boxes), and around three grenades (which is how much a HEDP pack holds), per marine upon request. Do not take this as a hard rule, however.
  • Take orders for the ASRS console but remember that you don't have infinite money. You will dry pretty fast if you accept every Heavy Pulse Rifle request, for example. Welcome to scarcity.

Interwar Period: Supply Drops, Restocking, and Miscellaneous Orders

You made it through the initial rush. Now what? Here are some tips and the primary functions of the requisition office:

  • Remember to stamp all supply manifests and place them on the elevator for extra money.
  • Label crates and equipment you wish to serve for a specific purpose or to reach a specified target, such as a particular squad that ordered it.
  • Use the Power Loader to collect up to two nearby spare crates for sending back on the elevator. There are some crates around the Almayer, and the marines may scavenge more from the AO, sending them up through the dropships.
  • Fill and label backpacks with food (from the squad canteens), flares, and ammo for future drops.
  • Dispense rifles and shotguns and add appropriate attachments to them, leaving them on display. It both shows what you have available and allows you to recommend useful combinations.
  • Use cardboard to make ammo boxes, then fill them from squad preps. Get a CT to fill the boxes if you are busy.
  • Turn on squad comms to know what is going on in the AO and better foresee their needs. Knowing the position of each squad may allow you to send a single package for more than one.
  • Things may go rather quiet for Requisitions during some operations, especially for Cargo Techs who have much fewer radio channels. Consider asking permission from the commanding officer to hand out a Command Headset to the CTs if they prove themselves helpful, willing and unlikely to abuse it.

Organize Drops

Supplies can be dropped directly to the Marines. Here is the process:

  1. The Squad Leader communicates to the Staff Officer and Quartermaster about a supply drop.
  2. The Squad Leader uses the tactical binoculars to find the coordinates on the planet in an outdoor area.
  3. The QM puts a metal crate (not a coffin or body bag, etc.) on the appropriate drop pad west of the supply elevator (Alpha, Bravo, Charlie, Delta).
  4. The QM communicates to the SO that the drop is on the pad. Ensure that the crate is CLOSED for the contents of the crate to stay in it.
  5. The SO pushes the button to drop the crate to the surface.
  6. The QM has an "E" pad, which works similarly to other launching pads, but the QM needs to introduce the coordinates himself. This is quite useful for when Command is busy and not listening to your requests to launch a specific squad pad, or if you want to send more than 1 crate to a squad.


Most of the time Squad Leaders will ask for specific items. Irrespective, listed below here are good examples of what might go in a supply drop crate even if a Squad Leaders requests a particular item:

  • M41A Standard/AP Ammo Box.
  • Bags full of M41A Magazines, M39 SMG Magazines or Shotgun Boxes
  • Bags full of light sources like flashlights and flares
  • MREs or bags full of food. Avoid sending tofu unless you are punishing the squad.
  • Several stacks of Metal, Plasteel and/or Sandbags
  • Anything special you've ordered or been requested like claymores, grenades, special ammo or gear


Try and always have at least one supply crate ready to go. At the very least, make sure there's an empty crate prepared to throw stuff into it.

Gather Supplies from the Almayer

The majority of the supplies you'll be preparing and sending are already on board the Almayer. Most of what the Requisitions office does is gather supplies from vendors; put them in backpacks, crates, body bags, or cardboard boxes; and drag them to the dropships for the Marines to take down and use. Always use the labeler to mark boxes, backpacks, bags, etc. with items inside. Here are common sources for supplies:

  • The vendors in cargo.
  • The vendors in the canteens.
  • The vendors in the prep rooms (you'll need to ask someone for access as you lack it).
  • The flare crates south of Delta/Charlie bunks in maints
  • Large FOB tent in Alpha/Bravo bunks
  • Requisitions tent in the storage room in req
  • Anything you can deconstruct and salvage for scraps (you'll require either the CE, or aCO's permission or stealth).
  • Anything you can chuck into the auto-lathe to turn into metal (weapons and useless attachments are prime targets).

A prudent QM can build up a stockpile of cargo money by avoiding unnecessary, wasteful orders. It may help to have a decent pool of money on hand for when you need a particular crate or to binge purchase a lot of supplies. But don't take this as a hard rule, as often hoarding money will mean failing to deliver vital supplies. Find a proper balance.


Order Crates

Metal and Plasteel will be amongst the most popular items requested. Metal starts off relatively cheap, but it tends to end up matching the plasteel cost in a medium-to-long operation, due to price scaling if you are supplying as much as you requested. One way to lessen this effect is to mix a few sandbags, much less requested, into every order. Especially at the first moments of the operation, when most squads have a little breathing time to fill them in, or to those on FOB duty.

Sometimes a munition crate for the mortar will be ordered. The weapon and 2 shells of each type are already in the requisitions area, just north of the ASRS. However, these shells will not be enough for sustained firing, and more will need to be ordered. Mortar shell crates can also be brought up the ASRS for free randomly. Prepare for some money to be drained should they request more.

Besides the engineers, your most demanding customers, you'll be the only source of extra ammo for the specialists. Expect to get requests from them even at the very start of the operation, especially from scouts, snipers, and demolitionists. Due to the high efficiency of their weapons, this is the right kind of request to prioritize.

The marines will often request food, basic standard ammo, flares, and even sometimes medications. In general, you won't want to waste money on these, as you can get them for free on the Almayer.

What Are The Best Crates?

The best crates are normally up to the given situation at hand. Here are the commonly ordered crates depending on which person needs:


Squad Engineers

Squad Specialists

Squad Marines:



There are too many other crates that may be useful to be listed appropriately. You'll have to judge on a case-by-case basis.

A list of all available crates can be found here.

Recovering Items

Use the command channel to ask the Squad Leaders to recover useful items. For example, Marines should return all empty metal crates. Other items from the colony/station might also prove useful.


Do Your Paperwork!

There are two essential types of paperwork in Requisitions. First, any supply requests will generate a paper request. Stamp this APProVED or DENIED and, regardless, snap it to the clipboard. Second, all crates arriving with the elevator will come with a paper supply manifest. This manifest should be stamped APProVED and placed on the elevator. These stamped manifests may have to go inside an empty crate. Requisitions will receive more money for following proper paperwork procedure.

Hail Cargonia! Defending Cargo

So the operation was a bust and Aliens are on their way up to the Almayer? If you've been doing well throughout the round, you'll be in a unique position. Cargo has access to a wide range of items and may be a very tough nut to crack.

There are generally two ways forward when it comes to defending the Almayer. You can either try to fortify Cargo on your own, or bug out and seek the safety of a larger group of Marines. Here are possibilities for impeding the Aliens from coming straight up at your doorstep:

  • At the very least, weld the doors allowing exit from Cargo.
  • Weld all vents so that the Aliens cannot crawl in behind you
  • Build a sentry or tell the engineers to build a machinegun emplacement near the doors to protect it.
  • Ask an engineer to build obstacles in front of the exits from Cargo and the hallways.


We're bugging out, now!

If the command staff has called for an evacuation, your plans should emphasize moving critical supplies to the escape hallways or the designated holdout area command has given (usually either briefing, CIC, or the tank bay). Quickly order supplies such as a lot of metal, plasteel, ammo boxes, perhaps a sentry if you have money to spare. Help set up a lengthy defense to cover the escape hallway and connecting corridors.

The general goal of an evacuation defense is NOT to defend the cargo bay but to merely hold the Aliens back for as long as possible. The goal is to force the Aliens to attack through heavily fortified areas. With luck, the rest of the crew will do an excellent job of killing the aliens.

Your Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Master
Expert
Specially Trained
Trained
Medical Surgery
Master
Expert
Specially Trained
Trained
Construction Engineering JTAC Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research Navigation Execution
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



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

Further Reading

Cargo tips, and what YOU can do to help cargo out

Lacy Scraps Super Duper Guide to Requisitions (Outdated)