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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
|superior = [[Auxiliary Support Officer]]
|unlock = Ten hours as a [[Cargo Technician]].
|duties = Equip and supply the marines with everything they need for the operation.
|duties = Equip and supply the marines with everything they need for the operation.
|guides = [[Supply Crates|List of supply crates]]
|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.
}}
}}


"''I wanna introduce you to a personal friend of mine. This is an [[Marine Equipment#Restricted Marine Weapons|M41A Pulse Rifle]]. Ten millimeter, with over-and-under thirty millimeter [[Marine Equipment#Underbarrel Attachments|pump action grenade launcher]].''" ―Cpl. Hicks, ''Aliens''
"''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''




=Overview=
= Overview =
As the '''Requisitions Officer''', 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.
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.




=Preparing the Cargo Area=
= Preparing the Cargo Area =
The first ten to twenty minutes of the round will be among your most hectic. You'll have a few minutes 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.
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.
 


[[File:Elevator.gif|right]]
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:
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 APPROVED rubber stamp for your pockets.
* Take the clipboard and QM stamp for your pockets.
* Order one or two crates. Good choices include webbings or attachments.
* 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.
* Remember to stamp all paperwork APPROVED and place approved orders on the clipboard.
* 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.
* Send for the shuttle.
* 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.
* Use a screwdriver to open the maintenance panels on your vendors. This allows restocking the vendors and refilling magazines.
* 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.
* Build a table south of the attachments vendor for placing useful items.
* Fill the auto-lathe with metal and glass.
* Organize the crates in the cargo back room and take everything out of these crates.
* Attach the hydraulic clamp to the "Ripley" Exosuit.
* Use the Ripley to collect nearby spare metal crates for sending back on the shuttle. There may be crates in the warehouse, in disposals, and in the hangar. (Engineering may have two metal crates that you can ask for later.)
* When the shuttle arrives, take these webbings/attachments to the main office to stock in the vendor.
* Place empty crates on the shuttle and send the shuttle back. Keep one or two crates for supply drops.
* Fill the autolathe with metal and glass.
* If time permits, consider quickly hacking the Autolathe to gain access to a few bonus options, such as the superior industrial wielding tool.
 
 
= The Ripley Exosuit: A Weapon To Surpass Metal Gear =
----
* Right Click to enter the mech.
* Use the Exosuit Interface Tab
* Eject: ejects the pilot.
* Toggle Lights: Toggles the lights
* Toggle Internal Airtank Usage: Allows use of an internal air supply 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, and Crates. The Ripley is also equipped with an internal microphone and speaker for the user.  Wearing this suit may block any heat from the user and render them completely dark to alien senses.
= 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 Heaven)=
= 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:
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. Your superior officers can override these decisions. Don't take shit from a grumpy Marine, but do try and issue attachments whenever possible.
* 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.
* 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.
* 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.
* Try and reserve the Barrel Charger attachment for Specialists, since the Charger is a rare attachment and Specialists benefit the most from it.
* 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.
* Standard Webbing should be issued to Standard Marines upon request. Brown Vest Webbing should be reserved ONLY for Combat Medics and Combat Engineers.
* 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.
* NEVER just throw a crate of attachments/webbings out the door. Standard Marines will loot everything and the slower to gear up Medics/Engineers/Specialists will lose out on anything useful.
* Holsters can be issued to anyone upon request.
 
 
Once the rush ends, place a table down near the Cargo entrance. Place several rail flashlights and bayonets on it, so newly joined Marines have something to get without asking. Maybe put a screwdriver on it too.
 


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


You made it through the initial rush. Now What? Here are the primary functions of the requisition office:
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 ==
== Organize Drops ==
Supplies can be dropped directly to the Marines. Here is the process:
Supplies can be dropped directly to the Marines. Here is the process:
# The Squad Leader communicates to the Staff Officer and Requisitions Officer about a supply drop.
# The Squad Leader communicates to the Staff Officer and Quartermaster about a supply drop.
# The Squad Leader throws a supply beacon on the planet in an outdoor area.
# The Squad Leader uses the tactical binoculars to find the coordinates on the planet in an outdoor area.
# The RO puts a metal crate (not a coffin or body bag, etc.) on the appropriate drop pad west of the supply shuttle (Alpha, Bravo, Charlie, Delta).
# 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 RO communicates to the SO that the drop is on the pad.
# 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 RO cannot send the crate without bridge cooperation.
# 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.


Sometimes Squad Leaders will ask for specific items. Otherwise, here are good examples of what might go in a supply drop crate:


* M41A Pulse Rifles, M39 SMGs, or M37 Shotguns
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:
* Ammo piled in ammo belts or backpacks
* Light sources like flashlights and flares
* Helmets (BUT ONLY AFTER CONFIRMATION OF FACEHUGGERS DESTROYING HELMETS!)
* Anything special you've ordered like incenerator units, mines, grenades, metal, or medical supplies


* 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 a empty crate ready to throw stuff in.


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==
== 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 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 cargo.
* The vendors in the armory.
* The vendors in the canteens.
* The vendors in medical (you'll need to hack these for access or get cooperation).
* The vendors in the prep rooms (you'll need to ask someone for access as you lack it).
* Any goodies from the Researcher in R&D.
* 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 wise RO can build up a stockpile of cargo points by avoiding buying crates. It helps to have a large pool of points on hand for when you really need a particular crate or to binge purchase a lot of supplies.
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 ==
== Order Crates ==
You'll probably want to order three or four attachment crates (underbarrel, rail, muzzle attachments; possibly stocks, all of which are under the 'operations' menu). Once these have arrived, restock the attachment vending machine (use a screwdriver on it to be able to load it).  
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.


Marines will frequently want an explosives crate for mines and grenades (under operations).  The medical staff will frequently want a surgery crate (under medical, although most of the items in that crate can be created in an autolathe).
== 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:


Try to anticipate supplies that you think may prove necessary. Get extra surgical supplies if the medical teams need more work done or medical supplies if injuries are mounting. Consider ordering something like a weapons crate with unique higher-tier weapons.


Try to keep about two full stacks of metal on hand at all times. These can prove useful in a pinch and can be critical in a emergency. You can print metal sheets with the autolathe. Feed pistols or other less critical metal items into the autolathe to recycle the metal. Try and keep a stack of plasteel on hand if you can get it.
'''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.)


==What Are The Best Crates?==
'''Squad Marines:'''
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:
* [[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)


'''Five Star:'''
<!--'''Vehicle Crewmen'''
* Metal Crate (10)
* 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. -->
* Medical Crate (25)
* Rail Attachments (40)
* Explosives (Mines/Grenades) Crate (50)


'''Four Star:'''
* M240 Incenerator Crate (30)
* Squad Beacons (30)
* Webbing Crate (40)
* Sentry Crate (120)


'''Three Star:'''
* Explosives (Rocket Ammo) Crate (30)
* Muzzle Attachments (40)
* Underbarrel Attachments (40)
* W-Y Firearms Crate (40)


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.


== Recovering Items and Refilling Magazines ==
A list of all available crates can be found [[Requisitions#Supply_Crates|here]].
Ask Marines to bring you empty or semi-empty magazines. These can be refilled by stocking the used magazines into the vendors in cargo, then vending them again.


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 might also prove useful. Gold, silver, and other precious items ''may'' be worth points if returned on the shuttle.
== 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! ==
== Do Your Paperwork! ==
There are two important 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 shuttle will come with a paper supply manifest. This manifest should be stamped APPROVED and placed on the shuttle. These stamped manifests may have to go inside an empty crate. Requisitions will receive more points for following proper paperwork procedure.
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 =
= 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 can be a very tough nut to crack.
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:
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.
* At the very least, weld the doors allowing exit from Cargo.
* Weld all vents IF you're aware of the Aliens crawling through them.
* Weld all vents so that the Aliens cannot crawl in behind you
* Build a sentry near the doors to protect it.
* 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 in the hallways.
* Ask an engineer to build obstacles in front of the exits from Cargo and the hallways.




== We're bugging out, now! ==
== We're bugging out, now! ==
If the command staff have called for an evacuation, your plans should emphasize moving critical supplies to the escape hallways and the engineering hallway below your cargo office. Quickly order supplies such as metal, plasteel, incendiary crates, and explosives crates. Help set up a long defense to cover the escape hallway and connecting corridors.
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 a evacuation defence is NOT to defend the cargo bay, but to simply hold the Aliens back for as long as possible. The goal is to force the Aliens to attack through heavily defended areas. With luck, the rest of the crew will do a good job of killing the aliens.
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.
 
= Requisitions Officer Tactics =
 
==Making metal==
As Requisitions Officer, your goal is to get as many supplies as the marines need planetside to help them in their defense against the Aliens. One of these supplies that is ALWAYS needed is metal. Currently, metal crates are relatively cheap, costing about 10 points. At the same time, you are capable of producing metal with the autolathe in the little storage room found in Requisitions. Why spend countless points ordering metal, which could have been used purchasing a different crate, when you could just make it yourself with your autolathe?
 
<ins>Here's how:</ins>
#Grab a bunch of [http://www.colonial-marines.com/wiki/Marine_Equipment#Standard_Marine_Weapons M4A3 pistols] from marine prep. Ask an [http://www.colonial-marines.com/wiki/Military_Police MP] or a marine to open the door for you, since you don't have access.
#*To get a few stacks of metal, two backpacks is sufficient.
#*However, if you want to make enough metal to make a fortress FOB (assuming the squad engineers are competent), get a crate and fill 7 backpacks with pistols. 40+ pistols get you about 18 stacks of metal.
#Bring all of your M4A3 pistols to the autolathe room in Requisitions.
#Insert one M4A3 pistol into the autolathe, then fill the rest with metal.
#*If you don't have any metal on you in the beginning, use two M4A3 pistols. Then use that 20 metal you get in the metal production process.
#Make 20 sheets of metal in the autolathe.
#Do this until you use up all the pistols.


=Your Skillset=
{{MarineSkills
|firearms=1
|endurance=1
|construction=2
|leadership=2
|police=1
|powerloader=2
|jtac=3
|intel=1
|fireman=1
}}


''Notes'':
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].
*It's best to do this in the beginning of the round, when you don't have a lot of requests. The metal will be available sooner for engineers as they are building the FOB, which can help marines in the long run.
*A good idea is to dedicate a CT to making the metal, so that you can focus on coordinating the cargo for marines. Making metal could be the CT's job when they aren't doing any work and just manning the RO line.
*M4A3 pistols aren't the only thing you can use. For example, M39 submachine guns fill up the autolathe in one go. However, no one really uses the M4A3 pistol, so it is expendable.
**Never use the M44 revolver. It gives a significantly smaller amount of metal than the M4A3 pistol.


= Further Reading =
= 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]
[http://cm-ss13.com/viewtopic.php?f=135&t=8799 Cargo tips, and what YOU can do to help cargo out]


[http://www.colonial-marines.com/viewtopic.php?f=94&t=7551 Lacy Scraps Super Duper Guide to Requisitions]
[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)