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(totally revamped to answer the question: "What should an RO be doing?")
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|guides = [[Supply Crates|List of supply crates]]
|guides = [[Supply Crates|List of supply crates]]
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Back to [[Marines]].


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


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 ====
=Overview=
As the Requisitions Officer, your task is to run the Sulaco'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 Technician|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 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.
 
 
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.
* Order one or two crates. Good choices include webbings or attachments.
* Remember to stamp all paperwork APPROVED and place approved orders on the clipboard.
* Send for the shuttle.
* Use a screwdriver to open the maintenance panels on your vendors. This allows restocking the vendors and refilling magazines.
* Build a table south of the attachments vendor for placing useful items.
* 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 =
----
----
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.
* Right Click to enter the mech.  
<br><br>
* Use the Exosuit Interface Tab
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.  
* Eject: ejects the pilot.  
<br><br>
* Toggle Lights: Toggles the lights
* Set up the "Ripley" Exosuit with its Clamps
* Toggle Internal Airtank Usage: Allows use of an internal air supply for low oxygen atmospheres
* 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.
* View Stats: Brings up a detailed Ripley user interface.
* 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.
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.  
* 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>
=Early Round Rush (AKA Attachment Heaven)=
===== Attachment Heaven =====
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.
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.
* 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.
#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.
* Try and reserve the Barrel Charger attachment for Specialists, since the Charger is a rare attachment and Specialists benefit the most from it.
#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.
* Standard Webbing should be issued to Standard Marines upon request. Brown Vest Webbing should be reserved ONLY for Combat Medics and Combat Engineers.
#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.
* 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.
#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.
* 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]]
[[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 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.
----
 
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>
= Interwar Period: Supply Drops, Restocking, and Miscellaneous Orders =
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>
You made it through the initial rush. Now What? Here are the primary functions of the requisition office:
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
== Organize Drops ==
* Five (5) or Ten (10) M10 Helmets (ONLY AFTER CONFIRMATION OF FACEHUGGERS DESTROYING HELMETS!)
Supplies can be dropped directly to the Marines. Here is the process:
* Three (3) Marine Belts
# The Squad Leader communicates to the Bridge Officer and Requisitions Officer about a supply drop.
Each Marine Belt Holding
# The Squad Leader throws a supply beacon on the planet in an outdoor area.
* Three (3) M41A Magazines
# 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).
* Two (2) SMG Magazines
# The RO communicates to the BO that the drop is on the pad.
* Two (2) Flares
# The BO pushes the button to drop the crate to the surface. The RO cannot send the crate without bridge cooperation.
<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>
Sometimes Squad Leaders will ask for specific items. Otherwise, here are good examples of what might go in a supply drop crate:
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>
* M41A Pulse Rifles, M39 SMGs, or M37 Shotguns
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.
* Ammo piled in ammo belts or backpacks
<br><br>
* Light sources like flashlights and flares
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.  
* Helmets (BUT ONLY AFTER CONFIRMATION OF FACEHUGGERS DESTROYING HELMETS!)
<br><br>
* Anything special you've ordered like incenerator units, mines, grenades, metal, or medical supplies
====What Are The Best Crates?====
 
----
 
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.
 
 
== Gather Supplies from the Sulaco==
The majority of the supplies you'll be preparing and sending are already on board the Sulaco. 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. Here are common sources for supplies:
 
* The vendors in cargo.
* The vendors in the armory.
* The vendors in medical (you'll need to hack these for access or get cooperation).
* Any goodies from the Researcher in R&D.
 
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.
 
 
== 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).  
 
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).
 
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.
 
 
==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:
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:


Line 75: Line 121:
* Medical Crate (25)
* Medical Crate (25)
* Rail Attachments (40)
* Rail Attachments (40)
* Explosives Crate (50)
* Explosives (Mines/Grenades) Crate (50)


'''Four Star:'''
'''Four Star:'''
Line 84: Line 130:


'''Three Star:'''
'''Three Star:'''
* Explosive (ammo) Crate (30)
* Explosives (Rocket Ammo) Crate (30)
* Exotic Ammo Crate (30)
* Exotic Ammo Crate (30)
* Muzzle Attachments (40)
* Muzzle Attachments (40)
* Underbarrel Attachments (40)
* W-Y Firearms Crate (40)
* W-Y Firearms Crate (40)
* Nagant-Yamasaki Box (80)
* 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 ====
----
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!?!?!
== Recovering Items and Refilling Magazines ==
<br><br>
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.
 
 
== 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.
 
 
= Hail Cargonia! Defending Cargo =
So the operation was a bust and Aliens are on their way up to the Sulaco? 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.
 
There are generally two ways forward when it comes to defending the Sulaco. You can either try to fortify Cargo on your own, or bug out and seek the safety of a larger group of Marines.  Whichever option you pick, remember that the glaring weak point of cargo is the hanger bay ladder.  By far, it's the number one ladder taken by Aliens because it's right in the hanger bay and might be uncontested.  Here are possibilities for impeding the Aliens from coming straight up this ladder:
* At the very least, weld the door in the hangar.
* Weld all vents IF you're aware of the Aliens crawling through them.
* Build obstacles around the top of the ladder - plasteel barricades, walls, girders, flipped tables, etc.
* Build a sentry near this ladder to protect it.
* Weld the doors allowing exit from Cargo.
* Build obstacles in front of the exits from Cargo.
 
 
== Hold the line! ==
You may decide to fortify cargo as much as possible. This is especially true if the command staff have failed to secure a evacuation.
 
''WiP''
 
 
== 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.
 


==== The Ripley Exosuit: A Weapon To Surpass Metal Gear ====
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. The goal is to force the Aliens to attack the front of the ship (medbay and the central ladders) and not the back of the ship (cargo and engineering). With luck, the rest of the crew will do a good job protecting these ladders and no one on the top deck will be the weakest link.
----
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.
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.
''WiP''
The Ripley is also equipped with an internal microphone and speaker for the user.




= Requisitions Officer Tactics =


TO BE FINISHED
''WiP''
<br><br>


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


TO BE FINISHED
= Further Reading =
<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=94&t=3279 Guide For a Good RO]


Line 152: Line 187:


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

Revision as of 20:16, 9 October 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
|__________|


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


Overview

As the Requisitions Officer, your task is to run the Sulaco'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 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.


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.
  • Order one or two crates. Good choices include webbings or attachments.
  • Remember to stamp all paperwork APPROVED and place approved orders on the clipboard.
  • Send for the shuttle.
  • Use a screwdriver to open the maintenance panels on your vendors. This allows restocking the vendors and refilling magazines.
  • Build a table south of the attachments vendor for placing useful items.
  • 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.


Early Round Rush (AKA Attachment Heaven)

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.
  • 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 Specialists benefit the most from it.
  • Standard Webbing should be issued to Standard Marines upon request. Brown Vest Webbing should be reserved ONLY for Combat Medics and Combat Engineers.
  • 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.


File:VP2G1Jb.png
Some extra free attachments


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

You made it through the initial rush. Now What? Here are the primary functions of the requisition office:


Organize Drops

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

  1. The Squad Leader communicates to the Bridge Officer and Requisitions Officer about a supply drop.
  2. The Squad Leader throws a supply beacon on the planet in an outdoor area.
  3. 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).
  4. The RO communicates to the BO that the drop is on the pad.
  5. The BO pushes the button to drop the crate to the surface. The RO cannot send the crate without bridge cooperation.


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
  • 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


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.


Gather Supplies from the Sulaco

The majority of the supplies you'll be preparing and sending are already on board the Sulaco. 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. Here are common sources for supplies:

  • The vendors in cargo.
  • The vendors in the armory.
  • The vendors in medical (you'll need to hack these for access or get cooperation).
  • Any goodies from the Researcher in R&D.

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.


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).

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).

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.


What Are The Best Crates?

Based on the 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 (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)
  • Exotic Ammo Crate (30)
  • Muzzle Attachments (40)
  • Underbarrel Attachments (40)
  • W-Y Firearms Crate (40)
  • Nagant-Yamasaki Box (80)


Recovering Items and Refilling Magazines

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.


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.


Hail Cargonia! Defending Cargo

So the operation was a bust and Aliens are on their way up to the Sulaco? 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.

There are generally two ways forward when it comes to defending the Sulaco. You can either try to fortify Cargo on your own, or bug out and seek the safety of a larger group of Marines. Whichever option you pick, remember that the glaring weak point of cargo is the hanger bay ladder. By far, it's the number one ladder taken by Aliens because it's right in the hanger bay and might be uncontested. Here are possibilities for impeding the Aliens from coming straight up this ladder:

  • At the very least, weld the door in the hangar.
  • Weld all vents IF you're aware of the Aliens crawling through them.
  • Build obstacles around the top of the ladder - plasteel barricades, walls, girders, flipped tables, etc.
  • Build a sentry near this ladder to protect it.
  • Weld the doors allowing exit from Cargo.
  • Build obstacles in front of the exits from Cargo.


Hold the line!

You may decide to fortify cargo as much as possible. This is especially true if the command staff have failed to secure a evacuation.

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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.


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. The goal is to force the Aliens to attack the front of the ship (medbay and the central ladders) and not the back of the ship (cargo and engineering). With luck, the rest of the crew will do a good job protecting these ladders and no one on the top deck will be the weakest link.


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Requisitions Officer Tactics

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Further Reading

Guide For a Good RO

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

Lacy Scraps Super Duper Guide to Requisitions