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Back to [[Marines]].
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''
As the Requisitions Officer your task is to run the Sulaco's Cargo Bay, you'll be issuing attachments to Marines, ordering in weapons, ammo and supplies and setting up supply crates to be dispatched to the surface upon request. You have direct authority over the [[Cargo Technician|Cargo Technicians]] who serve to help take pressure off of your job.
As the Requisitions Officer your task is to run the Sulaco's Cargo Bay, you'll be issuing attachments to Marines, ordering in weapons, ammo and supplies and setting up supply crates to be dispatched to the surface upon request. You have direct authority over the [[Cargo Technician|Cargo Technicians]] who serve to help take pressure off of your job.
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Revision as of 17:45, 25 September 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
|__________|


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

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

Early Round Rush


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

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

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



Attachment Heaven

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

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



File:VP2G1Jb.png
Some extra free attachments

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

Interwar Period: Supply Drops, 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.

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

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

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

Each Marine Belt Holding

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



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

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

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.

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 Crate (50)

Four Star:

  • M240 Incenerator Crate (30)
  • 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)



The Cargo Bay, Keeping Stock


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

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

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

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.

Hail Cargonia! Defending Cargo


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

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

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

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.

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.

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.

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!?!?!

The Ripley Exosuit: 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. 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. The Ripley is also equipped with an internal microphone and speaker for the user.


TO BE FINISHED

Requisitions Officer Tactics


TO BE FINISHED

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