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The Caterpillar P-5000 Work Loader (Or simply, Power Loader) can carry up to two cargo objects in its clamps. This 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, ofcourse.
The Caterpillar P-5000 Work Loader (Or simply, Power Loader) can carry up to two cargo objects in its clamps. This 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 Heaven) =

Revision as of 18:28, 14 June 2018

MISC
RO.png
Requisitions Officer
Difficulty: Medium
Supervisors: Commander
Rank: Not defined
Duties: Equip and supply the marines with everything they need for the operation.
Guides: Requisitions Overview and 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 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 APPROVED rubber stamp for your pockets.
  • Order one or two crates. Good choices include attachments, metal, plasteel, ammo boxes or even a sentry gun if you can afford it.
  • Remember to stamp all paperwork APPROVED and place approved orders on the clipboard.
  • Send for the elevator.
  • Organize the crates in the cargo back room and take everything out of these crates.
  • Use the Power Loader to collect up to two nearby spare crates for sending back on the elevator. There may be crates in the warehouse and in the hangar. (Engineering may have metal crates that you can ask for later.)
  • When the elevator arrives, take any crates in them out and into the main office to stock in the vendor.
  • Place empty crates on the elevator and send the elevator back. Keep one or two crates for supply drops.
  • Fill the autolathe 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. This 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)

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. Only the acting Commander can override your orders. Don't take shit from a grumpy Marine, but do try and issue attachments whenever possible.
  • Standard Marines usually 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 Marines start with a large amount of them and they can be made for free.
  • Try and reserve the Barrel Charger attachment for Squad Leaders, Specialists and Smartgunners, since the Charger is a rare attachment and these three roles benefit the most from it.
  • Typically you should issue up to two armor piercing/extended magazines, and up to two grenades, per marine upon request. Cargo may contain special non-standard items like Incendiary or .45 magazines, reserve them for Specialists or Squad Leaders upon request as they are extremely rare and cannot be ordered reliably.
  • Standard Webbing should be issued to Standard Marines upon request. Brown Vest Webbing (if you order a webbing crate containing them) 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.
  • Typically reserve special issue pouches to non-standard roles, and to roles that make sense to issue them to. An explosive pouch won't benefit a Medic, but may benefit a Grenadier Specialist.

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 Staff 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 elevator (Alpha, Bravo, Charlie, Delta).
  4. The RO communicates to the SO that the drop is on the pad. Ensure that the crate is CLOSED in order for the contents of the crate to stay in it.
  5. The SO pushes the button to drop the crate to the surface. The RO cannot send the crate without bridge cooperation.


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 specific item:

  • M41A Standard/AP Ammo Box.
  • Bags full of M41A Magazines/M39 SMG Magazines
  • Several Shotgun Boxes
  • Light sources like flashlights and flares
  • Several stacks of Metal
  • Anything special you've ordered like incinerator units, mines, grenades, 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 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 armory.
  • The vendors in medical (you'll need to hack these for access or get cooperation).
  • Any goodies from the Researcher in R&D (this rarely happens).

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

Metal or Sandbags will be amongst the most popular item requested, metal is extremely cheap to order en mass. A metal crate and a sandbag crate costs 20 cargo points, but if you ship back the crate the metal or sandbag came with, and you properly stamp the supply paper the order came with, the cost comes to 4 cargo points per metal stack. Plasteel is also very popular, but also extremely expensive at 40 points per stack.

Marines will frequently want an explosives crate for mines and grenades (under Weapons). Specialists will frequently want ammo for their respective specialist weapon (also under in Weapons). 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.

Try to keep about two full stacks of metal on hand at all times. These can prove useful in a pinch and can be vital in an emergency. In a critical emergency you can attempt to feed your autolathe weapons for metal, this method is extremely inefficient however as it'll take a lot of weapons to get a reasonable amount of metal.


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 Leaders/Acting Squad Leaders:

Squad Engineers

Squad Specialists

Squad Medics

Squad Marines:

Tank Crewmen


Everything else may not be recommended due to their uselessness or the supplies already featured in the Almayer.

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 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 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 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 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 IF you're aware of the Aliens crawling through them.
  • 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.


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 or the designated holdout area command has given (usually either briefing, CIC or the Self Destruct room). Quickly order supplies such as metal, plasteel, sentry guns, ammo boxes and explosives crates. Help set up a long 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.


Your Skillset

RO skill set.png

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)