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Cargo Technician

From CM-SS13 - Wiki
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MISC
CargoTech.png
Cargo Technician
Difficulty: Easy
Supervisors: Quartermaster, Auxiliary Support Officer
Rank: Private / Private First Class / Lance Corporal
Duties: Hand out supplies. Order, pack, and move supplies in crates. Recover supplies from elsewhere.
Guides: Requisitions Overview and Supply Crates
Unlock Requirements: Starting role.
Detailed Description:
|__________|
Your job is to dispense supplies to the marines, including weapon attachments.
Stay in your department when possible to ensure the marines have full access to the supplies they may require.
Listen to the radio in case someone requests a supply drop via the overwatch system.
|__________|


"Ordinance loading, weapons strip and drop-ship prep details will have seven hours..."
― LT Gorman, Aliens

The Cargo Technician (Cargo Tech, CT) is an enlisted USCM crewmember of the USS Almayer's requisitions (req, cargo) department. They are expected to assist their supervising Quartermaster in distributing supplies to the marines as the mission demands.


Cargo Tech Overview

As a Cargo Tech, you begin the mission in the requisitions bay near the center of the ship. Reach out over the requisitions radio (:u) to report to your department, composed of a fellow CT and the Quartermaster (QM), whose orders you must carry out. Generally, your duties will be given by the Quartermaster, and fall into three main categories:

  • Handing out supplies at the requisitions lines, such as attachments, equipment, and munitions.
  • Ordering, packing, and moving supply crates from the requisitions elevator to the dropships or launch pads.
  • Recovering supplies elsewhere, such as on dropships returning from the planet/station, given out by the other departments, or on marine casualties.

You will often end up running small errands on the side, whether on the Quartermaster's initiative or your own. You could even be sent to the FOB by Command to make sure supplies are being organized, used up, and returned properly.

Preparations

One of the requisitions storage rooms.

The beginning of the mission is usually a some what busy of a time for requisitions as some marines start to line up for attachments while the Quartermaster runs around with their hair on fire hauling crates out of the ASRS. Though the marines have their own squad requisition bays, some few stragglers may wander to the requisition lines. You should spend the first few minutes of the mission introducing yourself to your coworkers and helping set up the bay for the future. There are two recommended preparations at the beginning of the round:


  • Moving crates and supplies to the main bay to help pack for the operation.
  • Equipping yourself with storage rigs, belts, and pouches for transporting supplies on your person.

Manning the Requisitions Lines

Requisitions has two lines for handing out supplies to marines before they drop. Most requests from marines at the lines will usually include weapons attachments from the vendor next to your seat, but often you will also be asked to hand out other equipment, such as pouches, holsters, explosives, weapons, special ammunition, etc. You might even be asked to order a crate. Though you will see a lot less marines lining up for their equipment as they have their own squad requisitions, you none the less can provide the supplies necessary for those who ask for them. Ctrl F to search works inside vendor windows. this will speed up your ability to serve the marines in line.


Your Quartermaster's policy will guide whether you approve or deny these requests. For example, they might state that marines with blue hair can have only an even number of attachments, or that incendiary magazines will only be handed out to marines who bring a fire extinguisher. Feel free to ask your Quartermaster for clarification or an exception to the policy if an unusual request presents itself.


You are fully within your rights to deny anyone service for any reason, especially if they are being rude or disruptive to your efforts. While the Quartermaster or Command can overturn your decision, they will usually side with you if your reason for denial was legitimate. Do remember that you are trying to help the mission succeed by keeping the marines supplied. It wouldn't make sense to let one person hoard all the AP ammo, leaving nothing for anyone else, nor would it make sense to refuse to hand out attachments just because you can, letting heaps of them rot inside the vendor unused.

Push and Pull Routine

The Automated Supply and Retrieval System provides free crates of various munitions, arms and equipment every time you request the supply elevator to be called up. These can range from ammunition boxes, weapons, equipment and other sorts of supplies the marines may or may not need. Periodically, the ASRS will allocate supplies to the supply elevator, depending on the amount of active marines, and you can check what it sends on the Supply Console.


What the ASRS provides is random each time, but it will nowadays almost only provide ammunition, though of widely varying types, from pistol ammo all the way to mortar shells. If you do not call the supply elevator for some time, the ASRS will stockpile equipment onto the supply elevator with a maximum of twenty (20) crates on board it.


The Supply Console allows you to spend money to order specific crates from the storage hold of the Almayer and then deliver them to the requisitions bay using an automated elevator system. You will generally want to leave ordering crates to the Quartermaster, as it's easy to spend too much cash on relatively useless crates when marines are in need of other supplies.


Once the crates arrive from the elevator, you will want to unpack their contents onto the floor, and/or restock their contents into the attachments or other vendors. The empty crates will then either go back onto the elevator for a few hundred dollars back, or sit around waiting to be loaded and sent off via the supply drop zones.


Command or your Quartermaster will usually chime in over the requisitions channel asking for you to prepare a specific crate for a specific squad. The request might look similar to "Prepare a crate with M44 holsters, suppressors, and AP M39 ammo for Charlie squad." When you receive these instructions, you will want to try and load a crate with the desired goods as fast as possible and place it onto that squad's launch tube pad, located in the center of requisitions. Often, crates can be destined for a dropship instead, in which case you'll have to drag it all the way there and make sure it's loaded on.

  • Use a Hand Labeler Hand labeler.png to label the ammo/food/materials bags (need to be full) before sending down.

Recovering Supplies

As requisitions staff, you are the one responsible for recovering supplies from around the ship. That doesn't mean you have permission to break into secure areas "in the name of requisitions"! Instead, you may find yourself ordered to do the following:

  • Retrieve supplies from the various departments when you have permission. For example, you might take some pill bottles and medkits from the medbay, or spare weapons from the cryogenics oversight console.
  • Strip unrevivable marines of their gear. You might need to ask the doctors to let you into the morgue for this.
  • Pick up supplies inbound on the dropship, including the supplies that colonists coming up aren't allowed to keep, such as weaponry and ammunition.


Field Promotion

If the Quartermaster dies, goes MIA, or never shows up, one of the cargo techs will need to take charge of requisitions instead. If you are selected as the new leader of your primitive tribe, simply refer to the Quartermaster wiki page for further information on running the department.

At minimum, try to hand out some attachments and prepare some crates for supply drops.


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