TGMC:Guide to requisitions: Difference between revisions

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{{ASRS_SUPPLIES_LIST}}
{{ASRS_SUPPLIES_LIST}}
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=The ASRS Elevator=
=The ASRS Elevator=


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While lowered, the system will automatically load any newly accepted orders, and bring them up the next time the lift is raised. Note that you cannot add new items to a raising lift, and will have to wait for the elevator to cycle back to its lowered position before you can receive your items.
While lowered, the system will automatically load any newly accepted orders, and bring them up the next time the lift is raised. Note that you cannot add new items to a raising lift, and will have to wait for the elevator to cycle back to its lowered position before you can receive your items.


=Point Acquisition=
=Point Acquisition=

Revision as of 07:03, 6 July 2024

This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.

  CWO Self Insert says:
"Hi! If you're here, you've probably been unlucky enough to land in the role of somebody with access to req or if you're masochistic enough to choose RO, don't worry; this job really isn't so hard as long as you remember the basics, which this guide below should help you learn."


Duties of the Office

Welcome to the Requisitions department, home of infinite crates and not enough points. Your basic duties will entail keeping tabs on marine supply, filling orders, and sending down munitions, materials, and other necessary supplies. While running requisitions, your single most important duty is communication. Listen for orders, give notifications on progress, and alert marines when their crates are ready. Even if you can't keep up with demand, people feel better if they hear from you about it.

Essential Equipment

The only absolutely necessary equipment for requisitions activities is a wrench, to reset the supply pad in the even that it breaks.

For an optimal requisitions experience, you'll need some additional gear:

  • The ASRS tablet, which will allow you to remotely operate the ASRS system and elevator.
  • A hand labeler, to properly tag and identify the crates you send.
  • A toolbelt, to store the necessary tools to do construction and maintenance on Requisitions systems. Wear it on your belt slot.
  • A machete, to break open doors heads secure crates prior to sending. Wear it on your back.

The ASRS System

The ASRS console UI.
The requests tab, with a few orders.

The most important utility of requisitions is the ASRS system. In theory, the ship has a large automated storage bay in the lower decks, from which the ASRS system retrieves crates as requisitions points are spent. The control interface for the system is accessible via one of the ASRS consoles in requisitions, or by the ASRS tablet found in the RO's locker. From the interface, you can view, place, deny or accept orders for requisitions equipment.

To the left of the UI, you will see three categories. The first is primary used for control of the ASRS elevator. Use the Raise or Lower button to toggle the state of the elevator. After a short delay, it will arrive in either position. Prior to arriving, you can see any purchased orders by pressing the Awaiting Delivery button. These will remain as pending until the elevator brings them to the raised position.

The ASRS inventory, on the weapons tab.

The second section is for direct ASRS orders, placed by the ASRS consoles inside Requisitions or by the ASRS tablet. These aren't placed as requests, so you don't need to worry about accepting it as an order. Just press Purchase Cart to buy your queued items, or Clear Cart to quickly remove all items. The Previous Purchases tab will show all formerly purchased items, including those placed by requests or direct orders. To add items to this cart, select them from the tabs in the fourth section, the ASRS inventory. The last item is the export history tab, which shows most previously sold items.

The third section is for viewing placed, but not accepted or denied, orders. Whenever someone places an order from the ASRS requests console outside requisitions, it will be sent to the pending orders tab. You can view it by pressing the Requests button. From there, it's up to you to accept or deny orders individually. If you want to accept or deny all pending orders, and have the points to do so, you can press the Accept All or Deny All buttons in the top right. You can also review all previously accepted and denied orders from here. In the denied orders tab, there's a button to approve each order in the event you denied one by mistake.

The last section is the ASRS inventory. Each tab here shows contains crates of items related to their relevant category, identified by name. You can press the arrows on each item to add either one, or the maximum affordable number, of the item to your cart. These are sent to your pending order. Pressing the small dropdown arrow next to each items name will display the exact contents of the crate, as well as their quantity.

ASRS Supplies List

All data is parsed from here, Updated as of July 11, 2024

ASRS Supply List

<tabs> <tab name="Operations"> Operations is mostly equipment used by Command staff as well as some specialized equipment for repairs of operations equipment

Item: Cost: Description:

Supply Beacon
100
A deployable supply beacon to use with the Requisitions supply console or to use for dropping OB on.

Fulton Extraction Pack
100
A 3 use fulton device to sell Xeno corpses with; just attach and the corpse will be sold for Req points.
Autominer Upgrade
50
An Upgrade Module for miners, this one will automate the process of selling crates.

Mining well reinforcement Upgrade
50
An Upgrade Module for miners, this one will increase the durability of a miner, letting it take more damage before breaking.

Mining well overclock upgrade
50
An Upgrade Module for miners, this one will increase the production speed of mined materials, resulting in more credits per minute.

Tactical Binoculars crate
300
A set of Tactical Binoculars as well as an encryption key for the CAS radio channel. Only available in HvX modes.

Xeno Structure tracker crate
200
A pinpointer device that can locate Xeno structures. Only available in HvX modes.
Xenomorph IFF Tag Crate
130
Contains an IFF tag used to mark a xenomorph as friendly to IFF systems. Warning: Nanotrasen is not responsible for incidents related to attaching this to hostile entities. Requires Bridge access to open.

3 Deployable Cameras
20
3 deployable cameras for use with CIC systems
Can be produced by the factory

ASRS Bluespace Export Point
300
An ASRS Bluespace export pad for selling items remotely. Can accept Xeno corpses or Researcher money tokens to provide Req Points.

Cluster orbital warhead
200
A Cluster Warhead for the Orbital Bombardment cannon. Only available in HvX gamemodes. Requires Engineering Access to open.

HE orbital warhead
300
A High Explosive Warhead for the Orbital Bombardment cannon. Only available in HvX gamemodes. Requires Engineering Access to open.

Incendiary orbital warhead
200
An Incendiary Warhead for the Orbital Bombardment cannon. Only available in HvX gamemodes. Requires Engineering Access to open.

Plasma draining orbital warhead
200
A Plasma Draining (Tanglefoot) Warhead for the Orbital Bombardment cannon. Only available in HvX gamemodes. Requires Engineering Access to open.

Solid Fuel
50
A single piece of Solid Fuel for the Orbital Bombardment cannon. Only available in HvX gamemodes. Requires Engineering Access to open.

Drop Pod
50
A ZEUS orbital droppod; must be placed on the appropriate floor tile to function. Use a power loader to move drop pods around
Can be made in the Factory

Leader Drop Pod
100
A ZEUS orbital droppod, but this one is meant for Leaders; must be placed on the appropriate floor tile to function. Use a power loader to move drop pods around.

Research Console
200
A Research tube for conducting experimental research on Xeno Corpses. Can be used to generate more points on Xeno corpses. Does not come in a crate.

Supply Tablet
50
An ASRS Supply Tablet, to let you process Requisitions orders remotely.
The RO job spawns with one of these in his hand
Tadpole Navigation Electronics
750
A replacement set of Tadpole Electronics, to repair a Tadpole should it fall into Xeno hands and rendered unflyable.

</tab> <tab name="Weapons"> An assortment of weapons, ammo, and other means of destruction all from the convenience of the ASRS terminal, delivered right to your door!

Item: Cost: Description:

ST-571 Base Defense Sentry
400
A crate with a ST-571 Base Defense sentry and one spare magazine.

ST-571 Sentry ammunition
100
A spare magazine for a ST-571 Base Defense Sentry

ST-580 Portable Sentry
400
A crate with a ST-580 Portable sentry and one spare magazine.

ST-580 Sentry ammunition
100
A spare magazine for a ST-580 Portable Sentry

SHT-573 Shotgun Sentry
400
A crate with a SHT-573 Shotgun Sentry and one spare magazine.

SHT-573 Shotgun Sentry ammunition
100
A spare magazine for a SHT-573 Shotgun Sentry

SST-574 Sniper Sentry
600
A crate with a SST-574 Sniper Sentry and one spare magazine.

SST-574 Sniper Sentry ammunition
100
A spare magazine for a SST-574 Sniper Sentry

Build-A-Sentry Attachment System
250
A Build-A-Sentry Attachment, for making custom sentry turrets. Can attach to almost any weapon.

HSG-102 Mounted Heavy Smartgun
600
A crate with a HSG-102 Mounted Heavy Smartgun and one spare magazine.

HSG-102 Mounted Heavy Smartgun ammo
30
A spare magazine for a HSG-102 Mounted Heavy Smartgun
Mounted Automatic Minigun
600
A Mountable Automatic Minigun
Mounted Minigun ammo
30
A spare magazine for A Mountable Automatic Minigun
ATR-22 Mounted Flak Cannon
700
A Mounted Autocannon

ATR-22 High-Velocity ammo
40
A magazine of High-Velocity rounds for an ATR-22 Mounted Flak Cannon
Can be made in the Factory

ATR-22 Smart-Detonating ammo
40
A magazine of Smart Programed Explosive rounds for an ATR-22 Mounted Flak Cannon
Can be made in the Factory
AGLS-37 Mounted Automated Grenade Launcher
700
A Mounted Automatic Grenade Launcher

AGLS-37 AGL High Explosive Grenades
40
A magazine of High Explosive grenades for an AGLS-37 Mounted Automated Grenade Launcher, Similar to M40 HEDP Grenades
Can be made in the Factory

AGLS-37 AGL Fragmentation Grenades
40
A magazine of Fragmentation grenades for an AGLS-37 Mounted Automated Grenade Launcher, Similar to M15 Grenades
Can be made in the Factory

AGLS-37 AGL White Phosphorous Grenades
40
A magazine of White Phosphorous Incendiary grenades for an AGLS-37 Mounted Automated Grenade Launcher, Similar to WP Grenades
Can be made in the Factory

AGLS-37 AGL Flare Grenades
30
A magazine of Flare grenades for an AGLS-37 Mounted Automated Grenade Launcher, Similar to Flares
Can be made in the Factory

AGLS-37 AGL Cloak Grenades
30
A magazine of Cloaking Smoke grenades for an AGLS-37 Mounted Automated Grenade Launcher, Similar to Cloaking Smoke Grenades
Can be made in the Factory

AGLS-37 AGL Tanglefoot Grenades
55
A magazine of Plasma Draining (Tanglefoot) Smoke grenades for an AGLS-37 Mounted Automated Grenade Launcher, Similar to Tanglefoot Smoke Grenades
Can be made in the Factory
AT-36 Anti Tank Gun
800
An AT-36 High Caliber Anti-Tank Gun

AT-36 AP-HE Shell (x3)
40
A Trio of Armor Peircing High Explosive shells for the AT-36 Anti-Tank Gun
Can be made in the Factory

AT-36 APCR Shell (x3)
40
A Trio of Armor Peircing Composite Rigid shells for the AT-36 Anti-Tank Gun
Can be made in the Factory

AT-36 HE Shell (x3)
40
A Trio of High Explosive shells for the AT-36 Anti-Tank Gun
Can be made in the Factory

AT-36 Beehives Shell (x3)
40
A Trio of Beehive shells for the AT-36 Anti-Tank Gun, Effectively Canister Shot
Can be made in the Factory

AT-36 Napalm Shell (x3)
40
A Trio of Incendiary Napalm shells for the AT-36 Anti-Tank Gun
Can be made in the Factory
FK-88 Flak Gun
1000
A Large Caliber Anti-Aircraft gun repurposed for Anti-Tank Duty

FK-88 Flak HE Shell
50
A High Explosive shell for the FK-88 Flak Gun
Can be made in the Factory, BUT IT IS CURRENTLY LESS COST EFFICIENT TO FACTORY THIS AMMO!

FK-88 Flak APFDS Shell
50
An Armor Piercing Finned Discarding Sabot shell for the FK-88 Flak Gun
Can be made in the Factory, BUT IT IS CURRENTLY LESS COST EFFICIENT TO FACTORY THIS AMMO!
Mounted Heavy Laser
800
A Mounted Heavy Laser Emplacement
Mounted Heavy Laser Ammo (x1)
15
A Battery of charge for use with the Mounted Heavy Laser weapon
Tesla Shock Rifle
600
A Tesla Shock Energy Rifle
WML plasma energy cell (x3)
100
A Trio of Plasma containment cells for use with Plasma Weapons (Weapon Vendors currently can vend infinite of these!)
PL-51 Plasma SMG
400
A Rapid fire Plasma Sub Machine Gun, Uses WML Plasma Energy Cells
PL-38 Plasma Rifle
350
A Plasma Rifle with 3 modes, uses WML Plasma Energy Cells
PL-96 Plasma Cannon
400
A large caliber Plasma Cannon, Watch where you point it! uses WML Plasma Energy Cells

GL-54 airburst grenade launcher
300
A Semi automatic Magazine fed Grenade Launcher. Use GL-54 Magazines

GL-54 airburst grenade magazine
20
A Magazine for GL-54 Airburst Grenade Launcher, loaded with Airburst Grenades

GL-54 incendiary grenade magazine
60
A Magazine for GL-54 Airburst Grenade Launcher, loaded with Incendiary Grenades
GL-54 tactical smoke grenade magazine
12
A Magazine for GL-54 Airburst Grenade Launcher, loaded with Tactical (Cloaking) Smoke Grenades
GL-54 dense smoke grenade magazine
8
A Magazine for GL-54 Airburst Grenade Launcher, loaded with Dense (Standard) Smoke Grenades
GL-54 tanglefoot grenade magazine
48
A Magazine for GL-54 Airburst Grenade Launcher, loaded with Plasma Draining (Tanglefoot) Smoke Grenades
AR-55 OICW Rifle
525
A prototype version of the GL-54 Airburst Grenade Launcher with non removable Under barrel Rifle.

RL-160 Recoilless rifle kit
400
The RL-160 is a recoilless delivery device for heavy 67mm ordinance, generally giving whatever is hit by it a very bad day. The RL-160's performance is entirely dependent on the loaded shell, and shells should be used wisely due to their limited supply and the need to reload after every shot. Comes in a rocket bag that is full of spare rounds which also serves as one of the only ways to store shells. Roundstart vendors have a limited stock of these available typically. Only avalible in HvX modes

RL-160 RR HE shell
30
A single round of High Explosive for the RL-160 Recoilless Rifle. Only Avalible in HvX modes
This ammo can be produced by Factory

RL-160 RR LE shell
30
A single round of Light Explosive for the RL-160 Recoilless Rifle. Only Avalible in HvX modes.
This ammo can be produced by Factory

RL-160 HEAT shell
30
A single round of High Explosive Anti-Tank for the RL-160 Recoilless Rifle. Only Avalible in HvX modes.
This ammo can be produced by Factory

RL-160 RR Smoke shell
30
A single round of Dense (Standard) Smoke for the RL-160 Recoilless Rifle. Only Avalible in HvX modes.
This ammo can be produced by Factory

RL-160 RR Cloak shell
30
A single round of Tactical (Cloaking) Smoke for the RL-160 Recoilless Rifle. Only Avalible in HvX modes.
This ammo can be produced by Factory

RL-160 RR Tanglefoot shell
30
A single round of Plasma Draining (Tanglefoot) Smoke for the RL-160 Recoilless Rifle. Only Avalible in HvX modes.
This ammo can be produced by Factory
PB-12 Pepperball Gun
100
A PB-12 Pepperball gun. This weapon is currently present in limited quantities in vendors
Brick
10
It's a Brick

SR-220 Railgun
400
The SR-220 is a specialized heavy duty railgun made to shred through hard armor to allow for follow up attacks. Uses specialized canisters to reload

SR-220 Railgun armor piercing discarding sabot round
30
An Armor Piercing Discarding Sabot round for the SR-220 Railgun
This ammo can be produced by Factory

SR-220 Railgun high velocity armor piercing round
30
An High Velocity Armor Piercing round for the SR-220 Railgun, Greater Velocity over APDS
This ammo can be produced by Factory

SR-220 Railgun smart armor piercing round
30
An SMART Armor Piercing round for the SR-220 Railgun, Has IFF properties and wont hit friendlies, but it has a lower velocity
This ammo can be produced by Factory

BR-8 Scout Rifle
400
The BR-8 is a light specialized scout rifle, mostly used by light infantry and scouts. It's designed to be useable at all ranges by being very adaptable to different situations due to the ability to use different ammo types. Has IFF. Takes specialized overpressured 10x28mm rounds, Only available in HvX modes

BR-8 scout rifle magazine
20
A Spare magazine for the BR-8 scout rifle, Only available in HvX modes
This ammo can be produced by Factory
BR-8 scout rifle ammo box
50
A box of ammunition for the BR-8 scout rifle, Only available in HvX modes

BR-8 scout rifle impact magazine
40
A Spare magazine for the BR-8 scout rifle, This one is loaded with Impact rounds. Only available in HvX modes
This ammo can be produced by Factory

Br-8 scout rifle incendiary magazine
40
A Spare magazine for the BR-8 scout rifle, This one is loaded with Incendiary rounds. Only available in HvX modes
This ammo can be produced by Factory

RL-57 Thermobaric Launcher
500
The RL-57 is posssibly the most awful man portable weapon. It is a 4-barreled missile launcher capable of burst-firing 4 thermobaric missiles with nearly no force to the rocket. Enough said. Using this may constitute a Warcrime. Only available in HvX modes

RL-57 Thermobaric WP rocket array
50
A four shot rocket pack of White Phosphorous rounds for the RL-57. Using this may constitute a Warcrime. Only available in HvX modes
This ammo can be produced by Factory

RL-152 SADAR Rocket Launcher
Configurable Variable
Currently 800
The RL-152 (AKA Sadar) is the primary anti-armor weapon of the TGMC. Used to take out light-tanks and enemy structures, the RL-152 rocket launcher is a dangerous weapon with a variety of combat uses. Uses actual rockets rather than the T-160's recoilless shells, making it more powerful. Only available in HvX modes

RL-152 SADAR HE rocket
50
A High Explosive rocket for the RL-152 SADAR. Only available in HvX modes
This ammo can be produced by Factory

RL-152 SADAR HE rocket (Unguided)
50
An Unguided High Explosive rocket for the RL-152 SADAR, this round will only detonate when it hits a wall or a mob like a Xeno or a Marine. Only available in HvX modes
This ammo can be produced by Factory

RL-152 SADAR AP rocket
60
An Armor Piercing rocket for the RL-152 SADAR. Only available in HvX modes
This ammo can be produced by Factory

RL-152 SADAR WP rocket
40
A White Phosphorous rocket for the RL-152 SADAR. Using this may constitute a Warcrime. Only available in HvX modes
This ammo can be produced by Factory

RL-152 SADAR WP rocket (Unguided)
40
An Unguided White Phosphorous rocket for the RL-152 SADAR, this round will only detonate when it hits a wall or a mob like a Xeno or a Marine. Using this may constitute a Warcrime. Only available in HvX modes
ZX-76 Twin-Barrled Burst Shotgun
1000
A Twin Barreled burst fire capable pump action shotgun. This configuration allows the use of a Burst firemode to fire both barrels simultaneously for massive burst damage.
12 Gauge Tracker Shells
50
A box of 12 Gauge tracking slugs, which imbed in the target and mark them on the minimap for some time after. Only available in HvX modes
Box of Incendiary Slugs
100
A box of 12 Gauge Incendiary slugs, Using these may constitute a Warcrime. Only available in HvX modes

SR-81 IFF Auto Sniper kit
500
The SR-81 is the TerraGov Marine Corps's automatic sniper rifle. It is rather well-known for it's night vision scope and IFF ammo, it however lacks a burst fire mode. It is mostly used by people who keep shooting their buddies in the back with a full power rifle round. Only available in HvX modes

SR-81 IFF sniper magazine
30
A Spare magazine for the SR-81 IFF Auto Sniper. Only available in HvX modes
This ammo can be produced by Factory
SR-81 IFF sniper ammo box
50
A box of spare rounds for the SR-81 IFF Auto Sniper. Only available in HvX modes

SR-26 Antimaterial rifle (AMR) kit
775
The SR-26 is an IFF capable sniper rifle which is mostly used by long range marksmen. It excels in long-range combat situations and support sniping. It has a laser designator installed, and the scope itself has IFF integrated into it. Uses specialized 10x28 caseless rounds made to work with the guns odd IFF-scope system. It has an integrated Target Marker and a Laser Targeting system. Only available in HvX modes

SR-26 AMR magazine
30
A spare magazine for the SR-26 Anti-Material Rifle. Only available in HvX modes
This ammo can be produced by Factory

SR-26 AMR incendiary magazine
30
A spare magazine for the SR-26 Anti-Material Rifle, This one is loaded with Incendiary Rounds. Only available in HvX modes
This ammo can be produced by Factory

SR-26 AMR flak magazine
30
A spare magazine for the SR-26 Anti-Material Rifle, This one is loaded with Explosive Flak Rounds. Only available in HvX modes
This ammo can be produced by Factory

MG-100 Vindicator Minigun
Variable
Currently 1200
A six barreled rotary machine gun, The ultimate in man-portable firepower, capable of laying down high velocity armor piercing rounds this thing will no doubt pack a punch. Must go through a short "spin up" period before firing. Requires the use of a dedicated powerpack on your back that functions as your magazine

MG-100 Vindicator Minigun Powerpack
50
A powerpack backpack containing 500 rounds of ammo for the MG-100 Vindicator Minigun. Must be worn on your back and attached to the MG-100
This ammo can be produced by Factory

MG-27 Medium Machinegun
100
The MG-27 is a deployable machine gun with an integrated tripod that is designed to provide suppressing fire, or defend a static position. Thanks to how quickly the MG-27 can be deployed and undeployed, it is practical to carry around in a mobile setting. Can be used without the tripod, but with extremely poor accuracy that makes using the MG-27 in this manner impractical. Roundstart vendors have a limited quantity of these available

HMG-08 heavy machinegun
400
The HMG-08 is a deployable high-capacity machine gun that excels at defending a position thanks to the HMGs incredible damage output and armor shredding capabilities. This immense power comes at the cost of mobility, as the gun takes a very long time to deploy and undeploy, making it only practical as a static point defense tool. Roundstart vendors have a limited quantity of these available

HMG-08 heavy machinegun ammo (500 rounds)
70
A 500 round extended "magazine" for the HMG-08 Heavy Machine Gun

HMG-08 heavy machinegun ammo (250 rounds)
40
A 250 round standard "magazine" for the HMG-08 Heavy Machine Gun

SG-29 smart machine gun
400
The SG-29 is the second of TGMC's current standard IFF-capable weapon, replacing the M56B smart gun. It's known for its ability to lay down heavy fire support very well. It is generally used when someone wants to hold a position, advance pushes with lead, or provide fire support. Requires special training and it cannot turn off IFF. It uses a special variant of 10x26mm ammunition

SG-29 ammo drum
50
A spare magazine for an SG-29 Smart Machine Gun.
You can produce this ammo with the Factory

SG-85 smart gatling gun
400
A true monster of providing supportive suppresing fire, the SG-85 is the TGMC's newest IFF-capable weapon. Boasting a higher firerate than any other handheld weapon. It is chambered in 10x26 caseless. Requires special training and it cannot turn off IFF. Requires a dedicated powerpack worn on your back that is sold Separately

SG-85 ammo bin
50
A box of 500 rounds for the SG-85 powerpack.
You can produce this ammo with the Factory

SG-85 powerpack
150
A powerpack for use with the SG-85, which functions as its magazine

SG-62 Smart Target Rifle
400
The Kauser-KT SG-62 is a IFF-capable rifle used by the TerraGov Marine Corps, coupled with a spotting rifle that is also IFF capable of applying various bullets with specialized ordnance, this is a gun with many answers to many situations... if you have the right ammo loaded. Requires special training and it cannot turn off IFF. It uses high velocity 10x27mm for the rifle and 12x66mm ammunition for the underslung rifle

SG-62 smart target rifle ammo
35
A Spare magazine for the SG-62 Smart Target Rifle
You can produce this ammo with the Factory

SG-62 smart target rifle ammo bin
50
A Bin of 10x27mm ammo for the SG-62 Magazines.

SG-153 spotting rifle ammo
15
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62

SG-153 high impact spotting rifle ammo
15
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62, Loaded with Impact Ammo

SG-153 heavy rubber spotting rifle ammo
15
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62, Loaded with Heavy Rubber Bullets

SG-153 tanglefoot spotting rifle ammo
15
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62, Loaded with Plasma Drain (Tanglefoot) Rounds

SG-153 tungsten spotting rifle ammo
15
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62, Loaded with Knockback Rounds

SG-153 flak spotting rifle ammo
15
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62, Loaded with Explosive Flak Rounds

SG-153 incendiary spotting rifle ammo
15
A 5 Shot magazine of 12x66mm rounds for the Spotting rifle portion of the SG-62, Loaded with Incendiary Rounds

FL-84 Flamethrower
150
The FL-84 flamethrower is a powerful area denial and resin clearing tool that can inflict damage over time on anyone who walks over it. Comes pre-equipped with a hydro cannon for putting out allies and clearing paths through the flames. The FL-84 can be equipped with various nozzles to change its function and fuel consumption. The default standard nozzle shoots flames in a straight line, the extended nozzle shoots a single ball of flame over a long distance, and the spray nozzle shoots a cone of flames in front of the user. Can be fueled by individual tanks or by a large backpack tank for more dedicated use. Roundstart vendors have a limited supply of these
FL-84 normal fuel tank
60
A 75 "Shot" magazine of Standard fuel for the FL-84 Flamer. Roundstart vendors have a limited supply of these
FL-84 X fuel tank
300
A 75 "Shot" magazine of X-fuel for the FL-84 Flamer, which burns bright blue
Standard back fuel tank
200
A 500 "Shot" backtank of Standard fuel for the FL-84 Flamer. Roundstart vendors have a limited supply of these
X-fuel backpack
600
A 500 "Shot" backtank of X-fuel for the FL-84 Flamer, which burns bright blue
X-fuel tank
600
A movable large tank filled with 1000u of X-fuel. For refilling existing X-fuel tanks. Does not come in a crate
RL-72 Disposable RPG
100
A single shot disposable RPG that can fit in a bag. Only available in HvX modes
Mateba Autorevolver belt
150
A Holster that contains the R-24 Mateba Autorevolver and 6 spare speedloaders. The second largest hand cannon you can buy. Only available in HvX modes
Mateba magazine
30
A spare speedloader for the R-24 Mateba. Comes loaded with 6 shots. Only available in HvX modes
Mateba packet
120
A packet of .454 Casull heavy pistol rounds for use with the R-24 Mateba. Only available in HvX modes
R-76 Magnum
75
The R-76 magnum is an absolute beast of a handgun used by the TGMC, hits extremely hard and will send your targets flying. It has a lengthy trigger pull however, and should probably be used with its stock attached. Chambered in 12.7mm magnum cartridges. Ammo can be found in Weapon Vendors. Only available in HvX modes
Surplus Standard Ammo Crate
200
A crate containing 22 ammo boxes of a wide variety which come prefilled. You lazy bum.
SR-127 Flak Magazine
50
A magazine for the SR-127 Bolt action rifle loaded with Explosive Flak rounds. Only available in HvX modes
Terra Experimental recharger battery
60
An Experimental Recharger type battery for Terra Gov Energy Weapons, this one has reduced capacity to a standard battery but is capable of self recharging in the field, albeit somewhat slowly.
TE-X Laser Rifle
400
A Terra Experimental X-Ray laser rifle, abbreviated as the TE-X. It has an integrated charge selector for normal and high settings. Uses standard Terra Experimental (abbreviated as TE) batteries (Accepts Recharger Variant). As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts
Rocket Sledge
600
Someone thought it was a good idea to attach a rocket motor onto a sledgehammer. Whomever they where; they where a genius
TX13 smartpistol
150
The SP-13 is a latest solution for personal officer defence produced by Terran Armories. Unique design feature high-capacity mag on top of the barrel, with integrated sight. As with all smartgun systems, requires special training. Smartgunners get one for free with their vendors. Why would you ever buy this?
TX13 smartpistol ammo
10
A spare magazine for the TX13 Smartpistol seriously why are you buying this
LTB High Explosive tank shell
10
A High Explosive tank shell for the LTB main weapon of the Tank
LTB APFDS tank shell
10
An Armor Piercing Finned Discarding Sabot tank shell for the LTB main weapon of the Tank
LTB Canister tank shell
10
An Canister tank shell for the LTB main weapon of the Tank, Basically the worlds biggest shotgun
Spray flamer tank
10
A 150 "round magazine" of flamer fuel for the OMR Mk.3 secondary flamer of the Tank
LTAAP tank magazine
10
A 150 round magazine for the LTA-AP Main weapon of the Tank
Cupola tank magazine
10
A 75 round magazine for the Cupola Minigun secondary weapon of the tank and the primary weapon of the APC

</tab> <tab name="Explosives"> Anything that goes boom is probably in here

Item: Cost: Description:
claymore mines
150
5 M20 Claymore Mines. You can make Claymore mines in the Factory
M21 APRDS "Minelayer"
50
A deployable mine dispenser that can throw out any M20 Claymore mines loaded into its interface before you place it down
Razorburn grenade box crate
500
A box of 25 Razor burn grenades. You can make Razor burn grenades in the Factory
M40 adhesive charge grenade box crate
300
A box of 25 M40 Adhesive Charge grenades
M40 HSDP smokebomb grenade box crate
300
A box of 25 M40 Heavy (Standard) Smoke grenades
M40 HEDP high explosive grenade box crate
300
A box of 25 M40 HEDP Grenades
M45 Cloaker grenade box crate
300
A box of 25 M45 Cloaking (Improved) Smoke Grenades
M40-AG Anti-Gas grenade box crate
600
A box of 25 M40-AG Anti-Gas Smoke Grenades
M40-2 SCDP grenade box crate
300
A box of 25 M40-2 Cloaking (Improved) Smoke Grenades why do we have two of these?
M80 lasburster grenade box crate
300
A box of 25 M80 Lasburster Grenades
M40 HIDP incendiary explosive grenade box crate
350
A box of 25 M40 Incendiary Grenades
M15 fragmentation grenade box crate
350
A box of 25 M15 Fragmentation Grenades
M45 Trailblazer grenade box crate
500
A box of 25 M45 Trailblazer Grenades
M40 HSDP white phosphorous grenade box crate
500
A box of 15 M40 White Phosphorous Grenades. Using these may constitute a Warcrime
M25 HEFA grenade box crate
500
A box of 25 M25 High Explosive Fragmentation Grenades
C4 plastic explosive
30
A single brick of C4 Plastic Explosives, for when you need to remove a wall without too much other damage
EX-62 Genghis incendiary charge
150
A single brick of EX-62, an Incendiary demo charge that can be toggled for use as an improvised mine. Only available in HvX modes
detpack explosive
50
A single brick of Detpack, a configurable demo charge that can be toggled for use as an improvised mine
T-50S mortar crate
250
A crate containing a deployable T-50S mortar
T-50S mortar HE shell (x2)
10
2 Rounds of 80mm High Explosive Shells, for use with T-50 Mortar Systems
T-50S mortar incendiary shell (x2)
10
2 Rounds of 80mm Incendiary Shells, for use with T-50 Mortar Systems
T-50S mortar flare shell (x2)
5
2 Rounds of 80mm Flare Shells, for use with a T-50 Mortar or the MG-100Y Howitzer
T-50S mortar smoke shell (x2)
5
2 Rounds of 80mm Smoke Shells, for use with T-50 Mortar Systems
T-50S mortar tanglefoot shell
10
2 Rounds of 80mm Plasma Drain (Tanglefoot) Shells, for use with T-50 Mortar Systems. Only available in HvX modes
TA-40L Multiple Rocket System
450
A Crate containing the TA-40L Multiple Launch Rocket System. For when you really want to say "Dear Grid Co-ordinates"
TA-40L MLRS Rocket Pack (x16)
60
A replacement magazine of 16 High Explosive rockets for the TA-40L MLRS
TA-40L X-50 MLRS Rocket Pack (x16)
60
A replacement magazine of 16 X-50 Gas rockets for the TA-40L MLRS
TA-40L S-2 MLRS Cloak Rocket Pack (x16)
50
A replacement magazine of 16 Cloak (Improved) smoke rockets for the TA-40L MLRS
TA-40L MLRS Incendiary Rocket Pack (x16)
60
A replacement magazine of 16 Incendiary rockets for the TA-40L MLRS
MG-100Y howitzer
600
A large caliber Howitzer, the MG-100Y is a reminder that artillery is king
MG-100Y howitzer HE shell
40
A single High Explosive shell for the MG-100Y Howitzer
MG-100Y howitzer incendiary shell
40
A single Incendiary shell for the MG-100Y Howitzer
MG-100Y howitzer white phosporous smoke shell
60
A single White Phosphorous shell for the MG-100Y Howitzer. Using this may constitute a Warcrime
MG-100Y howitzer tanglefoot shell
60
A single Plasma Drain (Tanglefoot) shell for the MG-100Y Howitzer
AI artillery targeting module
100
An upgrade module for the Mortar, MLRS, or the Howitzer to allow the AI to target a grid ref for you. Only available in HvX modes

</tab> <tab name="Armor"> Not everything is about hurting others, sometimes you want to protect yourself as well!

Item: Cost: Description:
SWAT protective mask
50
A special gas mask that seals tightly to your face, prevents up-to 1 face hugger attempt
Heavy Riot Armor Set
120
A Suit and helmet of Military Police Heavy Riot gear. Will provide good protection but really slow you down heavily. Only available in HvX modes
TL-182 Deployable Shield
30
A deployable barricade that fits in your bag. Can be easily deployed and removed in the field as needed
B18 Armor Set
Variable
Currently 1200
The ultimate in protection, comes with the suit, helmet, and gloves for some serious heavy duty protection. Will slow you down alot
B17 Armor Set
Variable
Currently 800
An inferior to the B18 armor but still better than most heavy armor configurations available, the B17 offers excellent protection without as much slowdown as its bigger and badder B18 cousin
Scout Cloak
500
A back mounted active camo cloak that hides your heat signature and visibility to others. Useful for when your trying to sneak around and not get spotted. Prevents you from firing a weapon without deactivating the cloak
Sniper Cloak
500
A variant of the Scout cloak that sacrifices mobility for the ability to fire your weapons while active
High Capacity Grenade Belt
200
An extended capacity grenade belt for carrying more Grenades! Only available in HvX modes
Experimental mark 2 modules
400
A box full of all the different Mark 2 modules for Jager or compatible armor systems. Discounted price for a variety pack!
Valkyrie autodoc armor module
120
A Valkyrie autodoc armor module for Jager or compatible armor systems. This module will automatically provide the user with a quick access health scan system as well as automatically provide stabilization splints to bone fractures. It can also inject you with chemicals at automatic intervals if configured for such
Surt fireproof module set
120
The Surt Fireproof module set is a two piece module set (Both Armor and Helmet must be added for the full effect) and can grant near full immunity to fire damage caused by, well fires. It wont prevent burn damage caused from the heating up of your body though and it is still quite painful to be in a fire but you can mostly shrug off "Friendly fires". Prevents you from bursting into flames on standard fire tiles
Tyr mark 2 armor module
120
The Tyr Mark 2 armor module is a replacement for the Tyr Mark 1 Armored chest piece, with a much greater improvement in ballistic and melee damage resistances over the standard Mark 1 model. It is recommended to still use the default Tyr Helmet module to receive the full benefit of the Tyr Mark 2, which the helmet module can be acquired from surplus armor vendors
Mimir Mark 2 module set
150
The Mimir Mark 2 module set includes the Mark 2 Armor module and Helmet Module for the complete Environmental hazard protection system, this module will greatly improve your Acid damage resistance with both modules equipped. It can also greatly reduce the effect of aerosolized chemicals in the air from entering your body; although not fully
Hlin armor module
150
The Hlin Explosive armor module will greatly reduce the amount of explosive damage you take; although it cannot protect you from Devastation class explosives it can greatly reduce the amount taken from Heavy and Light Explosion types
Freyr Mark 2 helmet module
40
The Freyr Mark 2 Helmet module is an improved version of the Freyr Mark 1 Helmet binoculars, with a much greater range than the standard model letting you see further away

</tab> <tab name="Clothing"> Fashion never looked so good

Item: Cost: Description:
Combat Backpack
150
The Combat Backpack is a large storage container for your back with the same size as a standard Backpack but without the draw time caused by wearing a backpack; like a hybrid between a Satchel and a Backpack without any downsides!
Dispenser
400
The Dispenser is a massive storage container that can fit on your back, but you cannot access any items inside a Dispenser while it is equipped; Instead you must deploy the Dispenser (Alt+Click a tile while holding in hand) in order to access its storage. This also includes a weak healing beam function for Combat Robots while deployed. WHILE DEPLOYED IT IS POSSIBLE FOR A DISPENSER TO BE DESTROYED, WHICH INCLUDES EVERYTHING INSIDE OF IT!
Engineering Welding Pack
50
A satchel with a built in welding tank with 260 units of fuel, smaller than a dedicated fuel tank but still provides the same storage as a regular satchel
Radio Operator Pack
50
The Radio operator pack is functionally identical to a regular backpack in terms of size and delay with opening, but its real secrets is when you hold it in your hands; You can access an ASRS request terminal on it to place orders remotely with Requisitions, and it functions as a supply beacon for the teleporter pad in Req if you activate it while holding it! Never worry about if the RO heard you order; just place it yourself and tell him to approve it. Can also be used to check what the RO has ordered or how many points are in the bank currently
Engineering Technician Pack
50
A backpack designed for Engineers to carry Sentry guns and HSG-102 Emplacements
officer outfits
100
A collection of 5 Officer uniforms! Includes an RO, Two Staff Officer, a Corporate Liason, and a Chief Engineer uniform
marine outfit
50
A set of Marine uniform, belt, bag, and shoes! This is mostly just legacy as Surplus vendors can provide the same items in infinite quantities
webbing
20
A attachable webbing vest to your uniform, holds 3 small items like Magazines. This is mostly just legacy as Surplus vendors can provide the same item in infinite quantities
brown vest
20
A attachable brown vest to your uniform, holds 5 tiny items like pill bottles. This is mostly just legacy as Surplus vendors can provide the same item in infinite quantities
Jetpack
120
A backpack slot Jetpack! Fly forward several tiles with the click of a button! Has a cooldown between uses
BE-47 Night Vision Goggles
500
An Eyewear set of Night vision goggles, Batteries NOT included
BE-35 Night Vision Module
500
An Helmet Module of Night vision goggles, Batteries NOT included
Double pack of night vision batteries
100
A 2 pack battery set for use with Either the BE-47 or BE-35 Night Vision devices, do not taste with your tongue!

</tab> <tab name="Medical"> Most these items can be found in a MarineMed Vendor, if not; its found here.

Item: Cost: Description:
Emergency medical supplies
300
A large emergency crate filled with various injectors of emergency meds, which includes:

4 medical injector pouches; Each loaded with 3 Advanced Combat Injectors, a Dexalin Plus Injector, Two Quick Clot Plus Injectors, and 2 Peridaxon Plus Injectors;
Two extra Peridaxon Plus Injectors,
A Neuraline Injector,
A pack of Nanopaste
biomass crate
150
A Beaker filled with 60u of Biomass, for use creating Clones in a Clone vat, 40 Biomass is required per clone
Medical Hud Crate
20
A set of HealthMate HUD eyewear glasses, for showing the medical state of fellow marines at a quick glance
Pills and Chemicals
100
A crate packed full of the following;

A box of Empty autoinjectors,
A Box of Empty Syringes,
A Bottle of 60u of Inaprovaline,
A Bottle of 60u of Dylovene,
A Bottle of 60u of Bicaridine,
A Bottle of 60u of Dexalin,
A Bottle of 60u of Spaceacillin,
A Bottle of 60u of Kelotane,
A Bottle of 60u of Tramadol,
A pill bottle of 16 Inaprovaline pills (15u Per pill),
A pill bottle of 16 Dylovene pills (15u Per pill),
A pill bottle of 16 Bicaridine pills (15u Per pill),
A pill bottle of 16 Dexalin pills (15u Per pill),
A pill bottle of 16 Spaceacillin pills (10u Per pill),
A pill bottle of 16 Kelotane pills (15u Per pill),
A pill bottle of 16 Tramadol pills (15u Per pill),
A pill bottle of 16 Quick-Clot pills (10u Per pill),
A box of Empty pill bottles

Note that most these chemicals can be vended for free from a MarineMed Vendor
advanced first aid kit
50
An advanced first aid kit, which contains:

A Health Analyzer,
A pack of Advanced Bruise Kits,
A pack of Advanced Burn Kits,
A pill bottle of 16 Bicaridine pills (15u Per pill),
A pill bottle of 16 Kelotane pills (15u Per pill),
A pill bottle of 16 Tramadol pills (15u Per pill),
A pack of Splints

Note that most of these items can be vended for free from MarineMed Vendors
body bags
50
A box of 7 Body Bags
stasis bag
50
A single Stasis bag, for holding a marine in stasis while awaiting medical treatment
MarineMed Vendors have a limited stock of these available
surgical equipment
100
A Crate containing various surgery tools, Specifically;

A Surgical Tray with all the tools needed for surgery, plus a bottle of Nanopaste.
A medical Breath Mask.
A Tank of Anesthetic gas.
2 Injectors of Sleep toxin, for field surgery sleepy time.

This crate requires Medbay access to open
advanced hypospray
50
A 60u Empty Hypospray injector, allows for custom inject amounts and multiple reagent injects per use. This crate requires Medbay access to open
advanced big hypospray
120
A 120u Empty Large Hypospray injector, allows for custom inject amounts and multiple reagent injects per use. This crate requires Medbay access to open
MEDEVAC system
500
A Medevac Beacon and Medevac Roller bed set. Simply deploy the beacon in Medbay and link the Roller bed to the beacon to allow for medevac back to Medbay in the field. You can also lock the beacon with your ID, to prevent someone from removing your beacon and breaking the link. This crate requires Medbay access to open
lemoline
80
Contains 1 bottle of lemoline with 30 units
Advanced medical packs
100
Contains 5 advanced packs of each type (Brute and Burn) and 5 splints.
You have ALMOST infinite ones in medbay; if you need this crate you fucked up.
This crate requires Medbay access to open
tweezers
200
Contains a pair of comically large tweezers, for removal of Shrapnel in the field.
This crate requires Medbay access to open

</tab> <tab name="Engineering"> Your gonna be spending alot of time here ordering metal and plasteel, but theres a few other toys you might find being asked for occasionally

Item: Cost: Description:
RPL-Y Cargo Loader
200
A extra RPL-Y Powerloader, for moving crates and large cargo items around. Does not come in a crate.
Most maps have one of these for free in Req
50 empty sandbags
100
A stack of 50 empty sandbags, Sandbags can be filled with a shovel full of dirt/sand/snow to create filled sandbags, 5 filled sandbags can be used to create a sandbag wall, a moderately strong defensive barricade (Makes 10 Sandbag walls)
50 metal sheets
200
A stack of 50 Metal sheets, metal sheets are used in many barricade and defensive structures like barbed wire and razor wire. Expect to be ordering lots of metal frequently for defensive positions like miners or disks
50 plasteel sheets
400
A stack of 50 Plasteel sheets, Plasteel can be used to create foldable Plasteel barricades, which function like doorways for your defensive position. Has the highest health pool of all barricades as well but only functions as a barricade while in the UP position
50 glass sheets
100
A stack of 50 Glass sheets, Glass is very brittle and makes for terrible defensive structure material. It used to be used in the Autolathe to produce various items but the Autolathe has since been removed
50 wooden planks
100
A stack of 50 Wood planks, Wood makes weak barricades and serve as more an improvised defensive barricade than a proper defensive line. If your having to order this for defense you're not going to survive. Can also be used to make various wood items like chairs or coffins, which you are probably going to need
plasma cutter
300
One of the most useful tools at the engineer's disposal with great utility, has extreme potential for turning the tides for marines by being extremely effective at clearing xenomorph mazes. The plasma cutter is able to cut through almost everything from xenomorph weeds, walls, human walls, reinforced walls and even including most cave walls.

Has a limited charge of 7500 power that recharges by itself slowly. Can also be recharged by cutting xenomorphs with it. If you hit a structure multiple times without letting the progress bar fill to completion, it will allow you to break the structure for free.

It costs 1000 power to cut through metal, reinforced metal, and rock walls. It costs 100 power to cut through resin walls and doors

quikdeploy barricade
30
A single premanufactured metal barricade that can be quickly deployed thanks to Nanotrasen's Patented "QuikDeploy System", which allows for rapid assembly of the this metal barricade without much hassle
P.A.C.M.A.N. Portable Generator
150
A powerful Phoron powered generator that can restore power to connected power grids, simply wrench onto an exposed power line and turn on! Requires Phoron sheets to function. Does not come in a crate. Most ship maps come with one of these for free
Phoron Sheets
200
A stack of 30 Phoron Sheets, used in the P.A.C.M.A.N. portable generator or for chemistry. Most ship maps come with an assortment of Phoron available for free
electrical maintenance supplies
50
A crate filled with various electrical supplies. Includes:

A yellow electrical toolbox full of cable coils, wire cutters, a screwdriver, and a T-Ray scanner
A pair of Insulated Gloves
A regular Power Cell
A High Capacity Power Cell

note that ToolVend and EngiVend vendors are able to vend most of these items for free
mechanical maintenance crate
100
A crate filled with various tools and supplies. Includes:

3 fully stocked toolbelts
A trio of Colored Hazard vests in orange, lime, or blue
2 Welding Helmets
A hardhat

note that ToolVend and EngiVend vendors are able to vend most of these items for free
fuel tank
100
A large tank full of welding fuel, also used as fuel for the Condor. Can be used to refill Flamers or Welding tools. Does not come in a crate
Water Tank
50
A large tank full of water. Can be used to refill Fire Extinguishers or Under barrel Hydrocannons (Found on FL-84 Flamer). Does not come in a crate
inflatable barriers
50
Contains 3 inflatable doors and 4 inflatable walls. Use this to create your own inflatable room. Air sold separately
replacement lights
50
A box of Light Tubes and bulbs. Contains 14 tubes, 7 bulbs
Foam Grenade
30
A single MetalFoam grenade; for use in sealing up hull breaches making a very weak small walled area
Deployable Floodlight
30
A single Deployable Floodlight, has a built in power cell or can draw power from connected power grids. You can manufacture these in the Factory
Wireless power generator
200
An A.D.V.P.A.C.M.A.N.-type portable generator, Similar to the P.A.C.M.A.N. but does NOT connect to a power grid to start charging electrical items, instead it charges anything within a 10 tile radius of the generator.
Teleporter pads
500
Two ASRS bluespace teleporters for moving personnel and equipment across small distances, comes pre-linked together for easy use.

</tab> <tab name="Supplies"> Mostly just miscellaneous items that don't really fit elsewhere

Item: Cost: Description:
PFC Jim Special Crayon Pack
40
A box filled with PFC Jim brand Crayons, A part of a healthy marine breakfast!
assorted janitorial supplies
50
A crate filled with various Janitorial supplies, Includes:

3 Buckets
A Mop
3 Wet Floor Signs
A trash Bag
A spary bottle filled with Space Cleaner
A rag
3 Cleaner Foam Grenades
A large Movable Mop Bucket
Janitorial instruction paper
Carp Plushie
10
A cute space carp Plushie! Adorable!
Lizard Plushie
10
A cute lizard Plushie! Adorable!
Slime Plushie
10
A cute slime Plushie! Adorable!
Moth Plushie
10
A cute moth Plushie! Adorable!
Rouny Plushie
10
A cute rouny Plushie! Adorable! Please do not order 500 of these
Games crate
80
A crafted filled with assorted games to pass the time on the ship while the marines are Planet-side kicking ass dying. Includes:

A Basketball
A Bikehorn (honk!)
A spin toy
A D20
Two D6
Two Toy Swords
Two Toy Crossbows
A deck of playing cards
A deck of Kotahi playing cards
Therapy doll crate
40
A crafted filled with an asortment of therapy dolls, point on the doll where the captain touched you. Includes:

A red doll
An orange doll
A yellow doll
A green doll
A blue doll
A purple doll
10 dollars
1
A ten dollar stack of space cash, this is worthless! (Although if you need a crate it is just one req point)
20 dollars
2
A twenty dollar stack of space cash, this is worthless!
50 dollars
5
A fifty dollar stack of space cash, this is worthless!
100 dollars
10
A hundred dollar stack of space cash, this is worthless!
200 dollars
20
A two hundred dollar stack of space cash, this is worthless!
500 dollars
50
A five hundred dollar stack of space cash, this is worthless! insert obligatory 500 cigarettes meme here

</tab> <tab name="Imports"> A selection of items imported from elsewhere in the galaxy. Note that some Import items maybe currently in the daily season of the round start vendors

Item: Cost: Description:
TGMC Loot Pack
1000
Lets go Gambling! Contains a random, but curated set of items. Some items can only be acquired from these. Spend responsibly. Here are the possible drops:

Legendary Items: (1/10 Odds)
Operator Pack (An M412 Elite [Same as used by the ERT team], 4 spare magazines, and night vision goggles [Batteries sold seperately]),
Heavy Pack (2 MG-100 Miniguns, 2 Powerpacks, and 2 Tyr Mark 2 Modules),
B18 Classic Pack (A full suit of B-18 with Gloves, an MG-100 Minigun and 2 Powerpacks),
SADAR Classic Pack (A SADAR, Scout Cloak, and a single AP rocket for the SADAR)

Rare Items: (2/10 Odds)
HSG-102 (2 HSG-102 Boxes with a spare magazine each),
Mortar Pack (5 Full T-50S Mortar Kits!),
Howitzer Pack (2 Full MG-100Y Howitzers and 12 WHITE PHOSPHOROUS SHELLS),
Sentry Gun Pack (Contains 3 ST-571 Base sentries and 1 ST-580 Point defense sentry),
Automatic Grenade Launcher Pack (An AGLS-37 Emplacement gun with 4 Regular and 4 Fragmentation magazines)

Uncommon Items: (3/10 Odds)
Materials Pack (100 Plasteel, 400 Metal, 400 Empty Sandbags, 4 Entrenchment tools),
Railgun Pack (3 SR-220 Railguns, 4 SMART magazines, 4 HVAP magazines, 4 regular magazines),
Scout Rifle Pack (3 BR-8 Scout Rifles, 4 boxes of ammo, 6 spare magazines),
Recoilles Rifle Pack (3 Rocket Backpacks loaded with a RR launcher, 6 spare HEAT Shells)

Common Items: (4/10 Odds)
Auto-Sniper pack (3 SR-81 Autosnipers and 10 spare mags),
Thermobaric Launcher pack (3 T-57 Thermobaric Launchers and 10 spare reloads),
Tesla Pack (3 Tesla Rifles),
GL-54 Pack (3 GL-54s, 6 Spare Airburst Mags, 6 Spare High Explosive Mags)

How it works; When purchased and delivered, it rolls on a table of 100, that determines which category of items the box will draw from, which pack you get will be randomized between one of the available choices from that list.
PR-11 Pulse Rifle
50
A strange failed electronically fired rifle, a rather unknown weapon of its time. It caused a surge in the use of electronic firing in the modern era though. Uses 10x24mm caseless ammunition. Has a irremovable grenade launcher.
PR-11 Pulse Rifle Ammo
3
A Spare PR-11 Pulse Rifle Magazine
PR-412 Pulse Rifle
50
The PR-412 rifle is a Pulse Industries rifle, billed as a pulse rifle due to its use of electronic firing for faster velocity. A rather common sight in most systems. Uses 10x24mm caseless ammunition.
PR-412 Pulse Rifle Ammo
3
A Spare PR-412 Pulse Rifle Magazine
PR-412L1 Heavy Pulse Rifle
150
A large weapon capable of laying down suppressing fire, based on the PR-412 pulse rifle platform. Effective in burst fire. Uses 10x24mm caseless ammunition.
PR-412L1 Heavy Pulse Rifle Ammo
25
A Spare magazine for the PR-412L1 Heavy Pulse rifle
Type 71 Pulse Rifle
50
The primary rifle of the USL pirates, the Type 71 is a reliable rifle chambered in 7.62x39mm, firing in three round bursts to conserve ammunition. A newer model for suppression roles to comply with overmatch doctrines is in progress and only issued to a limited number of privates in the USL.
Type 71 Pulse Rifle Ammo
3
A Spare Magazine for a Type 71 Pulse Rifle
SMG-27 SMG
50
An archaic design going back hundreds of years, the SMG-27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms, though it somehow got into the hands of colonial rebels.
SMG-27 SMG Ammo
3
A Spare Magazine for an SMG-27 Sub Machine Gun
SMG-25 SMG
50
The RivArms SMG-25 submachinegun, an update to a classic design. A light firearm capable of effective one-handed use that is ideal for close to medium range engagements. Uses 10x20mm rounds in a high capacity magazine.
SMG-25 SMG Ammo
3
A Spare Magazine for an SMG-25 Sub Machine Gun
ALF-51B Kauser machinecarbine
50
The Kauser ALF-51B is an unoffical modification of a ALF-51, or better known as the AR-18 carbine, modified to SMG length of barrel, rechambered for a stronger round, and belt based. Truly the peak of CQC. Useless past that. Aiming is impossible. Uses 10x25mm caseless ammunition.
ALF-51B Kauser machinecarbine Ammo
3
A spare magazine for an ALF-51B Machine Carbine
CZ-81 Skorpion SMG
30
A robust, 20th century firearm that's a combination of pistol and submachinegun. Fires .32ACP caliber rounds from a 20 round magazine.
CZ-81 Skorpion SMG Ammo
3
A Spare Magazine for a CZ-81 Skorpion SMG
SMG-2 Uzi SMG
50
A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Put the fire selector to full auto for maximum firepower. Use two if you really want to go ham.
SMG-2 Uzi SMG Ammo
3
A Spare Magazine for an SMG-2 Uzi SMG
PPSh-17b SMG
50
The PPSh-17b or "Papasha" is replica of a 20th century USSR model submachinegun that many terrorist organizations had copied all over the years. Despite its small-hitting firepower, its reliability, extreme longevity and high firepower rate proves useful for the hands of the user.
PPSh-17b SMG Ammo Drum
3
A Spare Drum Magazine for a PPSh-17b
Sawn Off Shotgun
150
A double barreled shotgun whose barrel has been artificially shortened to reduce range for further CQC potiential. Only available in HvX modes
Lever Action Rifle
50
A .44 magnum lever action rifle with side loading port. It has a low fire rate, but it packs quite a punch in hunting. Only available in HvX modes
MBX 900
50
A .410 bore lever action shotgun that fires nearly as fast as you can operate the lever. Renowed due to its devastating and extremely reliable design. Only available in HvX modes
MBX-900 Buckshot Shells
10
A packet of .410 caliber Buckshot shells for an MBX-900 Lever gun. Only available in HvX modes
SVD Dragunov Sniper
150
A semi-automatic sniper rifle, famed for it's marksmanship, and is built from the ground up for it. Fires 7.62x54mmR rounds. Only available in HvX modes
SVD Dragunov Sniper Ammo
10
A spare magazine for an SVD Dragunov. Only available in HvX modes
MPi-KM Assault Rifle
50
A cheap and robust rifle, sometimes better known as an 'AK'. Chambers 7.62x39mm. Despite lacking attachment points beyond its underbarrel, remains a popular product on the black market with its cheap cost and higher than usual caliber rounds.
MPi-KM Assault Rifle Ammo
3
A Spare magazine for an MPi-KM Assault Rifle
7.62x39mm Ammo Box
15
A box of 7.62x39mm WARSAW ammo
MKH-98 Storm Rifle
50
A certified classic, this reproduction design was hailed as the first successful assault rifle concept, generally termed a 'storm rifle'. Has a higher than usual fire rate for its class, but suffers in capacity. This version of it chambers 7.62x39mm.
MKH-98 Assault Rifle Ammo
3
A spare magazine for an MKH-98 Assault Rifle
CAU C1 Rifle
50
The Carlford-1 is a remastered classic made by Carlford Armories, made to fit in the modern day. Most of the noticeable differences are minor rail modifications. Other than that, it is a faithful recreation with the trademark ping sound and all. Uses .30-06 enbloc clips.
CAU C1 Ammo
3
A loaded .30-06 enbloc clip for a CAU C1 Rifle
Judge Revolver
35
An incredibly uncommon revolver utilizing a oversized chamber to be able to both fire .45 Long or .410 gauge shotgun shells at the cost of firing speed. Normal rounds have no falloff, and next to no scatter. Due to the short barrel, buckshot out of it has high spread.
Judge Ammo
3
A bunch of .45 Long Colt ammo for a Judge Revolver
Judge Buckshot Ammo
3
A bunch of .410 gauge Buckshot ammo for a Judge Revolver
FN M16A4 Assault Rifle
50
A light, versatile assault rifle with a 30 round magazine, chambered to fire the 5.56x45mm NATO cartridge. The 4th generation in the M16 platform, this FN variant has added automatic fire selection and retains relevance among mercenaries and militias thanks to its high customizability. It is incredibly good at rapid burst fire, but must be paced correctly.
FN M16 Assault Rifle Ammo
3
A Spare magazine for an FN M16A4 Assault Rifle
556x45mm Ammo Box
15
A box of 5.56x45mm NATO ammo
FAMAS Assault Rifle
120
A light, versatile fast firing assault rifle with a 24 round magazine and short range scope, chambered to fire the 5.56x45mm NATO cartridge within a short amount of time.
FAMAS Assault Rifle Ammo
5
A Spare magazine for a FAMAS Assault Rifle
L&S EM-88 Assault Carbine
120
An aged, reliable but outdated bullpup rifle used by ICCAF reserve personnel it is best used in close quarters when you need to quickly clear corners at rapid pace, has an integral foregrip and unmagnified scope to increase accuracy and reduce drag. Chambered in 5.56x45mm NATO.
EM-88 Assault Carbine Ammo
5
A spare magazine for an EM-88 Assault Carbine
'Rebota' Revolver
35
A lean .357 made by Falffearmeria. A timeless design, from antiquity to the future. This one is well known for it's strange ammo, which ricochets off walls constantly. Which went from being a defect to a feature.
Rebota' 357 Revolver Ammo
3
A speedloader of .357 bouncy ammo for use in a Rebota Revolver
R-44 SAA Revolver
35
A uncommon revolver occasionally carried by civilian law enforcement that's very clearly based off a modernized Single Action Army. Has to be manully primed with each shot. Uses .44 Magnum rounds.
R-44 SAA Revolver Ammo
3
A speedloader of .44 Magnum for use with the R-44 SAA Revolver
P-22 Handgun
35
A popular police firearm in the modern day. Chambered in 9x19mm.
P-22 Handgun Ammo
3
A Spare magazine for a P-22 Handgun
Desert Eagle Handgun
35
A magnum chambered in .50AE that comes with a serious kick. This one is engraved, Peace through superior firepower.
Desert Eagle Handgun Ammo
3
A Spare magazine for a Desert Eagle Handgun
VP78 Handgun
35
A massive, formidable automatic handgun chambered in 9mm squash-head rounds. Commonly seen in the hands of wealthy Nanotrasen members.
VP78 Handgun Ammo
3
A Spare magazine for a VP78 Handgun
Highpower Automag
35
A powerful semi-automatic pistol chambered in the devastating .50 AE caliber rounds. Used for centuries by law enforcement and criminals alike, recently recreated with this new model.
Highpower Automag Ammo
3
A Spare magazine for a Highpower Automag
P-1911 service pistol
35
A P-1911 chambered in .45 ACP. An archaic weapon, yet its popular and extremely reliable mechanism provided a template for many semi-automatic pistols to come.
P-1911 service pistol ammo
3
A Spare magazine for a P-1911 service pistol
Straw hat
10
A hat lined with durathread on the outside, has the usual iconic look of a straw hat. A common hat across the bubble.
Loot box
500
Let's Go Gambling! Contains a random, but curated set of items. Some items can only be acquired from these. Spend responsibly. Here are the possible drops:

Legendary Items: (1/10 Odds)
Karambit Knife
Karambit Fade Knife
Karambit Case Hardened Knife
Golden R-76 Revolver Briefcase
Silver R-76 Revolver Briefcase
Nickle R-76 Revolver Briefcase

Rare Items: (2/10 Odds)
Unmanned Vehicle Drone
Anti Material Rifle
BR-8 Scout Rifle
T-100 Vindicator Minigun
SADAR Rocket Launcher
SR-220 Railgun
SR-81 Auto Sniper
ZX-76 Burst Fire Shotgun
Champion Belt

Uncommon Items: (3/10 Odds)
Mateba Revolver
Fancy Crayon Pack
Sword
Motorbike
Single Use Disposable RPG
PR-412L1 Heavy Pulse Rifle
V-51 combat shotgun
Ah Dangit! (Reroll!)

Common Items: (4/10 Odds)
Straw Hat
Trash Bag
Bike Horn
Horrible Tie
Spin Toy
Katana
Banhammer

How it works; When purchased and delivered, it rolls on a table of 100, that determines which category of items the box will draw from, which pack you get will be randomized between one of the available choices from that list.

</tab> <tab name="Vehicles"> If you can drive it, its here

Item: Cost: Description:
All-Terrain Motorbike
400
An all-terrain vehicle built for traversing rough terrain with ease. TGMC CAVALRY is stamped on the side of the engine.
Sidecar motorbike upgrade
200
A detached sidecar for TGMC motorbikes, which can be attached to them, allowing a second passenger. Use a wrench to detach the sidecar.
Jerry Can
100
A can filled with fuel to light things on fire. It has Absolut Jerry stamped in the side. Holds 200 Units of Fuel
Combat droid with weapon equipped
400
A prototype combat droid, first deployed as a prototype to fight the xeno menace in the frontier systems.
Scout droid
300
A prototype scout droid, rigged with top-of-the line cloaking technology to hide itself from view.
Powerloader droid
300
A cargo droid, rigged with experimental technology to allow AI control. The claw is not standard and cannot grasp warheads.
Droid weapon
200
A droid laser weapon
Light unmanned vehicle - Iguana
300
A small remote-controllable vehicle, usually owned by the TGMC and other major armies.
Medium unmanned vehicle - Gecko
500
A small remote-controllable vehicle, usually owned by the TGMC and other major armies.
Heavy unmanned vehicle - Komodo
700
A small remote-controllable vehicle, usually owned by the TGMC and other major armies.
Light UV weapon
200
The turret part of an unmanned vehicle. Uses 11x35mm ammo
Heavy UV weapon
200
The turret part of an unmanned vehicle. Uses 12x40mm ammo
Light UV ammo - 11x35mm
30
A box of 150 11x35mm rounds for use with the Light UV Turret
Heavy UV ammo - 12x40mm
30
A box of 50 12x40mm rounds for use with the Heavy UV Turret
Vehicle remote
10
Used to control an unmanned vehicle.
Tap the vehicle you want to control with the controller to link it.
Mounted HSG
500
A dropship equipable HSG-102 Smartgun Emplacement, Accepts both the standard 300 round and 500 round magazine
Mounted Minigun
750
A dropship equipable Mounted Minigun Emplacement
Mounted Heavy Laser
900
A dropship equipable Heavy Laser Emplacement
Mounted HSG ammo
100
A 500 Round Magazine for the dropship equipable HSG-102 Smartgun Emplacement. THIS AMMO IS ONLY USABLE FOR THE HSG FOR DROPSHIP MODULE SLOTS, REGULAR HSG-102's CANNOT USE THIS MAGAZINE
Mounted Minigun ammo
30
Ammo for the dropship equipable Mounted Minigun Emplacement, This is the same ammo as is for the Mounted Minigun Emplacement in the Weapons tab
Mounted Heavy Laser ammo (x3)
50
Ammo for the dropship equipable Heavy Laser Emplacement, Pack of Three. This is the same as the Mounted Heavy Laser Emplacement as found in the Weapons tab (Its more cost effective to buy there at 15 points per one cell!)

</tab> <tab name="Factory"> The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow. The Factory Must Grow.

Item: Cost: Description:

Industrial cutter
50
An industrial level cutter

Industrial heater
50
An industrial level heater

Industrial flatter
50
An industrial level flattener

Industrial former
50
An industrial level former

Industrial reconstructor
50
An industrial level atomic reconstructor

Industrial driller
50
An industrial level driller

Industrial galvanizer
50
An industrial level galvanizer

Industrial compressor
50
An industrial level compressor

Industrial Unboxer
50
An industrial level unboxer, this is always the first machine in any factory chain

Rounded M15 plates refill
550
A pack of 50 M15 Factory Plates, Used to produce M15 Grenades. Assembly Chain as follows:
Grenade Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Former
5

Industrial Compressor

Incendiary grenade refill
550
A pack of 50 M40 HIDP incendiary Factory Plates, Used to produce M40 HIDP incendiary Grenades. Assembly Chain as follows:
Grenade Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Former
5

Industrial Compressor

Adhesive grenade refill
450
A pack of 50 M40 Adhesive Charge Factory Plates, Used to produce M40 Adhesive Charge Grenades. Assembly Chain as follows:
Grenade Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Former
5

Industrial Compressor

Phosphorus-resistant plates refill
1050
A pack of 50 M40 HPDP Factory Plates, Used to produce M40 HPDP White Phosphorus Grenades. Assembly Chain as follows:
Grenade Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Former
5

Industrial Compressor

Cloak grenade refill
450
A pack of 50 M40-2 SCDP Factory Plates, Used to produce M40-2 SCDP Cloaking Smoke Grenades. Assembly Chain as follows:
Grenade Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Former
5

Industrial Compressor

Trailblazer grenade refill
750
A pack of 50 M45 Trailblazer Factory Plates, Used to produce M45 Trailblazer Grenades. Assembly Chain as follows:
Grenade Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Former
5

Industrial Compressor

Laserburster grenade refill
450
A pack of 50 M80 lasburster Factory Plates, Used to produce M80 lasburster Grenades. Assembly Chain as follows:
Grenade Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Former
5

Industrial Compressor

HEFA fragmentation grenade refill
750
A pack of 50 M25 HEFA Factory Plates, Used to produce M25 HEFA Grenades. Assembly Chain as follows:
Grenade Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Former
5

Industrial Compressor

Anti-Gas grenade refill
900
A pack of 50 M40-AG Factory Plates, Used to produce M40-AG Anti-Gas smoke Grenades. Assembly Chain as follows:
Grenade Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Former
5

Industrial Compressor

Razornade assembly refill
750
A pack of 50 Razorburn Factory Plates, Used to produce Razorburn Grenades. Assembly Chain as follows:
Grenade Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Former
5

Industrial Compressor

SADAR HE missile assembly refill
500
A pack of 15 84mm High-Explosive Factory Plates, Used to produce 84mm High-Explosive Rockets. Assembly Chain as follows:
SADAR Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Flatter
5

Atomic Reconstructor

SADAR HE unguided missile assembly refill
500
A pack of 15 84mm High-Explosive Unguided Factory Plates, Used to produce 84mm High-Explosive Unguided Rockets. Assembly Chain as follows:
SADAR Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Flatter
5

Atomic Reconstructor

SADAR AP missile assembly refill
600
A pack of 15 84mm Armor Piercing Factory Plates, Used to produce 84mm Armor Piercing Rockets. Assembly Chain as follows:
SADAR Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Flatter
5

Atomic Reconstructor

SADAR WP missile assembly refill
400
A pack of 15 84mm White Phosphorus Factory Plates, Used to produce 84mm White Phosphorus Rockets. Assembly Chain as follows:
SADAR Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Flatter
5

Atomic Reconstructor

Recoilless standard missile assembly refill
300
A pack of 15 RL-160 high explosive Factory Plates, Used to produce RL-160 high explosive shells. Assembly Chain as follows:
Recoilless Rifle Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor

Recoilless light missile assembly refill
300
A pack of 15 RL-160 light explosive Factory Plates, Used to produce RL-160 light explosive shells. Assembly Chain as follows:
Recoilless Rifle Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor

Recoilless heat missile assembly refill
300
A pack of 15 RL-160 High Explosive Anti-Tank Factory Plates, Used to produce RL-160 High Explosive Anti-Tank shells. Assembly Chain as follows:
Recoilless Rifle Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor

Recoilless smoke missile assembly refill
300
A pack of 15 RL-160 Smoke Factory Plates, Used to produce RL-160 Smoke shells. Assembly Chain as follows:
Recoilless Rifle Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor

Recoilless cloak missile assembly refill
300
A pack of 15 RL-160 Cloak Smoke Factory Plates, Used to produce RL-160 Cloaking Smoke shells. Assembly Chain as follows:
Recoilless Rifle Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor

Recoilless tfoot missile assembly refill
300
A pack of 15 RL-160 Tanglefoot Factory Plates, Used to produce RL-160 Tanglefoot shells. Assembly Chain as follows:
Recoilless Rifle Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor

Nanotrasen Eat healthy! margerita pizza kit refill
290
A pack of 30 Uncooked Pizzas, Used to produce Pizzas. Assembly Chain as follows:
Pizza Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater

SG-85 ammo bin parts refill
250
A pack of 10 Unassembled SG-85 Ammo Boxes, Used to produce SG-85 Ammo Boxes. Assembly Chain as follows:
IFF Ammo Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Atomic Reconstructor

SG-29 ammo drum parts refill
250
A pack of 10 Unassembled SG-29 Ammo Drums, Used to produce Loaded SG-29 Drums. Assembly Chain as follows:
IFF Ammo Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Atomic Reconstructor

SG-62 ammo magazine parts refill
250
A pack of 20 Unassembled SG-62 Ammo Magazines, Used to produce Loaded SG-62 Target Rifle Magazines. Assembly Chain as follows:
IFF Ammo Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Atomic Reconstructor

SR-81 IFF Auto Sniper magazine assembly refill
400
A pack of 30 Unassembled SR-81 Ammo Magazines, Used to produce Loaded SR-81 IFF Rifle Magazines. Assembly Chain as follows:
IFF Ammo Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Atomic Reconstructor

BR-8 scout rifle magazine assembly refill
200
A pack of 20 Unassembled BR-8 Ammo Magazines, Used to produce Loaded BR-8 Rifle Magazines. Assembly Chain as follows:
IFF Ammo Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Atomic Reconstructor

BR-8 scout rifle incendiary magazine assembly refill
200
A pack of 20 Unassembled BR-8 Ammo Magazines, Used to produce Incendiary Ammo Loaded BR-8 Rifle Magazines. Assembly Chain as follows:
IFF Ammo Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Atomic Reconstructor

BR-8 scout rifle impact magazine assembly refill
200
A pack of 20 Unassembled BR-8 Ammo Magazines, Used to produce Impact Ammo Loaded BR-8 Rifle Magazines. Assembly Chain as follows:
IFF Ammo Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Atomic Reconstructor

Claymore parts refill
300
A pack of 30 Unassembled M20 Claymores, Used to produce M20 Claymores. Assembly Chain as follows:
Claymore Recipe
Step Machine
1

Industrial Unboxer
2

Atomic Reconstructor
3

Industrial Former

Mateba autorevolver speedloader assembly refill
300
A pack of 30 Unassembled Mateba Speedloaders, Used to produce Loaded Mateba Speedloaders. Assembly Chain as follows:
Mateba Speedloader Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Flatter

Railgun magazine assembly refill
200
A pack of 20 Unassembled Railgun Magazines, Used to produce Loaded Railgun Magazines. Assembly Chain as follows:
Railgun Magazine Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Flatter
4

Atomic Reconstructor

Railgun HVAP magazine assembly refill
200
A pack of 20 Unassembled Railgun Magazines, Used to produce HVAP Loaded Railgun Magazines. Assembly Chain as follows:
Railgun Magazine Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Flatter
4

Atomic Reconstructor

Railgun magazine assembly refill
200
A pack of 20 Unassembled Railgun Magazines, Used to produce SMART Loaded Railgun Magazines. Why is this named the same as the other one? Assembly Chain as follows:
Railgun Magazine Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Flatter
4

Atomic Reconstructor

Minigun powerpack assembly refill
250
A pack of 10 Unassembled Minigun Powerpacks, Used to produce Loaded Minigun Powerpacks. Assembly Chain as follows:
Minigun Powerpack Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Atomic Reconstructor
4

Industrial Former

SR-127 flak magazine assembly refill
600
A pack of 20 Unassembled SR-127 Magazines, Used to produce Explosive Flak Loaded SR-127 Magazines. Assembly Chain as follows:
IFF Ammo Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Atomic Reconstructor

T-26 AMR standard magazine assembly refill
400
A pack of 20 Unassembled T-26 AMR Magazines, Used to produce Loaded T-26 AMR Magazines. Assembly Chain as follows:
IFF Ammo Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Atomic Reconstructor

T-26 AMR incendiary magazine assembly refill
400
A pack of 20 Unassembled T-26 AMR Magazines, Used to produce Incendiary Loaded T-26 AMR Magazines. Assembly Chain as follows:
IFF Ammo Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Atomic Reconstructor

T-26 AMR flak magazine assembly refill
400
A pack of 20 Unassembled T-26 AMR Magazines, Used to produce Explosive Flak Loaded T-26 AMR Magazines. Assembly Chain as follows:
IFF Ammo Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Atomic Reconstructor

Howitzer HE shell assembly refill
800
A pack of 30 Unassembled 150mm High Explosive Shells, Used to produce High Explosive Shells for the TA-100Y Howitzer. Assembly Chain as follows:
Howitzer Shell Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Driller
4

Industrial Compressor
5

Industrial Galvanizer

Howitzer Incendiary shell assembly refill
800
A pack of 30 Unassembled 150mm Incendiary Shells, Used to produce Incendiary Shells for the TA-100Y Howitzer. Assembly Chain as follows:
Howitzer Shell Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Driller
4

Industrial Compressor
5

Industrial Galvanizer

Howitzer WP shell assembly refill
1000
A pack of 30 Unassembled 150mm White Phosphorus Shells, Used to produce White Phosphorus Shells for the TA-100Y Howitzer. Assembly Chain as follows:
Howitzer Shell Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Driller
4

Industrial Compressor
5

Industrial Galvanizer

Howitzer Tanglefoot shell assembly refill
1000
A pack of 30 Unassembled 150mm Plasma Draining (Tanglefoot) Shells, Used to produce Tanglefoot Shells for the TA-100Y Howitzer. Assembly Chain as follows:
Howitzer Shell Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Driller
4

Industrial Compressor
5

Industrial Galvanizer

SWAT mask assembly refill
500
A pack of 20 Unassembled SWAT Masks, Used to produce SWAT Masks. Assembly Chain as follows:
SWAT Mask Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Compressor
3

Industrial Galvanizer
4

Industrial Cutter

Valkyrie Automedical Armor System assembly refill
600
A pack of 10 Unassembled Valkyrie Modules, Used to produce Valkyrie Automedical Armor Modules. Assembly Chain as follows:
Armor Module Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Flatter
4

Industrial Driller
5

Industrial Heater
6

Industrial Compressor
7

Industrial Galvanizer

Mark 2 Mimir Environmental Resistance System assembly refill
600
A pack of 10 Unassembled Mimir Mk2 Modules, Used to produce Mimir Mark 2 Armor AND Helmet Modules. Assembly Chain as follows:
Armor Module Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Flatter
4

Industrial Driller
5

Industrial Heater
6

Industrial Compressor
7

Industrial Galvanizer

Mark 2 Tyr Armor Reinforcement assembly refill
600
A pack of 10 Unassembled Tyr Mk2 Modules, Used to produce Tyr Mark 2 Armor Modules. Assembly Chain as follows:
Armor Module Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Flatter
4

Industrial Driller
5

Industrial Heater
6

Industrial Compressor
7

Industrial Galvanizer

Hlin Explosive Compensation Module assembly refill
600
A pack of 10 Unassembled Hlin Modules, Used to produce Hlin Armor Modules. Assembly Chain as follows:
Armor Module Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Flatter
4

Industrial Driller
5

Industrial Heater
6

Industrial Compressor
7

Industrial Galvanizer

Surt Pyrotechnical Insulation System assembly refill
600
A pack of 10 Unassembled Surt Modules, Used to produce Surt Armor AND Helmet Modules. Assembly Chain as follows:
Armor Module Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Flatter
4

Industrial Driller
5

Industrial Heater
6

Industrial Compressor
7

Industrial Galvanizer

C4 assembly refill
150
A pack of 10 Unassembled C4 Charges, Used to produce C4. Do Not Eat. Assembly Chain as follows:
Plastique Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Flatter

EX-62 Genghis incendiary assembly refill
500
A pack of 5 Unassembled EX-62 Genghis Incendiary Charges, Used to produce EX-62 Incendiary Charges. You Really Do Not Want To Eat This. Assembly Chain as follows:
Plastique Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Flatter

Detpack assembly refill
250
A pack of 10 Unassembled Detpack Charges, Used to produce Detpacks. Seriously don't eat this stuff its explosive. Assembly Chain as follows:
Plastique Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Flatter

Mortar High Explosive shell assembly refill
120
A pack of 30 Unassembled High Explosive Mortar Shell, Used to produce HE Shells for the T-50 series of Mortars. Assembly Chain as follows:
Mortar Shells Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Driller
5

Atomic Reconstructor
6

Industrial Galvanizer

Mortar Incendiary shell assembly refill
120
A pack of 30 Unassembled Incendiary Mortar Shell, Used to produce Incendiary Shells for the T-50 series of Mortars. Assembly Chain as follows:
Mortar Shells Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Driller
5

Atomic Reconstructor
6

Industrial Galvanizer

Mortar Tanglefoot Gas shell assembly refill
200
A pack of 30 Unassembled Plasma Draining (Tanglefoot) Mortar Shell, Used to produce Tanglefoot Shells for the T-50 series of Mortars. Assembly Chain as follows:
Mortar Shells Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Driller
5

Atomic Reconstructor
6

Industrial Galvanizer

Mortar Flare shell assembly refill
100
A pack of 30 Unassembled Flare Mortar Shell, Used to produce Flare Shells for the T-50 series of Mortars OR the TA-100Y Howitzer. Assembly Chain as follows:
Mortar Shells Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Driller
5

Atomic Reconstructor
6

Industrial Galvanizer

Mortar Smoke shell assembly refill
100
A pack of 30 Unassembled Smoke Mortar Shell, Used to produce Smoke Shells for the T-50 series of Mortars. Assembly Chain as follows:
Mortar Shells Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Driller
5

Atomic Reconstructor
6

Industrial Galvanizer

MLRS High Explosive rocket assembly refill
240
A pack of 6 Unassembled High Explosive Rockets Packages, Used to produce High Explosive Rockets for the TA-40L MLRS system. Each production item contains 16 rockets. Assembly Chain as follows:
MLRS Rocket Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Driller
5

Industrial Compressor
6

Industrial Galvanizer

MLRS 'S-2' Cloak rocket assembly refill
240
A pack of 6 Unassembled Cloak Smoke Rockets Packages, Used to produce Cloaking Smoke Rockets for the TA-40L MLRS system. Each production item contains 16 rockets. Assembly Chain as follows:
MLRS Rocket Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Driller
5

Industrial Compressor
6

Industrial Galvanizer

MLRS 'X-50' gas rocket assembly refill
240
A pack of 6 Unassembled X-50 Gas Rockets Packages, Used to produce X-50 Gas Rockets for the TA-40L MLRS system. Each production item contains 16 rockets. Assembly Chain as follows:
MLRS Rocket Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Driller
5

Industrial Compressor
6

Industrial Galvanizer

MLRS Incendiary rocket assembly refill
240
A pack of 6 Unassembled Incendiary Rockets Packages, Used to produce Incendiary Rockets for the TA-40L MLRS system. Each production item contains 16 rockets. Assembly Chain as follows:
MLRS Rocket Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Driller
5

Industrial Compressor
6

Industrial Galvanizer

AGLS HE magazine assembly refill
300
A pack of 10 Unassembled AGLS Magazines, Used to produce High Explosive Magazines for the AGLS-37 system. Assembly Chain as follows:
AGLS Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor
5

Industrial Flatter
6

Industrial Galvanizer

AGLS FRAG magazine assembly refill
300
A pack of 10 Unassembled AGLS Magazines, Used to produce Fragmentation Magazines for the AGLS-37 system. Assembly Chain as follows:
AGLS Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor
5

Industrial Flatter
6

Industrial Galvanizer

AGLS Incendiary magazine assembly refill
300
A pack of 10 Unassembled AGLS Magazines, Used to produce Incendiary Magazines for the AGLS-37 system. Assembly Chain as follows:
AGLS Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor
5

Industrial Flatter
6

Industrial Galvanizer

AGLS Flare magazine assembly refill
200
A pack of 10 Unassembled AGLS Magazines, Used to produce Flare Magazines for the AGLS-37 system. Assembly Chain as follows:
AGLS Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor
5

Industrial Flatter
6

Industrial Galvanizer

AGLS Cloak magazine assembly refill
200
A pack of 10 Unassembled AGLS Magazines, Used to produce Cloaking Smoke Magazines for the AGLS-37 system. Assembly Chain as follows:
AGLS Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor
5

Industrial Flatter
6

Industrial Galvanizer

AGLS Tanglefoot magazine assembly refill
400
A pack of 10 Unassembled AGLS Magazines, Used to produce Plasma Draining (Tanglefoot) Magazines for the AGLS-37 system. Assembly Chain as follows:
AGLS Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor
5

Industrial Flatter
6

Industrial Galvanizer

AT-36 AP-HE shell assembly refill
200
A pack of 30 Unassembled AT-36 Shells, Used to produce Armor Piercing High Explosive shells for the AT-36 system. Assembly Chain as follows:
Anti-Tank Gun Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Flatter
5

Industrial Compressor
6

Industrial Galvanizer

AT-36 APCR shell assembly refill
200
A pack of 30 Unassembled AT-36 Shells, Used to produce Armor Piercing Composite Rigid shells for the AT-36 system. Assembly Chain as follows:
Anti-Tank Gun Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Flatter
5

Industrial Compressor
6

Industrial Galvanizer

AT-36 HE shell assembly refill
200
A pack of 30 Unassembled AT-36 Shells, Used to produce High Explosive shells for the AT-36 system. Assembly Chain as follows:
Anti-Tank Gun Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Flatter
5

Industrial Compressor
6

Industrial Galvanizer

AT-36 Beehive shell assembly refill
200
A pack of 30 Unassembled AT-36 Shells, Used to produce Beehive (Canister) shells for the AT-36 system. Assembly Chain as follows:
Anti-Tank Gun Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Flatter
5

Industrial Compressor
6

Industrial Galvanizer

AT-36 Napalm shell assembly refill
200
A pack of 30 Unassembled AT-36 Shells, Used to produce Incendiary shells for the AT-36 system. Assembly Chain as follows:
Anti-Tank Gun Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Flatter
5

Industrial Compressor
6

Industrial Galvanizer

FK-88 Flak HE shell assembly refill
300
A pack of 5 Unassembled FK-88 Shells, Used to produce High Explosive shells for the FK-88 system. Assembly Chain as follows:
Heavy ISG Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Heater
3

Industrial Compressor
4

Industrial Driller
5

Industrial Galvanizer
6

Industrial Former

FK-88 Flak APFDS shell assembly refill
400
A pack of 5 Unassembled FK-88 Shells, Used to produce High Explosive shells for the FK-88 system. Assembly Chain as follows:
Heavy ISG Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Heater
3

Industrial Compressor
4

Industrial Driller
5

Industrial Galvanizer
6

Industrial Former

ATR-22 High Velocity magazine assembly refill
300
A pack of 10 Unassembled ATR-22 Magazines, Used to produce High Velocity Magazines for the ATR-22 Autocannon. Assembly Chain as follows:
Autocannon Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Heater
3

Industrial Compressor
4

Industrial Galvanizer
5

Industrial Former

ATR-22 Flak magazine assembly refill
300
A pack of 10 Unassembled ATR-22 Magazines, Used to produce Explosive Flak Magazines for the ATR-22 Autocannon. Assembly Chain as follows:
Autocannon Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Heater
3

Industrial Compressor
4

Industrial Galvanizer
5

Industrial Former

RL-57 Thermobaric WP rocket array assembly refill
500
A pack of 15 Unassembled RL-57 Rockets, Used to produce Rocket Assemblies for the RL-57 Thermobaric Launcher. Assembly Chain as follows:
Thermobaric WP Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Industrial Flatter
5

Atomic Reconstructor
6

Industrial Galvanizer

Zeus orbital drop pod assembly refill
250
A pack of 6 Unassembled Drop Pods, Used to produce Drop Pods. MUST BE POSITIONED OVER A SPECIFIC FLOOR TILE TO FUNCTION. Assembly Chain as follows:
Equipment Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor
5

Industrial Former

Deployable floodlight assembly refill
150
A pack of 10 Unassembled Floodlights, Used to produce Deployable Floodlights. Assembly Chain as follows:
Equipment Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor
5

Industrial Former

Deplyable security camera refill
100
A pack of 30 Unassembled Cameras, Used to produce Deployable Cameras (Overwatch Cameras). Assembly Chain as follows:
Equipment Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor
5

Industrial Former

500 Cigarettes refill
500
What is it? It is called a Cigarette. The Aroma is most pleasing. Yes, Doctor Fin says it is the result of... What are you doing? I was curious to taste it. It is NOT food. Doctor Fin said the tip is to be ignited and the smoke inhaled. The sensation is... wonderful! I have never experienced such a flavor. I feel as if I have been standing my entire life and I just sat down. The tingles! Do you feel them? I do. We must have more!

FIVE HUNDRED CIGARETTES.

Assembly Chain as follows:
Equipment Recipe
Step Machine
1

Industrial Unboxer
2

Industrial Cutter
3

Industrial Heater
4

Atomic Reconstructor
5

Industrial Former

</tab> </tabs>

The ASRS Elevator

The elevator in its lowered position.
The elevator in its raised position.

The ASRS elevator works in two positions, the raised and lowered states.

While in the raised state, you can remove crates, load export items, and generally use the area safely. The system features a living biosign detector, so it won't take you down into the cargo bay itself. That's a good thing, there's probably no air down there. When the lift is clear of biosigns, pressing the Lower button will raise safety rails on all sides of the lift, preventing access.

Note that any crates currently on the lift will not be refunded if sent down with the lift, so make sure any orders are removed before sending the elevator down.

While lowered, the system will automatically load any newly accepted orders, and bring them up the next time the lift is raised. Note that you cannot add new items to a raising lift, and will have to wait for the elevator to cycle back to its lowered position before you can receive your items.


Point Acquisition

You'll need an adequate supply of requisitions points before you can order anything. Points can be gained through two methods, passive or active.

Points will passively generate from roundstart based on the ships orbital level. The exact formula is 20*(Orbit Level/3) every 10 seconds, but due to lag and other calculations you'll likely only be getting 50 per minute. This number can be increased by elevating the ships orbital level, but note that this increases dropship transit time and CAS fire delay.

For active point generation, the marines will need to do some work. Points are actively gained through exports, by selling xenomorph corpses, research artifacts, valuable minerals, or factory sales.

Xenomorph corpses and mining are going to be your most lucrative point generation methods. For Xenomorph exports, the amount of points you get is based on the tier of the Xenomorph. In order:

  • Minion Xenomorphs: 50 points
  • Non-Surgically Removed Larva: 75 points
  • Tier 1 Xenomorphs: 150 points
  • Tier 2 Xenomorphs: 300 points
  • Tier 3 Xenomorphs and Shrike: 500 points
  • Tier 4 Xenomorphs: 1000 points

These can be sold through three methods:

  • Use of a fulton kit, which have three uses each and require open air to send.
  • Use of an ASRS Bluespace Export pad, which must be purchased from Requisitions but can be infinitely used as long as they have power, can can operate indoors.
  • Manual sale through placing the corpses on the ASRS elevator.

All methods produce the same number of points, but some are more costly in terms of time or resources than others.

Mining is another lucrative point generation method. The surface will have a number of mineral miners present, which engineers can repair and activate. These will slowly mine crates of ore, which can be sold by manually interacting with them. This process can be automated with autominer modules, or accelerated with overclock modules (Constructed by the Autolathe).

There are two miner types, Phoron and Platinum. Phoron generates 150 points every 140 seconds, and Platinum generates 300 points every 140 seconds.

Researchers on the field may find credit points while doing their work. The value of these coins is labeled on them, and they can be sold on the ASRS elevator for the relevant amount.

The last method of active point generation is factory sales. The Pizza factory kit costs 290 points to purchase, and each pizza from the set of 30 can be re-sold for ten points each. This will net you ten points, so it's very slow; though theoretically, you could make infinite points from it.

Supply Drops

The supply drop pad.

The supply drop system is used for sending crates directly to the surface from requisitions, subverting the need to send them via the Alamo or Tadpole.

To use the pad, simply load a crate onto the caution-marked area. Make sure that it's closed, otherwise the system will just send the crate and none of its contents.

The supply drop interface.

You can only send crates via the supply drop system. Lockers, coffins, and machinery like fuel tanks and bikes cannot be sent.

Supply drops can be sent to either beacons, which are semi-permanent and deployed on the ground, or antennas, which can be attached to marine helmets or radio backpacks, but only maintain a signal for 4 minutes. Press the button next to "Current beacon" to change which beacon you're sending to. The list will display all prior beacons, whether they're currently usable or not; try switching to one of them, and if you get a beacon location, it's viable. Otherwise, select a new beacon.

You can also set an X and Y offset to send crates to positions surrounding the beacon. Note that once an offset has been changed from 0, it cannot be reset back to 0.

If a crate is loaded onto the pad, but it isn't being detected, try pressing Update next to Supply pad status. If it's still not detected, the crate may be anchored to the ground. Try unwrenching it, and update again.

Once your crate is ready and the destination is set, press Launch Supply drop to fire. You'll have a roughly 30 second delay before you can send another crate.

The Factory

Click on link to learn more about factory.

Other Utilities

The Operational Supplies Vendor

All requisitions bays will have 4 vendors to help you with your job; The Operational Supplies Vendor, the Automated Weapons Vendor, the Surplus Clothing Vendor, and the Surplus Armor vendor. These can be used to acquire certain ASRS items for free, such as Jaeger armor or weapon attachments.

The most useful by far is the Operational Supplies Vendor. This contains a small amount of several specialist weapon ammunition types, several utility items such as plastic explosives, fultons and autominers, as well as vending 2 boxes of each standard grenade type and one box of most standard ammo types. It is recommended to empty the standard ammo and most of the utility items into one or two crates, and load them onto the Alamo for the marines to use.

The Requisitions Overwatch Console

The Automated Weapons Vendor can vend infinite free standard attachments, negating the need to order them from the ASRS system. Some attachments, like the Build-A-Sentry or Tactical Shotgun Stock still need to be ordered. The vendor can also provide free ammunition for standard weapons, so use this to restock if you get a request for non-specialized ammo.

In addition, the Requisitions bay comes equipped with its own Overwatch console. Make sure to use this in order get a feel for the situation on the ground, and operate accordingly. Functionally, this console operates the same as those found on the bridge.

Tips

  • In the Surplus Clothing Vendor, some items come pre-filled. Most of the time this isn't very helpful, however sending full welding kits vis the backpack section or full flare pouches can make or break groundside
  • You can use the Ripley to carry crates, boxes, xenomorph corpses, and the lasgun cell charger. It's always faster to carry two items with the Ripley than to use the Push+Pull method, so use this if you have a lot to move.
  • Always remember, communication is key. Feel free to call people out by name when their orders are up, check in on smartgunners if they need ammunition, or ask marines in general what sort of Requisitions equipment they'd like.
  • If you have the spare time, build a factory for IFF ammo, this will be much easier and cheaper than buying an excessive amount of SG mags. This holds true for droppods also, with their factory saving you from the long walk between requisitions and the podroom on most shipmaps.
  • Some crates, such as the MEDEVAC crate come locked to the ID of a certain job, in this case, corpsmen or MD's. This lock is easily circumvented by just shooting of smacking open the crate until it breaks.
  • Hoarding points is rarely worth it, it is best to have your marines well informed on how many supply points there aee
  • Make sure to prioritize orders from those who inform you what they are fultoning or those who are setting up miners, if you piss them off, your supply point income may suddenly halt.

Addendum; Tips & Tricks for Requisitions

Written and signed by Dell Conagher.

This is not meant to be a replacement for the guide already found on this page, it's moreso additional reading material for people wanting to up their RO game, or simply for those who are curious about some of the lesser known duties of a good RO.

Spawning in

There's a checklist you need to do before you start doing your hard work as a RO, it mostly goes as follows. I've ordered them based on priority, as 1 and 2 don't take long to do. This setup should not take a long time, I'd give it around 10-15 mins.

GET YOUR ASRS TABLET

Your Requisitions locker has an ASRS tablet. No matter what you do, you cherish this thing. Put it in your pocket and keep it there forever.

It lets you interact with the ASRS platform from anywhere. (Accept/deny orders, make new orders, raise/lower platform). This little device allows you to become mobile and not tethered to your computer, allowing you to multitask. Keep the tab open and make it a bit smaller, put it over your Status tab topright and a bit of chat if you don't mind it. The tab doesn't close when you put the tablet in your pocket.

Other items

Replace medium general pouch with tool pouch. You'll need the rest for reqtorio and other things.

Put whatever you want on your belt slot, I usually rock the G8 for its ability to store slighty larger items. Replace hat with Martin (By clickdragging his sprite into yours, you can pick him up and put him on your helmet slot.) This will make you feel a lot better and stand out as the req guy. Get rid of taser (Or put it in backpack). No real use for it. I usually grab a MG42 in it's place but that's for step 4. Also you can grab a hand labeler from your table in your office, good for labelling backpacks and crates before shipping which allows a marine to hover their mouse over it to see what it contains.

Vend your vendors

This should be one of the first things you do as #1 and #2 are a quick one minute affair.

Grab a crate or dispense one from a weapons vendor under boxes. Head into your op vendor (Operational supplies). First tab, vend: Xeno Pinpointer, Beacon (IMPORTANT), 2 plastic explosives, all fultons, and 2 tactical suicide vests. Head into mining tab, vend everything, grenade boxes, also everything, ammo boxes, also everything. Then, head over to Automated Weapons Rack and check "Heavy Weapons" tab. You're looking for if marines vended the 4 "ST-571 sentry crates". If not, vend them or FOB's gonna be left undefended with no sentries. Feel free to also grab a rocket bag or two, those are always handy at fob. Close that crate up, get on your motorbike and put it on alamo. After that, check if marines also put all of the crates near the alamo on it. (Mostly nobody does this, so you should be the kind samaritan to get some of the boxes there.) But which ones? I only grab the big distinct green crate which has all the ammo in it, the MRE crate, red cell box that recharges weapon cells. I also grab the 3 brown crates and put them closer to req before opening them, since they might contain guns that marines will seek after. (Kalashnikov, for example). After your quick trip's done, you are ready for the last and least important step.

Return to req and set it up

Now that MG42 comes to play. You remember the shutters you originally opened?

It's a 5 wide opening, but the sides are blocked with glass. Equip your MG, shoot both window tiles open. This will give you a LOT of breathing/wiggle room and it really helps in the long run. The shutters will still be there after you break the window. Grab your free 30 conveyors & switch off a nearby metal rack in main req, link the two and start placing them on your platform. I usually do this with the conveyors:

This setup means the crates which come up are closer to you without blocking all the spots where you put the things you wanna export. Also, if you really want, move some of the vendors closer to your drop pad using a wrench, helps when you get a request of 50 welding backpacks and similar. Lastly for your req setup, vend an Unboxer, Cutter, Atomic Reconstructor from your OP vendor's "reqtorio basics" tab. Put them nearby where they don't get in the way and are easily accessible. These 3 machines will be used for your smartgunners. It's alright even if you don't have any smartgunners.

Now that your frantic setup is complete it should be around 12:08 and you'll likely have marines yelling at you for their orders, or be in a complete ghost town where marines don't even know you exist.

Quick checklist:

  • Crate filled with ammo, fultons, beacon, C4, sentries on alamo.
  • Conveyors on lift, activated.
  • Tablet in pocket.
  • Reqtorio machines vended.

Before alamo departs

You'll want to start accepting and denying orders. Remember that orders are ordered (lol) based on their age, so the oldest (Earliest) order is at the top, while the newest (Freshest) order is at the bottom, so you'll likely want to start accepting from top to bottom. But hold that trigger cowboy! Does that marine really need a "Jetpack"? For 120 points?? You'll need to investigate, as some things that marines can buy from req are freely available (Sometimes in limited numbers, however) So in this case, you'll head over to the Automated Weapons Rack and check Specialized tab. Are there "marine jetpacks" there? If yes, vend it and tell them their order is at req while denying the order. Sometimes some limited guns are also in Seasonal tab, such as the aforementioned Kalashnikov. If you did not find the item, contemplate if it's worth spending points on right now. Now that the weird orders are sorted, here's things you want to prioritize;

ASRS pad. Steep price for the start of an op, 300, but is like a money printer if you have a researcher. When you get this crate, put a toolbelt, a charged cell from the yellow engineer vendor (Should be located nearby req) and if you don't have a researcher, also go into medical (You don't have access, but people raid chemistry roundstart so there should be an entryway into chemistry where there is a white medical vendor (NOT MARINEVEND) which is probably hacked by those same people. Head into the misc tab and grab a "Xenomorph analyzer", put it in the crate. Head into main medbay and grab a researcher tube (NOT cryo tube, the ones you're looking for are distinctly cyan). You can unbolt them by opening up their gui and clicking the topmost button, then simply put it in your crate.

Your second crate should have these:

  • A toolbelt.
  • High Capacity APC Power Cell.
  • ASRS Pad.
  • Researcher Tube.
  • Xeno Analyzer.

After doublechecking, leave the crate on alamo. This will be your main point generator before your engineers set up miners. Now that ASRS is bought, you should prioritize orders from top to bottom. Suit modules are usually the most sought after thing now that imagers are gone. If you think you'll have too many suit module orders (5+ for a single module, such as Tyr2), you might want to hold off buying them and instead make a factory for modules. Same goes for SG ammo, you see a guy putting a roundstart order for 3 bins? Build a factory instead of hastily accepting his order, his jaw will drop seeing 10 filled bins on the same tile.

As a rule of thumb you never want to outright deny orders unless you provide a substitute (By substitute I mean being able to create the order via reqtorio, offering a better alternative or already having a copy of the requested item stashed somewhere, NOT a downgrade or something entirely different) or the orderer is dead.

Other than dealing with orders, you might wanna deal with some other prep. Due to lacking APC access (And engi skill for that matter), you should really not bother trying to fix APCs or fix medical's if (read: When) their power runs out. You can still wirecutter a slashed APC in the event an illegal passenger drone slashes your TCOMMS APC.

Don't forget you're also in command, so setting up aSL's, raising orbit and doing briefings is in your power! Ever since #14578, there's no reason to be on orbit 1-4. Raise it to 5 and increase your passive req point gen.

Saving money with factorio

Reqtorio is a wonderful addition that allows you to save precious points at the cost of a little setup with larger bulk orders, being able to print out 10 modules at once for just *600* points (Saving a whopping 900) is something that will make an average unga love you and make your comrades proud. As you already vended 3 machines and put them down, you might not even know how to accordingly place them though! Firstly, grab some new conveyors from your autolathe and print a conveyor switch to boot with them as well. You can wrench a reqtorio machine down to bolt it to the ground and have it accept materials, or use a screwdriver to change its rotation counter-clockwise, symbolized by the red mark on the bottom left of a machine. This mark tells you WHERE the machine is currently pointing, and as such is pointing its output. On the opposite is the input of the machine. You can also fuel every machine by hand, but doing it with things other than assemblies takes a ridiculous amount of time. Regardless, the 3 reqtorio machines you vended create SMARTGUNNER ammunition, a rather costly endeavor made **50%** less expensive with a simple configuration. Placing them in this sequence allows you to put in Smart machinegun (SG29) and Smart minigun (SG85) refills into the leftmost machine (The Unboxer) and have them create 10 bins per refill, saving a total of 250 points PER batch!

Examples aside, the leftmost machine is the UNBOXER, and it's the defacto starting point of every factory, as you first need a machine to unpack a refill assembly. You can get creative with layouts for these, requiring only 1 conveyor between each machine while going diagonally.

There's many more recipes and some of them get pretty complex requiring 8 machines, 3 of which have to be bought. Remember that a factory is very modular and you never need to rebuy the same machine, as you can just change your current production to suit the new one.

Communication

(aka. Dealing with radio silence)

Being a good RO means you're not just good at accepting orders and pressing the lift button, you're a PEOPLE person, hence why you've got a loud headset!

MORE OFTEN THAN NOT (Especially after the operation properly begins), you'll get a order verbally through comms, usually through req's channel (As everyone has access to it), though I've seen a few people order through Command, Fire Support, or the stray private using their squad channel. Not to fret, you've got access to EVERY channel and knowing which letter is for which is going to save you a lot of hassle in the long run.

:q - alpha, :b - bravo, :c - charlie, :d - delta, ; - Common , :s - Fire Support , :h - Command , :e - Engineering, :u - Req.

Regardless, this is where only game knowledge can help you solve the cryptic hints of radio orders, as being told to order "50 metal, 2 sentries, to my beacon" is much more desirable than "DMR NOW" which will leave you scratching your head in a magnitude of ways. But here is where I unfortunately have to tell you the sad reality; Marines are not smart, not just that, but it also sometimes feel like these people GO OUT OF THEIR WAY to make your job harder.

(Worst cases are when you get an order and never get a reply after you ask them where they want their order)

Not to fret, you have loudspeak for a reason! You must however remember The 3 Rules

1) Say relevant information and keep it short and concise, drawing out your replies will only net negative results in the long run.

2) Ask ungas to elaborate if you're confused, For our previous example, if you're unsure of the item in question, you'd have to ask "You mean the one in weapons vendor under marksman or the AMR from req? Sure, any attachies?" Don't be afraid to ask for people to elaborate on their orders, as many times you could have a simple communication error cost you precious seconds in time of need, such as someone telling you to buy 3 APHE for TAT, so you buy a single order of 3 APHE shells, but only after you send it realize they meant 3 orders of 3 shells.

3) Never automatically send to fob, ask if they have antenna/beacon/where they want their order. The worst way you can hurt a push is by forcing people to abandon frontline and scramble to fob one at a time. Do not do this.

Signal ping pong

"Launch aborted! Supply beacon signal lost." This means that the beacon/antenna/radio pack you are *currently* sending to has ceased to function, whether deactivated or broken and it means you have to ask/tell the receiving person to check their antenna. ONLY ASK FOR THIS ONCE. As I have managed once to get into an infinite loop where I tell someone to set their beacon, start sending, they change the beacon, I get the supply beacon signal lost message, and I tell them to fix their beacon, at which point the console locks onto their changed beacon from before, leading to an infinite loop of tearing your hair out.

Super advanced tech: After you hit "Launch Supply Drop", keep refreshing the current beacon by re-selecting it a bunch. The drop doesn't cancel and if the marine in this 10 second time period flickers their antenna, you'll manage to re-select it and not abort your launch. Knowing this tech is IMPECCABLE to sending orders fast, as some marines really like to flicker their signals.

Other than being a mastermind at 9D chess with people, you should periodically update people on your req points, there's no point of having 'em if nobody uses them! I usually do this after getting a big bulk of points at once, or when I've been stuck at 200ish points for 20+ mins wondering if my Rsr and Engis are snoozing (Or dead).

Some of the lesser known tips:

  • A smartgun has a check on it to prevent any non-smartgunner from using it effectively. Putting it on an Experimental shoulder mount attachment won from Researcher's gacha bypasses this entirely. Send these to frontliners along with throwing knives. Removed #15322
  • You can open a crate while it is being sent to a beacon. Useful for if you realize a little too late that you are sending the order to the wrong guy. This will still eat your crate and put the supply console on a 30 second cooldown. (You can't pull the crate after it's locked in, and it takes exactly 10 seconds to send after pressing the button)
  • Contrary to popular belief amongst the non-RO's, you do not have surgery skill. If you find yourself as the only one shipside you have to beg over comms for a corpsman to go shipside otherwise putting dead people into autodocs/cryo will make medbay run out of power fast-- and your ID has no APC access. Combine that with no engi skill and even hacking an APC is a lengthy endeavor. Put people into stasis bags if there's no power. If you absolutely must do surgery, steal powercells/generators from engi and hotwire medbay into having a quickly swappable battery source.
  • You can chamber OB fast even without the skill, as pressing the button to Load and Chamber an OB round bypasses the "?" timer. You still need to wait for the fumble timer when opening the GUI. It's best to ask AI to operate the console for you.
  • If you have the time, you can orbit groundside personnel with your req's overwatch console and even give them buffs from orders.
  • Short on metal?
    • Making lots of glass windows from the glass stack req starts off and then breaking them gives you 1 metal rod per glass and thus 1 metal sheet per 4 glass (Slowest).
    • Prying floor tiles off shipside nets you 1 metal per 4 floor tiles (Slow-ish + carpal tunnel) Removed 13835.
    • Deconstructing the cades that spawn at reqline and near alamo on Pillar of Spring nets you around 12+48 metal.
    • Pillar of Spring and some other shipside maps have armory with a 50 metal stack spawn (Fastest but map dependent).