TGMC:Guide to requisitions
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
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
doorsheadssecure crates prior to sending. Wear it on your back.
The ASRS System
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 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
<tabs> <tab name="Operations"> Operations is mostly equipment used by Command staff as well as some specialized equipment for repairs of operations equipment
</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!
</tab> <tab name="Explosives"> Anything that goes boom is probably in here
Item: | Cost: | Description: |
---|---|---|
5 M20 Claymore Mines. You can make Claymore mines in the Factory | ||
A deployable mine dispenser that can throw out any M20 Claymore mines loaded into its interface before you place it down | ||
A box of 25 Razor burn grenades. You can make Razor burn grenades in the Factory | ||
A box of 25 M40 Adhesive Charge grenades | ||
A box of 25 M40 Heavy (Standard) Smoke grenades | ||
A box of 25 M40 HEDP Grenades | ||
A box of 25 M45 Cloaking (Improved) Smoke Grenades | ||
A box of 25 M40-AG Anti-Gas Smoke Grenades | ||
A box of 25 M40-2 Cloaking (Improved) Smoke Grenades why do we have two of these? | ||
A box of 25 M80 Lasburster Grenades | ||
A box of 25 M40 Incendiary Grenades | ||
A box of 25 M15 Fragmentation Grenades | ||
A box of 25 M45 Trailblazer Grenades | ||
A box of 15 M40 White Phosphorous Grenades. Using these may constitute a Warcrime | ||
A box of 25 M25 High Explosive Fragmentation Grenades | ||
A single brick of C4 Plastic Explosives, for when you need to remove a wall without too much other damage | ||
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 | ||
A single brick of Detpack, a configurable demo charge that can be toggled for use as an improvised mine | ||
A crate containing a deployable T-50S mortar | ||
2 Rounds of 80mm High Explosive Shells, for use with T-50 Mortar Systems | ||
2 Rounds of 80mm Incendiary Shells, for use with T-50 Mortar Systems | ||
2 Rounds of 80mm Flare Shells, for use with a T-50 Mortar or the MG-100Y Howitzer | ||
2 Rounds of 80mm Smoke Shells, for use with T-50 Mortar Systems | ||
2 Rounds of 80mm Plasma Drain (Tanglefoot) Shells, for use with T-50 Mortar Systems. Only available in HvX modes | ||
A Crate containing the TA-40L Multiple Launch Rocket System. For when you really want to say "Dear Grid Co-ordinates" | ||
A replacement magazine of 16 High Explosive rockets for the TA-40L MLRS | ||
A replacement magazine of 16 X-50 Gas rockets for the TA-40L MLRS | ||
A replacement magazine of 16 Cloak (Improved) smoke rockets for the TA-40L MLRS | ||
A replacement magazine of 16 Incendiary rockets for the TA-40L MLRS | ||
A large caliber Howitzer, the MG-100Y is a reminder that artillery is king | ||
A single High Explosive shell for the MG-100Y Howitzer | ||
A single Incendiary shell for the MG-100Y Howitzer | ||
A single White Phosphorous shell for the MG-100Y Howitzer. Using this may constitute a Warcrime | ||
A single Plasma Drain (Tanglefoot) shell for the MG-100Y Howitzer | ||
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: |
---|---|---|
A special gas mask that seals tightly to your face, prevents up-to 1 face hugger attempt | ||
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 | ||
A deployable barricade that fits in your bag. Can be easily deployed and removed in the field as needed | ||
Currently 1200 |
The ultimate in protection, comes with the suit, helmet, and gloves for some serious heavy duty protection. Will slow you down alot | |
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 | |
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 | ||
A variant of the Scout cloak that sacrifices mobility for the ability to fire your weapons while active | ||
An extended capacity grenade belt for carrying more Grenades! Only available in HvX modes | ||
A box full of all the different Mark 2 modules for Jager or compatible armor systems. Discounted price for a variety pack! | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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: |
---|---|---|
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! | ||
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! | ||
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 | ||
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 | ||
A backpack designed for Engineers to carry Sentry guns and HSG-102 Emplacements | ||
A collection of 5 Officer uniforms! Includes an RO, Two Staff Officer, a Corporate Liason, and a Chief Engineer uniform | ||
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 | ||
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 | ||
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 | ||
A backpack slot Jetpack! Fly forward several tiles with the click of a button! Has a cooldown between uses | ||
An Eyewear set of Night vision goggles, Batteries NOT included | ||
An Helmet Module of Night vision goggles, Batteries NOT included | ||
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: |
---|---|---|
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 | ||
A Beaker filled with 60u of Biomass, for use creating Clones in a Clone vat, 40 Biomass is required per clone | ||
A set of HealthMate HUD eyewear glasses, for showing the medical state of fellow marines at a quick glance | ||
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 | ||
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 | ||
A box of 7 Body Bags | ||
A single Stasis bag, for holding a marine in stasis while awaiting medical treatment MarineMed Vendors have a limited stock of these available | ||
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 | ||
A 60u Empty Hypospray injector, allows for custom inject amounts and multiple reagent injects per use. This crate requires Medbay access to open | ||
A 120u Empty Large Hypospray injector, allows for custom inject amounts and multiple reagent injects per use. This crate requires Medbay access to open | ||
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 | ||
Contains 1 bottle of lemoline with 30 units | ||
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 | ||
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: |
---|---|---|
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 | ||
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) | ||
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 | ||
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 | ||
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 | ||
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 | ||
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. | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
Contains 3 inflatable doors and 4 inflatable walls. Use this to create your own inflatable room. Air sold separately | ||
A box of Light Tubes and bulbs. Contains 14 tubes, 7 bulbs | ||
A single MetalFoam grenade; for use in sealing up | ||
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 | ||
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. | ||
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: |
---|---|---|
A box filled with PFC Jim brand Crayons, A part of a healthy marine breakfast! | ||
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 | ||
A cute space carp Plushie! Adorable! | ||
A cute lizard Plushie! Adorable! | ||
A cute slime Plushie! Adorable! | ||
A cute moth Plushie! Adorable! | ||
A cute rouny Plushie! Adorable! | ||
A crafted filled with assorted games to pass the time on the ship while the marines are Planet-side 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 | ||
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 | ||
A ten dollar stack of space cash, this is worthless! (Although if you need a crate it is just one req point) | ||
A twenty dollar stack of space cash, this is worthless! | ||
A fifty dollar stack of space cash, this is worthless! | ||
A hundred dollar stack of space cash, this is worthless! | ||
A two hundred dollar stack of space cash, this is worthless! | ||
A five hundred dollar stack of space cash, this is worthless! |
</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: |
---|---|---|
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. | ||
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. | ||
A Spare PR-11 Pulse Rifle Magazine | ||
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. | ||
A Spare PR-412 Pulse Rifle Magazine | ||
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. | ||
A Spare magazine for the PR-412L1 Heavy Pulse rifle | ||
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. | ||
A Spare Magazine for a Type 71 Pulse Rifle | ||
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. | ||
A Spare Magazine for an SMG-27 Sub Machine Gun | ||
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. | ||
A Spare Magazine for an SMG-25 Sub Machine Gun | ||
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. | ||
A spare magazine for an ALF-51B Machine Carbine | ||
A robust, 20th century firearm that's a combination of pistol and submachinegun. Fires .32ACP caliber rounds from a 20 round magazine. | ||
A Spare Magazine for a CZ-81 Skorpion SMG | ||
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. | ||
A Spare Magazine for an SMG-2 Uzi SMG | ||
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. | ||
A Spare Drum Magazine for a PPSh-17b | ||
A double barreled shotgun whose barrel has been artificially shortened to reduce range for further CQC potiential. Only available in HvX modes | ||
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 | ||
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 | ||
A packet of .410 caliber Buckshot shells for an MBX-900 Lever gun. Only available in HvX modes | ||
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 | ||
A spare magazine for an SVD Dragunov. Only available in HvX modes | ||
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. | ||
A Spare magazine for an MPi-KM Assault Rifle | ||
A box of 7.62x39mm WARSAW ammo | ||
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. | ||
A spare magazine for an MKH-98 Assault Rifle | ||
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. | ||
A loaded .30-06 enbloc clip for a CAU C1 Rifle | ||
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. | ||
A bunch of .45 Long Colt ammo for a Judge Revolver | ||
A bunch of .410 gauge Buckshot ammo for a Judge Revolver | ||
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. | ||
A Spare magazine for an FN M16A4 Assault Rifle | ||
A box of 5.56x45mm NATO ammo | ||
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. | ||
A Spare magazine for a FAMAS Assault Rifle | ||
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. | ||
A spare magazine for an EM-88 Assault Carbine | ||
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. | ||
A speedloader of .357 bouncy ammo for use in a Rebota Revolver | ||
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. | ||
A speedloader of .44 Magnum for use with the R-44 SAA Revolver | ||
A popular police firearm in the modern day. Chambered in 9x19mm. | ||
A Spare magazine for a P-22 Handgun | ||
A magnum chambered in .50AE that comes with a serious kick. This one is engraved, Peace through superior firepower. | ||
A Spare magazine for a Desert Eagle Handgun | ||
A massive, formidable automatic handgun chambered in 9mm squash-head rounds. Commonly seen in the hands of wealthy Nanotrasen members. | ||
A Spare magazine for a VP78 Handgun | ||
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. | ||
A Spare magazine for a Highpower Automag | ||
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. | ||
A Spare magazine for a P-1911 service pistol | ||
A hat lined with durathread on the outside, has the usual iconic look of a straw hat. A common hat across the bubble. | ||
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: |
---|---|---|
An all-terrain vehicle built for traversing rough terrain with ease. TGMC CAVALRY is stamped on the side of the engine. | ||
A detached sidecar for TGMC motorbikes, which can be attached to them, allowing a second passenger. Use a wrench to detach the sidecar. | ||
A can filled with fuel to light things on fire. It has Absolut Jerry stamped in the side. Holds 200 Units of Fuel | ||
A prototype combat droid, first deployed as a prototype to fight the xeno menace in the frontier systems. | ||
A prototype scout droid, rigged with top-of-the line cloaking technology to hide itself from view. | ||
A cargo droid, rigged with experimental technology to allow AI control. The claw is not standard and cannot grasp warheads. | ||
A droid laser weapon | ||
A small remote-controllable vehicle, usually owned by the TGMC and other major armies. | ||
A small remote-controllable vehicle, usually owned by the TGMC and other major armies. | ||
A small remote-controllable vehicle, usually owned by the TGMC and other major armies. | ||
The turret part of an unmanned vehicle. Uses 11x35mm ammo | ||
The turret part of an unmanned vehicle. Uses 12x40mm ammo | ||
A box of 150 11x35mm rounds for use with the Light UV Turret | ||
A box of 50 12x40mm rounds for use with the Heavy UV Turret | ||
Used to control an unmanned vehicle. Tap the vehicle you want to control with the controller to link it. | ||
A dropship equipable HSG-102 Smartgun Emplacement, Accepts both the standard 300 round and 500 round magazine | ||
A dropship equipable Mounted Minigun Emplacement | ||
A dropship equipable Heavy Laser Emplacement | ||
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 | ||
Ammo for the dropship equipable Mounted Minigun Emplacement, This is the same ammo as is for the Mounted Minigun Emplacement in the Weapons tab | ||
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.
</tab>
</tabs>
The ASRS Elevator
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 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.
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
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 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).