User:P0lt3rgh315t/Sandbox

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DMCA RO.png  CWO Ronald Hutto says:
"Hi! If you're here, you've probably been unlucky enough to land in the role of a Requisitions Officer, or if you're masochistic chose to have this hellish role. 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."

The Life of a Crate Pusher

You're the RO, Req Officer, the supply guy. What this entails is actually a fair bit more than what it seems. The basic role of an RO is to keep the marines supplied with ammo, supplies, materials, and other things, keep the ship supplied with those as well, and also to give marines better equipment. If there is no other command staff, you'll likely be the acting captain, and as such will have leading the marines as a secondary role to keeping them supplied. Remember: An unga with no equipment is an unga who's not fighting (and likely bitching at you).

Gearing up

Once you spawn in as a crate pusher, you'll spawn with any loadout items as well as some standard equipment, the most important being:

  • Your RO suit, which doesn't allow for exosuits like the marine uniform
  • N2 armor, which is just M3 officer armor, I have seen no difference, I'm pretty sure it's better than the standard marine vest though.
  • Insulated Gloves
  • Your ASRS tablet, which is a portable ASRS console and as such is EXTREMELY important, treat it like it's a block of solid gold, keep it in your pocket.
  • A revolver holster with a M44 SA in it, and some speedloaders. Not a bad sidearm.
  • And a taser, for particularly bad ungas

In the RO locker there's a webbing to put on (Which you really should), as well as a flash (which is better against marines), spare armor and some other stuff, and on the Pillar of Spring there's a zippo and box of cigars, because why the hell not.

Starting out

Right, so you have your webbing on, you'll wanna go to the desk, look at the table to the left of it (on the Pillar of Spring, fuck the Sulaco), and click the shutters button, alt click to find it if you have to, but this'll open the shutters so you can start your job.
Next, get an ASRS bluespace export pad from the console (it's in the operations tab) and accept that cart, DO THIS BEFORE ACCEPTING ANY AND ALL REQUESTS. The pad lets marines sell shit planetside a lot faster than bringing stuff up to you.
Then just hit accept on any exo modules people order, don't order matebas or anything like that this early on, focus on exosuit modules and maybe SG ammo. While you accept requests, throw out all the grenade boxes from the Operational Supply Vendor, throw out some ammo boxes too for marines to fill up, and drag out both the MRE crate and the flare crate that's at the south of the req office for marines to bring to the Alamo.
(Quick note, you can use a crowbar on the weapons crates to get some cool stuff like incendiary slugs or WP nades)

How to Order Supplies and Other Cool Toys:

Open the console with the machine or your superior ASRS tablet.
Go to whatever tab the item is in.
Click the single arrow to order one, or the double to waste all your points getting as many as you can.
Accept the cart.
Lower the pad WITH NOTHING ON IT, and then raise the pad to get those crates. There are a few items you CAN keep on the pad as they'll sell for points:

  • Xeno bodies, which give varying amounts of points
  • Xeno embryos, which give five points each (nag the medical channel for embryos, they add up so much.)
  • Ore crates, which give 20-40 points I THINK, it's at least in that ballpark.

Do NOT put empty crates on the pad, as they don't sell, and apparently don't put a closed crate of embryos on the pad as it doesn't seem to sell.

Mid-Round Supplies

Well now that the marines have deployed on the Alamo and are currently FFing each other, the bulk of your job has started: Keeping those bastards supplied.
The very first thing you should do is tell the marines to do two things: set the ASRS pad up, and to set their supply beacons. Nag them about the beacons, nag their squad comms about the beacons, use the overwatch console if you have to, just make sure those beacons are set and you know where they are, as supplies sent to the wrong place are a lot of points quite literally thrown away.
While getting the ungas to set up the beacons for you, use your somewhat-free time to do two main things: get an emergency gun for yourself, and fill up ammo boxes, seriously, label and fill ammo boxes with magazines, especially T12 (assault rifle), T19 (machine pistol), and TL127 (sniper) mags, to send to the FOB. Also label and fill a backpack (found in the spare equipment vendor) with flares, as the starting crate doesn't have enough.
Once the beacons are set up, you can nag the marines about ammo, supplies, that stuff. Other than just ammo/supply checks, you're gonna wanna ask certain comms for checks as well:

  • use the medical channel (:m) to ask medics how their supplies are.
  • use the engineering channel (:e) to ask how both the engineers and the mortar team are on materials/ammo, respectively. (Quick tip, if you haven't been hearing any coordinates and mortar callouts then the mortar's probably fine.)
  • Use squad comms (:q, :b, :c, and :d, for all four squads in alphabetical order) to check on the SGs (smartgunners), they use lots of ammo.
  • Use the command channel (:v) for both OB ammo and pilot fuel checks
  • use the supply channel (:u) for both coordinating Ship Technicians and for whatever people decide to use it.