Table of Contents

Requisitions Officer

Welcome to the Requisitions department, home of infinite crates and not enough credits. As a Requisitions Officer, your office is the Requisitions Office (and Requisitions Armory), and your job is to make sure your Marines stay equipped for the task at hand, have the tools they need (and some of the things they want), and most importantly bring the bigger guns back after a major operation. (Wandering around with a gigantic flamethrower is generally bad for civilian morale.)

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.

Bare minimum requirements: Don't give the Clown a rocket launcher. Provide equipment as requisitioned by the Executive Officer and Marine personnel. Don't spend all of your budget on more hand grenades. Ask R&D for military supply supplements.

Your Friendly Local Arms Dealer

You're responsible for:

Your Chain of Command

As a Requisition Officer, your immediate superior is the Executive Officer, and your equivalent in rank is the Quartermaster. You may have some Cargo Technicians or Assistants reporting to you as well; make sure they are working productively and not stuffing their pockets with grenades, and keep them outside of the Armory!

The Automated Storage and Retrieval System

Vernacularly known as the Elevator, this is the Marine improvement on standard Quartermaster duties - an elevator that brings crates from the Cargo Hold. At round start, the Cargo Hold has 25 entirely random Marine-specific crates, and the Marine department has a starting budget of (marines / 30) x 12000 credits to order more supplies from. Marine supplies ordered from registered channels are delivered to the Cargo Hold directly (other orders are routed through the Quartermaster and the Cargo Bay), and loaded onto the elevator as space and time permit to a limit of five crates per trip (the remainder remain in the Cargo Hold and are loaded onto the ASRS by drones once it has been cleared of previous cargo and any return crates have been loaded onto it. Military crates sent down the ASRS as returns earn 200 credits; the Marine budget increases by roughly 300 credits per minute, plus a portion of the salvage value or bounty on any military targets declared. (This includes the value of destroyed enemy ships.) Military crates usually cost several thousand credits per crate, so be sure to use your existing supplies before going crazy on the ordering console. Command can authorize the transfer of funds from other departments to the Military budget, but generally will not unless the ship has an urgent need for military supplies.

Tips

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 System

The most important utility of requisitions is the ASRS system. The ship has a large automated storage bay in the lower decks, from which the ASRS system retrieves crates. Crates are added to the storage bay as requisition credits 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 credits 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.

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. When the lift is clear of biosigns, pressing the Lower button will raise safety rails on all sides of the lift, preventing access.

While lowered, the system will automatically process any newly accepted orders, and bring them up the next time the lift is raised. Note that the OrdnanceBots below cannot add new items to a raising lift, and will have to wait for the elevator to cycle back to its lowered position before they can send up recently ordered items.

Budget Acquisition

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

Credits will passively generate from roundstart based on the ship's orbital level. The exact formula is 200*(Orbit Level/3) every 10 seconds, but due to lag and other calculations you'll likely only be getting 500 per minute. This number can be increased by elevating the ship's 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. Credits are actively gained through exports, by selling monster corpses, research artifacts, valuable minerals, or factory sales.

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

These can be sold through three methods:

All methods produce the same number of credits, but some are more costly in terms of time or resources than others. Manual sale in particular is slow and inefficient.

Mining is another lucrative point generation method. Engineers can set up and activate mineral miners, which bore into the surface of the earth searching for minerals. 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).

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

The last method of active point generation is factory sales. The equipment made by the Factory system can be re-sold, often for more credits than the gear was originally worth, if the item is bar-code-labeled and sent to the Cargo Bay for sale.

Supply Drops

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

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

Requisitions features a modular factory system, orderable from the Factory section of the ASRS inventory. Although the system has a high startup cost, this will significantly decrease the cost of any items produced over their manually purchased variants.

The Factory system works by connecting the various production machines in sequence, with running conveyor belts between them. You can order the entire set of all factory machines from the ASRS Factory tab, and the conveyors can be produced from Requisitions autolathe.

The conveyors will require belts and a switch. Print both from the autolathe, and use the switch in-hand to link the belts to it, before setting them on the ground to deploy. To rotate a belt, use a wrench on it. To remove a belt, use a crowbar.

Each item produced requires a different factory pathway, all of which start from the Industrial Unboxer. These pathways are described in the pamphlet in the Starter Kit, or in the production chart below.

Wrench the factory modules into place along the conveyor track to secure them. Rotate them to fit the direction of incoming resources using a screwdriver; if a machine is facing north, it will be taking resources from its south side.

To produce an item, ensure that the machinery pathway is accurate, then order the necessary resupply kit from the Factory tab. Use the kit on the Unboxer to load it, then turn on the unboxer by clicking it. This will start the process.

The following chart lists all items currently producible by the Requisitions factory, as well as their associated resupply costs and machinery pathways.

Phosphorus-resistant plates refill: Resupply kit for the Type 8 WP grenade. Produces 30 items. Cost: 9000 Credits. Machinery Pathway: Unboxer. Cutter. Heater. Former.

Rounded M15 plates refill: Resupply kit for the M15 fragmentation grenade. Produces 30 items. Cost: 5000 Credits. Machinery Pathway: Unboxer. Cutter. Former.

SADAR missile assemblies: Resupply kits for the SADAR rocket types. Comes in HE, AP, and WP flavors. Produces 15 items. Cost: HE: 5000 Credits, AP: 6000 Credits, WP: 4000 Credits. Machinery Pathway: Unboxer. Cutter. Heater. Flattener. Atomic Reconstructor.

T160 Recoilless Rifle missile assemblies: Resupply kits for the recoilless rifle missile types. Comes in HE and LE flavors. Produces 15 items. Cost: 3000 Credits. Machinery Pathway: Unboxer. Cutter. Heater. Atomic Reconstructor.

All IFF Ammo: Production pathway for all IFF ammo types, including T-29, T-25, and T-81. Cost: T-25 Boxes: 2000 Credits, T-29 Drums: 5000 Credits, T-81 Magazines: 4000 Credits. Machinery Pathway: Unboxer. Cutter. Atomic Reconstructor.

Claymore parts refill: Resupply kits for the claymore. Produces 30 items. Cost: 3000 Credits. Machinery Pathway: Unboxer. Atomic Reconstructor. Former.

Pizza Galaxy “Eat healthy” margherita pizza: Resupply kit for the margherita pizza. Produces 30 items. Cost: 2500 Credits. Machinery Pathway: Unboxer. Cutter. Heater.

Mateba speedloader parts refill: Resupply kits for mateba speedloaders. Produces 30 items. Cost: 3000 Credits. Machinery Pathway: Unboxer. Cutter. Flattener.

Railgun round parts refill: Resupply kits for railgun cartridge magazines. Produces 30 items. Cost: 2000 Credits. Machinery Pathway: Unboxer. Cutter. Flattener. Atomic Reconstructor.

TX-8 magazine parts refill: Resupply kits for TX-8 magazines. Produces 30 items. Cost: 5000 Credits. Machinery Pathway: Unboxer. Cutter. Heater. Former.

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 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.

The Requisitions Overwatch Console

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.

Keys to the Armory

“You want to know how to drive a starship to madness? Start giving people what they want.”

On the one hand, it's hard to slip away from your position for too long if there's active military work going on. On the other, you have all sorts of toys to create Fun amongst the crew, from laser beams to grenades to rockets. Just remember to try to be subtle - nobody will believe that the Marines dragged a crate of HE grenades into the Garden by themselves.