TGMC:Guide to requisitions

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DMCA Logo.png This page is a part of the TGMC wiki.

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

DMCA RO.png  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:

  • TGMC tablet req.png The ASRS tablet, which will allow you to remotely operate the ASRS system and elevator.
  • TGMC labeler.png A hand labeler, to properly tag and identify the crates you send.
  • TGMC toolbelt.png A toolbelt, to store the necessary tools to do construction and maintenance on Requisitions systems. Wear it on your belt slot.
  • TGMC belt machete.png 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.

A list of items in the ASRS inventory can be found at the bottom of this document.

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:

  • Surgically removed larva: 50 points
  • Minion Xenomorphs: 50 points
  • Larva: 150 points
  • Tier 1 Xenomorphs: 300 points
  • Tier 2 Xenomorphs: 400 points
  • Tier 3 Xenomorphs: 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, Plasma and Platinum. Plasma 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 pouches come with items included. Most of the time this isn't very helpful, but examples like the Electronics Pouches are a good source of infinite, free high-capacity batteries.
  • 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.
  • You'll usually be expected to put attachments on specialist weapons before sending them down. For the Minigun, you should generally put a magnetic harness on it before sending; for the SADAR, use a mini-scope.
  • Check the Automated Weapon Vendors specialized section if a T-29 Smartgunner is asking for ammunition. There are 4 free drums found there at roundstart, and the smartgunners may have forgotten to take them.
  • Some crates, such as the Advanced Medical Supplies crate, are rank-secured when purchased, requiring someone with the necessary access to unlock the crate before the contents are accessible. This can be circumvented by breaking the crate.


ASRS Inventory

Item: Description:
TGMC crate basic.png

TGMC Loot Pack

Contains a random, but curated set of items, these packs are valued around 150 to 200 points. Some items can only be acquired from these. Spend responsibly.

Cost: 1000

TGMC crate basic.png

Supply Beacon

A rugged, glorified laser pointer capable of sending a beam into space. Activate to set on the ground to call for a supply drop.

Cost: 100

TGMC crate basic.png

Fulton Extraction Pack

A balloon that can be used to extract xenomorph corpses. Cannot be used to move equipment or personnel.

Cost: 100

TGMC crate basic.png

Autominer upgrade

A small computer that can automate mining wells, reducing the need for oversight.

Cost: 50

TGMC crate basic.png

Mining well reinforcement upgrade

A very folded box of reinforced components, meant to replace weak components used in normal mining wells.

Cost: 50

TGMC crate basic.png

Mining well overclock upgrade

A box with a few pumps and a big drill, meant to replace the standard drill used in normal mining wells for faster extraction.

Cost: 50

TGMC crate basic.png

Tactical Binoculars

A pair of binoculars. A pair of binoculars, with a laser targeting function. Alt+Click or unique action to toggle mode. Ctrl+Click when using to target something. Shift+Click to get coordinates. Ctrl+Shift+Click to fire OB when lasing in OB mode.

Cost: 300

TGMC crate basic.png

Pool Tracker

A tracking tablet used to detect xenomorph larval biomass concentrations. Usable to locate resin silos.

Cost: 200

TGMC crate basic.png

3 Deployable Cameras

The ROC-58 deployable camera, designed for use in the field to increase the tactical utility of overwatch.

Cost: 20

TGMC crate basic.png

ASRS Bluespace Export Point

A bluespace telepad for sending valuable assets, such as valuable minerals and alien corpses. It needs to be wrenched down in a powered area to function.

Cost: 300

TGMC crate secureexplosives.png

Cluster Orbital Warhead

An explosive orbital bombardment warhead that shatters into multiple smaller explosions on impact.

Cost: 200

TGMC crate secureexplosives.png

HE Orbital Warhead

An high explosive orbital bombardment warhead, capable of annhilating nearly anything in its target radius.

Cost: 300

TGMC crate secureexplosives.png

Incendiary Orbital Warhead

An orbital bombardment warhead filled with advanced Type-X napalm, covering its target area in flame for a significant duration.

Cost: 200

TGMC crate secureexplosives.png

Plasma Draining Orbital Warhead

An orbital bombardment warhead filled with compressed tanglefoot gas. Drains xenomorph plasma while in the gas cloud.

Cost: 150

TGMC crate secureexplosives.png

Solid Fuel

Solid fuel canister for the orbital bombardment cannon.

Cost: 50

TGMC crate basic.png

150 Dropship Fabricator Points

A voucher for dropship equipment points, redeemable at the dropship equipment fabricator.

Cost: 400

TGMC crate basic.png

200 dollars

A stack of 200 dollars.

Cost: 50

Item: Description:
TGMC crate weapons.png

UA 571-C Base Defense Sentry

A large case containing all you need to set up an automated base defense sentry.

Cost: 400

TGMC crate ammo.png

UA 571-C Sentry Ammunition

A drum of 50 10x28mm caseless rounds for the UA 571-C sentry gun. Just feed it into the sentry gun's ammo port when its ammo is depleted.

Cost: 100

TGMC crate weapons.png

UA-580 Portable Sentry

A large case containing all you need to set up an automated point defense sentry.

Cost: 400

TGMC crate ammo.png

UA-580 Portable Sentry Ammunition

A box of 100 10x20mm caseless rounds for the UA-580 point defense sentry. Just feed it into the sentry gun's ammo port when its ammo is depleted.

Cost: 100

TGMC crate weapons.png

Build-A-Sentry Attachment System

The Build-A-Sentry is the latest design in cheap, automated, defense. Simple attach it the rail of a gun and deploy. Its that easy!

Cost: 250

TGMC crate weapons.png

TL-102 Mounted Heavy Smartgun

The TL-102 heavy machinegun, it's too heavy to be wielded or operated without the tripod. IFF capable. No extra work required, just deploy it with Ctrl-Click. Can be repaired with a blowtorch once deployed.

Cost: 800

TGMC crate ammo.png

TL-102 mounted Heavy Smartgun Ammo

A box of 300, 10x30mm caseless tungsten rounds for the TL-102 mounted heavy smartgun.

Cost: 100

TGMC crate ammo.png

TAT-36 Anti Tank Gun

The TAT-36 is a light dual purpose anti tank and anti personnel weapon used by the TGMC. Used for light vehicle or bunker busting on a short notice. Best used by two people. It can move around with wheels, and has an ammo rack intergral to the weapon. CANNOT BE UNDEPLOYED ONCE DEPLOYED! It uses several types of 37mm shells boxes. Alt-right click on it to anchor it so that it cannot be moved by anyone, then alt-right click again to move it.

Cost: 600

TGMC crate ammo.png

TAT-36 AP-HE Shell (x3)

A 37mm shell for light anti tank guns. Will penetrate walls and fortifications, before hitting a target and exploding, has less payload and punch than usual rounds.

Cost: 20

TGMC crate ammo.png

TAT-36 APCR Shell (x3)

A 37mm tungsten shell for light anti tank guns made to penetrate through just about everything, but it won't leave a big hole.

Cost: 20

TGMC crate ammo.png

TAT-36 HE Shell (x3)

A 37mm shell for light anti tank guns made to destroy fortifications, the high amount of payload gives it a slow speed. But it leaves quite a hole.

Cost: 20

TGMC crate weapons.png

Tesla Shock Rifle

A prototype TGMC energy rifle that fires balls of electricity that shock all those near them, it is meant to drain the plasma of unidentified creatures from within, limiting their abilities. Handle only with insulated clothing. Reloaded with power cells.

Cost: 600

TGMC crate weapons.png

TX-54 airburst grenade launcher

A magazine fed, semiautomatic grenade launcher designed to shoot airbursting smart grenades. Requires a T49 scope for precision aiming.

Cost: 300

TGMC crate ammo.png

TX-54 airburst grenade magazine

A 20mm magazine loaded with airburst grenades. For use with the TX-54 or TX-55.

Cost: 40

TGMC crate ammo.png

TX-54 incendiary grenade magazine

A 20mm magazine loaded with incendiary grenades. For use with the TX-54 or TX-55.

Cost: 60

TGMC crate ammo.png

TX-54 HE grenade magazine

A 20mm magazine loaded with HE grenades. For use with the TX-54 or TX-55.

Cost: 100

TGMC crate weapons.png

T-160 Recoilless Rifle Kit

A large case containing a recoilless launcher and it's payload, as well as a specialized bag for carrying the ammo. Has a huge warning sign on the back. Drag this sprite into you to open it up!

Cost: 400

TGMC crate ammo.png

T-160 RR HE Shell

A high explosive shell for the T-160 recoilless rifle. Causes a heavy explosion over a small area.

Cost: 30

TGMC crate ammo.png

T-160 RR LE Shell

A light explosive shell for the T-160 recoilless rifle. Causes a light explosion over a large area. Can go farther than other shells of its type due to the light payload.

Cost: 30

TGMC crate ammo.png

T-160 RR HEAT Shell

A high explosive-anti tank shell for the RL-160 recoilless rifle. Fires a penetrating shot with no explosion. It will do moderate damage to all types of enemies, but does not sunder their armor.

Cost: 30

TGMC crate ammo.png

T-160 RR Smoke Shell

A chemical shell for the RL-160 recoilless rifle. Fires a low velocity shell for close quarters application of chemical gas, friendlies will be able to easily dodge it due to low velocity. This warhead contains thick concealing smoke.

Cost: 30

TGMC crate ammo.png

T-160 RR Cloak Shell

A chemical shell for the RL-160 recoilless rifle. Fires a low velocity shell for close quarters application of chemical gas, friendlies will be able to easily dodge it due to low velocity. This warhead contains advanced cloaking smoke.

Cost: 30

TGMC crate ammo.png

T-160 RR Tanglefoot Shell

A chemical shell for the RL-160 recoilless rifle. Fires a low velocity shell for close quarters application of chemical gas, friendlies will be able to easily dodge it due to low velocity. This warhead contains plasma-draining Tanglefoot smoke.

Cost: 30

TGMC crate ammo.png

PB-12 Pepperball gun

The PB-12 is ostensibly riot control device used by the TGMC in spiffy colors, working through a SAN ball that sends a short acting neutralizing chemical to knock out it's target, or weaken them. Guaranteed to work on just about everything.

Cost: 200

TGMC crate weapons.png

TX-220 Railgun

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

Cost: 400

TGMC crate ammo.png

TX-220 Railgun armor piercing discarding sabot round

A canister holding a tungsten projectile to be used inside a railgun. APDS is written across the canister, this round will penetrate through most armor, but will not leave much of a hole.

Cost: 20

TGMC crate ammo.png

TX-220 Railgun high velocity armor piercing round

A canister holding a tungsten projectile to be used inside a railgun. HVAP is written across the canister. This round has less punching power than other railgun canister types, but will leave a sizeable hole in the targets armor.

Cost: 20

TGMC crate ammo.png

TX-220 Railgun smart armor piercing round

A canister holding a tungsten projectile to be used inside a railgun. SAP is written across the canister. This round has poor punching power due to low velocity for the smart ammunition, but will leave a target significantly staggered and stunned due to the impact.

Cost: 20

TGMC crate weapons.png

TX-8 Scout Rifle

The TX-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.

Cost: 400

TGMC crate ammo.png

TX-8 Scout Magazine

A magazine of overpressure high velocity rounds for use in the TX-8 battle rifle. The TX-8 battle rifle is the only gun that can chamber these rounds.

Cost: 20

TGMC crate ammo.png

TX-8 Scout ammo box

A box containing 150 rounds of A19 overpressuered high velocity.

Cost: 40

TGMC crate ammo.png

TX-8 Scout Impact Magazine

A magazine of overpressure high velocity impact rounds for use in the TX-8 battle rifle. The TX-8 battle rifle is the only gun that can chamber these rounds.

Cost: 40

TGMC crate ammo.png

TX-8 Scout Incendiary Magazine

A magazine of overpressure high velocity incendiary rounds for use in the TX-8 battle rifle. The TX-8 battle rifle is the only gun that can chamber these rounds.

Cost: 40

TGMC crate ammo.png

T-57 Thermobaric Launcher

The M57A4 is posssibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 thermobaric missiles. Enough said.

Cost: 500

TGMC crate ammo.png

T-57 Thermobaric WP Rocket Array

A thermobaric rocket tube for a T-57 quad launcher. Activate in hand to receive some metal when it's used up. The Rockets don't do much damage on a direct hit, but the fire effect is strong.

Cost: 50

TGMC crate weapons.png

T-152 SADAR Rocket Launcher

The T-152 is the primary anti-armor weapon of the TGMC. Used to take out light-tanks and enemy structures, the T-152 rocket launcher is a dangerous weapon with a variety of combat uses. Uses a variety of 84mm rockets.

Cost: 1200

TGMC crate ammo.png

T-152 SADAR HE Rocket

A warhead for the RL-152 rocket launcher. Carries a bogstandard HE warhead that explodes. Due to being laser-guided, it will hit exactly where you aim, however the payload is smaller due to the internal space required for this.

Cost: 60

TGMC crate ammo.png

T-152 SADAR HE(unguided) Rocket

A warhead for the RL-152 rocket launcher. Carries a bogstandard HE warhead that explodes. It is entirely unguided, and thus 'Dumb', this allows for a larger payload, and a skilled operator can hit longer ranged hits that a laser-guided rocket could not reach at all.

Cost: 60

TGMC crate ammo.png

T-152 SADAR AP Rocket

A tube for an AP rocket, the warhead of which inside is a missile assisted kinetic penetrator that will devastate just about anything that it hits internally, but will do nothing to the surrounding armor.

Cost: 70

TGMC crate ammo.png

T-152 SADAR WP Rocket

A highly destructive warhead that bursts into deadly flames on impact. Due to being laser-guided, it will hit exactly where you aim, however the payload is smaller due to the internal space required for this.

Cost: 50

TGMC crate ammo.png

T-152 SADAR WP(unguided) Rocket

A highly destructive warhead that bursts into deadly flames on impact. It is entirely unguided, and thus 'Dumb', the benefit of this is a bigger overall payload, and a skilled operator can hit longer ranged hits that a laser-guided rocket could not reach at all.

Cost: 50

TGMC crate weapons.png

ZX-76 Twin-Barrled Burst Shotgun

The ZX-76 Assault Shotgun, a incredibly rare, double barreled semi-automatic combat shotgun with a twin shot mode. Possibly the unrivaled master of CQC. Has a 9 round internal magazine.

Cost: 1000

TGMC crate ammo.png

12 Gauge Tracker Shells

A box filled with tracker shotgun shells. 12 Gauge.

Cost: 50

TGMC crate ammo.png

Box of Incendiary Slugs

A box filled with self-detonating incendiary shotgun rounds. 12 Gauge.

Cost: 100

TGMC crate weapons.png

T-81 IFF Auto Sniper kit

The T-81 is the TerraGov Marine Corps's automatic sniper rifle usually married to it's iconic NVG/KTLD scope combo. It's users use it for it's high rate of fire for it's class, and has decent performance in any range. Uses 8.6x70mm caseless with specialized pressures for IFF fire.

Cost: 500

TGMC crate ammo.png

T-81 IFF Sniper Magazine

A box magazine filled with low pressure 8.6x70mm rifle rounds for the T-81.

Cost: 30

TGMC crate weapons.png

SR-26 Antimaterial Rifle

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.

Cost: 775

TGMC crate ammo.png

SR-26 AMR Magazine

A magazine of antimaterial rifle ammo.

Cost: 30

TGMC crate ammo.png

SR-26 AMR incendiary magazine

A magazine of incendiary antimaterial rifle ammo.

Cost: 50

TGMC crate ammo.png

SR-26 AMR flak magazine

A magazine of flak antimaterial rifle ammo.

Cost: 40

TGMC crate weapons.png

MG-A7 Vindicator Minigun

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.. If you don't kill all your friends with it, you can use the stabilizing system of the Powerpack to fire aimed fire, but you'll move incredibly slowly.

Cost: 800

TGMC crate ammo.png

Minigun Powerpack

A heavy reinforced backpack with support equipment, power cells, and spare rounds for the T-100 Minigun System. Click the icon in the top left to reload.

Cost: 50

TGMC crate weapons.png

MG-27 Medium Machinegun

The MG-27 is the T-29s aging IFF-less cousin, made for rapid accurate machinegun fire in a short amount of time, you could use it while standing, not a great idea. Use the tripod for actual combat. It uses 10x27mm boxes.

Cost: 100

TGMC crate weapons.png

MG-08/495 heavy machinegun

An absolute monster of a weapon, this is a watercooled heavy machinegun modernized by some crazy armorer. The pinnacle at holding a chokepoint. Holds 500 rounds of 10x28mm caseless in a drum magazine. IS NOT IFF CAPABLE. Aiming carefully recommended. Can be repaired with a blowtorch once deployed.

Cost: 300

TGMC crate ammo.png

MG-08/495 heavy machinegun ammo(500 rounds)

A box of 500, 10x28mm caseless tungsten rounds for the HMG-08 mounted heavy machinegun.

Cost: 70

TGMC crate ammo.png

MG-08/495 heavy machinegun ammo(250 rounds)

A box of 250 10x28mm caseless tungsten rounds for the HMG-08 mounted heavy machinegun..

Cost: 40

TGMC crate weapons.png

SG-29 Smart Machinegun

The SG-29 is the TGMC's current standard IFF-capable medium machine 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 or provide fire support. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.

Cost: 400

TGMC crate ammo.png

SG-29 Smartmachinegun Ammo

A 10mm drum magazine for the SG-29 smartmachinegun.

Cost: 50

TGMC crate weapons.png

SG-85 Smart Handheld Gatling Gun

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.

Cost: 400

TGMC crate ammo.png

SG-85 ammo bin

A hefty container stuffed to the absolute brim with 500 rounds for the SG-85 powerpack.

Cost: 50

TGMC crate weapons.png

TL-84 Flamethrower

An integrated component of the TL-84 flamethrower, the hydro cannon fires high pressure sprays of water; mainly to extinguish any wayward allies or unintended collateral damage.

Cost: 150

TGMC crate ammo.png

TL-84 Normal Fuel Tank

A fuel tank of usually ultra thick napthal, a sticky combustible liquid chemical, for use in the M240A1 incinerator unit. Handle with care.

Cost: 60

TGMC crate ammo.png

TL-84 X Fuel Tank

A fuel tank of usually ultra thick napthal type X, for use in the M240A1 incinerator unit. Handle with care.

Cost: 300

TGMC crate ammo.png

Standard Back Fuel Tank

A specialized fuel tank for use with the TL-84 flamethrower and M240A1 incinerator unit.

Cost: 200

TGMC crate ammo.png

Type X Back Fuel Tank

A specialized fuel tank of ultra thick napthal type X for use with the TL-84 flamethrower and M240A1 incinerator unit.

Cost: 600

TGMC crate weapons.png

T-72 Disposable RPG

This is the premier disposable rocket launcher used throughout the galaxy, it cannot be reloaded or unloaded on the field. This one fires an 84mm explosive rocket.

Cost: 50

TGMC crate weapons.png

Mateba Autorevolver belt

The TL-24 is the rather rare autorevolver used by the TGMC issued in rather small numbers to backline personnel and officers it uses recoil to spin the cylinder. Uses heavy .454 rounds. Comes with 6 autoloaders, and a fitting belt.

Cost: 150

TGMC crate ammo.png

Mateba Magazine

A speed loader of .454 rounds for the Mateba autorevolver.

Cost: 30

TGMC crate ammo.png

Mateba Packet

A packet of .454 rounds for the Mateba autorevolver. More bullets than a speedloader, but cannot be rapidly loaded.

Cost: 120

TGMC crate ammo.png

Surplus Standard Ammo Crate

Contains 22 ammo boxes of a wide variety which come prefilled. You lazy bum.

Cost: 200

TGMC crate ammo.png

Tl-127 Flak Magazine

Flak magazine for the TL-127 Sniper Rifle.

Cost: 50

TGMC crate weapons.png

TE-X Laser Rifle

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) power cells. 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.

Cost: 400

TGMC crate weapons.png

Rocket Sledge

Fitted with a rocket booster at the head, the rocket sledge would deliver a tremendously powerful impact, easily crushing your enemies. Uses fuel to power itself. AltClick to tighten your grip.

Cost: 600

TGMC crate weapons.png

TX13 smartpistol

The TX-13 is a latest solution for personal officer defence produced by Terran Armories. A cutting-edge miniaturization technology allows mounting of smartgun IFF system on the pistol, albeit at high manufactoring cost. Unique design feature high-capacity mag on top of the barrel, with integrated sight.

Cost: 150

TGMC crate weapons.png

TX13 smartpistol ammo

A magazine for the TX13 smartpistol.

Cost: 10

Item: Description:
TGMC crate weapons.png

Claymore Mines

A box of 5 M-20 claymore mines. The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the TerraGov Marine Corps.

Cost: 150

TGMC crate weapons.png

M21 APRDS "Minelayer"

Anti-Personnel Rapid Deploy System, APRDS for short, is a device designed to quickly deploy M20 mines in large quantities. WARNING: Operating in tight places or existing mine fields will result in reduced efficiency. Does not come with mines loaded.

Cost: 50

TGMC crate weapons.png

Razorburn Grenade Box

A secure box holding 20 razor burn grenades. Used for quick flank coverage.

Cost: 500

TGMC crate weapons.png

M40 HEDP High Explosive Grenade Box

Contains 25 HEDP grenades.

Cost: 500

TGMC crate weapons.png

M40 HIDP Incendiary Explosive Grenade Box

Contains 25 HIDP grenades.

Cost: 500

TGMC crate weapons.png

M15 Fragmentation Grenade Box

Contains 25 M15 fragmentation grenades.

Cost: 500

TGMC crate weapons.png

M40 HSDP White Phosphorous Grenade Box

Contains 15 HSDP WP grenades.

Cost: 700

TGMC crate weapons.png

M40-T Gas Grenade Box

Contains 25 M40-T grenades.

Cost: 700

TGMC crate weapons.png

C4 Plastic Explosive

Used to put holes in specific areas without too much extra hole.

Cost: 30

TGMC crate weapons.png

detpack explosive

Programmable remotely triggered 'smart' explosive controlled via a signaler, used for demolitions and impromptu booby traps. Can be set to breach or demolition detonation patterns.

Cost: 50

TGMC crate weapons.png

T-50S mortar crate

A manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Needs to be set down first to fire. Use Ctrl-Click to deploy.

Cost: 400

TGMC crate ammo.png

T-50S Mortar HE Shell (x2)

An 80mm mortar shell, loaded with a high explosive charge.

Cost: 20

TGMC crate ammo.png

T-50S Mortar Incendiary Shell (x2)

An 80mm mortar shell, loaded with a napalm charge.

Cost: 20

TGMC crate ammo.png

T-50S Mortar Flare Shell (x2)

An 80mm mortar shell, loaded with an illumination flare.

Cost: 10

TGMC crate ammo.png

T-50S Mortar Smoke Shell (x2)

An 80mm mortar shell, loaded with smoke dispersal agents. Can be fired at marines more-or-less safely.

Cost: 10

TGMC crate ammo.png

T-50S Mortar Tanglefoot Shell

An 80mm mortar shell, loaded with plasma-draining Tanglefoot gas. Can be fired at marines more-or-less safely.

Cost: 10

TGMC crate weapons.png

TA-40L Multiple Rocket System

A manual, crew-operated and towable multiple rocket launcher system piece used by the TerraGov Marine Corps, it is meant to saturate an area with munitions to total up to large amounts of firepower, it thus has high scatter when firing to accomplish such a task. Fires in only bursts of up to 16 rockets, it can hold 32 rockets in total. Uses 60mm Rockets.

Cost: 450

TGMC crate ammo.png

TA-40L MLRS Rocket Pack (x16)

A large case containing rockets in a compressed setting for the TA-40L MLRS.

Cost: 60

TGMC crate weapons.png

MG-100Y howitzer

A manual, crew-operated and towable howitzer, will rain down 150mm laserguided and accurate shells on any of your foes. Right click to anchor to the ground.

Cost: 600

TGMC crate ammo.png

MG-100Y howitzer HE shell

An 150mm artillery shell, loaded with a high explosive charge, whatever is hit by this will have, A really, REALLY bad day.

Cost: 40

TGMC crate ammo.png

MG-100Y howitzer incendiary shell

An 150mm artillery shell, loaded with explosives to punch through light structures then burn out whatever is on the other side. Will ruin their day and skin.

Cost: 40

TGMC crate ammo.png

MG-100Y howitzer white phosporous smoke shell

An 150mm artillery shell, loaded with a 'spotting' gas that sets anything it hits aflame, whatever is hit by this will have their day, skin and future ruined, with a demand for a warcrime tribunal.

Cost: 60

TGMC crate ammo.png

MG-100Y howitzer tanglefoot shell

An 150mm artillery shell, loaded with a toxic intoxicating gas, whatever is hit by this will have their abilities sapped slowly. Acommpanied by a small moderate explosion.

Cost: 60

TGMC crate weapons.png

AI artillery targeting module

A small set of servos and gears, coupled to a battery, antenna and circuitry. Attach it to a mortar to allow a shipborne AI to remotely target it.

Cost: 100

Item: Description:
TGMC crate basic.png

SWAT Protective Mask

A close-fitting tactical mask that can be connected to an air supply. Protects against a single facehugger attack.

Cost: 50

TGMC crate basic.png

Optical Imager Goggles

Uses image scanning to increase visibility of even the most dimly lit surroundings except total darkness.

Cost: 50

TGMC crate basic.png

Heavy Riot Armor Set

A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement.

Cost: 120

TGMC crate basic.png

TL-172 Defensive Shield

A heavy shield adept at blocking blunt or sharp objects from connecting with the shield wielder. Looks very robust. Alt click to tighten the strap.

Cost: 100

TGMC crate basic.png

TL-182 Defensive Shield

A compact shield adept at blocking blunt or sharp objects from connecting with the shield wielder. Can be deployed as a barricade.

Cost: 30

TGMC crate basic.png

B18 Armor Set

A heavy, rugged set of armor plates for when you really, really need to not die horribly. Slows you down though. Has an automated diagnostics and medical system for keeping its wearer alive.

Cost: 1200

TGMC crate basic.png

B17 Armor Set

The older brother of the B18. Practically an armored EOD suit made for use by close quarter explosive experts.

Cost: 800

TGMC crate basic.png

Scout Cloak

The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard TGMC ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high maneuverability and adaptability to many environments. Serves as a satchel.

Cost: 500

TGMC crate basic.png

Sniper Cloak

The M68-B thermal cloak is a variant custom-purposed for snipers, allowing for faster, superior, stationary concealment at the expense of mobile concealment. Serves as a satchel.

Cost: 500

TGMC crate basic.png

High Capacity Grenade Belt

The M276 is the standard load-bearing equipment of the TGMC. It consists of a modular belt with various clips. This version holds 16 M40 Grenades.

Cost: 200

TGMC crate basic.png

Jaeger Experimental Mark 2 Modules

Contains assorted advanced modules for the Jaeger modular armor system.

Cost: 400

TGMC crate basic.png

Jaeger Valkyrie Autodoc Module

Designed for mounting on the Jaeger Combat Exoskeleton. Has a variety of chemicals it can inject, as well as automatically securing the bones and body of the wearer, to minimize the impact of broken bones or mangled limbs in the field. Will definitely impact mobility.

Cost: 120

TGMC crate basic.png

Jaeger Surt Fireproof Module

Designed for mounting on the Jaeger Combat Exoskeleton. Providing a near immunity to being bathed in flames, and amazing flame retardant qualities, this is every pyromaniacs' first stop to survival. Will impact mobility somewhat.

Cost: 120

TGMC crate basic.png

Jaeger Tyr Mark 2 Module

Designed for mounting on the Jaeger Combat Exoskeleton. A substantial amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns. Will definitely impact mobility.

Cost: 120

TGMC crate basic.png

Jaeger Mimir Mark 2 Module

Designed for mounting on the Jaeger Combat Exoskeleton. When activated, this system provides substantial resistance to environmental hazards, such as gases, biological and radiological exposure. This newer version provides a large amount of resistance to acid. Best paired with the Mimir Environmental Helmet System and a gas mask. Will impact mobility.

Cost: 150

TGMC crate basic.png

Jaeger Hlin Module

Designed for mounting on the Jaeger Combat Exoskeleton. Uses a complex set of armor plating and compensation to lessen the effect of explosions, at the cost of making the user slower.

Cost: 120

Item: Description:
TGMC crate basic.png

Combat Backpack

A small lightweight pack for expeditions and short-range operations.

Cost: 150

TGMC crate basic.png

Dispenser

The TX-9000 also known as "Dispenser" is a machine capable of holding a big amount of items on it, while also healing nearby synthetics.

Cost: 400

TGMC crate basic.png

Engineering Welding Pack

A specialized backpack worn by TGMC technicians. It carries a fueltank for quick welder refueling and use.

Cost: 50

TGMC crate basic.png

Radio Operator Pack

A radio-integrated backpack with supply uplink capacity. Operators can order from Requisitions using the pack, as well as function as a supply beacon.

Cost: 50

TGMC crate basic.png

Engineering Technician Pack

The standard-issue backpack worn by TGMC technicians. Specially equipped to hold sentry gun and M56D emplacement parts.

Cost: 50

TGMC crate basic.png

Officer Outfits

A set of uniforms for various shipside officers.

Cost: 100

TGMC crate basic.png

Marine Outfit

A standard marine outfit.

Cost: 50

TGMC crate basic.png

Webbing

A sturdy mess of synthcotton belts and buckles, ready to share your burden.

Cost: 20

TGMC crate basic.png

Brown Vest

Worn brownish synthcotton vest with lots of pockets to unload your hands.

Cost: 20

TGMC crate basic.png

Jetpack

A high powered jetpack with enough fuel to send a person flying for a short while. It allows for fast and agile movement on the battlefield. Alt right click or middleclick to fly to a destination when the jetpack is equipped.

Cost: 120

Item: Description:
TGMC crate medical.png

Emergency Medical Supplies

A crate of advanced emergency medical supplies. Contains multiple advanced autoinjector pouches, two peridaxon plus autoinjectors, a neuraline autoinjector, and nanopaste.

Cost: 300

TGMC crate medical.png

Biomass Crate

Contains one full standard beaker of biomass for the cloner.

Cost: 150

TGMC crate medical.png

Medical HUD Crate

A heads-up display that scans the humans in view and provides accurate data about their health status. The projector can be attached to compatible eyewear.

Cost: 20

TGMC crate medical.png

Pills and Chemicals

A crate of various standard medication bottles and pill bottles.

Cost: 100

TGMC crate medical.png

Advanced First Aid Kit

Contains one advanced medical kit.

Cost: 50

TGMC crate medical.png

Body Bags

Contains one box of bodybags.

Cost: 50

TGMC crate medical.png

Stasis Bag

A reusable plastic bag designed to prevent additional damage to an occupant.

Cost: 50

TGMC crate securemedical.png

Surgical Equipment

A kit of useful equipment for surgery.

Cost: 100

TGMC crate securemedical.png

Advanced Hypospray

Contains an advanced hypospray.

Cost: 50

TGMC crate securemedical.png

Advanced Big Hypospray

Contains a large advanced hypospray.

Cost: 120

TGMC crate securemedical.png

Medevac System

A medevac stretcher with integrated beacon for rapid evacuation of an injured patient via dropship lift and an emergency bluespace teleporter for tele-evacuation to a linked beacon. Accepts patients and body bags.

Cost: 500

TGMC crate medical.png

Lemoline

Contains 1 bottle of lemoline with 30 units.

Cost: 80

TGMC crate securemedical.png

Advanced Medical Packs

Contains 5 advanced packs of each type and 5 splints.

Cost: 100

TGMC crate securemedical.png

Tweezers

Contains a pair of tweezers.

Cost: 200

Item: Description:
Ripley MK-I.png

RPL-Y Cargo Loader

One Ripley cargo loader, for the purposes of cargo movement or dropship maintenance.

Cost: 200

TGMC crate supply.png

50 Empty Sandbags

Some empty sandbags, best to fill them up if you want to use them.

Cost: 100

TGMC crate supply.png

50 Metal Sheets

Sheets made out of metal. Used for general construction.

Cost: 200

TGMC crate supply.png

50 Plasteel Sheets

Sheets made out of plasteel. Used for heavy construction.

Cost: 400

TGMC crate supply.png

50 Glass Sheets

Glass is a non-crystalline solid, made out of silicate, the primary constituent of sand. It is valued for its transparency, albeit it is not too resistant to damage.

Cost: 100

TGMC crate supply.png

50 Wooden Planks

Planks of wood. Used for impromptu construction.

Cost: 100

TGMC crate supply.png

Plasma Cutter

A tool that cuts with deadly hot plasma. You could use it to cut limbs off of xenos! Or, you know, cut apart walls or mine through stone. Eye protection strongly recommended.

Cost: 300

TGMC crate supply.png

Quikdeploy Barricade

This is a QuikDeploy system, allows for extremely fast placement of metal barricades.

Cost: 30

TGMC generator.png

P.A.C.M.A.N. Portable Generator

A portable generator for emergency backup power. Uses phoron sheets.

Cost: 150

TGMC crate supply.png

Phoron Sheets

A stack of 50 phoron sheets. Used for chemistry or portable reactors.

Cost: 200

TGMC crate supply.png

Electrical Maintenance Supplies

Contains various electronic equipment items for maintenance or repair.

Cost: 50

TGMC crate supply.png

Mechanical Maintenance Supplies

Contains various mechanical equipment items for maintenance or repair.

Cost: 100

TGMC fueltank.png

Fuel Tank

A high capacity welding fuel tank. Used to refuel welders, motorcycles, or the Condor.

Cost: 100

TGMC watertank.png

Water Tank

A high capacity water tank.

Cost: 100

TGMC crate supply.png

Inflatable Barriers

Contains 3 doors and 4 walls.

Cost: 50

TGMC crate supply.png

Replacement Lights

Contains 14 tubes and 7 bulbs.

Cost: 50

TGMC crate supply.png

Foam Grenade

Used for emergency sealing of air breaches, or security breaches.

Cost: 30

TGMC crate supply.png

Combat Grade Floodlight

A powerful portable light to provide better visibility.

Cost: 50

TGMC crate supply.png

Wireless Power Generator

An advanced mobile power generator.

Cost: 200

TGMC crate supply.png

Teleporter

A set of two teleporter pads, capable of instant transport to the opposite pad while on the same orbital plane.

Cost: 500

Item: Description:
TGMC crate supply.png

PFC Jim Special Crayon Pack

Contains a pack of the finest delicacy known to the marine forces. Works good as a writing utensil, too.

Cost: 40

TGMC crate supply.png

Assorted Janitorial Supplies

Various utilities for sanitation and organization.

Cost: 50

Item: Description:
TGMC crate supply.png

Not doing this one.

You couldn't pay me to add all the import weapons. Does anyone even use them besides the M16?

Cost: Soul and Sanity If you need this info desperately, the file for supply content is [1]

Item: Description:
TGMC vehicle motorbike.png

All-Terrain Motorbike

A motorbike used for high speed transportation and reconnaissance.

Cost: 400

TGMC vehicle motorbike.png

Sidecar Motorbike Upgrade

An additional seat for the motorbike.

Cost: 200

TGMC crate supply.png

Combat Droid with Weapon Equipped

A remote unmanned combat drone. Comes with a weapon equipped.

Cost: 400

TGMC crate supply.png

Scout Droid

A remote unmanned scout drone. Comes with an advanced cloaking module, but cannot equip a weapon.

Cost: 300

TGMC crate weapons.png

Droid weapon

A high-power laser rifle, only usable by combat drones.

Cost: 200

TGMC crate supply.png

Light Unmanned Vehicle - Iguana

A light unmanned vehicle chassis.

Cost: 300

TGMC crate supply.png

Medium Unmanned Vehicle - Gecko

A medium unmanned vehicle chassis.

Cost: 500

TGMC crate supply.png

Heavy Unmanned Vehicle - Komodo

A heavy unmanned vehicle chassis.

Cost: 700

TGMC crate supply.png

Light UV Weapon

A light weapon for unmanned vehicles. Comes fully loaded.

Cost: 200

TGMC crate supply.png

Heavy UV Weapon

A heavy weapon for unmanned vehicles. Comes fully loaded.

Cost: 200

TGMC crate supply.png

Light UV Ammo - 11x35mm

Ammo for the light unmanned vehicle weapon.

Cost: 30

TGMC crate supply.png

Heavy UV Ammo - 12x40mm

Ammo for the heavy unmanned vehicle weapon.

Cost: 30

TGMC crate supply.png

Vehicle Remote

Used by human operators to remotely control unmanned vehicles and drones.

Cost: 10

TGMC crate supply.png

Mounted HSG

A box that deploys a modified M56D crewserved machine gun. Fits on the crewserved weapon attach points of dropships.

Cost: 500

TGMC crate supply.png

Mounted Dualcannon

A box that deploys a modified ATR-22 crewserved dualcannon. Fits on the crewserved weapon attach points of dropships.

Cost: 600

TGMC crate supply.png

Mounted Heavy Laser

A box that deploys a modified TE-9001 crewserved heavylaser. Fits on the crewserved weapon attach points of dropships.

Cost: 900

TGMC crate supply.png

Mounted Automatic Minigun

A box that deploys a modified MG-2005 crewserved minigun. Fits on the crewserved weapon attach points of dropships.

Cost: 750

TGMC crate supply.png

Mounted Heavy Recoilless Rifle

A box that deploys a modified RR-15 crewserved recoilless rifle. Fits on the crewserved weapon attach points of dropships.

Cost: 1800

TGMC crate ammo.png

Mounted HSG ammo

A box of 300, 10x30mm caseless tungsten rounds for the HSG-102 mounted heavy smartgun.

Cost: 300

TGMC crate ammo.png

Mounted Dualcannon ammo

A box of 150 20mm rounds for the ATR-22 mounted dualcannon.

Cost: 30

TGMC crate ammo.png

Mounted Minigun ammo

A box of 1000 rounds for the MG-2005 mounted minigun.

Cost: 30

TGMC crate ammo.png

Mounted Heavy Laser ammo (x3)

A cell with enough charge to contain 15 heavy laser shots for the TE-9001.

Cost: 50

TGMC crate ammo.png

Mounted Recoilless Rifle shell (x2)

A 75mm HE shell for the RR-15 mounted heavy recoilless rifle.

Cost: 70

Item: Description:
TGMC crate supply.png

Industrial Cutter

An industrial cutter used for the factory system.

Cost: 50

TGMC crate supply.png

Industrial Heater

An industrial heater used for the factory system.

Cost: 50

TGMC crate supply.png

Industrial Flattener

An industrial flattener used for the factory system. The label on the crate says flatter. This is wrong.

Cost: 50

TGMC crate supply.png

Industrial Former

An industrial former used for the factory system.

Cost: 50

TGMC crate supply.png

Industrial Reconstructor

An industrial reconstructor used for the factory system.

Cost: 50

TGMC crate supply.png

Industrial Driller

An industrial driller used for the factory system.

Cost: 50

TGMC crate supply.png

Industrial Galvanizer

An industrial galvanizer used for the factory system.

Cost: 50

TGMC crate supply.png

Industrial Compressor

An industrial compressor used for the factory system.

Cost: 50

TGMC crate supply.png

Industrial Unboxer

An industrial unboxer used for the factory system.

Cost: 50

TGMC crate supply.png

Phosphorus-resistant Plates Refill

A resupply kit needed for the production of M40 HSDP WP grenades.

Cost: 900

TGMC crate supply.png

Rounded M15 Plates Refill

A resupply kit needed for the production of M15 fragmentation grenades.

Cost: 500

TGMC crate supply.png

SADAR HE Missile Assembly Refill

A resupply kit needed for the production of SADAR HE missiles.

Cost: 500

TGMC crate supply.png

SADAR AP Missile Assembly Refill

A resupply kit needed for the production of SADAR AP missiles.

Cost: 600

TGMC crate supply.png

SADAR WP Missile Assembly Refill

A resupply kit needed for the production of SADAR WP missiles.

Cost: 400

TGMC crate supply.png

Recoilless Standard Missile Assembly Refill

A resupply kit needed for the production of HE recoilless rifle missiles.

Cost: 300

TGMC crate supply.png

Recoilless Light Missile Assembly Refill

A resupply kit needed for the production of LE recoilless rifle missiles.

Cost: 300

TGMC crate supply.png

Nanotrasen "Eat healthy!" Margerita Pizza Kit Refill

A resupply kit needed for the production of margerita pizzas. Can be resold to ASRS for 10 points each, for a net profit of ten points.

Cost: 290

TGMC crate supply.png

Smart minigun Bullet bin Parts Refill

A resupply kit needed for the production of SG-85 ammo boxes.

Cost: 250

TGMC crate supply.png

Smart machinegun drum parts refill

A resupply kit needed for the production of SG-29 ammo drums.

Cost: 250

TGMC crate supply.png

SR-81 IFF Auto Sniper magazine assembly refill

A resupply kit needed for the production of SR-81 magazines.

Cost: 400

TGMC crate supply.png

BR-8 scout rifle magazine assembly refill

A resupply kit needed for the production of BR-8 magazines.

Cost: 200

TGMC crate supply.png

Claymore Parts Refill

A resupply kit needed for the production of claymore mines.

Cost: 300

TGMC crate supply.png

Mateba autorevolver speedloader assembly refill

A resupply kit needed for the production of Mateba speedloaders.

Cost: 300

TGMC crate supply.png

Railgun magazine assembly refill

A resupply kit needed for the production of railgun magazines.

Cost: 200

TGMC crate supply.png

Minigun powerpack assembly refill

A resupply kit needed for the production of MG-100 Vindicator powerpack.

Cost: 250

TGMC crate supply.png

Razornade assembly refill

A resupply kit needed for the production of razor burn grenades.

Cost: 500

TGMC crate supply.png

SR-26 AMR magazine assembly refill

A resupply kit needed for the production of SR-26 magazines.

Cost: 400

TGMC crate supply.png

SR-26 AMR incediary magazine assembly refill

A resupply kit needed for the production of SR-26 incediary magazines.

Cost: 400

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 don't have APC access anyways so the multitool/cables from a tool belt are useless to you). 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:

Conveyor Setup For Lift.gif

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!

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!

Unboxer.gifConveyor Right.gifCutter.gifConveyor Right.gifReconstructor.gifConveyor Right.gif

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.
  • You can open a crate while it is being sent to a beacon. Useful for if you realise a little too late that you are sending the order to the wrong guy. (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.
  • You can chamber OB fast even without the skill, as pressing the button to Load and Chamber an OB round bypasses the "?" timer.
  • 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 per 4 glass (Slowest), prying floor tiles off shipside nets you 1 metal per 4 floor tiles (Slow-ish + carpal tunnel), deconstructing the cades that spawn at reqline and near alamo on Pillar of Spring nets you around 60 metal, Pillar of Spring and some other shipside maps have armory with a 50 metal stack spawn (Fastest but map dependent).