Участник:AzonStarfall

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Carnus Proctor, or Carrus the Xeno in game.

I take care of requisitions out of necessity. I don't want to. My heart belongs in medical, but circumstance forces my hand.

I paid money for this and haven't used it for anything so it goes here. Cope.

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 label maker, to properly tag and identify the crates you send.
  • A toolbelt, to store the necessary tools to do construction and maintenance on Requisitions systems. Wear it on your belt slot.
  • A machete, to break open doors secure crates prior to sending. Wear it on your back.

You can get rid of the revolver, as you won't need it if the marines are doing their job with FOB security. You may want to keep your taser, for particularly troublesome marines.

The Cargo List

Making this is going to kill me.

Item: Description:
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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: 10

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Orbital Beacon

A bulky device that fires a beam up to an orbiting vessel to send local coordinates, for the purposes of orbital bombardment.

Cost: 30

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Fulton Extraction Pack

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

Cost: 10

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CAS Flare Pack

A pack of TGMC signal flares utilizing the standard DP canister chassis. Capable of being loaded in any grenade launcher, or thrown by hand. When activated, provides a target for CAS pilots.

Cost: 5

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Binoculars

A pair of binoculars. Note that these are a standard pair, and do not come equipped with any laser targeting technology.

Cost: 15

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Tactical Binoculars Crate

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: 30

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Pool Tracker Crate

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

Cost: 20

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Flare Packs

A pack of TGMC standard issue flares utilizing the standard DP canister chassis. Capable of being loaded in any grenade launcher, or thrown by hand.

Cost: 1

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V1 Thermal-Dampening Tarp

A tarp carried by TGMC Snipers. When laying underneath the tarp, the sniper is almost indistinguishable from the landscape if utilized correctly. The tarp contains a thermal-dampening weave to hide the wearer's heat signatures, optical camoflauge, and smell dampening.

Cost: 6

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3 Deployable Cameras

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

Cost: 2

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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: 30

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Cluster Orbital Warhead

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

Cost: 20

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HE Orbital Warhead

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

Cost: 30

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Incendiary Orbital Warhead

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

Cost: 20

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Plasma Draining Orbital Warhead

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

Cost: 15

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Solid Fuel

Solid fuel canister for the orbital bombardment cannon.

Cost: 5

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100 Dropship Fabricator Points

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

Cost: 40

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Autominer Upgrade

An upgrade module for the plasma and platinum miners, automatically sending the mined resources when the process is complete. Eliminates the need for human monitoring, aside from security.

Cost: 15

Item: Description:
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UA 571-C Base Defense Sentry

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

Cost: 40

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UA-580 Portable Sentry

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

Cost: 40

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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: 25

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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: 80

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Energy Ball 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: 60

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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: 40

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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: 40

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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: 50

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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: 120

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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: 100

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IFF Auto Sniper

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: 30

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T-26 Antimaterial Rifle

The T-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: 75

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MIC-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: 80

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T-27 Medium Machinegun

The T-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: 10

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T-29 Smart Machinegun

The T-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: 40

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T-25 Smart Rifle

The T-25 is the TGMC's current standard IFF-capable rifle. It's known for its ability to lay down quick fire support very well. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition.

Cost: 40

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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: 15

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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: 5

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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: 5

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Mateba Autorevolver

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: 15

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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: 15

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Razorburn Grenade Box

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

Cost: 50

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M40 HEDP High Explosive Grenade Box

Contains 25 HEDP grenades.

Cost: 50

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M40 HIDP Incendiary Explosive Grenade Box

Contains 25 HIDP grenades.

Cost: 50

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M15 Fragmentation Grenade Box

Contains 25 M15 fragmentation grenades.

Cost: 50

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M40 HSDP White Phosphorous Grenade Box

Contains 15 HSDP WP grenades.

Cost: 70

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M40-T Gas Grenade Box

Contains 25 M40-T grenades.

Cost: 70

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C4 Plastic Explosive

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

Cost: 5

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M402 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: 40

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Detpack Explosives

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

Cost: 15

Weapon: Desc:
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Red-Dot Sight

A red-dot sight for short to medium range. Does not have a zoom feature, but does increase weapon accuracy and fire rate while aiming by a good amount. No drawbacks.

Cost: 1

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Railscope

A rail mounted zoom sight scope. Allows zoom by activating the attachment. Use F12 if your HUD doesn't come back.

Cost: 1

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Mini-Railscope

A small rail mounted zoom sight scope. Allows zoom by activating the attachment. Use F12 if your HUD doesn't come back.

Cost: 1

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Magnetic Harness

A magnetically attached harness kit that attaches to the rail mount of a weapon. When dropped, the weapon will sling to a TGMC armor.

Cost: 1

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Suppressor

A small tube with exhaust ports to expel noise and gas. Does not completely silence a weapon, but does make it much quieter and a little more accurate and stable at the cost of bullet speed.

Cost: 1

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Bayonet

A sharp blade for mounting on a weapon. It can be used to stab manually on anything but harm intent. Slightly reduces the accuracy of the gun when mounted.

Cost: 1

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Extended Barrel

A lengthened barrel allows for lessened scatter, greater accuracy and muzzle velocity due to increased stabilization and shockwave exposure.

Cost: 1

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Barrel Charger

A fitted barrel extender that goes on the muzzle, with a small shaped charge that propels a bullet much faster. Greatly increases projectile speed.

Cost: 1

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Recoil Compensator

A muzzle attachment that reduces recoil and scatter by diverting expelled gasses upwards. Significantly reduces recoil and scatter, regardless of if the weapon is wielded.

Cost: 1

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Laser Sight

A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces unwielded penalties to accuracy.

Cost: 1

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Angled Grip

A custom-built improved foregrip for less recoil, and faster wielding time. However, it also increases weapon size, and slightly hinders unwielded firing.

Cost: 1

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Vertical Grip

A custom-built improved foregrip for better accuracy, moderately faster aimed movement speed, less recoil, and less scatter when wielded especially during burst fire. However, it also increases weapon size, slightly increases wield delay and makes unwielded fire more cumbersome.

Cost: 1

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Gyroscopic Stabilizer

A set of weights and balances to stabilize the weapon when burst firing or moving, especially while shooting one-handed. Greatly reduces movement penalties to accuracy. Significantly reduces burst scatter, recoil and general scatter. By increasing accuracy while moving, it let you move faster when taking aim.

Cost: 1

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Bipod

A simple set of telescopic poles to keep a weapon stabilized during firing. Greatly increases accuracy and reduces recoil and scatter when properly placed, but also increases weapon size.

Cost: 1

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Underbarrel Shotgun

A weapon-mounted, three-shot shotgun. Reloadable with buckshot. The short barrel reduces the ammo's effectiveness, but allows it to be fired one handed.

Cost: 1

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Underbarrel Flamer

A weapon-mounted refillable flamethrower attachment. It is designed for short bursts.

Cost: 1

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Burst Fire Assembly

A mechanism re-assembly kit that allows for automatic fire, or more shots per burst if the weapon already has the ability. Increases scatter and decreases accuracy.

Cost: 1

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Shotgun Stock

A non-standard heavy wooden stock for the old V10 shotgun. Less quick and more cumbersome than the standard issue stakeout, but reduces recoil and improves accuracy. Allegedly makes a pretty good club in a fight too.

Cost: 1

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Tactical Shotgun Stock

A sturdy polymer stock for the MK221 shotgun. Supplied in limited numbers and moderately encumbering, it provides an ergonomic surface to ease perceived recoil and usability.

Cost: 1

Weapon: Desc:
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Your munition here!

What you use to grenade your buddy in the back of the head.
Weapon: Desc:
Файл:Your gun here!.png

Your munition here!

What you use to grenade your buddy in the back of the head.
Weapon: Desc:
Файл:Your gun here!.png

Your munition here!

What you use to grenade your buddy in the back of the head.
Weapon: Desc:
Файл:Your gun here!.png

Your munition here!

What you use to grenade your buddy in the back of the head.
Weapon: Desc:
Файл:Your gun here!.png

Your munition here!

What you use to grenade your buddy in the back of the head.
Weapon: Desc:
Файл:Your gun here!.png

Your munition here!

What you use to grenade your buddy in the back of the head.
Weapon: Desc:
Файл:Your gun here!.png

Your munition here!

What you use to grenade your buddy in the back of the head.
Weapon: Desc:
Файл:Your gun here!.png

Your munition here!

What you use to grenade your buddy in the back of the head.
Weapon: Desc:
Файл:Your gun here!.png

Your munition here!

What you use to grenade your buddy in the back of the head.