Inside A Req Main's Head: A guide and ramblings on how to work Requsitions

First and foremost. Hello, this is Dan Sullivan. One of the req mains that’s spent WAY too much time in the box for a good majority of their CM life.

Secondly. This is NOT a concrete guide of how to run req. Every QM and req main has a different approach to working and running the department. I’m VERY task orientated and work focused. Where as some others are about the goofing around and having fun. That is absolutely fine! Having fun is important!

My goal with this whole thing is just to put down my thought process in how to work the line, what kind of things I’ve seen, silly stuff, the guidelines I use when packing crates, and so forth. It’s also a way to help out newer req players not to feel so overwhelmed with their early hours so they have some direction in what they could be doing. As well as combat the problem where newer CTs just act as a vending machine for marines to walk all over. (Just because I’m busy packing a crate, doesn’t mean I don’t pay attention to John marine asking Private Cee Tea for 3 - 4 grenade packets. You know who you are)

So we are going to break this down into categories, there is a lot of stuff to go over, and to look out for.


Section 1: Wake-Up Call and THE RUSH Aka Attachie Hell

This is by far, even after 1000 or more hours of Req life, my second most hated thing. The guys like Brad Ward who can RP and joke with each marine are on the next level, where I just grumble through the line and rather not do it at all if possible. (I have a terrible memory so trying to remember Delta SLs 20 item long list takes me a few re-reads so I get it right as I’m looking through the vendors)

First up, common shorthand. A new CT is going to hear these A LOT! And you SHOULD learn them, but if you don’t, most marines will actually be nice to you since you are the person that has the thing they want. Most short hands are relating to either attachments or weapons. With some common ones being

EB = Extended barrel | MOU/Mouse = Mou-53 Break action shotgun
Bayo = Bayonet | Mk1 = The M41 Mk1. (The USCM uses the Mk2 as standard issue)
S5/RD = Red Dot Sight | Flamer/M240 = The M240 Incinerator Unit Aka Flamethrower
S6/RS = Reflex Sight | HPR/E2 = The M41E2 Heavy Pulse Rifle.
RC = Recoil Compensator | Breacher = XM51 rarely asking for the U7
MH/Mag Harn = Magnetic harness | Ext/AP mags = Extended Magazines/Armor Piercing mags
U7/UBS = The U7 Underbarrel Shotgun | LD/Ranger = Laser Designator/Rangefinder
AG/Agrip, VG/Vgrip = Angled Grip/Vertical Grip | Incin/Incen = Shorthand for Incendiary.
MD = Motion Detector | M4A1 = If anyone asks for an M4A1 anything, tell em you dont stock 200 year old guns.

There are others but these are generally some of the most common terms you might hear. If you aren’t sure of the marines shorthand, ask em what it is. Some people invent their own shorthands for… Giggles I’d guess. Also the req vendors have a search bar, don’t be scared to use it.

Another key thing to note: CTs, even some QMs forget about this part. You can DENY ANYONE on the line service for whatever reason. Should you deny people for no reason? Of course not, the marines will try and lynch you if you start just telling random marines to eat crow and pushing them out of the line for no reason. What you can do is draw the line of when enough is enough. Some Examples:

PFC Self Protag wants 3 Agrips, 3 EBs, and 2 MH for his 3 shotguns? No. I got 50 other marines in the line that deserve attachies too, If you want to give him 2 AGs and 2 EBs, that’s fine sure, but the only marine that can actually utilize 2 Mag harns is the Pyro Spec (Specialist).
An SL wants 8 M41 AP mags? No, I only get 20 or so on wake up and some of those are going with the fob drop. No matter how much of a badass SL you think you are, Having 4 people shooting a target with AP is better then 1 dude shooting by himself.
PFC Sum Gui wants a JTAC key and a HPR Box mag, but didn’t ask for an HPR. (You can only get a HPR from req) He has no radio pack as well. Me personally I’d ask him if he had an HPR, if he has a LD or Ranger. Some people take HPR box mags to have a portable ammo box. God’s be dammed if people with HPRs might need a spare mag though, screw em! It’s all about needs of Sum Gui!. The JTAC key is so Sum Gui can complain at req for more ammo, not actually don’t anything useful with that JTAC key.

HPR box mags have 300 rounds in them. An HPR comes with 1 standard box and 1 Holo box (250 rounds) So if someone asks for an HPR and 3 extra boxes that 1500 rounds on one marine that could just get mauled 5 minutes after drop and lose all that ammo. Depending on the stock I’ll only give 1 or 2 Standard and a holo.

For JTAC keys. They are essential for calling in Mortar and Air support. So it should be given to people with Laser Desginators or Rangefinders, the only exception being medics. Since they can air evac people. Req ONLY gets 5. AT ALL, PERIOD! They DO NOT restock!

The other two hot commodities are Grenades, but mostly HEDP (Red tip high explosive) and HIDP (orange tip Incendiary grenades) And Mk1 AP mags. For the grenades, you can vend them 1 at a time, in packets, (3 grenades per packet. If someone asks for 2 or 3 packets that’s 6 - 9 grenades.) And a box (25 grenades) Generally you’ll have about 30 -35 grenades and 50 marines that might want more than 1. My max is 3 to 4 per marines. Extras can be sent in a frontline crate later for the marines to fight over em. The only EXCEPTION to this rule is the Grenade Specialist. He gets the box. No questions asked.

As for Mk1 AP. The Mk1 is a bit more powerful than the Mk2 but it’s also because the Mk1 magazines hold 95 rounds to the Mk2s 40. The tradeoff between the two is attachment variety. You cannot attach nearly as many things on the Mk1 as you can the Mk2. As for the AP Mags, they are like the holy grail to a marine with a Mk1 and you only get about 4 to 5 during round start to 5 or 6 Mk1s. So my rule of thumb is only 1 AP mag per Mk1, and tell em to make sure they save it to refill it later.

Other than all of that. Working the line is mostly a memory game and keeping up with marine requests, but pick out oddities in their orders. Another important thing to consider: Shipside staff arent supposed to have Long arms (M39s, M41s, Shotguns, M4RAs) or Restricted weapons on Green or Blue alerts. This includes Staff officers, MPs, the CMP, The Warden. Researchers. if a researcher or OT want’s a flamethrower, ask the QM or ASO. or heck the XO if either of those arent around. The only person you cannot tell no to is the acting commanding officers, may it be the XO without a CO or the CO themself. The CO can have whatever they want it’s THEIR ship.
Another consideration as well. if non combat staff (Mts/Mess tech, MPs, etc) asking for gear during the first drop RUSH, ask em to come back after first drop. Since marines and their combat gear is the most important thing than some guy that might use their gun once or twice during the whole round.

Whew! That was a wall of text that was probably skimmed through! But WAIT! There’s MORE!


Section 2: Crates, and what to put in em

This one is going to be a bit more concise outside of the note that many QMs have varying opinions on how to spend the budget. I say the money is there to be spent, BURN THROUGH IT. you can always FARM THE ELEVATOR for more cash. The fob SHOULD get the mats they need and Sandbags are NOT A waste of money. They help protect the metal

Anyway. What to spend money on vs what to gather yourself
One of the biggest best tips for this is scrounge and scavenge for what you can. So you can save money for more important things. Like Spec ammo, AP rounds, emergency mats, grenades.

One of the things you should never, EVER use money for common ammo, There is such a massive stock in the req ammo vendor that the only thing you might run out of is M4RA mags but even then not many people us it. The 5 or so boxes you get at the start and slowly restock is enough for the round honestly, and if you ever need more you can get more from the marine preps. Also never buy things like, parachutes, MREs, or Flashlights/Flares. There is plenty in req or around the ship. Another thing you should try to conserve money on is stuff ASRS sends you up, flamer tanks, mortar shells, Standard loose ammo (Regular 10x24 (M41/M4RA) or 10x20 HV (M39 SMG))
What I mostly use money on is mats, spec ammo, mortar shells, SG drums (only when you cant find anymore on the ship) Loose AP rounds and AP mags (M41/M4RA) Grenades (If I can) and emergency equipment (Motion Detectors for a xeno that gets lose)
Also a good tip is when ordering mats, spread out the mats you order so it doesn’t drive the cost up on one mat through the roof. Which is one of the other reasons to order sandbags than just straight metal. Sandbags don’t melt like metal does, and are good for forward cade lines, with metal sitting behind, xenos need to clear the bags first. So they offset the cost of metal, help protect metal, and anyone can put down a sandbag wall. I see a lot of QMs that won’t order sandbags when good Comtechs will want to use them.

Anyway, getting to the actualy bullets and crates of this segment, the crates.

Generally I pack three crates and I try to have them finished before the 45 min mark in an operation. With the first crate done before first drop (So Crate 1 should be done around 22 - 25min, crate 2 35 - 45 min crate 3 is fob crate two with the rest of the supply can be done as quick as the first)

Crate 1: Fob Crate (Each crate has a cap of 30 items. so bagging is needed to condense the contents of the crate.)
Ammo:
1x M39 Mags, AP Mags, Ext Mags
2x M41 Mags, 1x M41 AP Mags, M41 Ext mags
1x M4RA mags, M4RA AP
2x 12ga Buckshot, Slugs
1x 12ga Flechettes
1x Breaching Shells
1x .453 Socom (XM88 rounds)
2x MRE boxes, Marking Flare Boxes, Flashlight boxes
Mortar and a packed bag with Shells.
Mats:
3 - 4 Orders of sandbags, in a bag marked SANDBAGS with 3 Etools
3 - 4 Orders of Metal With the metal from north storage room
2 Orders of plasteel with the north Storage room plasteel mixed in
If Engineering Spares Mats, Separate Plasteel and metal into their own labeled bags. Otherwise label a bag MATS and toss them in.
If it comes up from ASRS, toss in a box of 10x24 Loose rounds. Extra mortar shells gets put in a box on bravo pad for fob drop with the first drop.

Crate 2: Frontline Drop
2x M39 Mags
2x M41 Mags (1x M41 AP mags if ASRS sends or affordable)
2x M4RA Mags (1x M4RA AP mags if ASRS sends, I generally don’t buy these)
2x Buckshot, Slugs, Flech
2x Signal Flare Cases (The ones for CAS)
2x Marking Flare Boxes, MRE Boxes, 1x Flashlight box
2x Loose 10x24 1x 10x20 (Either Self packed or ASRS sent, do not buy these)
1x Loose 10x24 AP (If ASRS sent or affordable)
1x Box of M56B SG Drums (These are the ones for the portable SGs not the Mounted SGs)
(You should be able to get 8 drums in a box via req vendor and squad vendors ASRS sends drums as well)
Optional
1x (Or 2x) Metal (1x Sandbags with Etool if affordable. If not send deployable cades)
Spec ammo Requests (Rockets, Sniper rounds)
An XM51 Breaching shotgun (It’s a useful tool some people like it)

Crate 3: Fob Drop 2, Rest of the ammo
Any requests bravo has outside of more mats, like helmets etc.
2x M39 Mags
2x M41 Mags
1x (or 2x) M4RA mags
2x Buck, slug, flech shells
2x MRE Boxes, Flare Boxes, Flashlight boxes
1x All types of pistol ammo (No need to send M44 Heavy speed loaders)
2x Loose 10x20 and 10x24 ammo
Spec ammo if requested, Metal if affordable

Mortar shells on bravo pad and backup guns for another crate when time allows.

General supply crates for frontline/Comms, etc.
Needs will change through the round but pack these general items going anywhere
2x M39 Mags
2x M41 Mags
1x (or 2x) M4RA mags
2x Buck, slug, flech shells
2x MRE Boxes, Flare Boxes
Loose ammo if possible but not required
Anything else you add will be whatever is requested. Metal, Mounted MGs for comms defense, etc.

You want to fully Utilize your crates as much as possible, pack what you can for a situation. The more crates you send is less money being made back on cycling the elevator. That’s I believe 150? 200? Your losing for each crate, which adds up quick.

Anyway! Getting this off my mind helped, eventually I’ll make this much more concise version but for right now give me your thoughts, ask me questions. I spent so much time in req I want to share that experience with people who want to learn.

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Hell ya, a req guide

: D

nice work dan, we’ve probably needed one of these for a while

btw some quick tips to make it more readable (and split it up better into text sections / lists)

a good idea is to add “hide details” formatting on each list so its a button dropdown
like so:

Section 1

This text will be hidden

Section 2

This text will be hidden

List 1

This text will be hidden

and you can make headers by typing “-” under a section title if you want that method of formatting too

like so

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Pretty badass of you to just drop a guide. But i just like to point you towards somewhere.

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Yeah I was at work when I was typing this all up and for some reason just couldnt find the guide section, most likely because im blind. if an admin wants to move the post Im down. I need to learn the mark up code so I can… fix this mess of scrambled ideas that was just cobbled together.

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A small tip: click on your headset to turn on command channel, since most of CIC will ignore the small brown line that is req comms, and some of the ROs are “built differently” so it’s better to listen to them rather than do it your way.
A sample of a typical RO main after their plat…


P.S: a nice guide that complement the tutorial.

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Agreed on green alert. On blue alert, for MPs, it says

Military Police may carry lethal weapons to subdue external threats.

Doesn’t say anything about ‘only a certain type of lethal’. Just one thing I noticed that I wanted to mention.

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  1. sending a full box of SG drums basically ensures you are completely out for the rest of the round, and encourages your SGs to just hold W and waste ammo nonsensically. I never send more than like 2 in a front drop where it can get melted, sometimes more to FOB.
  2. 2x of each shotgun ammo is very rare to go through unless you have a very active MOU user with flech, not the end of the world but it’s important to keep in mind that the more shit you cram into a front drop the more unwieldy it is for people to find the one thing they’re actually looking for.
  3. most rounds you only get ~4-6 XM51s and they are a very powerful tool. Do not waste them by sending them to the front to get left and melted.
  4. you make no mention of spare guns in this drop or others. I personally throw two shotguns and 2 mk2s in each frontline drop, but it doesn’t super matter what the spare guns are as long as they’re there. people lose a lot of guns on the front-- and sometimes the sittuation may require a gun that people didn’t pack; e.g. a warrior is harassing the sidelines and you need a shotgunner to take care of it.

gonna re-emphasize this. you can deny anyone, for any reason, nobody outside your direct chain of command(QM, ASO, and aCO) can override this for any reason. Don’t deny everyone just because but if someone is being obstinate or rude you can just tell them to get bent and there is nothing they can do about it but cope.

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Thank you for making this guide.

Not that I don’t disagree, I like to maximize my crates as much as possible if i can. Yeah marines can be a bit mindless but you’ll have someone generally step up and organize for the front while everyone else is doing other things. As for the SG drums. I generally send the full box of 8 since that, in a perfect world, that is 2 drums per SG. If the SGs fight over the drums that isn’t my problem, they need to share. Most of the time SGs are dead under an hour, or I won’t see SG drum requests until like, 2 hours in because the last SG or two came out of the woodwork finally dry

@mike Unless SoP changed for the 800th millionth time. I’m pretty sure that loophole is there to help MPs protect themselves when handling their riot shotguns and riot gear. Otherwise you aren’t supposed to vend long arms on blue. That’s from my understand anyway

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MPs have their own armory that requires warden+ to authorize so yes technically req don’t vend their long arms to MPs per SOP and req can freely tell them to get bend.

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I don’t think it’s a ‘loophole’, I believe it’s there because blue means ‘potential hostile on board’. If there’s a potential xeno on board for example, it’s expected that MPs are gonna be hunting it with lethals (any lethals). And yes Ingwe, no one is forcing you to vend to anyone you don’t want to, MP or anyone else. I’m only disputing the assertion that ‘MPs arent supposed to have long arms/restricted weapons on blue’. Per SOP, MPs can have lethal weapons on blue, full stop. Because there’s a good reason for it. The more important restriction (that isn’t affected by alert level) is escalation, but that’s out of the scope of this guide of course.

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do you have any tips on prepping crates if you’re the only one in req

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Timing and communication are keys, make sure you have a frontline crate with 2 boxes of each ammo type, then like a stack of metal and whatever requested by front and then stuff it with spare guns like m41 and M4RA, ready to go in 1 minute.
For FOB crates, keeping the flow of materials, mortar rounds and spare ammo is key. Each drop is different but you will get the flow naturally.

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You forgot to tell CTs to tell specs to fuck off, when they order ammo predrop

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Absolutely, I don’t understand why people buy spec ammo BEFORE they start running out- It’s just such a waste when half of the specs perma before the 40 minute mark, and you end up with tens of thousands of dollars worth of wasted ammo no one else can use.

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Because long time spec players like me roll things like SADAR, and have to beg on our knee’s for 20 + mins for req to drop spec ammo, and by then, the front is dead.

Source: Have had a quarter of my spec rounds ruined because of this phenomenon.

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I love going sniper, ask REQ predrop for ammo, get denied, then spend an hour on the ground until i am out of ammo, then have to spend another hour hounding REQ for ammo since they either ghost me, or will litterary spite me until i come up and shoot it up.

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gotta say I’ve never had this issue honestly. I never ask for predrop ammo I just play until I run out/low then go to the FOB and ask nicely for more. it’s never been an issue unless req was like intentionally being obstinate because a soft griefer is playing it, at which point they ain’t giving you predrop ammo anyway. I will say trying to get things frontline dropped is often an exercise in futility but if you’re respectful & bring a rangefinder you can usually make it happen.

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Issue with specs not getting ammo maybe… cuz they’re not playing nice?

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Your issues are NOT req refusing to give you pre drop ammo. The issue is you have shit req. A good requisitions refuses your pre-drop ammo, then drops it when you ask for it ON time before you actually run out.

The problem you guys have had stems from requisitions failing to get ammo down on time. Refusing pre-drop ammo is simply a good thing to do, it’s an unnecessary and reckless use of funding. Being refused pre-drop ammo was NOT what caused your problems.

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