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	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=476</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=476"/>
		<updated>2024-10-02T19:51:12Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Contents of ASRS and Vendors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Requisitions? ==&lt;br /&gt;
Requisitions is a support department located on board the Almayer (or Savannah). It is tasked with ordering, maintaining, deconstructing, or otherwise procuring supplies for the entire operation. This can include anything from sandbags, to ammunition, to medical supplies, or even sustenance if it is required.&lt;br /&gt;
&lt;br /&gt;
The way Requisitions achieves this is by expenditure on the ASRS (Automatic Storage Retrieval System) Console. The ASRS contains almost anything that you can possibly imagine to wage, and win, wars on the ground. Requisitions can additionally utilize on-ship vendors and autolathes to acquire gear and materials if required.&lt;br /&gt;
== Line Work ==&lt;br /&gt;
[[File:Req Line.png|thumb|300x300px|The Requisitions line.]]&lt;br /&gt;
Line work is the practice of fulfilling orders at the beginning of the mission for every marine waking up from hypersleep. Marines will line up at the requisition line, where either the Cargo Technicians or Quartermaster will supply them with whatever it is they require. This is one of the most important roles of Requisition, and will usually take up most of their early round. To help Requisition in supplying every marine, there are five important vendors with which you should be accommodated to.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Attachments Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Generally what most Marines will be asking for at the beginning of a mission, this vendor is packed with all manner of attachments for every gun in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;General Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains guns, pouches, mortal belts and mortar backpacks. Also contains restricted weaponry, and explosive devices such as grenades.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Ammunition Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Provides all manner of ammunition for every weapon in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Autolathe&#039;&#039;&#039; ======&lt;br /&gt;
: Can be used to manufacture basic items such as surgical or engineering equipment without the need to order from the ASRS.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Clothes Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains spare bags and armors if needed. Notably this is where communication keys ( commonly refered to as Comms Key or Alpha/Bravo/Charlie/Delta Key) are in too.&lt;br /&gt;
&lt;br /&gt;
== Expenditure, What to order? ==&lt;br /&gt;
[[File:ASRS Interface.png|right|frameless]]&lt;br /&gt;
The marines may make several requests during the operation. These are:&lt;br /&gt;
&lt;br /&gt;
====== Material orders ======&lt;br /&gt;
&lt;br /&gt;
* All manner of materials used for defensive structures. The most notable ones are &#039;&#039;&#039;metal sheets&#039;&#039;&#039; and &#039;&#039;&#039;plasteel Sheets&#039;&#039;&#039;. These are ordered all the time by requisitions at the start of the round because [[Combat Technician|combat technicians]] require more than just a few stacks of Materials to make an FOB / defensive supply depot.&lt;br /&gt;
* This is one of the most demanded things in requisitions, as vendors don&#039;t have enough steel sheets.&lt;br /&gt;
&lt;br /&gt;
====== Firearm orders ======&lt;br /&gt;
&lt;br /&gt;
* Most of the time marines will almost always want a specialized version of mags than standard mags. This can be fulfilled in line work with the few AP / Extended magazines in vendor reserves. Keep in mind that ordering regular magazines have proven to be a poor investment not worth doing until the vendor reserves are sent to FOB and are expended. Lots of people prefer AP ammo over Regular ammo, so ammunition won&#039;t be needed to ordered until all the regular / AP magazines are expended in FOB and marines are demanding more.&lt;br /&gt;
* Special ammunition and firearms may need to be ordered regardless of ammunition advice given above.&lt;br /&gt;
&lt;br /&gt;
====== Explosive orders ======&lt;br /&gt;
&lt;br /&gt;
* Mortar shells, grenade packets, Rockets, Breaching charges.  marines will almost always need explosives for their AOE / destructive capabilities. Breaching charges must be ordered at the start of a match, so the marines can make better paths through the terrain.&lt;br /&gt;
&lt;br /&gt;
====== Utility Orders ======&lt;br /&gt;
&lt;br /&gt;
* Turret ammo, flares, shipside materials. These are usually prioritized along with explosives and material needs/orders.  Some flares like non-signal flares can be gotten from reserves. (and things that are soon to be added in future updates which will give them use-value. things like phoron and parachutes with the former being not usable for anything and the latter being useful however not added to the game.)&lt;br /&gt;
&lt;br /&gt;
== The Cargo Elevator ==&lt;br /&gt;
[[File:Cargo Elevator.png|right|frameless|212x212px]]&lt;br /&gt;
Also known as the pit where literally everything comes from... when you order something, it will add that to the order queue when the platform is lowered in the ASRS console. After that it adds a crate of whatever you ordered with a invoice on it. &lt;br /&gt;
&lt;br /&gt;
ALT+CLICK to get that invoice on your hand and then stamp it with a green stamp (any other stamp will not work). Then put it either in the crate or on the crate, after emptying it from the supplies you ordered. You will get a small refund for both the paperwork and returning the crate back to the cargo hold.&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
 &amp;lt;!-- This should be a table of all the crates you can order, their contents, and price. Sorted by category. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- I&#039;ll add the rest later. If someone wants to take the rest feel free! --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ ammunition&lt;br /&gt;
|-&lt;br /&gt;
! sprites !! contents !! price&lt;br /&gt;
|-&lt;br /&gt;
| Example || M54C, 10x Regular Mags || 2000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|M54C, 10x AP Mags&lt;br /&gt;
|4000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|M54C, 10x Extended Mags&lt;br /&gt;
|3000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|M4SPR, 16x Regular Mags&lt;br /&gt;
|2000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|M4SPR, 16x AP Mags&lt;br /&gt;
|4000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|M63, 12x Regular Mags&lt;br /&gt;
|2000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|M63, 12x AP Mags&lt;br /&gt;
|4000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Requisitions. &lt;br /&gt;
&lt;br /&gt;
# You passively gain 500 $ for every 30 seconds.&lt;br /&gt;
# All orders come with invoices. Said invoices give a small sum of money which can be used to acquire new items. &#039;&#039;(300 per stamped invoice)&#039;&#039;&lt;br /&gt;
# Crates refund $200 when returned down the elevator. However, this is not shown on notifications ASRS gives.&lt;br /&gt;
&lt;br /&gt;
== Budget Balancing ==&lt;br /&gt;
&lt;br /&gt;
=== The Thought of Requisition Banking ===&lt;br /&gt;
The original thought that comes from CM13. Requisitions Banking argues that Requisitions should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
== External Guides ==&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit#heading=h.h23bpf8rie2c The Schools Of Thought in RMC14 BY DSLR]&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=260</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=260"/>
		<updated>2024-09-10T05:33:10Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Contents of ASRS and Vendors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Requisitions? ==&lt;br /&gt;
Requisitions is a support department located on board the Almayer (or Savannah). It is tasked with ordering, maintaining, deconstructing, or otherwise procuring supplies for the entire operation. This can include anything from sandbags, to ammunition, to medical supplies, or even sustenance if it is required.&lt;br /&gt;
&lt;br /&gt;
The way Requisitions achieves this is by expenditure on the ASRS (Automatic Storage Retrieval System) Console. The ASRS contains almost anything that you can possibly imagine to wage, and win, wars on the ground. Requisitions can additionally utilize on-ship vendors and autolathes to acquire gear and materials if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The chain of command of Requisitions can be found in [[Chain Of Command|Chain of command]].&#039;&#039;&lt;br /&gt;
== Line Work ==&lt;br /&gt;
[[File:Req Line.png|thumb|300x300px|The Requisitions line.]]&lt;br /&gt;
Line work is the practice of fulfilling orders at the beginning of the mission for every marine waking up from hypersleep. Marines will line up at the requisition line, where either the Cargo Technicians or Quartermaster will supply them with whatever it is they require. This is one of the most important roles of Requisition, and will usually take up most of their early round. To help Requisition in supplying every marine, there are five important vendors with which you should be accommodated to.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Attachments Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Generally what most Marines will be asking for at the beginning of a mission, this vendor is packed with all manner of attachments for every gun in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;General Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains guns, pouches, mortal belts and mortar backpacks. Also contains restricted weaponry, and explosive devices such as grenades.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Ammunition Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Provides all manner of ammunition for every weapon in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Autolathe&#039;&#039;&#039; ======&lt;br /&gt;
: Can be used to manufacture basic items such as surgical or engineering equipment without the need to order from the ASRS.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Clothes Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains spare bags and armors if needed.&lt;br /&gt;
&lt;br /&gt;
== Expenditure, What to order? ==&lt;br /&gt;
[[File:ASRS Interface.png|right|frameless]]&lt;br /&gt;
The marines may make several requests during the operation. These are:&lt;br /&gt;
&lt;br /&gt;
====== Material orders ======&lt;br /&gt;
&lt;br /&gt;
* All manner of materials used for defensive structures. The most notable ones are &#039;&#039;&#039;metal sheets&#039;&#039;&#039; and &#039;&#039;&#039;plasteel Sheets&#039;&#039;&#039;. These are ordered all the time by requisitions at the start of the round because [[Combat Technician|combat technicians]] require more than just a few stacks of Materials to make an FOB / defensive supply depot.&lt;br /&gt;
* This is one of the most demanded things in requisitions, as vendors don&#039;t have enough steel sheets.&lt;br /&gt;
&lt;br /&gt;
====== Firearm orders ======&lt;br /&gt;
&lt;br /&gt;
* Most of the time marines will almost always want a specialized version of mags than standard mags. This can be fulfilled in line work with the few AP / Extended magazines in vendor reserves. Keep in mind that ordering regular magazines have proven to be a poor investment not worth doing until the vendor reserves are sent to FOB and are expended. Lots of people prefer AP ammo over Regular ammo, so ammunition won&#039;t be needed to ordered until all the regular / AP magazines are expended in FOB and marines are demanding more.&lt;br /&gt;
* Special ammunition and firearms may need to be ordered regardless of ammunition advice given above.&lt;br /&gt;
&lt;br /&gt;
====== Explosive orders ======&lt;br /&gt;
&lt;br /&gt;
* Mortar shells, HEDP packets, Rockets, Breaching charges.  marines will almost always need explosives for their AOE / destructive capabilities. instant burst damage is insanely valuable especially if it has area denial. AP rockets notably are much much better than HE rockets. They usually need one or two rockets to kill a xenonid. For mortars and HEDP packets, it doesn&#039;t matter which one you choose, however, a notable emphasis on HE for mortars and a emphasis of HEDP in the case of grenades is important to consider. Breaching charges must be ordered at the start of a match, so the marines can make better paths through the terrain.&lt;br /&gt;
&lt;br /&gt;
====== Utility Orders ======&lt;br /&gt;
&lt;br /&gt;
* Turret ammo, parachutes, flares, shipside materials (like phoron for researchers). These are usually prioritized along with explosives and material needs/orders.  Some flares like non-signal flares can be gotten from reserves.&lt;br /&gt;
&lt;br /&gt;
== The Cargo Elevator ==&lt;br /&gt;
[[File:Cargo Elevator.png|right|frameless|212x212px]]&lt;br /&gt;
Also known as the pit where literally everything comes from... when you order something, it will add that to the order queue when the platform is lowered in the ASRS console. After that it adds a crate of whatever you ordered with a invoice on it. &lt;br /&gt;
&lt;br /&gt;
ALT+CLICK to get that invoice on your hand and then stamp it with a green stamp (any other stamp will not work). Then put it either in the crate or on the crate, after emptying it from the supplies you ordered. You will get a small refund for both the paperwork and returning the crate back to the cargo hold.&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
 &amp;lt;!-- This should be a table of all the crates you can order, their contents, and price. Sorted by category. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- I&#039;ll add the rest later. If someone wants to take the rest feel free! --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! sprites !! contents !! price&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Requisitions. &lt;br /&gt;
&lt;br /&gt;
# You passively gain a certain amount of money over based on the number of marines on mission.&lt;br /&gt;
# All orders come with invoices. Said invoices give a small sum of money which can be used to acquire new items. &#039;&#039;(300 per stamped invoice)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Budget Balancing ==&lt;br /&gt;
&lt;br /&gt;
=== The Thought of Requisition Banking ===&lt;br /&gt;
The original thought that comes from CM13. Requisitions Banking argues that Requisitions should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
== External Guides ==&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit#heading=h.h23bpf8rie2c The Schools Of Thought in RMC14 BY DSLR]&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=259</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=259"/>
		<updated>2024-09-10T05:32:44Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Contents of ASRS and Vendors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Requisitions? ==&lt;br /&gt;
Requisitions is a support department located on board the Almayer (or Savannah). It is tasked with ordering, maintaining, deconstructing, or otherwise procuring supplies for the entire operation. This can include anything from sandbags, to ammunition, to medical supplies, or even sustenance if it is required.&lt;br /&gt;
&lt;br /&gt;
The way Requisitions achieves this is by expenditure on the ASRS (Automatic Storage Retrieval System) Console. The ASRS contains almost anything that you can possibly imagine to wage, and win, wars on the ground. Requisitions can additionally utilize on-ship vendors and autolathes to acquire gear and materials if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The chain of command of Requisitions can be found in [[Chain Of Command|Chain of command]].&#039;&#039;&lt;br /&gt;
== Line Work ==&lt;br /&gt;
[[File:Req Line.png|thumb|300x300px|The Requisitions line.]]&lt;br /&gt;
Line work is the practice of fulfilling orders at the beginning of the mission for every marine waking up from hypersleep. Marines will line up at the requisition line, where either the Cargo Technicians or Quartermaster will supply them with whatever it is they require. This is one of the most important roles of Requisition, and will usually take up most of their early round. To help Requisition in supplying every marine, there are five important vendors with which you should be accommodated to.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Attachments Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Generally what most Marines will be asking for at the beginning of a mission, this vendor is packed with all manner of attachments for every gun in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;General Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains guns, pouches, mortal belts and mortar backpacks. Also contains restricted weaponry, and explosive devices such as grenades.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Ammunition Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Provides all manner of ammunition for every weapon in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Autolathe&#039;&#039;&#039; ======&lt;br /&gt;
: Can be used to manufacture basic items such as surgical or engineering equipment without the need to order from the ASRS.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Clothes Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains spare bags and armors if needed.&lt;br /&gt;
&lt;br /&gt;
== Expenditure, What to order? ==&lt;br /&gt;
[[File:ASRS Interface.png|right|frameless]]&lt;br /&gt;
The marines may make several requests during the operation. These are:&lt;br /&gt;
&lt;br /&gt;
====== Material orders ======&lt;br /&gt;
&lt;br /&gt;
* All manner of materials used for defensive structures. The most notable ones are &#039;&#039;&#039;metal sheets&#039;&#039;&#039; and &#039;&#039;&#039;plasteel Sheets&#039;&#039;&#039;. These are ordered all the time by requisitions at the start of the round because [[Combat Technician|combat technicians]] require more than just a few stacks of Materials to make an FOB / defensive supply depot.&lt;br /&gt;
* This is one of the most demanded things in requisitions, as vendors don&#039;t have enough steel sheets.&lt;br /&gt;
&lt;br /&gt;
====== Firearm orders ======&lt;br /&gt;
&lt;br /&gt;
* Most of the time marines will almost always want a specialized version of mags than standard mags. This can be fulfilled in line work with the few AP / Extended magazines in vendor reserves. Keep in mind that ordering regular magazines have proven to be a poor investment not worth doing until the vendor reserves are sent to FOB and are expended. Lots of people prefer AP ammo over Regular ammo, so ammunition won&#039;t be needed to ordered until all the regular / AP magazines are expended in FOB and marines are demanding more.&lt;br /&gt;
* Special ammunition and firearms may need to be ordered regardless of ammunition advice given above.&lt;br /&gt;
&lt;br /&gt;
====== Explosive orders ======&lt;br /&gt;
&lt;br /&gt;
* Mortar shells, HEDP packets, Rockets, Breaching charges.  marines will almost always need explosives for their AOE / destructive capabilities. instant burst damage is insanely valuable especially if it has area denial. AP rockets notably are much much better than HE rockets. They usually need one or two rockets to kill a xenonid. For mortars and HEDP packets, it doesn&#039;t matter which one you choose, however, a notable emphasis on HE for mortars and a emphasis of HEDP in the case of grenades is important to consider. Breaching charges must be ordered at the start of a match, so the marines can make better paths through the terrain.&lt;br /&gt;
&lt;br /&gt;
====== Utility Orders ======&lt;br /&gt;
&lt;br /&gt;
* Turret ammo, parachutes, flares, shipside materials (like phoron for researchers). These are usually prioritized along with explosives and material needs/orders.  Some flares like non-signal flares can be gotten from reserves.&lt;br /&gt;
&lt;br /&gt;
== The Cargo Elevator ==&lt;br /&gt;
[[File:Cargo Elevator.png|right|frameless|212x212px]]&lt;br /&gt;
Also known as the pit where literally everything comes from... when you order something, it will add that to the order queue when the platform is lowered in the ASRS console. After that it adds a crate of whatever you ordered with a invoice on it. &lt;br /&gt;
&lt;br /&gt;
ALT+CLICK to get that invoice on your hand and then stamp it with a green stamp (any other stamp will not work). Then put it either in the crate or on the crate, after emptying it from the supplies you ordered. You will get a small refund for both the paperwork and returning the crate back to the cargo hold.&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
 &amp;lt;!-- This should be a table of all the crates you can order, their contents, and price. Sorted by category. --&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;&amp;lt;!-- I&#039;ll add the rest later. If someone wants to take the rest feel free! --&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! sprites !! contents !! price&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Requisitions. &lt;br /&gt;
&lt;br /&gt;
# You passively gain a certain amount of money over based on the number of marines on mission.&lt;br /&gt;
# All orders come with invoices. Said invoices give a small sum of money which can be used to acquire new items. &#039;&#039;(300 per stamped invoice)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Budget Balancing ==&lt;br /&gt;
&lt;br /&gt;
=== The Thought of Requisition Banking ===&lt;br /&gt;
The original thought that comes from CM13. Requisitions Banking argues that Requisitions should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
== External Guides ==&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit#heading=h.h23bpf8rie2c The Schools Of Thought in RMC14 BY DSLR]&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=258</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=258"/>
		<updated>2024-09-10T05:30:53Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Contents of ASRS and Vendors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Requisitions? ==&lt;br /&gt;
Requisitions is a support department located on board the Almayer (or Savannah). It is tasked with ordering, maintaining, deconstructing, or otherwise procuring supplies for the entire operation. This can include anything from sandbags, to ammunition, to medical supplies, or even sustenance if it is required.&lt;br /&gt;
&lt;br /&gt;
The way Requisitions achieves this is by expenditure on the ASRS (Automatic Storage Retrieval System) Console. The ASRS contains almost anything that you can possibly imagine to wage, and win, wars on the ground. Requisitions can additionally utilize on-ship vendors and autolathes to acquire gear and materials if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The chain of command of Requisitions can be found in [[Chain Of Command|Chain of command]].&#039;&#039;&lt;br /&gt;
== Line Work ==&lt;br /&gt;
[[File:Req Line.png|thumb|300x300px|The Requisitions line.]]&lt;br /&gt;
Line work is the practice of fulfilling orders at the beginning of the mission for every marine waking up from hypersleep. Marines will line up at the requisition line, where either the Cargo Technicians or Quartermaster will supply them with whatever it is they require. This is one of the most important roles of Requisition, and will usually take up most of their early round. To help Requisition in supplying every marine, there are five important vendors with which you should be accommodated to.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Attachments Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Generally what most Marines will be asking for at the beginning of a mission, this vendor is packed with all manner of attachments for every gun in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;General Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains guns, pouches, mortal belts and mortar backpacks. Also contains restricted weaponry, and explosive devices such as grenades.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Ammunition Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Provides all manner of ammunition for every weapon in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Autolathe&#039;&#039;&#039; ======&lt;br /&gt;
: Can be used to manufacture basic items such as surgical or engineering equipment without the need to order from the ASRS.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Clothes Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains spare bags and armors if needed.&lt;br /&gt;
&lt;br /&gt;
== Expenditure, What to order? ==&lt;br /&gt;
[[File:ASRS Interface.png|right|frameless]]&lt;br /&gt;
The marines may make several requests during the operation. These are:&lt;br /&gt;
&lt;br /&gt;
====== Material orders ======&lt;br /&gt;
&lt;br /&gt;
* All manner of materials used for defensive structures. The most notable ones are &#039;&#039;&#039;metal sheets&#039;&#039;&#039; and &#039;&#039;&#039;plasteel Sheets&#039;&#039;&#039;. These are ordered all the time by requisitions at the start of the round because [[Combat Technician|combat technicians]] require more than just a few stacks of Materials to make an FOB / defensive supply depot.&lt;br /&gt;
* This is one of the most demanded things in requisitions, as vendors don&#039;t have enough steel sheets.&lt;br /&gt;
&lt;br /&gt;
====== Firearm orders ======&lt;br /&gt;
&lt;br /&gt;
* Most of the time marines will almost always want a specialized version of mags than standard mags. This can be fulfilled in line work with the few AP / Extended magazines in vendor reserves. Keep in mind that ordering regular magazines have proven to be a poor investment not worth doing until the vendor reserves are sent to FOB and are expended. Lots of people prefer AP ammo over Regular ammo, so ammunition won&#039;t be needed to ordered until all the regular / AP magazines are expended in FOB and marines are demanding more.&lt;br /&gt;
* Special ammunition and firearms may need to be ordered regardless of ammunition advice given above.&lt;br /&gt;
&lt;br /&gt;
====== Explosive orders ======&lt;br /&gt;
&lt;br /&gt;
* Mortar shells, HEDP packets, Rockets, Breaching charges.  marines will almost always need explosives for their AOE / destructive capabilities. instant burst damage is insanely valuable especially if it has area denial. AP rockets notably are much much better than HE rockets. They usually need one or two rockets to kill a xenonid. For mortars and HEDP packets, it doesn&#039;t matter which one you choose, however, a notable emphasis on HE for mortars and a emphasis of HEDP in the case of grenades is important to consider. Breaching charges must be ordered at the start of a match, so the marines can make better paths through the terrain.&lt;br /&gt;
&lt;br /&gt;
====== Utility Orders ======&lt;br /&gt;
&lt;br /&gt;
* Turret ammo, parachutes, flares, shipside materials (like phoron for researchers). These are usually prioritized along with explosives and material needs/orders.  Some flares like non-signal flares can be gotten from reserves.&lt;br /&gt;
&lt;br /&gt;
== The Cargo Elevator ==&lt;br /&gt;
[[File:Cargo Elevator.png|right|frameless|212x212px]]&lt;br /&gt;
Also known as the pit where literally everything comes from... when you order something, it will add that to the order queue when the platform is lowered in the ASRS console. After that it adds a crate of whatever you ordered with a invoice on it. &lt;br /&gt;
&lt;br /&gt;
ALT+CLICK to get that invoice on your hand and then stamp it with a green stamp (any other stamp will not work). Then put it either in the crate or on the crate, after emptying it from the supplies you ordered. You will get a small refund for both the paperwork and returning the crate back to the cargo hold.&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
 &amp;lt;!-- This should be a table of all the crates you can order, their contents, and price. Sorted by category. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- I&#039;ll add the rest later. If someone wants to take the rest feel free! --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! sprites !! contents !! price&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Requisitions. &lt;br /&gt;
&lt;br /&gt;
# You passively gain a certain amount of money over based on the number of marines on mission.&lt;br /&gt;
# All orders come with invoices. Said invoices give a small sum of money which can be used to acquire new items. &#039;&#039;(300 per stamped invoice)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Budget Balancing ==&lt;br /&gt;
&lt;br /&gt;
=== The Thought of Requisition Banking ===&lt;br /&gt;
The original thought that comes from CM13. Requisitions Banking argues that Requisitions should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
== External Guides ==&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit#heading=h.h23bpf8rie2c The Schools Of Thought in RMC14 BY DSLR]&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=257</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=257"/>
		<updated>2024-09-10T05:27:52Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Contents of ASRS and Vendors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Requisitions? ==&lt;br /&gt;
Requisitions is a support department located on board the Almayer (or Savannah). It is tasked with ordering, maintaining, deconstructing, or otherwise procuring supplies for the entire operation. This can include anything from sandbags, to ammunition, to medical supplies, or even sustenance if it is required.&lt;br /&gt;
&lt;br /&gt;
The way Requisitions achieves this is by expenditure on the ASRS (Automatic Storage Retrieval System) Console. The ASRS contains almost anything that you can possibly imagine to wage, and win, wars on the ground. Requisitions can additionally utilize on-ship vendors and autolathes to acquire gear and materials if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The chain of command of Requisitions can be found in [[Chain Of Command|Chain of command]].&#039;&#039;&lt;br /&gt;
== Line Work ==&lt;br /&gt;
[[File:Req Line.png|thumb|300x300px|The Requisitions line.]]&lt;br /&gt;
Line work is the practice of fulfilling orders at the beginning of the mission for every marine waking up from hypersleep. Marines will line up at the requisition line, where either the Cargo Technicians or Quartermaster will supply them with whatever it is they require. This is one of the most important roles of Requisition, and will usually take up most of their early round. To help Requisition in supplying every marine, there are five important vendors with which you should be accommodated to.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Attachments Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Generally what most Marines will be asking for at the beginning of a mission, this vendor is packed with all manner of attachments for every gun in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;General Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains guns, pouches, mortal belts and mortar backpacks. Also contains restricted weaponry, and explosive devices such as grenades.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Ammunition Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Provides all manner of ammunition for every weapon in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Autolathe&#039;&#039;&#039; ======&lt;br /&gt;
: Can be used to manufacture basic items such as surgical or engineering equipment without the need to order from the ASRS.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Clothes Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains spare bags and armors if needed.&lt;br /&gt;
&lt;br /&gt;
== Expenditure, What to order? ==&lt;br /&gt;
[[File:ASRS Interface.png|right|frameless]]&lt;br /&gt;
The marines may make several requests during the operation. These are:&lt;br /&gt;
&lt;br /&gt;
====== Material orders ======&lt;br /&gt;
&lt;br /&gt;
* All manner of materials used for defensive structures. The most notable ones are &#039;&#039;&#039;metal sheets&#039;&#039;&#039; and &#039;&#039;&#039;plasteel Sheets&#039;&#039;&#039;. These are ordered all the time by requisitions at the start of the round because [[Combat Technician|combat technicians]] require more than just a few stacks of Materials to make an FOB / defensive supply depot.&lt;br /&gt;
* This is one of the most demanded things in requisitions, as vendors don&#039;t have enough steel sheets.&lt;br /&gt;
&lt;br /&gt;
====== Firearm orders ======&lt;br /&gt;
&lt;br /&gt;
* Most of the time marines will almost always want a specialized version of mags than standard mags. This can be fulfilled in line work with the few AP / Extended magazines in vendor reserves. Keep in mind that ordering regular magazines have proven to be a poor investment not worth doing until the vendor reserves are sent to FOB and are expended. Lots of people prefer AP ammo over Regular ammo, so ammunition won&#039;t be needed to ordered until all the regular / AP magazines are expended in FOB and marines are demanding more.&lt;br /&gt;
* Special ammunition and firearms may need to be ordered regardless of ammunition advice given above.&lt;br /&gt;
&lt;br /&gt;
====== Explosive orders ======&lt;br /&gt;
&lt;br /&gt;
* Mortar shells, HEDP packets, Rockets, Breaching charges.  marines will almost always need explosives for their AOE / destructive capabilities. instant burst damage is insanely valuable especially if it has area denial. AP rockets notably are much much better than HE rockets. They usually need one or two rockets to kill a xenonid. For mortars and HEDP packets, it doesn&#039;t matter which one you choose, however, a notable emphasis on HE for mortars and a emphasis of HEDP in the case of grenades is important to consider. Breaching charges must be ordered at the start of a match, so the marines can make better paths through the terrain.&lt;br /&gt;
&lt;br /&gt;
====== Utility Orders ======&lt;br /&gt;
&lt;br /&gt;
* Turret ammo, parachutes, flares, shipside materials (like phoron for researchers). These are usually prioritized along with explosives and material needs/orders.  Some flares like non-signal flares can be gotten from reserves.&lt;br /&gt;
&lt;br /&gt;
== The Cargo Elevator ==&lt;br /&gt;
[[File:Cargo Elevator.png|right|frameless|212x212px]]&lt;br /&gt;
Also known as the pit where literally everything comes from... when you order something, it will add that to the order queue when the platform is lowered in the ASRS console. After that it adds a crate of whatever you ordered with a invoice on it. &lt;br /&gt;
&lt;br /&gt;
ALT+CLICK to get that invoice on your hand and then stamp it with a green stamp (any other stamp will not work). Then put it either in the crate or on the crate, after emptying it from the supplies you ordered. You will get a small refund for both the paperwork and returning the crate back to the cargo hold.&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
 &amp;lt;!-- This should be a table of all the crates you can order, their contents, and price. Sorted by category. --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! sprites !! contents !! price&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Requisitions. &lt;br /&gt;
&lt;br /&gt;
# You passively gain a certain amount of money over based on the number of marines on mission.&lt;br /&gt;
# All orders come with invoices. Said invoices give a small sum of money which can be used to acquire new items. &#039;&#039;(300 per stamped invoice)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Budget Balancing ==&lt;br /&gt;
&lt;br /&gt;
=== The Thought of Requisition Banking ===&lt;br /&gt;
The original thought that comes from CM13. Requisitions Banking argues that Requisitions should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
== External Guides ==&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit#heading=h.h23bpf8rie2c The Schools Of Thought in RMC14 BY DSLR]&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=256</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=256"/>
		<updated>2024-09-10T05:07:48Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Contents of ASRS and Vendors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Requisitions? ==&lt;br /&gt;
Requisitions is a support department located on board the Almayer (or Savannah). It is tasked with ordering, maintaining, deconstructing, or otherwise procuring supplies for the entire operation. This can include anything from sandbags, to ammunition, to medical supplies, or even sustenance if it is required.&lt;br /&gt;
&lt;br /&gt;
The way Requisitions achieves this is by expenditure on the ASRS (Automatic Storage Retrieval System) Console. The ASRS contains almost anything that you can possibly imagine to wage, and win, wars on the ground. Requisitions can additionally utilize on-ship vendors and autolathes to acquire gear and materials if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The chain of command of Requisitions can be found in [[Chain Of Command|Chain of command]].&#039;&#039;&lt;br /&gt;
== Line Work ==&lt;br /&gt;
[[File:Req Line.png|thumb|300x300px|The Requisitions line.]]&lt;br /&gt;
Line work is the practice of fulfilling orders at the beginning of the mission for every marine waking up from hypersleep. Marines will line up at the requisition line, where either the Cargo Technicians or Quartermaster will supply them with whatever it is they require. This is one of the most important roles of Requisition, and will usually take up most of their early round. To help Requisition in supplying every marine, there are five important vendors with which you should be accommodated to.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Attachments Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Generally what most Marines will be asking for at the beginning of a mission, this vendor is packed with all manner of attachments for every gun in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;General Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains guns, pouches, mortal belts and mortar backpacks. Also contains restricted weaponry, and explosive devices such as grenades.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Ammunition Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Provides all manner of ammunition for every weapon in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Autolathe&#039;&#039;&#039; ======&lt;br /&gt;
: Can be used to manufacture basic items such as surgical or engineering equipment without the need to order from the ASRS.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Clothes Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains spare bags and armors if needed.&lt;br /&gt;
&lt;br /&gt;
== Expenditure, What to order? ==&lt;br /&gt;
[[File:ASRS Interface.png|right|frameless]]&lt;br /&gt;
The marines may make several requests during the operation. These are:&lt;br /&gt;
&lt;br /&gt;
====== Material orders ======&lt;br /&gt;
&lt;br /&gt;
* All manner of materials used for defensive structures. The most notable ones are &#039;&#039;&#039;metal sheets&#039;&#039;&#039; and &#039;&#039;&#039;plasteel Sheets&#039;&#039;&#039;. These are ordered all the time by requisitions at the start of the round because [[Combat Technician|combat technicians]] require more than just a few stacks of Materials to make an FOB / defensive supply depot.&lt;br /&gt;
* This is one of the most demanded things in requisitions, as vendors don&#039;t have enough steel sheets.&lt;br /&gt;
&lt;br /&gt;
====== Firearm orders ======&lt;br /&gt;
&lt;br /&gt;
* Most of the time marines will almost always want a specialized version of mags than standard mags. This can be fulfilled in line work with the few AP / Extended magazines in vendor reserves. Keep in mind that ordering regular magazines have proven to be a poor investment not worth doing until the vendor reserves are sent to FOB and are expended. Lots of people prefer AP ammo over Regular ammo, so ammunition won&#039;t be needed to ordered until all the regular / AP magazines are expended in FOB and marines are demanding more.&lt;br /&gt;
* Special ammunition and firearms may need to be ordered regardless of ammunition advice given above.&lt;br /&gt;
&lt;br /&gt;
====== Explosive orders ======&lt;br /&gt;
&lt;br /&gt;
* Mortar shells, HEDP packets, Rockets, Breaching charges.  marines will almost always need explosives for their AOE / destructive capabilities. instant burst damage is insanely valuable especially if it has area denial. AP rockets notably are much much better than HE rockets. They usually need one or two rockets to kill a xenonid. For mortars and HEDP packets, it doesn&#039;t matter which one you choose, however, a notable emphasis on HE for mortars and a emphasis of HEDP in the case of grenades is important to consider. Breaching charges must be ordered at the start of a match, so the marines can make better paths through the terrain.&lt;br /&gt;
&lt;br /&gt;
====== Utility Orders ======&lt;br /&gt;
&lt;br /&gt;
* Turret ammo, parachutes, flares, shipside materials (like phoron for researchers). These are usually prioritized along with explosives and material needs/orders.  Some flares like non-signal flares can be gotten from reserves.&lt;br /&gt;
&lt;br /&gt;
== The Cargo Elevator ==&lt;br /&gt;
[[File:Cargo Elevator.png|right|frameless|212x212px]]&lt;br /&gt;
Also known as the pit where literally everything comes from... when you order something, it will add that to the order queue when the platform is lowered in the ASRS console. After that it adds a crate of whatever you ordered with a invoice on it. &lt;br /&gt;
&lt;br /&gt;
ALT+CLICK to get that invoice on your hand and then stamp it with a green stamp (any other stamp will not work). Then put it either in the crate or on the crate, after emptying it from the supplies you ordered. You will get a small refund for both the paperwork and returning the crate back to the cargo hold.&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
 &amp;lt;!-- This should be a table of all the crates you can order, their contents, and price. Sorted by category. --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! sprites !! contents !! price&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Requisitions. &lt;br /&gt;
&lt;br /&gt;
# You passively gain a certain amount of money over based on the number of marines on mission.&lt;br /&gt;
# All orders come with invoices. Said invoices give a small sum of money which can be used to acquire new items. &#039;&#039;(300 per stamped invoice)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Budget Balancing ==&lt;br /&gt;
&lt;br /&gt;
=== The Thought of Requisition Banking ===&lt;br /&gt;
The original thought that comes from CM13. Requisitions Banking argues that Requisitions should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
== External Guides ==&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit#heading=h.h23bpf8rie2c The Schools Of Thought in RMC14 BY DSLR]&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=254</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=254"/>
		<updated>2024-09-10T04:54:26Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Contents of ASRS and Vendors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Requisitions? ==&lt;br /&gt;
Requisitions is a support department located on board the Almayer (or Savannah). It is tasked with ordering, maintaining, deconstructing, or otherwise procuring supplies for the entire operation. This can include anything from sandbags, to ammunition, to medical supplies, or even sustenance if it is required.&lt;br /&gt;
&lt;br /&gt;
The way Requisitions achieves this is by expenditure on the ASRS (Automatic Storage Retrieval System) Console. The ASRS contains almost anything that you can possibly imagine to wage, and win, wars on the ground. Requisitions can additionally utilize on-ship vendors and autolathes to acquire gear and materials if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The chain of command of Requisitions can be found in [[Chain Of Command|Chain of command]].&#039;&#039;&lt;br /&gt;
== Line Work ==&lt;br /&gt;
[[File:Req Line.png|thumb|300x300px|The Requisitions line.]]&lt;br /&gt;
Line work is the practice of fulfilling orders at the beginning of the mission for every marine waking up from hypersleep. Marines will line up at the requisition line, where either the Cargo Technicians or Quartermaster will supply them with whatever it is they require. This is one of the most important roles of Requisition, and will usually take up most of their early round. To help Requisition in supplying every marine, there are five important vendors with which you should be accommodated to.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Attachments Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Generally what most Marines will be asking for at the beginning of a mission, this vendor is packed with all manner of attachments for every gun in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;General Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains guns, pouches, mortal belts and mortar backpacks. Also contains restricted weaponry, and explosive devices such as grenades.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Ammunition Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Provides all manner of ammunition for every weapon in the Marine arsenal.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Autolathe&#039;&#039;&#039; ======&lt;br /&gt;
: Can be used to manufacture basic items such as surgical or engineering equipment without the need to order from the ASRS.&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Clothes Vendor&#039;&#039;&#039; ======&lt;br /&gt;
: Contains spare bags and armors if needed.&lt;br /&gt;
&lt;br /&gt;
== Expenditure, What to order? ==&lt;br /&gt;
[[File:ASRS Interface.png|right|frameless]]&lt;br /&gt;
The marines may make several requests during the operation. These are:&lt;br /&gt;
&lt;br /&gt;
====== Material orders ======&lt;br /&gt;
&lt;br /&gt;
* All manner of materials used for defensive structures. The most notable ones are &#039;&#039;&#039;metal sheets&#039;&#039;&#039; and &#039;&#039;&#039;plasteel Sheets&#039;&#039;&#039;. These are ordered all the time by requisitions at the start of the round because [[Combat Technician|combat technicians]] require more than just a few stacks of Materials to make an FOB / defensive supply depot.&lt;br /&gt;
* This is one of the most demanded things in requisitions, as vendors don&#039;t have enough steel sheets.&lt;br /&gt;
&lt;br /&gt;
====== Firearm orders ======&lt;br /&gt;
&lt;br /&gt;
* Most of the time marines will almost always want a specialized version of mags than standard mags. This can be fulfilled in line work with the few AP / Extended magazines in vendor reserves. Keep in mind that ordering regular magazines have proven to be a poor investment not worth doing until the vendor reserves are sent to FOB and are expended. Lots of people prefer AP ammo over Regular ammo, so ammunition won&#039;t be needed to ordered until all the regular / AP magazines are expended in FOB and marines are demanding more.&lt;br /&gt;
* Special ammunition and firearms may need to be ordered regardless of ammunition advice given above.&lt;br /&gt;
&lt;br /&gt;
====== Explosive orders ======&lt;br /&gt;
&lt;br /&gt;
* Mortar shells, HEDP packets, Rockets, Breaching charges.  marines will almost always need explosives for their AOE / destructive capabilities. instant burst damage is insanely valuable especially if it has area denial. AP rockets notably are much much better than HE rockets. They usually need one or two rockets to kill a xenonid. For mortars and HEDP packets, it doesn&#039;t matter which one you choose, however, a notable emphasis on HE for mortars and a emphasis of HEDP in the case of grenades is important to consider. Breaching charges must be ordered at the start of a match, so the marines can make better paths through the terrain.&lt;br /&gt;
&lt;br /&gt;
====== Utility Orders ======&lt;br /&gt;
&lt;br /&gt;
* Turret ammo, parachutes, flares, shipside materials (like phoron for researchers). These are usually prioritized along with explosives and material needs/orders.  Some flares like non-signal flares can be gotten from reserves.&lt;br /&gt;
&lt;br /&gt;
== The Cargo Elevator ==&lt;br /&gt;
[[File:Cargo Elevator.png|right|frameless|212x212px]]&lt;br /&gt;
Also known as the pit where literally everything comes from... when you order something, it will add that to the order queue when the platform is lowered in the ASRS console. After that it adds a crate of whatever you ordered with a invoice on it. &lt;br /&gt;
&lt;br /&gt;
ALT+CLICK to get that invoice on your hand and then stamp it with a green stamp (any other stamp will not work). Then put it either in the crate or on the crate, after emptying it from the supplies you ordered. You will get a small refund for both the paperwork and returning the crate back to the cargo hold.&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
 &amp;lt;!-- This should be a table of all the crates you can order, their contents, and price. Sorted by category. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Requisitions. &lt;br /&gt;
&lt;br /&gt;
# You passively gain a certain amount of money over based on the number of marines on mission.&lt;br /&gt;
# All orders come with invoices. Said invoices give a small sum of money which can be used to acquire new items. &#039;&#039;(300 per stamped invoice)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Budget Balancing ==&lt;br /&gt;
&lt;br /&gt;
=== The Thought of Requisition Banking ===&lt;br /&gt;
The original thought that comes from CM13. Requisitions Banking argues that Requisitions should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
== External Guides ==&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit#heading=h.h23bpf8rie2c The Schools Of Thought in RMC14 BY DSLR]&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=File:Req_Line.png&amp;diff=194</id>
		<title>File:Req Line.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=File:Req_Line.png&amp;diff=194"/>
		<updated>2024-09-09T00:07:05Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;its the line for REQ&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=184</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=184"/>
		<updated>2024-09-08T22:42:00Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Contents of ASRS and Vendors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is requsitions? ==&lt;br /&gt;
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.&lt;br /&gt;
&lt;br /&gt;
The way Requsitions(from here on out refered to as &#039;Req&#039;) achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room&lt;br /&gt;
&lt;br /&gt;
(insert photo of the room thats connected to the line. you guys know the one)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The chain of command in Requisitions can be found in [[Marines|Chain of command]]&lt;br /&gt;
&lt;br /&gt;
== Line Work ==&lt;br /&gt;
Line work is the practice of fulfilling orders for the marines to get ready. Simply go to the line room and wait on the place where the counter is The marines will tell you their order and you will look at the vendors to fulfil the order. This is the most important thing one could do in Requisitions along with ordering stuff to fulfill orders if QM isn&#039;t there. There is 5 things in this room that are important for your job. &lt;br /&gt;
&lt;br /&gt;
The attachments vendor(the one in the left of the room) &lt;br /&gt;
&lt;br /&gt;
this is where mag harn, reflex sight and different attachments are in. &lt;br /&gt;
&lt;br /&gt;
The general vendor(the one in the middle of the three vendors) &lt;br /&gt;
&lt;br /&gt;
guns, machete pouches/ other pouches, mortal belts and mortar backpacks, Restricted Weaponry, Grenades are here. &lt;br /&gt;
&lt;br /&gt;
The ammunition vendor &lt;br /&gt;
&lt;br /&gt;
All Kinds of ammo are here. &lt;br /&gt;
&lt;br /&gt;
Autolathe &lt;br /&gt;
&lt;br /&gt;
useful for manufacturing stuff like surgical equipment , engineering equipment et cetera. &lt;br /&gt;
&lt;br /&gt;
Clothes Vendor &lt;br /&gt;
&lt;br /&gt;
has bags which are a useful way of effective storage, good source for armoring up for people taking FOB duty, Important in hijack for armoring up for civilians &lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
&amp;lt;tabbertransclude&amp;gt;&lt;br /&gt;
guns&lt;br /&gt;
&amp;lt;/tabbertransclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Req. &lt;br /&gt;
&lt;br /&gt;
1) According to marine amount you passively gain a certain amount of money. &lt;br /&gt;
&lt;br /&gt;
(insert equation here)&lt;br /&gt;
&lt;br /&gt;
2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.&lt;br /&gt;
&lt;br /&gt;
300 per stamped invoice&lt;br /&gt;
&lt;br /&gt;
== Budget Balancing ==&lt;br /&gt;
&lt;br /&gt;
=== The Thought of Requisitional Banking ===&lt;br /&gt;
The original thought that comes from CM13 Req Banking argues that Req should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;guides:&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; [https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit#heading=h.h23bpf8rie2c The Schools Of Thought in RMC14 BY DSLR]&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=167</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=167"/>
		<updated>2024-09-08T20:27:06Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* What is requsitions? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is requsitions? ==&lt;br /&gt;
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.&lt;br /&gt;
&lt;br /&gt;
The way Requsitions(from here on out refered to as &#039;Req&#039;) achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room&lt;br /&gt;
&lt;br /&gt;
(insert photo of the room thats connected to the line. you guys know the one)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The chain of command in Requisitions can be found in [[Marines|Chain of command]]&lt;br /&gt;
&lt;br /&gt;
== Line Work ==&lt;br /&gt;
Line work is the practice of fulfilling orders for the marines to get ready. Simply go to the line room and wait on the place where the counter is The marines will tell you their order and you will look at the vendors to fulfil the order. This is the most important thing one could do in Requisitions along with ordering stuff to fulfill orders if QM isn&#039;t there. There is 5 things in this room that are important for your job. &lt;br /&gt;
&lt;br /&gt;
The attachments vendor(the one in the left of the room) &lt;br /&gt;
&lt;br /&gt;
this is where mag harn, reflex sight and different attachments are in. &lt;br /&gt;
&lt;br /&gt;
The general vendor(the one in the middle of the three vendors) &lt;br /&gt;
&lt;br /&gt;
guns, machete pouches/ other pouches, mortal belts and mortar backpacks, Restricted Weaponry, Grenades are here. &lt;br /&gt;
&lt;br /&gt;
The ammunition vendor &lt;br /&gt;
&lt;br /&gt;
All Kinds of ammo are here. &lt;br /&gt;
&lt;br /&gt;
Autolathe &lt;br /&gt;
&lt;br /&gt;
useful for manufacturing stuff like surgical equipment , engineering equipment et cetera. &lt;br /&gt;
&lt;br /&gt;
Clothes Vendor &lt;br /&gt;
&lt;br /&gt;
has bags which are a useful way of effective storage, good source for armoring up for people taking FOB duty, Important in hijack for armoring up for civilians &lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
&lt;br /&gt;
(WIP)&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Req. &lt;br /&gt;
&lt;br /&gt;
1) According to marine amount you passively gain a certain amount of money. &lt;br /&gt;
&lt;br /&gt;
(insert equation here)&lt;br /&gt;
&lt;br /&gt;
2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.&lt;br /&gt;
&lt;br /&gt;
300 per stamped invoice&lt;br /&gt;
&lt;br /&gt;
== Budget Balancing ==&lt;br /&gt;
&lt;br /&gt;
=== The Thought of Requisitional Banking ===&lt;br /&gt;
The original thought that comes from CM13 Req Banking argues that Req should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;guides:&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; [https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit#heading=h.h23bpf8rie2c The Schools Of Thought in RMC14 BY DSLR]&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Main_Page&amp;diff=166</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Main_Page&amp;diff=166"/>
		<updated>2024-09-08T20:26:32Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* New? Start here! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About RMC-14 ==&lt;br /&gt;
RMC-14 is inspired by CM13, Space Station 13, that runs on [https://github.com/space-wizards/RobustToolbox Robust Toolbox].&lt;br /&gt;
&lt;br /&gt;
The design goal of this fork is to attempt to replicate the feel and experience of CM13, while using SS14 as a foundation.&lt;br /&gt;
&lt;br /&gt;
You can find the Discord [https://discord.gg/rouny here.]&lt;br /&gt;
&lt;br /&gt;
=== New? Start here! ===&lt;br /&gt;
&lt;br /&gt;
* [[Rifleman Quick Start Guide|First day as a rifleman]]&lt;br /&gt;
* [[Medical guide]]&lt;br /&gt;
* [[Requisitions guide]]&lt;br /&gt;
* [[Dropship/CAS guide]]&lt;br /&gt;
* [[Xenonid guide]]&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
* [[Marines|Marines (UNMC)]]&lt;br /&gt;
* [[Weston-Yamada|Weston-Yamada (We-Ya)]]&lt;br /&gt;
*[[Socialist Progressive Peoples (SPP)]]&lt;br /&gt;
*[[Three Suns Empire|Three Suns Empire (TSE)]]&lt;br /&gt;
*[[Aegis Armaments]]&lt;br /&gt;
*[[Colony Liberation Front (CLF)]]&lt;br /&gt;
*[[Nanotrasen (NT)]]&lt;br /&gt;
*[[Xenonids]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
* [[Guns]]&lt;br /&gt;
* [[Attachments]]&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
UNMC Ships&lt;br /&gt;
* [https://tunguso4ka.github.io/map-viewer/?map=Almayer Almayer]&lt;br /&gt;
* [https://tunguso4ka.github.io/map-viewer/?map=Savannah Savannah]&lt;br /&gt;
&lt;br /&gt;
Planet Maps&lt;br /&gt;
* [https://tunguso4ka.github.io/map-viewer/?map=624 LV-624]&lt;br /&gt;
* [https://tunguso4ka.github.io/map-viewer/?map=Solaris Solaris Ridge]&lt;br /&gt;
* [https://tunguso4ka.github.io/map-viewer/?map=Fiorina Fiorina Science Annex]&lt;br /&gt;
* [https://tunguso4ka.github.io/map-viewer/?map=Shiva Shiva&#039;s Snowball]&lt;br /&gt;
* [https://tunguso4ka.github.io/map-viewer/?map=Trijent Trijent Dam] (Not yet in rotation)&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=163</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=163"/>
		<updated>2024-09-08T20:17:37Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Line Work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is requsitions? ==&lt;br /&gt;
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.&lt;br /&gt;
&lt;br /&gt;
The way Requsitions(from here on out refered to as &#039;Req&#039;) achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room&lt;br /&gt;
&lt;br /&gt;
(insert photo of the room thats connected to the line. you guys know the one)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The chain of command in Requisitions can be found in [[Chain of command]]&lt;br /&gt;
&lt;br /&gt;
== Line Work ==&lt;br /&gt;
Line work is the practice of fulfilling orders for the marines to get ready. Simply go to the line room and wait on the place where the counter is The marines will tell you their order and you will look at the vendors to fulfil the order. This is the most important thing one could do in Requisitions along with ordering stuff to fulfill orders if QM isn&#039;t there. There is 5 things in this room that are important for your job. &lt;br /&gt;
&lt;br /&gt;
The attachments vendor(the one in the left of the room) &lt;br /&gt;
&lt;br /&gt;
this is where mag harn, reflex sight and different attachments are in. &lt;br /&gt;
&lt;br /&gt;
The general vendor(the one in the middle of the three vendors) &lt;br /&gt;
&lt;br /&gt;
guns, machete pouches/ other pouches, mortal belts and mortar backpacks, Restricted Weaponry, Grenades are here. &lt;br /&gt;
&lt;br /&gt;
The ammunition vendor &lt;br /&gt;
&lt;br /&gt;
All Kinds of ammo are here. &lt;br /&gt;
&lt;br /&gt;
Autolathe &lt;br /&gt;
&lt;br /&gt;
useful for manufacturing stuff like surgical equipment , engineering equipment et cetera. &lt;br /&gt;
&lt;br /&gt;
Clothes Vendor &lt;br /&gt;
&lt;br /&gt;
has bags which are a useful way of effective storage, good source for armoring up for people taking FOB duty, Important in hijack for armoring up for civilians &lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
&lt;br /&gt;
(WIP)&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Req. &lt;br /&gt;
&lt;br /&gt;
1) According to marine amount you passively gain a certain amount of money. &lt;br /&gt;
&lt;br /&gt;
(insert equation here)&lt;br /&gt;
&lt;br /&gt;
2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.&lt;br /&gt;
&lt;br /&gt;
300 per stamped invoice&lt;br /&gt;
&lt;br /&gt;
== Budget Balancing ==&lt;br /&gt;
&lt;br /&gt;
=== The Thought of Requisitional Banking ===&lt;br /&gt;
The original thought that comes from CM13 Req Banking argues that Req should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;guides:&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; [https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit#heading=h.h23bpf8rie2c The Schools Of Thought in RMC14 BY DSLR]&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=154</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=154"/>
		<updated>2024-09-08T19:53:18Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Requsitional Banking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is requsitions? ==&lt;br /&gt;
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.&lt;br /&gt;
&lt;br /&gt;
The way Requsitions(from here on out refered to as &#039;Req&#039;) achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room(insert photo of the room thats connected to the line. you guys know the one&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
&lt;br /&gt;
(WIP)&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Req. &lt;br /&gt;
&lt;br /&gt;
1) According to marine amount you passively gain a certain amount of money. &lt;br /&gt;
&lt;br /&gt;
(insert equation here)&lt;br /&gt;
&lt;br /&gt;
2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.&lt;br /&gt;
&lt;br /&gt;
300 per stamped invoice&lt;br /&gt;
&lt;br /&gt;
== banking ==&lt;br /&gt;
&lt;br /&gt;
=== Budget balancing ===&lt;br /&gt;
The original thought that comes from CM13 Req Banking argues that Req should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;guides:&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit#heading=h.h23bpf8rie2c key textbook BY DSLR]&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=153</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=153"/>
		<updated>2024-09-08T19:46:28Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Requsitional Banking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is requsitions? ==&lt;br /&gt;
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.&lt;br /&gt;
&lt;br /&gt;
The way Requsitions(from here on out refered to as &#039;Req&#039;) achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room(insert photo of the room thats connected to the line. you guys know the one&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
&lt;br /&gt;
(WIP)&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Req. &lt;br /&gt;
&lt;br /&gt;
1) According to marine amount you passively gain a certain amount of money. &lt;br /&gt;
&lt;br /&gt;
(insert equation here)&lt;br /&gt;
&lt;br /&gt;
2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.&lt;br /&gt;
&lt;br /&gt;
300 per stamped invoice&lt;br /&gt;
&lt;br /&gt;
== banking ==&lt;br /&gt;
&lt;br /&gt;
=== Requsitional Banking ===&lt;br /&gt;
The original thought that comes from CM13 Req Banking argues that Req should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;guides:&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit#heading=h.h23bpf8rie2c key textbook BY DSLR]&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=152</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=152"/>
		<updated>2024-09-08T19:37:52Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is requsitions? ==&lt;br /&gt;
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.&lt;br /&gt;
&lt;br /&gt;
The way Requsitions(from here on out refered to as &#039;Req&#039;) achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room(insert photo of the room thats connected to the line. you guys know the one&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
&lt;br /&gt;
(WIP)&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Req. &lt;br /&gt;
&lt;br /&gt;
1) According to marine amount you passively gain a certain amount of money. &lt;br /&gt;
&lt;br /&gt;
(insert equation here)&lt;br /&gt;
&lt;br /&gt;
2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.&lt;br /&gt;
&lt;br /&gt;
300 per stamped invoice&lt;br /&gt;
&lt;br /&gt;
== banking ==&lt;br /&gt;
&lt;br /&gt;
=== Requsitional Banking ===&lt;br /&gt;
The original thought that comes from CM13 Req Banking argues that Req should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;guides:&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit?usp=sharing key textbook BY DSLR]&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=151</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=151"/>
		<updated>2024-09-08T19:31:45Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* banking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is requsitions? ==&lt;br /&gt;
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.&lt;br /&gt;
&lt;br /&gt;
The way Requsitions(from here on out refered to as &#039;Req&#039;) achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room(insert photo of the room thats connected to the line. you guys know the one&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
&lt;br /&gt;
(WIP)&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Req. &lt;br /&gt;
&lt;br /&gt;
1) According to marine amount you passively gain a certain amount of money. &lt;br /&gt;
&lt;br /&gt;
(insert equation here)&lt;br /&gt;
&lt;br /&gt;
2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.&lt;br /&gt;
&lt;br /&gt;
300 per stamped invoice&lt;br /&gt;
&lt;br /&gt;
== banking ==&lt;br /&gt;
&lt;br /&gt;
=== Requsitional Banking ===&lt;br /&gt;
The original thought that comes from CM13 Requsitional Banking argues that Req should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;guides:&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit?usp=sharing key textbook BY DSLR]&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=150</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=150"/>
		<updated>2024-09-08T19:31:28Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is requsitions? ==&lt;br /&gt;
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.&lt;br /&gt;
&lt;br /&gt;
The way Requsitions(from here on out refered to as &#039;Req&#039;) achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room(insert photo of the room thats connected to the line. you guys know the one&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Req. &lt;br /&gt;
&lt;br /&gt;
1) According to marine amount you passively gain a certain amount of money. &lt;br /&gt;
&lt;br /&gt;
(insert equation here)&lt;br /&gt;
&lt;br /&gt;
2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.&lt;br /&gt;
&lt;br /&gt;
300 per stamped invoice&lt;br /&gt;
&lt;br /&gt;
== banking ==&lt;br /&gt;
(WIP)&lt;br /&gt;
=== Requsitional Banking ===&lt;br /&gt;
The original thought that comes from CM13 Requsitional Banking argues that Req should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;guides:&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit?usp=sharing key textbook BY DSLR]&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=149</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=149"/>
		<updated>2024-09-08T19:26:23Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is requsitions? ==&lt;br /&gt;
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.&lt;br /&gt;
&lt;br /&gt;
The way Requsitions(from here on out refered to as &#039;Req&#039;) achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room(insert photo of the room thats connected to the line. you guys know the one&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
insert text.&lt;br /&gt;
&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Req. &lt;br /&gt;
&lt;br /&gt;
1) According to marine amount you passively gain a certain amount of money. &lt;br /&gt;
&lt;br /&gt;
(insert equation here)&lt;br /&gt;
&lt;br /&gt;
2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.&lt;br /&gt;
&lt;br /&gt;
300 per stamped invoice&lt;br /&gt;
&lt;br /&gt;
== banking ==&lt;br /&gt;
=== Requsitional Banking ===&lt;br /&gt;
The original thought that comes from CM13 Requsitional Banking argues that Req should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;guides:&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit?usp=sharing key textbook BY DSLR]&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=148</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=148"/>
		<updated>2024-09-08T19:26:00Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is requsitions? ==&lt;br /&gt;
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.&lt;br /&gt;
&lt;br /&gt;
The way Requsitions(from here on out refered to as &#039;Req&#039;) achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room(insert photo of the room thats connected to the line. you guys know the one&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
insert text.&lt;br /&gt;
&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Req. &lt;br /&gt;
&lt;br /&gt;
1) According to marine amount you passively gain a certain amount of money. &lt;br /&gt;
&lt;br /&gt;
(insert equation here)&lt;br /&gt;
&lt;br /&gt;
2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.&lt;br /&gt;
&lt;br /&gt;
300 per stamped invoice&lt;br /&gt;
&lt;br /&gt;
== banking ==&lt;br /&gt;
=== Requsitional Banking ===&lt;br /&gt;
The original thought that comes from CM13 Requsitional Banking argues that Req should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;guides:&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/document/d/1vjQdUdcIQlJbHIhptw6jNy9xPr_ecZPkyiHDs7jXThs/edit?usp=sharing key textbook BY DSLR]&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Rifleman_Quick_Start_Guide&amp;diff=147</id>
		<title>Rifleman Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Rifleman_Quick_Start_Guide&amp;diff=147"/>
		<updated>2024-09-08T19:03:21Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! If you&#039;re reading this, it means you just woke up from hypersleep and have absolutely &#039;&#039;&#039;no idea&#039;&#039;&#039; of what you should be doing.&lt;br /&gt;
&lt;br /&gt;
Worry not, this guide will show you how to gear up, how to get a weapon, get to briefing and get down into the fray of battle.&lt;br /&gt;
&lt;br /&gt;
Note that this guide assumes you are entering the round at the start, having readied up in the lobby. If you are latejoining, skip the Briefing section and go straight to Deploying.&lt;br /&gt;
&lt;br /&gt;
== Waking Up ==&lt;br /&gt;
You&#039;ve joined the server and spawned in as a Rifleman, as it&#039;s the only squad role available to you as a new player.&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;re hungry, and thirsty from sleeping so long in hypersleep. Get to the food vendors and grab some food.&lt;br /&gt;
[[File:Almayer Food Vendors.png|thumb|A picture of the food vendors in the Alpha squad cryo room|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, your hunger has been satiated. Now you&#039;re going to want to gear up to make sure you&#039;re all ready for your drop onto the planet.&lt;br /&gt;
&lt;br /&gt;
Head LEFT (if you&#039;re on the [[Main Page#Maps|Almayer]]) from your hypersleep-pod room. (Or, if on the [[Main Page#Maps|Savannah]], head DOWN if you&#039;re Alpha/Bravo and UP if you&#039;re Charlie/Delta) and you&#039;ll see a long hallway with a set of vendors, these vendors are EQUIPMENT VENDORS and they contain every basic item of your kit. Make sure to at least grab everything marked ESSENTIAL from the top. &lt;br /&gt;
[[File:Almayer Equipment Vendors.png|none|thumb|843x843px|A picture of the equipment vendors in the Alpha squad prep room.]]&lt;br /&gt;
Okay, good. You have your armor on. Now you need a weapon. As a rifleman you get a solid choice of weapons, but this guide will cover the most basic weapon: the M54C MK2 assault rifle.&lt;br /&gt;
[[File:Almayer Firearm Vendors.png|none|thumb|516x516px|A picture of the Alpha squad armory, with a yellow arrow pointing to the firearms vendors.]]&lt;br /&gt;
Keep heading left (or down/up if you&#039;re on the [[Main Page#Maps|Savannah]]) and you&#039;ll find your squad armory. Open one of the firearm vendors and choose the M54C, this is the most widely used gun in the corps. Once you snatched your gun, press &#039;&#039;&#039;F&#039;&#039;&#039; to put it on your back, and then scroll further down in the vendor and grab some ammo for it, Assuming you grabbed the rig to hold magazines, store some ammo in there, and grab one extra magazine and reload your M54C (You can do that by clicking the gun while holding the magazine, it will be automatically chambered, so you don&#039;t need to worry about that.)&lt;br /&gt;
&lt;br /&gt;
== Briefing ==&lt;br /&gt;
[[File:Savannah Briefing Room.png|thumb|A picture of the Savannah briefing room.]]&lt;br /&gt;
Okay, you&#039;ve geared up, now you need to head to briefing to know why the hell you were woken up and what the Executive Officer (or Commanding Officer) wants you to do on the planet. First of all, you need to find your Squad Leader, they will have a big &#039;&#039;&#039;L&#039;&#039;&#039; icon next to their character, colored &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; &#039;&#039;&#039;RED&#039;&#039;&#039;&amp;lt;/span&amp;gt; if they are Alpha, &amp;lt;span style=&amp;quot;color:#FFA500&amp;quot;&amp;gt; &#039;&#039;&#039;ORANGE&#039;&#039;&#039;&amp;lt;/span&amp;gt; if Bravo, &amp;lt;span style=&amp;quot;color:#800080&amp;quot;&amp;gt;&#039;&#039;&#039;PURPLE&#039;&#039;&#039;&amp;lt;/span&amp;gt; if Charlie and &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt; &#039;&#039;&#039;BLUE&#039;&#039;&#039;&amp;lt;/span&amp;gt; if Delta. You can tell which squad you&#039;re in by the color of your armor, or by examining your dog tags.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find your Squad Leader, follow your fellow marines down to briefing. You&#039;ll find some colored chairs showing where your squad will need to sit. Take a seat and wait for briefing to end, usually, the Executive Officer (the person with a gold star icon next to their character, or a blue star, if they are the Commanding Officer) will assign each squad a task for when you head planet side, be it securing a FOB planet side, being on the frontline or whatever else they can come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(KEEP IN MIND THAT YOU, AS A MARINE, DO NOT KNOW THAT THERE ARE XENOS PLANETSIDE! DO NOT METAGAME BY TALKING ABOUT THEM BEFORE THE DROP! NOT ONLY IS IT AGAINST THE RULES, BUT IN THE RARE HUMAN VS HUMAN ROUND, YOU WILL LOOK LIKE AN IDIOT!)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Deploying ==&lt;br /&gt;
Once the briefing is over, the Executive Officer (or Commanding Officer) will give everyone the go-ahead to head to the planet. Just follow the gigantic mob of people to head to the &#039;&#039;&#039;Dropships&#039;&#039;&#039;, the &#039;&#039;&#039;Alamo&#039;&#039;&#039; and the &#039;&#039;&#039;Normandy&#039;&#039;&#039;. Typically, the Alamo is the ship used for transporting marines from the ship to the planet, while the Normandy is exclusively used for Close Air Support. This can vary from round to round, so make sure to check before boarding.&lt;br /&gt;
&lt;br /&gt;
Follow your Squad Leader into the Alamo, and once you&#039;re groundside, follow their orders. &lt;br /&gt;
&lt;br /&gt;
Congratulations, marine! You are now fully equipped with all the knowledge you need to die a glorious death for the UNMC. Remember to follow the orders of your superiors at all times, or they&#039;ll have the MPs beat you up.&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Rifleman_Quick_Start_Guide&amp;diff=146</id>
		<title>Rifleman Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Rifleman_Quick_Start_Guide&amp;diff=146"/>
		<updated>2024-09-08T18:29:01Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Briefing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! If you&#039;re reading this, it means you just woke up from hypersleep and have absolutely &#039;&#039;&#039;no idea&#039;&#039;&#039; of what you should be doing.&lt;br /&gt;
&lt;br /&gt;
Worry not, this guide will show you how to gear up, how to get a weapon, get to briefing and get down into the fray of battle.&lt;br /&gt;
&lt;br /&gt;
Note that this guide assumes you are entering the round at the start, having readied up in the lobby. If you are latejoining, skip the Briefing section and go straight to Deploying.&lt;br /&gt;
&lt;br /&gt;
== Waking Up ==&lt;br /&gt;
You&#039;ve joined the server and spawned in as a Rifleman, as it&#039;s the only squad role available to you as a new player.&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;re hungry, and thirsty from sleeping so long in hypersleep. Get to the food vendors and grab some food.&lt;br /&gt;
[[File:Almayer Food Vendors.png|thumb|A picture of the food vendors in the Alpha squad cryo room|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, your hunger has been satiated. Now you&#039;re going to want to gear up to make sure you&#039;re all ready for your drop onto the planet.&lt;br /&gt;
&lt;br /&gt;
Head LEFT (if you&#039;re on the [[Main Page#Maps|Almayer]]) from your hypersleep-pod room. (Or, if on the [[Main Page#Maps|Savannah]], head DOWN if you&#039;re Alpha/Bravo and UP if you&#039;re Charlie/Delta) and you&#039;ll see a long hallway with a set of vendors, these vendors are EQUIPMENT VENDORS and they contain every basic item of your kit. Make sure to at least grab everything marked ESSENTIAL from the top. &lt;br /&gt;
[[File:Almayer Equipment Vendors.png|none|thumb|843x843px|A picture of the equipment vendors in the Alpha squad prep room.]]&lt;br /&gt;
Okay, good. You have your armor on. Now you need a weapon. As a rifleman you get a solid choice of weapons, but this guide will cover the most basic weapon: the M54C MK2 assault rifle.&lt;br /&gt;
[[File:Almayer Firearm Vendors.png|none|thumb|516x516px|A picture of the Alpha squad armory, with a yellow arrow pointing to the firearms vendors.]]&lt;br /&gt;
Keep heading left (or down/up if you&#039;re on the [[Main Page#Maps|Savannah]]) and you&#039;ll find your squad armory. Open one of the firearm vendors and choose the M54C, this is the most widely used gun in the corps. Once you snatched your gun, press &#039;&#039;&#039;F&#039;&#039;&#039; to put it on your back, and then scroll further down in the vendor and grab some ammo for it, Assuming you grabbed the rig to hold magazines, store some ammo in there, and grab one extra magazine and reload your M54C (You can do that by clicking the gun while holding the magazine, it will be automatically chambered, so you don&#039;t need to worry about that.)&lt;br /&gt;
&lt;br /&gt;
== Briefing ==&lt;br /&gt;
[[File:Savannah Briefing Room.png|thumb|A picture of the Savannah briefing room.]]&lt;br /&gt;
Okay, you&#039;ve geared up, now you need to head to briefing to know why the hell you were woken up and what the Executive Officer (or Commanding Officer) wants you to do on the planet. First of all, you need to find your Squad Leader, they will have a big &#039;&#039;&#039;L&#039;&#039;&#039; icon next to their character, colored &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; &#039;&#039;&#039;RED&#039;&#039;&#039;&amp;lt;/span&amp;gt; if they are Alpha, &amp;lt;span style=&amp;quot;color:#FFA500&amp;quot;&amp;gt; &#039;&#039;&#039;ORANGE&#039;&#039;&#039;&amp;lt;/span&amp;gt; if Bravo, &amp;lt;span style=&amp;quot;color:#800080&amp;quot;&amp;gt;&#039;&#039;&#039;PURPLE&#039;&#039;&#039;&amp;lt;/span&amp;gt; if Charlie and &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt; &#039;&#039;&#039;BLUE&#039;&#039;&#039;&amp;lt;/span&amp;gt; if Delta. You can tell which squad you&#039;re in by the color of your armor, or by examining your dogtags.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find your Squad Leader, follow your fellow marines down to briefing. You&#039;ll find some colored chairs showing where your squad will need to sit. Take a seat and wait for briefing to end, usually, the Executive Officer (the person with a gold star icon next to their character, or a blue star, if they are the Commanding Officer) will assign each squad a task for when you head planet side, be it securing a FOB planet side, being on the frontline or whatever else they can come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(KEEP IN MIND THAT YOU, AS A MARINE, DO NOT KNOW THAT THERE ARE XENOS PLANETSIDE! DO NOT METAGAME BY TALKING ABOUT THEM BEFORE THE DROP! NOT ONLY IS IT AGAINST THE RULES, BUT IN THE RARE HUMAN VS HUMAN ROUND, YOU WILL LOOK LIKE AN IDIOT!)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Deploying ==&lt;br /&gt;
Once the briefing is over, the Executive Officer (or Commanding Officer) will give everyone the go-ahead to head to the planet. Just follow the gigantic mob of people to head to the &#039;&#039;&#039;Dropships&#039;&#039;&#039;, the &#039;&#039;&#039;Alamo&#039;&#039;&#039; and the &#039;&#039;&#039;Normandy&#039;&#039;&#039;. Typically, the Alamo is the ship used for transporting marines from the ship to the planet, while the Normandy is exclusively used for Close Air Support. This can vary from round to round, so make sure to check before boarding.&lt;br /&gt;
&lt;br /&gt;
Follow your Squad Leader into the Alamo, and once you&#039;re groundside, follow their orders. &lt;br /&gt;
&lt;br /&gt;
Congratulations, marine! You are now fully equipped with all the knowledge you need to die a glorious death for the UNMC. Remember to follow the orders of your superiors at all times, or they&#039;ll have the MPs beat you up.&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Rifleman_Quick_Start_Guide&amp;diff=145</id>
		<title>Rifleman Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Rifleman_Quick_Start_Guide&amp;diff=145"/>
		<updated>2024-09-08T18:21:40Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Briefing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! If you&#039;re reading this, it means you just woke up from hypersleep and have absolutely &#039;&#039;&#039;no idea&#039;&#039;&#039; of what you should be doing.&lt;br /&gt;
&lt;br /&gt;
Worry not, this guide will show you how to gear up, how to get a weapon, get to briefing and get down into the fray of battle.&lt;br /&gt;
&lt;br /&gt;
Note that this guide assumes you are entering the round at the start, having readied up in the lobby. If you are latejoining, skip the Briefing section and go straight to Deploying.&lt;br /&gt;
&lt;br /&gt;
== Waking Up ==&lt;br /&gt;
You&#039;ve joined the server and spawned in as a Rifleman, as it&#039;s the only squad role available to you as a new player.&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;re hungry, and thirsty from sleeping so long in hypersleep. Get to the food vendors and grab some food.&lt;br /&gt;
[[File:Almayer Food Vendors.png|thumb|A picture of the food vendors in the Alpha squad cryo room|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, your hunger has been satiated. Now you&#039;re going to want to gear up to make sure you&#039;re all ready for your drop onto the planet.&lt;br /&gt;
&lt;br /&gt;
Head LEFT (if you&#039;re on the [[Main Page#Maps|Almayer]]) from your hypersleep-pod room. (Or, if on the [[Main Page#Maps|Savannah]], head DOWN if you&#039;re Alpha/Bravo and UP if you&#039;re Charlie/Delta) and you&#039;ll see a long hallway with a set of vendors, these vendors are EQUIPMENT VENDORS and they contain every basic item of your kit. Make sure to at least grab everything marked ESSENTIAL from the top. &lt;br /&gt;
[[File:Almayer Equipment Vendors.png|none|thumb|843x843px|A picture of the equipment vendors in the Alpha squad prep room.]]&lt;br /&gt;
Okay, good. You have your armor on. Now you need a weapon. As a rifleman you get a solid choice of weapons, but this guide will cover the most basic weapon: the M54C MK2 assault rifle.&lt;br /&gt;
[[File:Almayer Firearm Vendors.png|none|thumb|516x516px|A picture of the Alpha squad armory, with a yellow arrow pointing to the firearms vendors.]]&lt;br /&gt;
Keep heading left (or down/up if you&#039;re on the [[Main Page#Maps|Savannah]]) and you&#039;ll find your squad armory. Open one of the firearm vendors and choose the M54C, this is the most widely used gun in the corps. Once you snatched your gun, press &#039;&#039;&#039;F&#039;&#039;&#039; to put it on your back, and then scroll further down in the vendor and grab some ammo for it, Assuming you grabbed the rig to hold magazines, store some ammo in there, and grab one extra magazine and reload your M54C (You can do that by clicking the gun while holding the magazine, it will be automatically chambered, so you don&#039;t need to worry about that.)&lt;br /&gt;
&lt;br /&gt;
== Briefing ==&lt;br /&gt;
[[File:Savannah Briefing Room.png|thumb|A picture of the Savannah briefing room.]]&lt;br /&gt;
Okay, you&#039;ve geared up, now you need to head to briefing to know why the hell you were woken up and what the Executive Officer (or Commanding Officer) wants you to do on the planet. First of all, you need to find your Squad Leader, they will have a big &#039;&#039;&#039;L&#039;&#039;&#039; icon next to their character, colored &#039;&#039;&#039;RED&#039;&#039;&#039; if they are Alpha, &#039;&#039;&#039;ORANGE&#039;&#039;&#039; if Bravo, &#039;&#039;&#039;PURPLE&#039;&#039;&#039; if Charlie and &#039;&#039;&#039;BLUE&#039;&#039;&#039; if Delta. You can tell which squad you&#039;re in by the color of your armor, or by examining your dogtags.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find your Squad Leader, follow your fellow marines down to briefing. You&#039;ll find some colored chairs showing where your squad will need to sit. Take a seat and wait for briefing to end, usually, the Executive Officer (the person with a gold star icon next to their character, or a blue star, if they are the Commanding Officer) will assign each squad a task for when you head planet side, be it securing a FOB planet side, being on the frontline or whatever else they can come up with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(KEEP IN MIND THAT YOU, AS A MARINE, DO NOT KNOW THAT THERE ARE XENOS PLANETSIDE! DO NOT METAGAME BY TALKING ABOUT THEM BEFORE THE DROP! NOT ONLY IS IT AGAINST THE RULES, BUT IN THE RARE HUMAN VS HUMAN ROUND, YOU WILL LOOK LIKE AN IDIOT!)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Deploying ==&lt;br /&gt;
Once the briefing is over, the Executive Officer (or Commanding Officer) will give everyone the go-ahead to head to the planet. Just follow the gigantic mob of people to head to the &#039;&#039;&#039;Dropships&#039;&#039;&#039;, the &#039;&#039;&#039;Alamo&#039;&#039;&#039; and the &#039;&#039;&#039;Normandy&#039;&#039;&#039;. Typically, the Alamo is the ship used for transporting marines from the ship to the planet, while the Normandy is exclusively used for Close Air Support. This can vary from round to round, so make sure to check before boarding.&lt;br /&gt;
&lt;br /&gt;
Follow your Squad Leader into the Alamo, and once you&#039;re groundside, follow their orders. &lt;br /&gt;
&lt;br /&gt;
Congratulations, marine! You are now fully equipped with all the knowledge you need to die a glorious death for the UNMC. Remember to follow the orders of your superiors at all times, or they&#039;ll have the MPs beat you up.&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Rifleman_Quick_Start_Guide&amp;diff=144</id>
		<title>Rifleman Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Rifleman_Quick_Start_Guide&amp;diff=144"/>
		<updated>2024-09-08T18:20:13Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Briefing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! If you&#039;re reading this, it means you just woke up from hypersleep and have absolutely &#039;&#039;&#039;no idea&#039;&#039;&#039; of what you should be doing.&lt;br /&gt;
&lt;br /&gt;
Worry not, this guide will show you how to gear up, how to get a weapon, get to briefing and get down into the fray of battle.&lt;br /&gt;
&lt;br /&gt;
Note that this guide assumes you are entering the round at the start, having readied up in the lobby. If you are latejoining, skip the Briefing section and go straight to Deploying.&lt;br /&gt;
&lt;br /&gt;
== Waking Up ==&lt;br /&gt;
You&#039;ve joined the server and spawned in as a Rifleman, as it&#039;s the only squad role available to you as a new player.&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;re hungry, and thirsty from sleeping so long in hypersleep. Get to the food vendors and grab some food.&lt;br /&gt;
[[File:Almayer Food Vendors.png|thumb|A picture of the food vendors in the Alpha squad cryo room|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, your hunger has been satiated. Now you&#039;re going to want to gear up to make sure you&#039;re all ready for your drop onto the planet.&lt;br /&gt;
&lt;br /&gt;
Head LEFT (if you&#039;re on the [[Main Page#Maps|Almayer]]) from your hypersleep-pod room. (Or, if on the [[Main Page#Maps|Savannah]], head DOWN if you&#039;re Alpha/Bravo and UP if you&#039;re Charlie/Delta) and you&#039;ll see a long hallway with a set of vendors, these vendors are EQUIPMENT VENDORS and they contain every basic item of your kit. Make sure to at least grab everything marked ESSENTIAL from the top. &lt;br /&gt;
[[File:Almayer Equipment Vendors.png|none|thumb|843x843px|A picture of the equipment vendors in the Alpha squad prep room.]]&lt;br /&gt;
Okay, good. You have your armor on. Now you need a weapon. As a rifleman you get a solid choice of weapons, but this guide will cover the most basic weapon: the M54C MK2 assault rifle.&lt;br /&gt;
[[File:Almayer Firearm Vendors.png|none|thumb|516x516px|A picture of the Alpha squad armory, with a yellow arrow pointing to the firearms vendors.]]&lt;br /&gt;
Keep heading left (or down/up if you&#039;re on the [[Main Page#Maps|Savannah]]) and you&#039;ll find your squad armory. Open one of the firearm vendors and choose the M54C, this is the most widely used gun in the corps. Once you snatched your gun, press &#039;&#039;&#039;F&#039;&#039;&#039; to put it on your back, and then scroll further down in the vendor and grab some ammo for it, Assuming you grabbed the rig to hold magazines, store some ammo in there, and grab one extra magazine and reload your M54C (You can do that by clicking the gun while holding the magazine, it will be automatically chambered, so you don&#039;t need to worry about that.)&lt;br /&gt;
&lt;br /&gt;
== Briefing ==&lt;br /&gt;
Okay, you&#039;ve geared up, now you need to head to briefing to know why the hell you were woken up and what the Executive Officer (or Commanding Officer) wants you to do on the planet. First of all, you need to find your Squad Leader, they will have a big &#039;&#039;&#039;L&#039;&#039;&#039; icon next to their character, colored &#039;&#039;&#039;RED&#039;&#039;&#039; if they are Alpha, &#039;&#039;&#039;ORANGE&#039;&#039;&#039; if Bravo, &#039;&#039;&#039;PURPLE&#039;&#039;&#039; if Charlie and &#039;&#039;&#039;BLUE&#039;&#039;&#039; if Delta. You can tell which squad you&#039;re in by the color of your armor, or by examining your dogtags.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find your Squad Leader, follow your fellow marines down to briefing. You&#039;ll find some colored chairs showing where your squad will need to sit. Take a seat and wait for briefing to end, usually, the Executive Officer (the person with a gold star icon next to their character, or a blue star, if they are the Commanding Officer) will assign each squad a task for when you head planet side, be it securing a FOB planet side, being on the frontline or whatever else they can come up with.&lt;br /&gt;
&lt;br /&gt;
[[File:Savannah Briefing Room.png|thumb|A picture of the Savannah briefing room.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(KEEP IN MIND THAT YOU, AS A MARINE, DO NOT KNOW THAT THERE ARE XENOS PLANETSIDE! DO NOT METAGAME BY TALKING ABOUT THEM BEFORE THE DROP! NOT ONLY IS IT AGAINST THE RULES, BUT IN THE RARE HUMAN VS HUMAN ROUND, YOU WILL LOOK LIKE AN IDIOT!)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Deploying ==&lt;br /&gt;
Once the briefing is over, the Executive Officer (or Commanding Officer) will give everyone the go-ahead to head to the planet. Just follow the gigantic mob of people to head to the &#039;&#039;&#039;Dropships&#039;&#039;&#039;, the &#039;&#039;&#039;Alamo&#039;&#039;&#039; and the &#039;&#039;&#039;Normandy&#039;&#039;&#039;. Typically, the Alamo is the ship used for transporting marines from the ship to the planet, while the Normandy is exclusively used for Close Air Support. This can vary from round to round, so make sure to check before boarding.&lt;br /&gt;
&lt;br /&gt;
Follow your Squad Leader into the Alamo, and once you&#039;re groundside, follow their orders. &lt;br /&gt;
&lt;br /&gt;
Congratulations, marine! You are now fully equipped with all the knowledge you need to die a glorious death for the UNMC. Remember to follow the orders of your superiors at all times, or they&#039;ll have the MPs beat you up.&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=133</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=133"/>
		<updated>2024-09-08T17:45:42Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* Requsitional Banking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is requsitions? ==&lt;br /&gt;
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.&lt;br /&gt;
&lt;br /&gt;
The way Requsitions(from here on out refered to as &#039;Req&#039;) achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room(insert photo of the room thats connected to the line. you guys know the one&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
insert text.&lt;br /&gt;
&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Req. &lt;br /&gt;
&lt;br /&gt;
1) According to marine amount you passively gain a certain amount of money. &lt;br /&gt;
&lt;br /&gt;
(insert equation here)&lt;br /&gt;
&lt;br /&gt;
2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.&lt;br /&gt;
&lt;br /&gt;
(insert money per invoice)&lt;br /&gt;
&lt;br /&gt;
== banking ==&lt;br /&gt;
=== Requsitional Banking ===&lt;br /&gt;
The original thought that comes from CM13 Requsitional Banking argues that Req should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;br /&gt;
&lt;br /&gt;
guides&lt;br /&gt;
[http://key%20textbook%20BY%20DSLR key textbook BY DSLR]&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=132</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=132"/>
		<updated>2024-09-08T17:39:47Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: changed some of the issues in grammar. I deleted the school of thought stuff because I deemed it useless as a guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is requsitions? ==&lt;br /&gt;
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.&lt;br /&gt;
&lt;br /&gt;
The way Requsitions(from here on out refered to as &#039;Req&#039;) achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room(insert photo of the room thats connected to the line. you guys know the one&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
insert text.&lt;br /&gt;
&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Req. &lt;br /&gt;
&lt;br /&gt;
1) According to marine amount you passively gain a certain amount of money. &lt;br /&gt;
&lt;br /&gt;
(insert equation here)&lt;br /&gt;
&lt;br /&gt;
2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.&lt;br /&gt;
&lt;br /&gt;
(insert money per invoice)&lt;br /&gt;
&lt;br /&gt;
== banking ==&lt;br /&gt;
=== Requsitional Banking ===&lt;br /&gt;
The original thought that comes from CM13 Requsitional Banking argues that Req should be like a bank/insurance company. keeping large reserves of cash so as to order anything that is short in supplies and keep the operation running by maintaining a balanced budget and supply of goods.&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=131</id>
		<title>Requisitions guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Requisitions_guide&amp;diff=131"/>
		<updated>2024-09-08T17:00:56Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: /* How Money Is Generated? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is requsitions? ==&lt;br /&gt;
Requsitions is the cargo of RMC14. It orders, maintains, deconstructs and sends supplies to the frontline, FOB or in station departments.&lt;br /&gt;
&lt;br /&gt;
The way Requsitions(from here on out refered to as &#039;Req&#039;) achieves this is either by expenditure on the ASRS(Automatic Storage Retrieval System) Console the ASRS contains almost anything imaginable needed for wars, drug creation, bomb generation, sustanance etc. or by the vendors, autolathe in the line room(insert photo of the room thats connected to the line. you guys know the one&lt;br /&gt;
&lt;br /&gt;
== Contents of ASRS and Vendors ==&lt;br /&gt;
insert text.&lt;br /&gt;
&lt;br /&gt;
== How is Money Generated? ==&lt;br /&gt;
There are two ways money is generated in Requsitions. &lt;br /&gt;
&lt;br /&gt;
1) According to marine amount you passively gain a certain amount of money. &lt;br /&gt;
&lt;br /&gt;
(insert equation here)&lt;br /&gt;
&lt;br /&gt;
2)All orders come with invoices. Said invoices give a small sum of money which can be used to spend more.&lt;br /&gt;
&lt;br /&gt;
(insert money per invoice)&lt;br /&gt;
&lt;br /&gt;
This is the cornerstone of certain schools of thought in requsitions like requsitional keynesianism&lt;br /&gt;
&lt;br /&gt;
== Schools Of Thought In Requsitions ==&lt;br /&gt;
The original schools of thought coined and thought of by Javon &#039;ill-gotten&#039; Nash/DSLR and CM13 Requsition Mains. Schools of thought allow one to see how expenditure can be done and why expenditure in certain ways is smart to do.&lt;br /&gt;
&lt;br /&gt;
=== Requsitional Keynesianism ===&lt;br /&gt;
Founded by Javon &#039;ill-gotten&#039; Nash Requsitional Keynesianism argues that giving marines more than enough items so as to generously do war, allows the marines to stay alive therefore keep the operation going succesful and prosperous.&lt;br /&gt;
&lt;br /&gt;
The argument founded by Javon is that because invoices come whenever spending happens. and one gains money according to the marines alive. Then one must be generous in the amount of supplies given to fund the war as even one packet of HEDP grenades could in theory save a marines life and therefore save funding that otherwise would be lost.&lt;br /&gt;
&lt;br /&gt;
=== Arguments against requsitional keynesianism ===&lt;br /&gt;
The biggest argument against requsitional keynesianism is that certain people of the school of thought take the word too literally and or give it as a reason to order useless supplies and or bankrupt requsitions by buying too much crayons. This argument is answered by the idea that if a requsitions member is buying crayons so as to fund war that person is not a requsitional keynesian because crayons do not keep an operation going succesful and prosperous in general.&lt;br /&gt;
&lt;br /&gt;
=== Requsitional Banking ===&lt;br /&gt;
The original thought that comes from CM13 Requsitional Banking argues that Req should be like a bank/insurance company. keeping large rezerves of cash so as to order anything that is short in supplies and keep the operation running by keeping a balanced budget and supply of goods.&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
	<entry>
		<id>https://wiki.rouny-ss14.com/index.php?title=Rifleman_Quick_Start_Guide&amp;diff=115</id>
		<title>Rifleman Quick Start Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rouny-ss14.com/index.php?title=Rifleman_Quick_Start_Guide&amp;diff=115"/>
		<updated>2024-09-08T03:37:05Z</updated>

		<summary type="html">&lt;p&gt;Bluepilot: i chnaged &amp;quot;i&amp;quot; to &amp;quot;I&amp;quot; and &amp;quot;planetside&amp;quot; to &amp;quot;planet side&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! If you&#039;re reading this, it means you just woke up from hypersleep and have absolutely &#039;&#039;&#039;no idea&#039;&#039;&#039; of what you should be doing.&lt;br /&gt;
&lt;br /&gt;
Worry not, i plan to show you how to gear up, how to get a weapon, get to briefing and get down into the fray of battle.&lt;br /&gt;
&lt;br /&gt;
== Waking Up ==&lt;br /&gt;
You&#039;ve joined the server and spawned in as a Rifleman, as it&#039;s the only squad role available to you as a new player.&lt;br /&gt;
&lt;br /&gt;
First of all, you&#039;re hungry, and thirsty from sleeping so long in hypersleep. Get to the food vendors and grab some food.&lt;br /&gt;
&lt;br /&gt;
[insert screenshot of the food vendors]&lt;br /&gt;
&lt;br /&gt;
Ok, your hunger has been satiated. Now you&#039;re going to want to gear up to make sure you&#039;re all ready for your drop onto the planet.&lt;br /&gt;
&lt;br /&gt;
Head LEFT (if you&#039;re on the [[Main Page#Maps|Almayer]]) from your hypersleep-pod room. (Or, if on the [[Main Page#Maps|Savannah]], head DOWN if you&#039;re Alpha/Bravo and UP if you&#039;re Charlie/Delta) and you&#039;ll see a long hallway with a set of vendors, these vendors are EQUIPMENT VENDORS and they contain every basic item of your kit. Make sure to grab everything, and I mean EVERYTHING. &lt;br /&gt;
&lt;br /&gt;
[insert screenshot of the equipment vendors]&lt;br /&gt;
&lt;br /&gt;
Okay, good. You have your armor on. Now you need a weapon. As a rifleman you get a solid choice of weapons, but for this guide i&#039;ll just show you how to grab a M54C MK2 assault rifle.&lt;br /&gt;
&lt;br /&gt;
[insert screenshot of firearm vendor]&lt;br /&gt;
&lt;br /&gt;
Keep heading left (or down/up if you&#039;re on the [[Main Page#Maps|Savannah]]) and you&#039;ll find your squad armory. Open one of the firearm vendors and choose the M54C, this is the most widely used gun in the corps. Once you snatched your gun, press &#039;&#039;&#039;F&#039;&#039;&#039; to put it on your back, and then scroll further down in the vendor and grab some ammo for it, Assuming you grabbed the rig to hold magazines, store some ammo in there, and grab one extra magazine and reload your M54C (You can do that by clicking the gun while holding the magazine, it will be automatically chambered, so you don&#039;t need to worry about that.)&lt;br /&gt;
&lt;br /&gt;
== Briefing ==&lt;br /&gt;
Okay, you&#039;ve geared up, now you need to head to briefing to know why the hell you were woken up and what the Executive Officer (or Commanding Officer) wants you to do on the planet. First of all, you need to find your Squad Leader, they will have a big &#039;&#039;&#039;L&#039;&#039;&#039; icon next to their character, colored &#039;&#039;&#039;RED&#039;&#039;&#039; if they are Alpha, &#039;&#039;&#039;ORANGE&#039;&#039;&#039; if you&#039;re Bravo, &#039;&#039;&#039;PURPLE&#039;&#039;&#039; if you&#039;re Charlie and &#039;&#039;&#039;BLUE&#039;&#039;&#039; if you&#039;re Delta.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find your Squad Leader, follow your fellow marines down to briefing, you&#039;ll find some colored chairs showing where your squad will need to sit. Take a seat and wait for briefing to end, usually, the Executive Officer (the person with a gold star icon next to their character, or a blue star, if they are the Commanding Officer) will assign each squad a task for when you head planet side, be it securing a FOB planet side, being on the frontline or whatever else they can come up with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(KEEP IN MIND THAT YOU, AS A MARINE, DO NOT KNOW THAT THERE ARE XENOS PLANETSIDE! DO NOT METAGAME BY TALKING ABOUT THEM BEFORE THE DROP!)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Deploying ==&lt;br /&gt;
Once the briefing is over, the Executive Officer (or Commanding Officer) will give everyone the go-ahead to head to the planet. Just follow the gigantic mob of people to head to the &#039;&#039;&#039;Dropships&#039;&#039;&#039;, the &#039;&#039;&#039;Alamo&#039;&#039;&#039; and the &#039;&#039;&#039;Normandy&#039;&#039;&#039;. Typically, the Alamo is the ship used for transporting marines from the ship to the planet, while the Normandy is exclusively used for close air support. Can vary from round to round.&lt;br /&gt;
&lt;br /&gt;
Follow your Squad Leader into the Alamo, and once you&#039;re groundside, follow their orders.&lt;/div&gt;</summary>
		<author><name>Bluepilot</name></author>
	</entry>
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