Armory

From Space Station 13 Wiki
Jump to: navigation, search
Location
Armory
Function

Cogmap2Armory-3-24-2019.png

HoS's toy cave

Access

Head of Security


The Armory is where the big boy toys are kept, walled in by reinforced walls and glass and guarded with IR sensors. These are supposed to be saved for emergency in-game situations, like rampaging antagonists. While anybody can break their way through the doors or even the walls, generally only an EMAG or the Head of Security himself can open the crates.

For the pathologically curious:

  • The fancy-looking rack: three riot shotguns, locked, loaded, and ready for action.
  • The orange crate: three flamethrowers and two flare gun boxes, each with one flare gun and one box of extra flares.
  • A canister and reserve tank of N2O, hooked up to a pipe system for releasing N2O into the Security hallway in case rioters manage to breach into Sec.

This area also houses Security's very own Comms Computer so the HoS can call the shuttle in the safety of his little castle, as well as the sole AmmoTech on the station, for refilling the riot shotguns. There are also two switches, one for all the Lockdown shutters over all the possible entrances into Security, the other just for a single shutter used by the armory as sort of shop window.

Maintenance Information

There is no vent. As previously mentioned, it does supply gas to the hallway outside of Security.

The APC for this room is in the top right, right by the AmmoTech.

Location
Armory
Function

CogmapArmory-5-11-2019.png

HoS's toy chest

Access

Head of Security, Security Officer


The Armoury is a special room for all the special situations where the standard taser and stun baton won't do, namely riots. Within the layers of reinforced wall, electrified steel grilles, and IR beams are a variety of special objects for a variety of special situations such as:

This room also has a recharger for energy weapons and the station's sole AmmoTech vendor, for resupplying all the riot shotguns and tranquilizer rifles stored here. While anybody can make their way past the doors, generally only an EMAG or an HoS ID can open the lockers.

It is also one of the few rooms with a Communications Console readily available. The Head of Security (or a resourceful Head) can call the emergency shuttle from here if the one in the Bridge is irreversibly damaged or otherwise too dangerous to use.

Maintenance Information

There is no vent. It certainly is useful for certain special situations, but it's not special enough for this room.

Location
Armory
Function

DestinyArmory-3-20-2019.png

HoS's toy cabinet

Access

Head of Security


The Armory is where the place where the big boy toys are kept, under the watchful eye of the Head of Security standing guard in the office nearby. These are supposed to be saved for emergencies in-game situations, like rampaging antagonists. While anybody can break their way through the doors or even the walls, generally only an EMAG or the HoS himself can open the crates.

For the pathologically curious:

Maintenance Information

There is no vent. It was going to have one, ostensibly for delivering N2O gas, but due to a Curious Incident in the Past that Should Not Be Mentioned Ever Again that resulted in the HoS gaining a great fear of vents, it was blocked.

The APC is in the bottom right corner.

Location
Armory
Function

ClarionArmory-3-17-2019.png

HoS's toy box

Access

Head of Security


When ship is rocked by riots and once-loyal crew gone postal, the Head of Security will sound a clarion call to arms and open up the Armory. This little garrison is where the big boy toys are kept, under the watchful eye of the Head of Security in their office nearby. While anybody can break their way through the doors or even the walls, generally only an EMAG or the HoS himself can open the crates.

For the pathologically curious, going clockwise:

Location
Armory
Function

LinemapArmory.png

HoS's toy room.

Access

Head of Security


This surprisingly ill-protected room is the Security Department's Armory, a special room with all sorts of special equipment for all the special situations where the usual taser and cuffs won't do. While anybody can break their way through the doors or even the walls, generally only an EMAG or the HoS himself can open the crates and lockers.

This room contains:

Maintenance Information

There is no vent.

The APC for this room is in the middle of the left wall.

Location
Armory
Function

MushroomArmory.png

HoS's toy walk-in closet

Access

Head of Security


The stun baton and taser can serve an officer well, but sometimes, they just aren't the right tools for the job. Enter the Armory. This little corner in the Brig contains all the manner of specialized equipment, detailed below, just for those special jobs. While anybody can break their way through the doors or even the walls, generally only an EMAG or the Head of Security himself can open the crates.

This room contains:

Location
Armory
Function

Donut2Armoury.png

HoS's private toy room.

Access

Head of Security


The Armory is a special room in the Head of Security's office that contains all sorts of special equipment for all the special situations where the usual taser and cuffs won't do, like:

While anybody can make their way past the doors, generally only an EMAG or the Head of Security himself can open the lockers.

Location
Armory
Function

ChironArmory.png

HoS's toy corner.

Access

Head of Security


This egregiously ill-protected room is the Security Department's Armory, a special room with various special equipment for various special situations where the usual taser and cuffs won't do. While anybody can break their way through the doors or even the walls, generally only an EMAG or the HoS himself can open the lockers.

This room contains:

Maintenance Information

There is no vent.

The APC for this room is on the north wall.

Location
Armory
Function

OshanArmory-3-16-2019.png

HoS's toy cabin.

Access

Head of Security


This surprisingly ill-protected room is the Security Department's Armory, a special room with all sorts of special equipment for all the special situations where the usual taser and cuffs won't do. While anybody can break their way through the doors or even the walls, generally only an EMAG or the HoS himself can open the crates and lockers.

This room contains:

Maintenance Information

There is no vent.

The APC for this room is in the middle of the left wall.

Location
Armory
Function

AtlasArmory.png

Presidential toy corner

Access

Head of Security


This darkly-lit corner of Secstotzka is the national Armory, reserved for regional crises such as riots, revolutions, corporate invasions, and monster attacks. Though even the lowliest Civilechian can break into and steal the equipment stored in the rack and on the table, only the President-for-Life or an agent with an EMAG can open the crate and locker. The armory is stocked with:

Maintenance Information

There is no vent, as per presidential preferences.

The APC for this room in the middle right, by the exit.

Location
Armory
Function

MantaArmory.png

HoS's toy trunk

Access

Head of Security


The Armory is located after passing through the Head of Security's office and bedroom, and contains the equipment needed to protect the station in serious circumstances. The armory is separated into two rooms.

The first main room contains:

The second side room contains:

Maintenance Information

There are no vents for the rooms.

The APC is located next to the main door of the armory, next to the shotgun rack.

Stationmap.png Locations on Oshan Laboratory
General Civilian & Recreation Security Command Medical Research Cargo & Mining Engineering Off-Station
what WORK IN PROGRESS! what
This wiki page is currently under construction!

Many pages specific to Manta don't exist yet.

   Refer here for images of rooms of Manta


Stationmap.png Locations on Manta
General Civilian & Recreation Security Command Medical Research Cargo & Mining Engineering Off-Station