Difference between revisions of "Armory"

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m (Text replacement - "Donut2Armoury.png" to "Donut2ArmoryV2.png")
(Modernize Donut 2 tab, basically. Update who can access and where it's located, add in a blurb about armory auth, and tweak the joke for its location template, because it's definitely more than a private toy room now)
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<tab name="Donut 2">
<tab name="Donut 2">
{{Location
{{Location
|Function=HoS's private toy room.
|Function=HoS's toy dome.
|Picture=Donut2ArmoryV2.png
|Picture=Donut2ArmoryV2.png
|Access=[[Head of Security]]}}
|Access=Default: [[Head of Security]] <br> When authorized: [[Captain]], [[Head of Personnel]], [[Security Officer]], [[Detective]]}}


The '''Armory''' is a special room in the [[Security (place)#Donut 2|Head of Security's office]] that contains all sorts of special equipment for all the special situations where the usual [[Security Objects#Taser|taser]] and [[Security Objects#Handcuffs|cuffs]] won't do, like:
The '''Armory''' is a special circular room in the far right end of [[Security (place)#Donut 2|Security]] that contains all sorts of special equipment for all the special situations where the usual [[Security Objects#Taser|taser]] and [[Security Objects#Handcuffs|cuffs]] won't do. This entire room is surrounded by a ring (a donut, if you will) of laser/taser turrets, reinforced walls, plasmaglass windows, and IR motion detectors, all to ensure the contents within remain under lock and key until an emergency arises.
 
By default, only the [[Head of Security]] can enter this room ''and'' use its contents. In times of great need, the [[Head of Security]] or three Security personnel with Security Equipment access (e.g. [[Security Officer]], [[Captain]], but not [[Detective]]) can use the [[Security Objects#Armory Authorization|armory authorization computer]] to allow all Security personnel entry into this room and access to its [[Security Objects#AmmoTech|AmmoTech]] and all its lockers and crates. Those with an [[Syndicate Items#EMAG|EMAG]] do not have to worry about such procedures.


*A rack of anti-riot gear, with [[Security Objects#Heavy Armor|riot armor]], [[Security Objects#Riot Helmet|riot helmets]], a [[Clothing#Gas Mask|complementary gas mask]], and, curiously, a pair of [[Security Objects#Optical Thermal Scanner|thermal goggles]]
*A rack of anti-riot gear, with [[Security Objects#Heavy Armor|riot armor]], [[Security Objects#Riot Helmet|riot helmets]], a [[Clothing#Gas Mask|complementary gas mask]], and, curiously, a pair of [[Security Objects#Optical Thermal Scanner|thermal goggles]]

Revision as of 04:14, 22 April 2024

MechanicNew64.png This page is under construction.
The following information may be incomplete.
Images have yet to be updated
Armory
Location

Cogmap2Armory-March-18th-2024.png

HoS's toy castle

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective


The Armory is a fortress of reinforced walls in the center of Security used to store various types of specialized weapons. These are supposed to be saved for specific emergency in-game situations, like rampaging antagonists.

By default, only Head of Security can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

Instead of just being a weapons cache, this Armory has a hall of sorts with a Comms Computer, so the HoS can call the shuttle in the safety of this little castle, two rechargers, and the sole AmmoTech on the station. Meanwhile, the table here has three emergency injectors of atropine, a box of 6 counter-revolutionary implants (and complementary implanter), and 9 flashbangs (7 in a flashbang box, 2 loose). 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 in the Armory that can sort of be used like a shop window.

The innermost room, the keep if you will, contains the Armory's weapons storage area, guarded by reinforced glass and IR sensors. Starting from top left corner, going clockwise:

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.

Armory
Location

CogmapArmory-3-23-2024.png

HoS's toy chest

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective


The Armoury is a special room for all the special situations where the standard taser and stun baton won't do, namely riots. By default, only Head of Security can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

While its main claim to fame is holding a huge stash of weapons, the Armory is notable for being one of the few rooms outfitted with a Communications Console. The Head of Security (or a Head with hacking skills, mechanical or computer) can call the emergency shuttle from here if the one in the Bridge is irreversibly damaged or otherwise too dangerous to use. This room also has two rechargers, one regular, one wall-mounted for energy weapons.

Within the layers of reinforced wall, electrified steel grilles, and IR beams are a variety of special objects, guarded on the outside by various turrets and on the inside by a N.A.R.C.S. turret. Going from bottom left and going clockwise (so left wall to top wall to right wall to bottom wall):

Maintenance Information

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

The APC for this room is on the top wall, right of the Communications Console. The designers were smart enough put it on the inside of the room rather than outside, to protect against people trying to break in by turning off the APC and prying open the depowered doors.

Armory
Location

DestinyArmory-3-20-2019.png

HoS's toy cabinet

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective, Lawyer


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.

By default, only Head of Security can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

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.

Said APC gets it power from a wire that runs under the window on the south-facing side.

Armory
Location

ClarionArmoryV4.png

HoS's toy cave

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective


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 below the Bridge and lower right corner of Security is where the big boy toys are kept, under the watchful eye of the Head of Security in their office nearby and the N.A.R.C.S. turret in the armory area itself.

By default, only the Head of Security or someone with an EMAG can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer in the Armory's vaguely L-shaped foyer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates.

True to its name, the Armory has plenty of weapons, as well as various types of specialized equipment. There's an orange anti-biological crate with various fire-based weapons, just outside the Security-based entrance, but the main show is happening in the room with light blue glass airlock. Starting from the top left corner, going counterclockwise:

Notably, there's no communications console, which is generally a mainstay of many maps' Armory areas. However, the Bridge is directly close by, and that does have a communications console, so that makes up for this room's lack of it.

Maintenance Information

There is no vent. It just makes the clarion sound weird.

The APC for the actual equipment storage area is in the room's top right corner, behind the AmmoTech. It's on the inside of the room, for extra security. The foyer is actually considered part of the general Security area, so it uses that place's APC.

The power for said equipment storage area is supplied by a wire that goes under that room's entrance, which is a light blue airlock that you can see through.

Armory
Location

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.

Armory
Location

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:

Armory
Location

Donut2ArmoryV2.png

HoS's toy dome.

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective


The Armory is a special circular room in the far right end of Security that contains all sorts of special equipment for all the special situations where the usual taser and cuffs won't do. This entire room is surrounded by a ring (a donut, if you will) of laser/taser turrets, reinforced walls, plasmaglass windows, and IR motion detectors, all to ensure the contents within remain under lock and key until an emergency arises.

By default, only the Head of Security can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG do not have to worry about such procedures.

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

Armory
Location

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.

Armory
Location

OshanArmoryV4.png

HoS's toy cabin.

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective


This well-fortified little room is the Security Department's Armory, a special storage area all sorts of special equipment for all the special situations where the usual taser and cuffs won't do. It's located in the lower-center of Security, with one entrance on the right connected to the Head of Security's office, and another connected to the general foyer area for those coming from the public Sec entrance.

By default, only Head of Security can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

The contents of this room are guarded by a single turret, which can be configured to either shoot stun projectiles or lethal lasers. The controls for this are in the Head of Security's room, to the right. This room contains, going counterclockwise from top left:

Maintenance Information

There is no vent.

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

The power for this room is supplied by a wire that goes under the door on the right side of room.

Armory
Location

AtlasArmoryV3.png

Presidential toy hall

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective


This passage in north Secstotzka is the national Armory, reserved for regional crises such as riots, revolutions, corporate invasions, and monster attacks.

By default, only President-for-Life can enter this room and use its contents. In times of great need, they or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

The armory is stocked with, going counterclockwise, starting from the entrance:

Maintenance Information

There is no vent, as per presidential preferences.

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

The wire that powers that APC goes under the door leading into the armory, and it ultimately goes under the door leading into Security.

Armory
Location

MantaArmoryV5.png

HoS's toy trunk

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective, Lawyer


The Armory is located above the Interrogation Room and contains the equipment needed to protect the ship in serious circumstances. By default, only Head of Security can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

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.

Armory
Location

KondaruArmory.png

Jealously Guarded Cache of Weaponry

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective


The Armory is located south of the eastern segment of security's halls. Its exterior is protected by a set of turrets. They're functionally identical to the AI's turrets; their toggle is found on the small hallway section leading into the armory.

By default, only Head of Security can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

The hall leading into the armory contains:

The main room contains:

Maintenance Information

There are no vents for the rooms.

The APC is located on the left of the main storage room, past the pod weapons crate.

Stationmap.png Locations on Cogmap2
General Arrivals · Emergency Storage B · Escape · Escape Pod Bay · Locker Room · Maintenance · Owlery · Main Hangar 1 & 2 · Net Cafe · Public Garden · Routing Depot · Tool Storage · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Catering Pod Bay · Chapel · Clown Tent · Crew Quarters · Derelict Crew Quarters · Gym · Health Spa · Hydroponics · Janitor's Closet · Janitor's Supply Closet · Jazz Lounge · Kitchen · Pool · Public Market Booths · Ranch · Shower Room · Staff Assistants' Quarters
Security Security · Armory · Beepsky's House · Brig · Head of Security's Office · Interrogation Room · Secure Hangar · Courtroom · Detective's Office · Security Checkpoints
Command Bridge · AI Chamber · AI Upload · AI Upload Foyer · Captain's Quarters · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Genetics · Medical Director's Office · Morgue · Operating Theatre · Pathology · Robotics · Auxiliary Storage · Medical Booth · Robot Depot
Research Research Wing · Artifact Research · Chemistry · Plasma Research · Research Director's Office · Science Pod Bay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Central Storage · Ore Processing / Refinery · Mining Department
Engineering Engineering · Chief Engineer's Office · Engineering Pod Bay · Emergency Storage A · Emergency Air Hookup · Mechanics Workshop · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory · Mining Outpost · Listening Post · Research Outpost · Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Cogmap1
General Arrivals · Bathrooms · Crew Quarters A · Crew Quarters B · Emergency Storage · Escape · Locker Room · Maintenance · Owlery · Observatory · Main Hangar · Routing Depot · Tool Storage · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Catering Pod Bay · Chapel · Clown Tent · Crew Lounge · Gym · Hydroponics · Information Office · Janitor's Office · Janitor's Supply Closet · Jazz Lounge · Kitchen · Pool · Public Market · Ranch · Shower Room · Stock Market Room
Security Security · Armory · Beepsky's House · Brig · Dispatch · Head of Security's Office · Interrogation Room · Secure Hangar · Courtroom · Detective's Office · Mini-Brig
Command Bridge · AI Chamber · AI Upload · AI Upload Foyer · Captain's Quarters · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Genetics · Medical Director's Office · Morgue · Operating Theatre · Pathology · Robotics · Medical Booth
Research Research Wing · Artifact Research · Chemistry · Plasma Research · Research Director's Office · Robot Depot · Science Pod Bay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Central Storage · Mining Department · Ore Processing / Refinery · Routers
Engineering Engineering · Chief Engineer's Office · Engineering Pod Bay · Emergency Air Hookup · Mechanics Workshop · Primary Tool Storage · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory · Mining Outpost · Listening Post · Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Oshan Laboratory
General Arrivals · Crew Quarters A · Data Center · Emergency Storage A · Emergency Storage B · Escape Hallway · Information Office · Maintenance · Net Cafe · Observatory · Pod Bay · Tool Storage · Toilets · Waste Disposal
Civilian & Recreation Arcade · Bar · Bar Office · Barbershop · Catering Hangar · Catering Storage · Chapel · Clown Hole · Crew Lounge · Fitness Center · Hydroponics · Janitor's Office · Janitor's Supply Closet · Jazz Lounge · Kitchen · Nerd Dungeon · Public Market · Radio Lab · Ranch · Sauna · Shower Room · West Crew Lounge · Zen Garden
Security Security Department · Armory · Beepsky's House · Defendant's Chair · General Population · HoS Office · Interrogation Room · Processing Room · Secure Dock · Security Foyer · Solitary Cells · Courtroom · Detective's Office · Security Checkpoints
Command AI Chamber · AI Upload · Bridge · Captain's Quarters · Customs · Head of Personnel's Office · EVA · Teleporter Room
Medical Medbay · Cloning · Cryo · Genetics · Medbay Operating Theatre · Medbay Restroom · Medical Director's Office · Medical Storage · Monkey Dome · Morgue · Pharmacy · Pathology · Robotics · Treatment Cells
Research Research Sector · Artifact Lab · Chemistry · Computer Core · Research Dock · Research Director's Office · Robot Depot · Science Teleporter · Toxins Storage · Research Outpost · Research Outpost Hangar · Research Outpost Toxins Storage · Research Outpost Test Chamber · Toxins
Cargo & Mining Central Warehouse · Mining · Mining Dock · Quartermaster's Office · Refinery · Supply Lobby
Engineering Engineering · Chief Engineer's Office · Engineering Dock · Engineering Gas Storage · Engineering Storage · Inner Engineering · Power Room · Engineering EVA · Mechanic's Lab · Technical Storage
Off-Station Ghost Drone Factory · Listening Post · Sea Elevator · Seafloor · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Manta
General Arrivals · Crew Quarters A · Crew Quarters B · Crew Quarters C · Bathrooms · Escape · Maintenance · Submarine Bay (Port) · Submarine Bay (Starboard) · Waste Disposal
Civilian & Recreation Arcade · The Rising Tide/Bar · Barman's Office · Chapel · Chapel Office · Crematorium · Crew Lounge · Fitness Room · Garbage Garbs · Hydroponics · Janitor's Office · The Rusty Crab/Kitchen · Freezer · Sauna
Security Security Department · Security Foyer Checkpoint · Sec. Officers Quarters · Armory · Brig · Cell Block Control · General Population · Cell #1 · Solitary Confinement · Visitation · Head of Security's Office · Interrogation Room · Submarine Bay (Security) · Courtroom · Detective's Office · Detective's Bedroom · Beepsky's House
Command AI Upload Chamber · AI Upload Foyer Port · AI Upload Foyer Starboard · Bridge · Communications Office · Communications Office Bedroom · Captain's Office · Captain's Quarters · Head of Personnel's Office · Head of Personnel's Personal Quarters · Port Torpedo Bay · Starboard Torpedo Bay · EVA Storage · Teleporter Room
Medical Medbay · Medbay Lobby · Cloning · Medical Research · Morgue · Medbay Treatment Area · Cryo · Medbay Operating Theatre · Medbay Restroom · Robotics · Treatment Rooms · Medbay Staff Area · Medical Storage · Medical Director's Office
Research Research Sector · Artifact Lab · Chemistry · Pathology Research · Robot Depot · Research Director's Private Quarters · Research Restroom · Science Teleporter · Test Chamber
Cargo & Mining Mining · Submarine Bay (Mining) · Cargo Bay · Cargo Bay Office
Engineering Engineering · Engineering Break Room · Engineering Quarters · Engineering Restroom · Chief Engineer's Office · Engineering Storage · Engineering Control Room · Inner Engineering · Singularity Core · Engineering Power Room · Engineering Gas Storage · Mechanic's Lab · Technical Storage
Off-Station Abandoned Ship · Clown Hole · Ghost Drone Factory · Robot Trading Outpost · Sea Diner · Tunnel Snake Mining Rig · Seafloor · Syndicate Assault Vessel · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Kondaru
General Arrivals · Aviary · Bathrooms · Crew Quarters · Emergency Storage A · Escape Arm · Escape Dock · Gym · Nerd Dungeon · Pool · Public Market · Routing Cabinet · Routing Depot · Sauna · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Bar Office · Catering Storage · Chapel · Clown Hole · Hydroponics · Janitor Office · Janitor Supply Closet · Jazz Lounge · Kitchen · News Office · Public Podbay · Ranch
Security Security · Armory · Beepsky's House · Brig · Head of Security's Office · Interrogation Room · Courtroom · Detective's Office · Security Checkpoints · Secure Hangar
Command Bridge · AI Chamber · AI Upload · Captain's Quarters · Command Pod Pad · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Cloning · Cryo · Genetics · Medbay Podbay · Medical Booth · Medical Director's Office · Monkey Dome · Morgue · Operating Theatre · Pathology · Pharmacy · Robotics · Treatment Rooms
Research Artifact Lab · Chemistry · Plasma Research · Research Director's Office · Research Router · Robot Depot · Science Podbay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Warehouse · Ore Processing / Refinery · Mining Department · Mining Podbay
Engineering Chief Engineer's Office · Cold Loop · Engineering · Engineering Break Room · Engineering Gas Storage · Engineering Podbay · Power Room · Engine Room · Hot Loop · Mechanics Workshop · Power Transmission Laser · Pump Control Room · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory· Listening Post· Mining Outpost· Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality