Armory
Armory | |
Location | |
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HoS's toy cave | |
Default: 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.
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 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:
- The four green crates contain, from left to right:
- Two laser arrays, two boxes of pod-seeking shells, and 2 disruptors.
- Four shotguns with four spare rubber ball boxes.
- Four Phasers.
- Two tranquilizer rifles with mutadone and haloperidol cartridges.
- The two racks hold two pieces of heavy armor, two riot helmets, two bomb disposal suits and helmets, four gas masks, four pairs of Thermal Scanners, and two pairs of night vision goggles.
- 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.
- The grey crate: two security issue grenade boxes with two crowd dispersal grenades, two smoke grenades, one stinger grenade, one flashbang, and one shock grenade, plus an experimental grenade box with three incendiary grenades, a high-range incendiary grenade, and three cryo grenades
- On the tables there are two riot launchers, two boxes of smoke shells, two boxes of flashbangs, a box of stinger grenades, emergency injectors of atropine, and a box of Loyalty implants.
- 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.
Armory | |
Location | |
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HoS's toy chest | |
Default: Head of Security |
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 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.
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:
- Rioting/Greytiding/Insurrection:
- A rack with riot armors and helmets for resisting melee blows, with complementary gas masks and tacticool NVG goggles.
- On the table, crowd dispersal grenades and boxes of stingers and flashbangs.
- A box with plenty of loyalty implants (you'll need them)
- A rack of three riot shotguns.
- Two security issue grenade boxes in the grey grenades crate, loaded with various make-them-fuck-off grenades
- A canister of riot gas, which quickly knocks out anyone who walks into it without wearing internals. Easy to see in the air, but still easy to accidentally stumble into.
- A Special Equipment locker with another riot shotgun, plus a box of rubber slugs for it and a boxful of flashbangs.
- Bomb Disposal: An EOD suit, inside of the previously mentioned Special Equipment locker. It won't make you immune to explosions, but it will let you survive ones you otherwise couldn't.
- Rampages: A green tranquilizer crate with tranquilizer rifles (duh), as well as cartridges of mutadone darts for hostile mutants and haloperidol ones for drug-fueled rampagers.
- Changeling/Blob Invasions:
- An orange-red anti-biological crate, containing three flamethrowers and two flare gun boxes, each with one flare gun and one box of extra flares.
- An experimental grenade box in the grey grenades crate, with 3 incendiary grenades and 1 high-range version for murdering blob tiles, plus three cryo grenades for antics.
- Executions: Electropacks and remote signalers on the table, necessary components for an electric chair execution.
- Pod Attacks: Laser arrays and pod-seeking shells in the pod weapons crate, for when the pod tasers aren't enough.
- Cloakers: Optical Thermal Scanners on the rack, special goggles that let you spot people who are using invisibility cloaks, at a cost.
- Alcohol Antics: A single "emergency" alcohol dispenser between the crates and AmmoTech, whose uses extend far beyond emergencies. How about liquid courage before confronting a Nuclear Operative force? Celebratory toasts after a successful Blob defeat? Drowning of sorrows and frustration following a greytide attack? A "truth serum" to get perps free and loose to confess? The possibilities are endless.
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.
Armory | |
Location | |
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HoS's toy cabinet | |
Default: 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.
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 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:
- A rack with:
- A box of loyalty implants.
- A box of flashbangs and a box of stinger grenades.
- Two crowd dispersal grenades, surprisingly not in a box.
- Two pairs of thermals and two pairs of NVG goggles.
- Two gas tanks of air mix and two gas masks.
- The green pod weapons crate: 2 laser arrays, 2 boxes of pod-seeking shells, and 2 disruptors.
- A Special Equipment Locker for riots and bomb disposal with a riot shotgun, spare rubber slug box, more flashbangs, and an EOD suit.
- A fancy rack with three riot shotguns.
- A backup communications console.
- An AmmoTech with extra rubber bullets and tranquilizer darts.
- The green tranquilizer crate: two tranquilizer rifles with mutadone and haloperidol cartridges.
- The orange anti-biological crate: Three flamethrowers and two flare gun boxes, each with one flare gun and one box of extra flares.
- A canister of N2O gas.
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.
Armory | |
Location | |
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HoS's toy box | |
Default: 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.
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 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, going clockwise:
- On the rack: Two pairs of gas masks, two air tanks, two dispersal greandes, two pairs of thermal goggles, and two pairs of night vision goggles.
- A extra-fancy rack of three riot shotguns.
- A Special Equipment Locker for with riot and bomb disposal gear, containing riot shotguns, spare rubber slugs for the shotguns, a boxful of flashbangs, and an EOD suit (which you could probably use as a substitute for actual riot armor).
- A backup communications console.
- An AmmoTech with extra rubber bullets and tranquilizer darts.
- The orange anti-biological crate: Three flamethrowers and two flare gun boxes, each with one flare gun and one box of extra flares.
- The green tranquilizer crate: two tranquilizer rifles with mutadone and haloperidol cartridges.
- The grey special grenades crate:
- Two security issue grenade boxes with two crowd dispersal grenades, two smoke grenades, one stinger grenade, one flashbang, and one shock grenade.
- One experimental grenade box with three incendiary grenades, a high-range incendiary grenade, and three cryo grenades.
- The green pod weapons crate: Two laser arrays, two boxes of pod-seeking shells, and two disruptors.
- A canister of riot gas.
- Upon the table:
- Electropacks, straightjackets and signallers for electric executions,
- A box of loyalty implants
- Boxes of stingers and flashbangs.
- A recharger
Armory | |
Location | |
---|---|
HoS's toy room. | |
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:
- A box of loyalty implants
- A canister of riot gas (N2O), plus gas tanks so you don't accidentally huff some of it yourself.
- Special Equipment Lockers for riots and bomb disposal, containing riot shotguns, spare rubber slugs for the shotguns, a boxful of flashbangs, and an EOD suit (which you could probably use as a substitute for actual riot armor).
- Several laser arrays on a rack, for when the pod tasers aren't enough.
- A tranquilizer rifle, with haloperidol cartridges for semi-quickly incapacitating rampagers and mutadone cartridge for neutralizing especially nerdy Geneticists.
- Electropacks, straightjackets and IV drips for executions.
- Boxes of stinger grenades and flashbangs.
- A backup communications console.
Maintenance Information
There is no vent.
The APC for this room is in the middle of the left wall.
Armory | |
Location | |
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HoS's toy walk-in closet | |
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:
- A box of loyalty implants
- A canister of riot gas (N2O) and a rack of complementary riot gear and a grey crate with riot shotguns and rubber slugs.
- An AmmoTech, with rubber slugs for the riot shotguns, among other things.
- An orange anti-biological crate for scum who simply don't fit in handcuffs, with three flamethrowers and two flare gun boxes, each with one flare gun and one box of extra flares.
- An green tranquilizer crate with a tranq rifle for stopping drug-fueled rampages and belligerent Geneticists.
- A grey crate with two security issue grenade boxes (2x crowd dispersal, 2x smoke, 1x stinger, 1x flashbang, 1x shock) and one experimental grenade box (3x incendiary, 1x high-range incendiary, 3x cryo)
- Special Equipment Lockers for riots and bomb disposal, containing more riot shotguns, yet more spare rubber slugs for the shotgun, a boxful of flashbangs, and an EOD suit (which you could probably use as a substitute for actual riot armor).
- Several laser arrays on the table, for when the pod tasers aren't enough.
- Electropacks, straightjackets and IV drips for executions
- Boxes of stinger grenades and flashbangs.
- A backup communications console.
Armory | |
Location | |
---|---|
HoS's private toy room. | |
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:
- A rack of anti-riot gear, with riot armor, riot helmets, a complementary gas mask, and, curiously, a pair of thermal goggles
- A table right beside it with box of stinger and crowd dispersal grenades.
- On that same table, a box of loyalty implants.
- Electropacks and remote signallers, necessary components for an electric chair style execution.
- A Special Equipment Locker for riots and bomb disposal, which containing a riot shotgun, some spare rubber slugs for said shotgun, a boxful of flashbangs, and an EOD suit.
- A green tranquilizer crate with a tranquilizer rifle with mutadone and haloperidol cartridges.
- An AmmoTech vendor with additional rubber slugs and rifle cartridges.
- An orange-red anti-biological crate, containing three flamethrowers and two flare gun boxes, each with one flare gun and one box of extra flares.
- A grey grenades crate with two security issue grenade boxes (two crowd dispersal, two smoke, one stinger, one flashbang, one shock grenade) and one experimental grenade box (three incendiaries, one high-range incendiary grenade, and three cryo).
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 | |
---|---|
HoS's toy corner. | |
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:
- A box of loyalty implants
- Special Equipment Lockers for riots and bomb disposal, containing riot shotguns, spare rubber slugs for the shotguns, a boxful of flashbangs, and an EOD suit (which you could probably use as a substitute for actual riot armor).
- Several laser arrays on a table, for when the pod tasers aren't enough.
- Boxes of stinger grenades and flashbangs.
Maintenance Information
There is no vent.
The APC for this room is on the north wall.
Armory | |
Location | |
---|---|
HoS's toy cabin. | |
Default: 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. 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 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.
This room contains, going counterclockwise from top left:
- A Special Equipment Locker for riots, bomb disposal, and a few other odd situations.
- A canister of knockout gas.
- A fancy green pod weapons crate with two laser arrays, two boxes of pod-seeking shells, and two disruptors.
- An even fancier grey crate with:
- Two 'security issue' grenade boxes (two crowd dispersals, two smoke grenades, one stingers, one flashbang, and one shock grenade)
- An 'experimental' grenade box (three incendiary, a high-range incendiary, and three cryo).
- A rack full of riot shotguns.
- A rack of anti-riot gear, with two each of riot armor, riot helmets, gas masks, thermal goggles, and NV goggles.
- A novel orange-red crate with an "anti-biological" symbol that looks like a bee, containing three flamethrowers and two flare gun boxes, each with one flare gun and one box of extra flares, a loose flare gun, and two more boxes of extra flares.
- A rack with phasers, a boxful of stinger grenades, a boxful of flashbangs, and a box of loyalty implants
- Another rack with three crowd dispersal grenades, and Electropacks and signallers for electric chair executions.
- A green tranquilizer crate with two tranquilizer rifles and some mutadone and haloperidol cartridges.
- A backup communications console.
- The station's sole AmmoTech.
- An intercom tuned to the Security channel.
Maintenance Information
There is no vent.
The APC for this room is in the middle of the left wall.
Armory | |
Location | |
---|---|
Presidential toy corner | |
Default: 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.
By default, only President-for-Life can enter this room and use its contents. In times of great need, they or three Security personnel 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:
- An orange-red crate with an "anti-biological" symbol that looks like a bee: Three flamethrowers and two flare gun boxes, each with one flare gun and one box of extra flares.
- A table with:
- Boxes of stinger grenades and flashbangs.
- A box of loyalty implants
- Electropacks and signallers for electric chair executions.
- Two crowd dispersal grenades.
- A recharger for, well, recharging energy weapons.
- An fancy black rack: Three riot shotguns.
- thermal goggles
- A Special Equipment Locker:
- Another riot shotgun & spare rubber slugs.
- A boxful of flashbangs
- An bomb-disposal suit & blast helmet set for surviving bombs (and occasionally bullets too).
- An flash.
- A pair of SecHUDs.
Maintenance Information
There is no vent, as per presidential preferences.
The APC for this room in the middle right, by the exit.
Armory | |
Location | |
---|---|
HoS's toy trunk | |
Default: 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 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 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:
- A rack with three riot shotguns
- A Communications console
- An AmmoTech vendor
- A rack with:
- A flamethrowers and a flare gun box with extra flares.
- Two boxes of pod-seeking shells, two laser arrays, and two disruptors
- Three phasers
- A 'security issue' grenade box (two crowd dispersal grenades, two smoke grenades, one stingers, one flashbang, and one shock grenade)
- An 'experimental' grenade box (three incendiary, a high-range incendiary, and three cryo)
- A canister of knockout gas
- A rack with riot armors, riot helmets, gas masks, optical thermal scanners and night vision goggles, three of each
The second side room contains:
- A rack with NT EDF-7 breaching charges
- A nuclear charge, a bomb that can destroy Sec and the AI Upload Chamber, most of the Bridge, and a fair portion of the surrounding areas. You need the nukeman program (or something that can spoof its commands) to activate and deactivate it, but by default, it's not connected to the station network, so you have to be a little creative to arm it.
- A rack with HE grenades
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 | |
---|---|
Jealously Guarded Cache of Weaponry | |
Default: Head of Security |
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 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 turret control
- A communications console
The main room contains:
- An anti-biological crate containing two flamethrowers and two boxes each containing a flaregun with extra ammo
- A grenades case containing:
- Two 'security issue' grenade boxes (two crowd dispersal grenades, two smoke grenades, one stinger, one flashbang, and one shock grenade)
- An 'experimental' grenade box (three incendiary, a high-range incendiary, and three cryo)
- An AmmoTech vendor
- A canister of knockout gas
- A rack with:
- A box of stinger grenades
- Three crowd dispersal grenades
- Two pairs of night vision goggles
- A rack with three riot shotguns
- Two racks together holding:
- Two heavy armor with two riot helmets
- Two bomb disposal suits and helmets
- Four gas masks
- Four pairs of Thermal Scanners
- A table with:
- Two riot launchers with two boxes of smoke shells
- Three boxes of flashbangs
- Three emergency injectors of atropine
- A rack with three pulse rifles
- A crate with two laser arrays, two boxes of pod-seeking shells, and 2 disruptors.
- A crate with two tranquilizer rifles with one mutadone and two haloperidol cartridges.
- A rack with three NT EDF-7 breaching charges and one airlock breaching hammer
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.