Armory
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Armory | |
Location | |
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HoS's toy castle | |
Default: Head of Security |
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:
- A reserve tank of N2O, a knockout gas, hooked up to a pipe system for releasing N2O into the Security hallway in case rioters manage to breach into Sec.
- A pod weapons crate, which comes in a nice drab olive green. Basically has weapons for fighting Space Pods.
- A tranquilizer crate (also in drab olive), loaded up with tranquilizer rifles and dart cartridges for them. There aren't exactly a lot of wild animals in space, but sometimes there are wild humans who wreck things up as antagonists.
- A phaser crate with, well, phasers. Specifically four RP-4 phaser guns, inside a green crate.
- Three riot shotguns on a pretty fancy rack, locked, loaded, and ready for action.
- A reinforced table with two riot launchers and two boxes of smoke shells.
- Three pulse rifles, mounted on a futuristic-looking rack.
- A grey special grenades crate. True to its name, it has plenty of grenades, but there are nonlethal landmines as well, as silly as that may sound.
- An orange anti-biological crate, with two flamethrowers and two flare gun boxes, each with one flare gun and one box of extra flares.
- A canister of N2O, in case you need to resort to releasing knockout gas via one of those Emergency Air Hookups (an attractive proposition for antagonists).
- A rack (with a less futuristic design) of hella scary-lookin' armor. This specifically has two pieces of heavy armor, two riot helmets, two bomb disposal suits, two EOD helmets, and four gas masks.
- Breaching supplies loaded up on a rack, in case Sec needs to force their way into a room and hacking isn't enough. There are three breaching charges, two airlock breaching hammers, a box of 5 40mm door-breaching rounds, and a riot launcher preloaded with one of said door-breaching rounds.
- Four pairs of Thermal Scanners, and four pairs of night vision goggles on a rack.
- A Special equipment locker, with "Special equipment" here meaning spare security requisition tokens and NARCS deployers.
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 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.
Within the layers of reinforced wall, electrified steel grilles, and IR beams are a variety of special objects such as, going from top wall to right wall to left wall to middle:
- A rack with two sets riot armor and riot helmet for resisting melee blows, as well as two bomb disposal suits, which won't make you immune to explosions, but will let you survive ones you otherwise couldn't.
- A weapon rack of three riot shotguns.
- Another weapon rack with three pulse rifles.
- A rack with three breaching charges that can effortless destroy walls and other obstacles with some collateral and two sledgehammers for breaking down doors, sort of like a battering ram.
- A green "tranquilizer crate" with two tranquilizer rifles (duh), as well as one cartridge of mutadone darts for hostile mutants and two cartridges of haloperidol ones for drug-fueled rampagers.
- A rack with four pairs of night vission goggles, and gas masks, aswell as Optical Thermal Scanners, special goggles that expand vision in the dark and let you spot people who are using invisibility cloaks, at a cost.
- A grey "special grenades crate" with:
- An "experimental grenade box" with 3 incendiary grenades and 1 high-range version for murdering blob tiles, plus three cryo grenades for antics.
- Two security issue grenade boxes, loaded with various fuck-off grenades, namely two crowd dispersal grenades, two smoke grenades, one stinger grenade, one flashbang, and one shock grenade.
- One box of stingers, this box contains 7 in total.
- A box of NT stun land mines, the box only contains 5 mines.
- A "pod weapons crate" with two Laser arrays, two disruptors and a box with a pod targetting missile launcher that comes with 4 pod-seeking missiles, for when the pod tasers aren't enough.
- A green "phaser crate" with four RP-4 phaser guns.
- A Special equipment locker with four security requisition tokens, two of which are for security assistants, and two N.A.R.C.S. Deployers
- On the table, a frosted donut
- 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.
This room also has two rechargers, one regular, one wall-mounted, for energy weapons and the station's sole AmmoTech vendor, for resupplying all the riot shotguns and tranquilizer rifles stored here.
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 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:
- A rack with:
- A box of counter-revolutionary implants.
- A single flashbang 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 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 one mutadone and two haloperidol cartridges.
- The orange anti-biological crate: Two flamethrowers and two flare gun boxes, each with one flare gun and one box of extra flares.
- A canister of N2O gas.
- A Special equipment locker with miscellaneous riot gear and spare security requisition tokens.
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 | |
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HoS's toy box | |
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 or someone with an EMAG can enter this room and use its contents.
For the pathologically curious, going clockwise:
- On the rack: Two pairs of gas masks, two air tanks, two dispersal grenades, 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 gear and other miscellaneous items.
- 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 one mutadone and two 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 and signallers for electric executions.
- A box of counter-revolutionary implants
- A box of stingers and a single flashbang.
- A recharger
- The Head of Security's war medal, shiny and framed.
Armory | |
Location | |
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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 counter-revolutionary 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 a bomb disposal 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 counter-revolutionary 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 a bomb disposal 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 and IV drips for executions
- Boxes of stinger grenades and two flashbangs.
- A backup Communications console.
Armory | |
Location | |
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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 counter-revolutionary 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 a bomb disposal 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 | |
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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 counter-revolutionary implants
- Special Equipment Lockers for riots and bomb disposal, containing riot shotguns, spare rubber slugs for the shotguns, a boxful of flashbangs, and a bomb disposal 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 | |
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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 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.
This room contains, going counterclockwise from top left:
- A Special Equipment Locker with extra requisition tokens and two N.A.R.C.S.
- A canister of knockout gas.
- A green pod weapons crate with two laser arrays, two boxes of pod-seeking shells, and two disruptors.
- A grey crate with:
- Two 'security issue' grenade boxes (two crowd dispersals, two smoke grenades, one stinger, one flashbang, and one shock grenade)
- An 'experimental' grenade box (three incendiary, a high-range incendiary, and three cryo).
- A 'stinger' grenade box (seven stingers).
- A 'non-lethal landmine' box (five NT stun land mines).
- Three riot shotguns on an ID locked rack.
- A rack of anti-riot gear, with two each of riot armor, riot helmets, blast helmets, and bomb disposal suits, as well as three gas masks.
- A table with three crowd dispersal grenades, two boxes of counter-revolutionary implants, two boxes of flashbangs, two electropacks and remote signalers, one donut box, and one robust donut.
- A rack with thermal goggles and NV goggles, four of each type.
- A green phaser crate containing four phasers.
- A green tranquilizer crate with two tranquilizer rifles, one clip of mutadone darts and five clips of tranquilizer darts.
- Three pulse rifles on an ID locked rack.
- A backup communications console.
- A wall mounted recharger.
- The station's sole AmmoTech.
- An intercom tuned to the Security channel.
- Another rack with three breaching charges and two breaching hammers.
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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Presidential toy hall | |
Default: Head of Security |
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 clockwise from the top left:
- A rack with two breaching hammers and two breaching charges.
- A green "tranquilizer crate" with two tranquilizer rifles and some mutadone and haloperidol cartridges.
- A wall-mounted recharger.
- A green "phaser crate" containing four RP-4 phaser guns.
- A fancy green "pod weapons crate" with two laser arrays, two boxes of pod-seeking shells, and two disruptors.
- A Special equipment locker with spare security requisition tokens and two N.A.R.C.S.
- The Head of Security's war medal, encased in a frame.
- The station's sole AmmoTech.
- A rack with three riot shotguns.
- Another rack holding three pulse rifles, which doubles as a charging station for them.
- Yet another rack with:
- Two sets of thermal goggles and NV goggles.
- Two riot helmets and sets of heavy armor.
- Two bomb disposal suits and helmets and four gas masks.
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 | |
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HoS's toy trunk | |
Default: Head of Security |
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:
- A rack with three riot shotguns
- A different weapon rack with three pulse rifles
- An AmmoTech vendor
- A rack with:
- A flamethrower and a flare gun box, which contains a flare gun (natch) and extra flares.
- Two boxes of pod-seeking shells, two laser arrays, and two disruptors
- Three RP-4 phaser guns
- 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 Communications console
- A rack with three NT EDF-7 breaching charges and three HE grenades
- 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 Special equipment locker with miscellaneous riot gear and spare security requisition tokens.
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 | |
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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 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 turret control.
- A Communications console.
- The aforementioned armory authorization computer.
The main room contains:
- An anti-biological crate containing two flamethrowers and two boxes each containing a flaregun with extra ammo
- A wall-mounted recharger
- 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 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
- A Special equipment locker with miscellaneous riot gear and spare security requisition tokens.
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.