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 the Head of Security can enter this room and use its contents. In times of great need, the Head of Security, three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective), or anybody with the Authentication Disk 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. Door-hacking won't work, as the airlocks cannot be screwdrivered open. 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 rack with, guess what, three RP-4 phaser guns that boast higher capacity cells than usual.
- A shotgun crate with four riot shotguns, locked, loaded, and ready for action. It comes with extra ammo too.
- 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 crate, 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.
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):
- An ejection chute, which goes to the Automated Parole Chute outside Security rather than disposals.
- A snazzy-looking phaser rack with three "extended magazine" RP-4 phaser guns, meaning they come with 250 PU cells instead of the normal 200 PU ones.
- A "pod weapons crate" for when the pod tasers aren't enough. Comes with two Laser arrays, two disruptors and a "pod-targeting missile launcher box" with a pod-targeting missile launcher and four pod-seeking missiles.
- A Special Equipment crate with four security requisition tokens, two of which are for security assistants, and two N.A.R.C.S. Deployers
- A rack with two sets of riot armor and riot helmets for resisting melee blows, as well as two bomb disposal suits and blast helmets, which won't make you immune to explosions, but will let you survive ones you otherwise couldn't.
- The control panel for the turrets on the outside perimeter, just above the aforementioned N.A.R.C.S. turret.
- The previously mentioned Communications Console.
- A shotgun crate with four riot shotguns and extra rubber slugs for each one.
- A weapon rack with three pulse rifles.
- A rack with breaching supplies, namely three breaching charges that can effortlessly destroy walls and other obstacles, with some collateral, a case with five door-breaching rounds, a riot launcher loaded with one of said breaching rounds, 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. There's a wall-mounted recharger just above it.
- A rack with four pairs of night vision goggles, four gas masks, and four 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 three incendiary grenades and one 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 seven in total.
- A box of NT stun land mines. The box only contains five mines.
- The station's sole AmmoTech, locked and loaded with ammo for various kinetic weapons used by Security, some of which are housed in this very room.
- 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 table with a recharger and, last, but definitely not least, a frosted donut.
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 | |
---|---|
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 crate 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 | |
---|---|
HoS's toy cave | |
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 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:
- A Special Equipment crate with riot turret deployers and extra requisition tokens.
- A recharger, tucked behind said Special Equipment crate.
- A shotgun crate with four riot shotguns and rubber slugs.
- A fancy rack with three pulse rifles.
- A more plain-looking rack with sets of special armor. There are two riot helmets, two pieces of heavy armor, four gas masks, two bomb disposal suits, and two blast helmets, all artistically arranged to give the vague impression of an armor stand.
- A simple rack with door-breaching supplies. It has two door-breaching sledgehammers, a case with five door-breaching rounds, a riot launcher loaded with one of said breaching rounds, and three breaching charges, which also destroy walls and other obstacles (with some collateral), not just doors.
- The aforementioned N.A.R.C.S. turret. He's a good boy!
- Yet another rack, this time with four sets of night vision goggles and four Optical Thermal Scanners.
- A grey special grenades crate with:
- 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.
- A "non-lethal landmine box" with five NT stun land mines.
- A green pod weapons crate: Two laser arrays, two disruptors, and a "pod-targeting missile launcher box" loaded up with a pod-targeting missile launcher and four pod-seeking missiles.
- A not-so-green phaser rack with three RP-4 phaser guns, loaded with 250 PU cells instead of standard 200 PU ones.
- A green tranquilizer crate: two tranquilizer rifles with one mutadone and two haloperidol cartridges.
- An AmmoTech with extra rubber shotgun slugs, tranquilizer darts, and other types of ammo for kinetic weapons.
- A canister of riot gas.
- A security scanner. If someone walks out of this room with a weapon from here, and they don't have a Firearms Carry Permit (and/or they aren't smart about concealing their loot), it'll trip the alarm.
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 | |
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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 crates 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 toy dome. | |
Default: Head of Security |
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.
The cute little atrium contains a backup Communications console, two rechargers, and controls for the turrets outside and inside this room, but the main attraction is in the next room over. This circular area contains, starting from the entrance and going clockwise:
- A industrial-style table with:
- A counter-revolutionary implant kit, with six counter-revolutionary implants and an implanter.
- Eight, count them, eight flashbangs. Seven are in the flashbang box, and one is hanging out all alone on the table, like it's been sent into exile by the other ones.
- Two crowd dispersal grenades.
- A Special Equipment crate with riot turret deployers and extra requisition tokens.
- A canister of N2O, aka knockout gas, in case riots get extremely out of hand.
- An orange-red anti-biological crate, containing two flamethrowers and two flare gun boxes, each with one flare gun and one box of extra flares.
- A grey special grenades crate with:
- 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.
- A "non-lethal landmine box" with five NT stun land mines.
- A shotgun crate containing four riot shotguns and extra rubber slugs for each.
- A rack of breaching supplies, with three breaching charges, two airlock breaching hammers, a case of five 40mm door-breaching rounds, and a riot launcher loaded with one of said rounds.
- A different rack, containing anti-riot gear, with two sets of riot armor, two riot helmets, and two complementary gas masks
- Another rack, this time with bomb disposal gear. There are two blast helmets and two bomb disposal suits.
- A weapon rack with three pulse rifles. These are not Alien pulse rifles, as awesome as that would be. Rather, these shoot pulses of energy that, depending on the mode, can either EMP electronics or knock people back.
- A green pod weapons crate with two laser arrays, two disruptors, and a "pod-targeting missile launcher box" with a pod-targeting missile launcher and four pod-seeking missiles.
- A phaser rack with three RP-4 phaser guns. These come with 250 PU cells, a cut above the standard 200 PU cell.
- A green tranquilizer crate with two tranquilizer rifles, one clip of mutadone darts, and two clips of tranquilizer darts.
- An AmmoTech vendor with extra ammo for tranquilizer rifles, riot shotguns, and other kinetic weapons used by Sec.
- A rack with four sets of thermal goggles and four sets of night vision goggles. Both help you see better in the dark, with caveats.
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 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:
- A Special Equipment crate 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 disruptors, and a "pod-targeting missile launcher box" with a pod-targeting missile launcher and four pod-seeking missiles.
- A grey special grenades 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).
- A shotgun crate with four riot shotguns and extra rubber slugs for each one.
- 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 counter-revolutionary implant kits (six counter-revolutionary implants and an implanter in each box), two flashbang boxes (seven flashbangs each), 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 phaser rack containing three phasers. These ones have the "extended magazine" upgrade, so they come with 250 PU cells, instead of the standard 200 PU cell.
- 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.
- The Head of Security's war medal, in a pristine little picture frame behind said pulse rifle rack.
- A backup communications console.
- A wall mounted recharger, beside (or technically behind?) said communications console.
- The station's sole AmmoTech.
- An intercom tuned to the Security channel.
- Another rack with three breaching charges, two breaching hammers, a case of five 40mm door-breaching rounds, and a riot launcher loaded with one of said rounds.
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 | |
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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 counterclockwise, starting from the entrance:
- A weapon rack holding three pulse rifles, which doubles as a charging station for them.
- A shotgun crate with four riot shotguns and extra rubber slugs for each one.
- The station's sole AmmoTech.
- The Head of Security's war medal, encased in a frame behind the AmmoTech.
- A Special Equipment crate with spare security requisition tokens and two N.A.R.C.S.
- A fancy green "pod weapons crate" with two laser arrays, two disruptors, and a "pod-targeting missile launcher box", loaded up with a pod-targeting missile launcher and four pod-seeking missiles.
- A phaser rack containing three RP-4 phaser guns. Most RP-4 phaser guns contain 200 PU cells, but these ones have 250 PU batteries.
- A wall-mounted recharger, above said phaser rack.
- A green "tranquilizer crate" with two tranquilizer rifles and some mutadone and haloperidol cartridges.
- A rack with two breaching hammers, three breaching charges, a case of 40mm door-breaching rounds, and a riot launcher loaded up with one of said rounds.
- 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 crate 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 | |
---|---|
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 shotgun crate with four riot shotguns and extra rubber slugs for each one.
- 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 disruptors, and a "pod-targeting missile launcher box" with a pod-targeting missile launcher and four pod-seeking missiles.
- 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 crate 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.