Armory
Armory | |
Location | |
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HoS's toy closet | |
The Armory is where the big boy toys are kept, walled in by reinforced walls and glass and guarded with IR sensors. These are supposed to be saved for emergency in-game situations, like rampaging antagonists. While anybody can break their way through the doors or even the walls, generally only an EMAG or the HoS himself can open the crates.
For the pathologically curious:
- The 4 green crates contain, from left to right: 2 laser arrays , 4 shotguns and rubber ammo, 4 Phasers, a tranquilizer rifle with mutadone and haloperidol cartridges
- The 2 racks hold: 2 heavy armours with Nanotrasen Helmets, 2 bomb disposal suits and helmets, 2 Thermal Scanners, ...
- The orange crate: A flamethrower, some fuel canisters, and a flare gun with a box of extra flares
- The grey crate: 6 'Tactical Grenades' boxes on the table adjacent to it, each containing 2 flashbangs, 2 smoke grenades, 2 cryo grenades and 1 incendiary grenade.
- On the tables there are 2 grenade launchers, 2 boxes of smoke grenades, 2 boxes of riot grenades, another box of Tactical Grenades and an emergency injector 'atropine'.
- 2 canisters of N2O along with internals, a reserve tank of N2O, hooked up to a pipe system for releasing N2O into the hallway outside Security in case of rioting
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 Ammovend on the station, for refilling the riot shotguns and a recharger for the energy-based weapons
Armory | |
Location | |
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HoS's toy chest | |
The Armoury is a special room for all the special situations where the standard taser and stun baton won't do. Within the layers of reinforced wall, electrified steel grilles, and IR beams are the following objects:
- Anti-riot equipment, including lockers containing (shotguns and flashbangs and a canister of N2O along with internals on the rack
- A bomb squad locker with EOD suits
- Several laser arrays on the table, for when the pod tasers aren't enough
- Electropacks, straightjackets and IV drips for executions
- A tranq rifle for stopping drug-fueled rampages
- A backup communications console.
While anybody can made their way past the doors, generally only an EMAG or the HoS card himself can open the lockers.
Armory | |
Location | |
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HoS's toy cabinet | |
This page is under construction. The following information may be incomplete. You can help by adding missing information or formatting. |
The Armory is where the place where the big boy toys are kept, under the watchful eye of the Head of Security standing guard in the office nearby. These are supposed to be saved for emergencies in-game situations, like rampaging antagonists. While anybody can break their way through the doors or even the walls, generally only an EMAG or the HoS himself can open the crates.
For the pathologically curious:
- A canister of N2O along with internals on the rack
- Electropacks, straightjackets and IV drips for executions
- A tranq rifle for stopping drug-fueled rampages
- A backup communications console.
Armory | |
Location | |
---|---|
HoS's toy box | |
This page is under construction. The following information may be incomplete. You can help by adding missing information or formatting. |
When ship is rocked by riots and once-loyal crew gone postal, the Head of Security will sound a clarion call to arms and open up the Armory. This little garrison is where the big boy toys are kept, under the watchful eye of the Head of Security in their office nearby. While anybody can break their way through the doors or even the walls, generally only an EMAG or the HoS himself can open the crates.
For the pathologically curious:
- A canister of N2O along with internals on the rack
- Several laser arrays on the table, for when the pod tasers aren't enough *Electropacks, straightjackets and IV drips for executions
- A tranq rifle for stopping drug-fueled rampages
- A backup communications console.