Armory
The Armory | |
The armory is one of the most secure rooms on the station, second only to the AI Core in protection. | |
Purpose: | Stores various valuable and dangerous pieces of equipment. |
Key items: | Guns and armor. |
Workers: | Warden |
Access: | Captain, Head of Security, Warden |
Exits: | Warden's Office south, Security Office east |
Security |
Armory Entry
The armory entry is located in the security sector, separated by windoors from the warden's office which require armory access to enter. It is the southern section of the armory.
It contains:
- A
smoke machine, which can be filled with the provided pepper spray. Useful for controlling a large amount of troublesome crew.
- A
contraband locker, which is to be filled with any confiscated items that cannot or should not be returned to their original place. Syndicate items should be placed here.
- Five
portable flashers, which can be setup to slow or stun any unwanted company.
- Two
suit storage units, containing a
security hardsuit,
gas mask and
combat magboots.
- Three
airlock braces, used for security airlocks. Most commonly seen placed onto the main armory airlock.
- Spare equipment, such as flashbangs and sunglasses.
Armory
The main armory is located in the security sector, separated by an airlock which requires armory access to enter. It is the northern section of the armory. The armory is unsurprisingly a prime target for traitors and nuclear operatives, and it is the job of the Warden to watch over it. Breaking in or trespassing can be justification for permanent incarceration or even summary execution if the violator proves to be dangerous.
It contains:
- Guns: Three
energy guns,
laser guns and
disablers.
- Reflective: A
reflective jacket, a
temperature gun and an
ion rifle.
- Riot: Three
riot shields,
riot helmets,
riot suits and
riot shotguns.
- Bulletproof: Three
bulletproof vests and
bulletproof helmets.
- Boxes: Teargas grenades, chemical kits, flashbangs and handcuffs.
- The back of the armory holds mindshield implants, DRAGnets and lockers.
Gaining Entry
If you're looking to gain entry to the armory for no reason in particular, you're going to have a very tough time if you aren't the Warden, Captain, or Head of Security. It is possible to get the warden's permission to gain entry if you're a security officer, but for any other class you're probably going to have to break in. Because the armory is at the very back of the security department, hacking every door you encounter isn't a likely option as you will probably be caught and swiftly robusted.
In order to safely gain entry without being detected, you're going to have to exploit the sole weakness that the armory's location has: only one layer of reinforced wall separates it from space. To do so, follow these steps:
- Prepare yourself for space travel: acquire internals and a space/hard suit. If you don't have access to either of those, get a space heater and tug it along with you. In addition, grab a toolbelt.
- Exit the station discreetly through the Escape Shuttle Hallway airlocks.
- Cling to the wall and keep going up, until you near the holodeck. Take a left. Pass the Head of Security's office (or steal his locker) and keep on going left until you find a security camera, which you may want to disable.
- Deconstruct one of the reinforced walls. This process may require two welding tools in the event you used your first previously. Note that using an RCD will not work on these walls.
- Once you have removed the wall, take your tools and remove anything that may be in your way.
- Loot the armory to your heart's content.
The holodeck is a good place to stash your plunder if you're looking to make multiple rounds due to its proximity and lack of use.
Note: Sergeant-at-Armsky usually patrols the armory, he is set to detain which means he will repeatedly stun you. Be prepared to trap, EMP or destroy him.
The Armory | |
The armory is one of the most secure rooms on the station, second only to the AI Core in protection. | |
Purpose: | Stores various valuable and dangerous pieces of equipment. |
Key items: | Guns and armor. |
Workers: | Warden |
Access: | Captain, Head of Security, Warden |
Exits: | Security Office south, Warden's Office west |
Security |
Armory
The armory is located in the security sector, separated by airlocks from the warden's office which require armory access to enter. The armory is unsurprisingly a prime target for traitors and nuclear operatives, and it is the job of the Warden to watch over it. Breaking in or trespassing can be justification for permanent incarceration or even summary execution if the violator proves to be dangerous.
It contains:
- A
contraband locker, which is to be filled with any confiscated items that cannot or should not be returned to their original place. Syndicate items should be placed here.
- Three
portable flashers, which can be setup to slow or stun any unwanted company.
- Guns: Three
energy guns,
laser guns and
disablers.
- Reflective: A
reflective jacket, a
temperature gun and an
ion rifle.
- Riot: Three
riot shields,
riot helmets,
riot suits and
riot shotguns.
- Armor: Three
armor vests and
armor helmets.
- Bulletproof: Three
bulletproof vests and
bulletproof helmets.
- Boxes: Teargas grenades, chemical kits, flashbangs and handcuffs.
- Other: Mindshield implants and DRAGnets.
Gaining Entry
If you're looking to gain entry to the armory for no reason in particular, you're going to have a very tough time if you aren't the Warden, Captain, or Head of Security. It is possible to get the warden's permission to gain entry if you're a security officer, but for any other class you're probably going to have to break in. Because the armory is at the very back of the security department, hacking every door you encounter isn't a likely option as you will probably be caught and swiftly robusted.
In order to safely gain entry without being detected, you're going to have to exploit the sole weakness that the armory's location has: only one layer of reinforced wall separates it from space. To do so, follow these steps:
- Prepare yourself for space travel: acquire internals and a space/hard suit. If you don't have access to either of those, get a space heater and tug it along with you. In addition, grab a toolbelt.
- Exit the station discreetly through the Escape Shuttle Hallway airlocks.
- Go right and cling to the wall, until you reach the solars. Go north past the holodeck until you find a security camera, which you may want to disable.
- Deconstruct one of the reinforced walls. Note that using an RCD will not work on these walls.
- Once you have removed the wall, take your tools and remove anything that may be in your way.
- Loot the armory to your heart's content.
The holodeck is a good place to stash your plunder if you're looking to make multiple rounds due to its proximity and lack of use.
The Armory | |
The armory is one of the most secure rooms on the station, second only to the AI Core in protection. | |
Purpose: | Stores various valuable and dangerous pieces of equipment. |
Key items: | Guns and armor. |
Workers: | Warden |
Access: | Captain, Head of Security, Warden |
Exits: | Warden's Office south |
Security |
Armory Entry
The armory entry is located in the security sector, separated by a yellow and black line from the warden's office.
It contains:
- A
smoke machine, which can be filled with the provided pepper spray. Useful for controlling a large amount of troublesome crew.
- A
contraband locker, which is to be filled with any confiscated items that cannot or should not be returned to their original place. Syndicate items should be placed here.
- Two
portable flashers, which can be setup to slow or stun any unwanted company.
- Two
suit storage units, containing a
security hardsuit,
gas mask and
combat magboots.
- Three
airlock braces, used for security airlocks. Most commonly seen placed onto the main armory airlock.
- Spare equipment, such as flashbangs and sunglasses.
Armory
The main armory is located in the security sector, separated by windoors which require armory access to enter. It is the northern section of the armory. The armory is unsurprisingly a prime target for traitors and nuclear operatives, and it is the job of the Warden to watch over it. Breaking in or trespassing can be justification for permanent incarceration or even summary execution if the violator proves to be dangerous.
It contains:
- Guns: Three
energy guns,
laser guns and
disablers.
- Reflective: A
reflective jacket, a
temperature gun and an
ion rifle.
- Riot: Three
riot shields,
riot helmets,
riot suits and
riot shotguns.
- Bulletproof: Three
bulletproof vests and
bulletproof helmets.
- Boxes: Teargas grenades, chemical kits, flashbangs and handcuffs.
- The armory also holds mindshield implants, DRAGnets and lockers.
Gaining Entry
If you're looking to gain entry to the armory for no reason in particular, you're going to have a very tough time if you aren't the Warden, Captain, or Head of Security. It is possible to get the warden's permission to gain entry if you're a security officer, but for any other class you're probably going to have to break in. Because the armory is at the very back of the security department, hacking every door you encounter isn't a likely option as you will probably be caught and swiftly robusted.
In order to safely gain entry without being detected, you're going to have to exploit the sole weakness that the armory's location has: only one layer of reinforced wall separates it from space. To do so, follow these steps:
- Prepare yourself for space travel: acquire internals and a space/hard suit. If you don't have access to either of those, get a space heater and tug it along with you. In addition, grab a toolbelt.
- Exit the station discreetly through the Escape Shuttle Hallway airlocks.
- Cling to the wall and keep going west, pass the Labor Camp dock and keep on going left until you find a security camera, which you may want to disable.
- Deconstruct one of the reinforced walls. This process may require two welding tools in the event you used your first previously. Note that using an RCD will not work on these walls.
- Once you have removed the wall, take your tools and remove anything that may be in your way.
- Loot the armory to your heart's content.
Note: Sergeant-at-Armsky usually patrols the armory, he is set to detain which means he will repeatedly stun you. Be prepared to trap, EMP or destroy him.
The Armory | |
The armory is one of the most secure rooms on the station, second only to the AI Core in protection. | |
Purpose: | Stores various valuable and dangerous pieces of equipment. |
Key items: | Guns and armor. |
Workers: | Warden |
Access: | Captain, Head of Security, Warden |
Exits: | North to Brig, east to Equipment Room, west to Head of Security's Office |
Security |
Armory
The armory is located in the security sector, separated by an airlock or shutters which require armory access to enter. The armory is unsurprisingly a prime target for traitors and nuclear operatives, and it is the job of the Warden to watch over it. Breaking in or trespassing can be justification for permanent incarceration or even summary execution if the violator proves to be dangerous.
It contains:
- Guns: Three
energy guns,
laser guns and
disablers.
- Reflective: A
reflective jacket, a
temperature gun and an
ion rifle.
- Riot: Three
riot shields,
riot helmets,
riot suits and
riot shotguns.
- Bulletproof: Three
bulletproof vests and
bulletproof helmets.
- Boxes: Teargas grenades, chemical kits, tracking kits, flashbangs and handcuffs.
- Mindshield implants and DRAGnets.
Gaining Entry
Note: Sergeant-at-Armsky usually patrols the armory, he is set to detain which means he will repeatedly stun you. Be prepared to trap, EMP or destroy him.
The Armory | |
The armory is one of the most secure rooms on the station, second only to the AI Core in protection. | |
Purpose: | Stores various valuable and dangerous pieces of equipment. |
Key items: | Guns and armor. |
Workers: | Warden |
Access: | Captain, Head of Security, Warden |
Exits: | Warden's Office and Security Office south |
Security |
Armory
The armory is located in the security sector, separated by an airlock from the warden's office which requires armory access to enter. The armory is unsurprisingly a prime target for traitors and nuclear operatives, and it is the job of the Warden to watch over it. Breaking in or trespassing can be justification for permanent incarceration or even summary execution if the violator proves to be dangerous.
It contains:
- A
contraband locker, which is to be filled with any confiscated items that cannot or should not be returned to their original place. Syndicate items should be placed here.
- Guns: Three
energy guns,
laser guns and
disablers.
- Riot: Three
riot shields,
riot helmets,
riot suits and
riot shotguns.
- Bulletproof: Three
bulletproof vests and
bulletproof helmets.
- Reflective: A
reflective jacket, a
temperature gun and an
ion rifle.
- Other: Flashbangs, teargas grenades and DRAGnets.
Gaining Entry
If you're looking to gain entry to the armory for no reason in particular, you're going to have a very tough time if you aren't the Warden, Captain, or Head of Security. It is possible to get the warden's permission to gain entry if you're a security officer, but for any other class you're probably going to have to break in. Because the armory is at the very back of the security department, hacking every door you encounter isn't a likely option as you will probably be caught and swiftly robusted.
In order to safely gain entry without being detected, you're going to have to exploit the sole weakness that the armory's location has: only one layer of reinforced wall separates it from space. To do so, follow these steps:
- Prepare yourself for space travel: acquire internals and a space/hard suit. If you don't have access to either of those, get a space heater and tug it along with you. In addition, grab a toolbelt.
- Exit the station discreetly through the Arrivals airlocks.
- Cling to the wall and keep going up, until you reach some plating. Take a right. Pass the solars and keep on going right until you find a security camera, which you may want to disable.
- Deconstruct one of the reinforced walls. This process may require two welding tools in the event you used your first previously. Note that using an RCD will not work on these walls.
- Once you have removed the wall, take your tools and remove anything that may be in your way.
- Loot the armory to your heart's content.
The holodeck is a good place to stash your plunder if you're looking to make multiple rounds due to its proximity and lack of use.
Note: Sergeant-at-Armsky usually patrols the armory, he is set to detain which means he will repeatedly stun you. Be prepared to trap, EMP or destroy him.
The Armory | |
The armory is one of the most secure rooms on the station, second only to the AI Core in protection. | |
Purpose: | Stores various valuable and dangerous pieces of equipment. |
Key items: | Guns and armor. |
Workers: | None |
Access: | Captain |
Exits: | Brig south |
Security |
Armory
The armory is located in the security sector, separated by an airlock from the Brig which requires armory access to enter. The armory is unsurprisingly a prime target for traitors. Breaking in or trespassing can be justification for permanent incarceration or even summary execution if the violator proves to be dangerous.
It contains:
- Guns: Three
energy guns and
disablers.
- Riot: Three
riot shields,
riot helmets,
riot suits and
riot shotguns.
- Bulletproof: Three
bulletproof vests and
bulletproof helmets.
- Reflective: A
reflective jacket, a
temperature gun and an
ion rifle.
Gaining Entry
If you're looking to gain entry to the armory for no reason in particular, you're going to have a very tough time if you aren't the Captain. Because the armory is at the very back of the security department, hacking every door you encounter isn't a likely option as you will probably be caught and swiftly robusted.
In order to safely gain entry without being detected, you're going to have to exploit the sole weakness that the armory's location has: only one layer of reinforced wall and some rocks that separate it from space. To do so, follow these steps:
- Prepare yourself for space travel: acquire internals and a space/hard suit. If you don't have access to either of those, get a space heater and tug it along with you. In addition, grab a toolbelt and a pickaxe.
- Exit the station discreetly through the Escape airlocks.
- Cling to the wall and keep going up, until you reach cargo. Take a left. Pass the command sector and keep on going left until you find some rocks and warning signs.
- Dig through the rocks with a pickaxe, then deconstruct one of the reinforced walls. You will know it is the correct wall as there are two wooden barricade next to it. Note that using an RCD will not work on these walls.
- Once you have removed the wall, take your tools and remove anything that may be in your way.
- Loot the armory to your heart's content.
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