Armory: Difference between revisions

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{{Needs revision|Add picture, reformat text.|--[[User:AsV9|AsV]] ([[User talk:AsV9|talk]]) 20:51, 24 August 2014 (UTC)}}
{{Location
The Armory! a place where alot of security's weapons are held at! located at the far north of the station
|headerbgcolor=darkred
ID access: Warden, Captain, or HOS
|headerfontcolor=white
Traitor motive: can be armed and actually dangerous!
|imagebgcolor=#ff9999
|name=The Armory
|image=Armory.png
|department=Security
|exits= [[Brig|Warden's Office]] south, [[Security Offices]] southwest
|purpose=Stores various valuable and dangerous pieces of equipment.
|access=Armory
|contents=Guns and armour.
|clearance=[[Captain]], [[Head of Security]], [[Warden]]
|description=This is where the spare [[Security items#Energy Gun|energy guns]] and [[Security items#Laser Gun|laser guns]] are kept. The armory is one of the most secure rooms on the station, second only to the [[AI Core]] in protection. The armory is also a common target for traitors looking to arm themselves, with the most vulnerable area being the north wall, which is accessible from space.


The armory, what an odd thing to have on board a Research Station. Packed full of a variety of lethal and non-lethal weaponry. Energy Guns, Laser guns, Tasers, Ion Rifles, Riot gear, Stun-Batons, and the list goes on. Almost every kind of weapon for any kind of problem!
People who break into the armory are usually given harsh sentences, ranging from a long time in the [[brig]] to [[Prison Wing|permabrigging]] or execution.
Be wary though, it should be protected at all times by the Warden. No body is allowed to enter the armory without explicit permission/access from the HoS or Captain.
|sec_level=Maximum
It is sometimes considered a good idea for the stations AI to bolt the doors down but that is completely optional of course.
|style=Storage
|balance=--
|other=--
}}


Be warned, powerful explosives can pound through the outer walls of the armory leading into space. Obviously, enemies that are desperate enough to attempt this are dangerous and need to be dealt with and detained swiftly for the sake of the entire station.
The armory is located in the middle of the security sector, separated by windoors from the [[Brig#Warden's Office|warden's office]]. Includes a sectioned area for dangerous [[Syndicate Items|contraband]] items. Requires Armory access to enter.
 
Inventory includes
 
===Weaponry===
*Three energy guns
*Three laser guns
*One ion rifle
*Two Riot Shotguns
*Eight additional Shotgun Shells
*A box of Tear Gas Grenades
*A box of Flashbang Grenades
 
===Armour===
*Three sets of riot gear
*Two Security Space Suits
*An ablative armor vest
*A bulletproof vest
*An EOD suit
*A security bio suit
 
===Miscellaneous Items===
*Three mobile blockades
*Three portable flashers and a wrench to secure them
*Evidence bags and handcuffs
*Six gas masks
*Three weapon charging stations
*A pepper spray dispenser
*Boxes of tracking and chemical implants
*A lockbox of loyalty implants
*Disarmed Syndicate bomb (used for training in disarming a live bomb)
 
The armory is unsurprisingly a prime target for [[traitor]]s and [[nuclear operative]]s, and it is the job of the Warden to watch over it. Breaking in or trespassing is justification for [[Space Law|permanent incarceration]] or even summary execution if the violator proves to be dangerous.
 
==Gaining Entry==
 
If you're looking to gain entry to the armory for [[Traitor|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 [[robust|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 [[Assistant|don't]] [[Librarian|have]] [[Chef|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 warning sign and a security camera, which you may want to disable.
#[[Guide to construction#Reinforced_walls_2|Deconstruct]] one of the reinforced walls next to the three-panel walkway. 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 the windows and/or rack 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.
 
 
[[Category:locations]]
 
 
 
 
 
{{Locations}}

Revision as of 11:35, 29 December 2014

Undefined Location
link=File:Armory.png}}
This is where the spare energy guns and laser guns are kept. The armory is one of the most secure rooms on the station, second only to the AI Core in protection. The armory is also a common target for traitors looking to arm themselves, with the most vulnerable area being the north wall, which is accessible from space.

People who break into the armory are usually given harsh sentences, ranging from a long time in the brig to permabrigging or execution.

Purpose: Stores various valuable and dangerous pieces of equipment.
Key items: None
Workers: None
Access: Armory
Exits: Warden's Office south, Security Offices southwest
Security


The armory is located in the middle of the security sector, separated by windoors from the warden's office. Includes a sectioned area for dangerous contraband items. Requires Armory access to enter.

Inventory includes

Weaponry

  • Three energy guns
  • Three laser guns
  • One ion rifle
  • Two Riot Shotguns
  • Eight additional Shotgun Shells
  • A box of Tear Gas Grenades
  • A box of Flashbang Grenades

Armour

  • Three sets of riot gear
  • Two Security Space Suits
  • An ablative armor vest
  • A bulletproof vest
  • An EOD suit
  • A security bio suit

Miscellaneous Items

  • Three mobile blockades
  • Three portable flashers and a wrench to secure them
  • Evidence bags and handcuffs
  • Six gas masks
  • Three weapon charging stations
  • A pepper spray dispenser
  • Boxes of tracking and chemical implants
  • A lockbox of loyalty implants
  • Disarmed Syndicate bomb (used for training in disarming a live bomb)

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 is justification for permanent incarceration or even summary execution if the violator proves to be dangerous.

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:

  1. 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.
  2. Exit the station discreetly through the Escape Shuttle Hallway airlocks.
  3. 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 warning sign and a security camera, which you may want to disable.
  4. Deconstruct one of the reinforced walls next to the three-panel walkway. 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.
  5. Once you have removed the wall, take your tools and remove the windows and/or rack that may be in your way.
  6. 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.



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