Armory: Difference between revisions
added ion rifle, small changes
imported>Steelpoint (Added in new bomb in armoury) |
imported>Bandit (added ion rifle, small changes) |
||
Line 21: | Line 21: | ||
}} | }} | ||
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: | Inventory includes: | ||
*Three energy guns | *Three energy guns | ||
*Three laser guns | *Three laser guns | ||
*One ion rifle | |||
*Three sets of riot gear | *Three sets of riot gear | ||
*Three mobile blockades | *Three mobile blockades | ||
*Three portable flashers and a wrench to secure them | *Three portable flashers and a wrench to secure them | ||
*An | *An ablative armor vest | ||
*A | *A bulletproof vest | ||
*An EOD suit | *An EOD suit | ||
*A | *A security bio suit | ||
*Boxes of flashbangs, evidence bags and handcuffs | *Boxes of flashbangs, evidence bags and handcuffs | ||
*Six gas masks | *Six gas masks | ||
*Three weapon charging stations | *Three weapon charging stations | ||
*A | *A pepper spray dispenser | ||
*Boxes of tracking and chemical implants | *Boxes of tracking and chemical implants | ||
*A lockbox of loyalty implants | *A lockbox of loyalty implants | ||
*Disarmed Syndicate bomb ( | *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== | ==Gaining Entry== | ||
Line 48: | Line 48: | ||
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]]. | 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- | 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, | #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 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. | #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. | #[[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 wrench and remove the rack that may be in your way. | #Once you have removed the wall, take your wrench and remove the 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. | |||