Armory: различия между версиями

imported>Kingofkosmos
Нет описания правки
imported>Tiresoup2
м (Replaces "tasers" with "disablers" for meta armory.)
 
(не показаны 23 промежуточные версии 9 участников)
Строка 1: Строка 1:
<tabs>
<tab name="BoxStation">
{{Location
{{Location
  |headerbgcolor=darkred
  |headerbgcolor=darkred
Строка 5: Строка 7:
  |name=The Armory
  |name=The Armory
  |image=Armory.png
  |image=Armory.png
|big_image=http://puu.sh/3EHur.png
  |department=Security
  |department=Security
  |exits= [[Brig|Warden's Office]] south, [[Security Offices]] southwest
  |exits= [[Brig|Warden's Office]] south, [[Security Offices]] southwest
Строка 21: Строка 22:
  }}
  }}


It is located in the middle of the security sector, attached to the [[Brig#Warden's Office|warden's office]]. Includes a sectioned area for dangerous [[Syndicate Items|contraband]] items. Requires Armory access to enter.
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 laser guns
===Weaponry===
*three sets of riot gear
*Three energy guns
*three mobile blockades
*Three laser guns
*three portable flashers and a wrench to secure them
*Three disablers
*an Ablative armor vest
*One ion rifle
*a Bulletproof vest
*One security temperature gun
*an EOD suit
*Three Riot Shotguns
*a Security bio suit
*Six boxes of rubber shots
*boxes of flashbangs, evidence bags and handcuffs
*A box of Tear Gas Grenades
*six gas masks
*A box of Flashbang Grenades
*three weapon charging stations
*Locker with lethal shotgun shells
*a Pepperspray dispenser
*One DRAGnet
 
===Armour===
*Three sets of riot gear
*Two Security Hardsuits
*A reflector vest
*Three bulletproof vests
*Three bulletproof helmets
 
===Miscellaneous Items===
*Deployable security barrier grenades
*Three portable flashers and a toolbox to secure them
*Evidence bags and handcuffs
*A pepper spray dispenser
*Boxes of tracking and chemical implants
*Boxes of tracking and chemical implants
*A lockbox of loyalty implants
*A lockbox of mindshield implants
*A contraband locker
*A secway and the key for it


Obviously the armory is a prime target, 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.


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==
Строка 47: Строка 63:
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- it has one layer of reinforced walls separating it from space. To do so, follow these steps:
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, go get a space heater and tug it along with you. In addition, grab a tool belt.
#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.
#Attempt to exit the station discreetly through the [[Escape Shuttle Hallway]] airlocks.
#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 tools and remove the windows and/or rack that may be in your way.
#Weld the entrance doors shut if you want to troll security and loot the armory to your heart's content.
#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.
</tab>


<tab name="MetaStation">
{{Location
|headerbgcolor=darkred
|headerfontcolor=white
|imagebgcolor=#ff9999
|name=The Armory
|image=ArmoryMETA.png
|big_image=[[ArmoryMETA.png]]
|department=Security
|exits= South east to [[Brig|Warden's Office]], south west to [[Security Offices]]
|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 Holodeck is a good place to stash your plunder if you're looking to make multiple rounds due to it's proximity and lack of use.
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.
|sec_level=Maximum
|style=Storage
|balance=--
|other=--
}}


The armory is located in the middle of the security sector, the main body separated from the [[Brig#Warden's Office|warden's office]] by a small antechamber. While the main room stocks high security items such as energy weapons, shotguns and various kinds of armor for military engagement, the smaller foyer holds low-invasivion implanting devices, a bomb disposals and a biological hazard disposal suit, some spare flashbangs and deployable security barrier.


Inventory includes


===Weaponry===
*Four disablers
*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
*A reflector vest
*A bulletproof vest
*An EOD suit
*A security bio suit


===Miscellaneous Items===
*Deployable security barrier grenades
*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 mindshield implants
*Disarmed Syndicate bomb (used for training in disarming a live bomb)


[[Category:locations]]
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 any obstacle 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.
</tab>
</tabs>
[[Category:locations]]
{{Locations}}
{{Locations}}

Текущая версия от 22:08, 6 декабря 2021

Security Area
Armory.png
The Armory
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.

Obvious exits Warden's Office south, Security Offices southwest
Purpose Stores various valuable and dangerous pieces of equipment.
Access level Armory
Noteworthy contents Guns and armour.
Clearance Captain, Head of Security, Warden
Security level Maximum
Style Storage
Balance Requirements
Other Notes
Jobstemp.png Локации на /BANDA/station



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
  • Three disablers
  • One ion rifle
  • One security temperature gun
  • Three Riot Shotguns
  • Six boxes of rubber shots
  • A box of Tear Gas Grenades
  • A box of Flashbang Grenades
  • Locker with lethal shotgun shells
  • One DRAGnet

Armour

  • Three sets of riot gear
  • Two Security Hardsuits
  • A reflector vest
  • Three bulletproof vests
  • Three bulletproof helmets

Miscellaneous Items

  • Deployable security barrier grenades
  • Three portable flashers and a toolbox to secure them
  • Evidence bags and handcuffs
  • A pepper spray dispenser
  • Boxes of tracking and chemical implants
  • A lockbox of mindshield implants
  • A contraband locker
  • A secway and the key for it


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.

Security Area
ArmoryMETA.png
The Armory
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.

Obvious exits South east to Warden's Office, south west to Security Offices
Purpose Stores various valuable and dangerous pieces of equipment.
Access level Armory
Noteworthy contents Guns and armour.
Clearance Captain, Head of Security, Warden
Security level Maximum
Style Storage
Balance Requirements
Other Notes
Jobstemp.png Локации на /BANDA/station



The armory is located in the middle of the security sector, the main body separated from the warden's office by a small antechamber. While the main room stocks high security items such as energy weapons, shotguns and various kinds of armor for military engagement, the smaller foyer holds low-invasivion implanting devices, a bomb disposals and a biological hazard disposal suit, some spare flashbangs and deployable security barrier.

Inventory includes

Weaponry

  • Four disablers
  • 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
  • A reflector vest
  • A bulletproof vest
  • An EOD suit
  • A security bio suit

Miscellaneous Items

  • Deployable security barrier grenades
  • 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 mindshield 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 any obstacle 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.