Armory: Difference between revisions

From BeeStation Wiki
Jump to navigation Jump to search
imported>Steelpoint
(Added in new bomb in armoury)
m (Added Delta Tab)
 
(11 intermediate revisions by 7 users not shown)
Line 1: Line 1:
<tabs>
<tab name="BoxStation">
{{Location
{{Location
  |headerbgcolor=darkred
  |headerbgcolor=darkred
Line 5: Line 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
Line 21: Line 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
 
===Weaponry===
*Three energy guns
*Three laser guns
*Three hybrid taser
*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 [[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.
</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.
 
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 tasers
*Three energy guns
*Three energy guns
*Three laser 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
*Three sets of riot gear
*Three mobile blockades
*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
*Three portable flashers and a wrench to secure them
*An Ablative armor vest
*Evidence bags and handcuffs
*A Bulletproof vest
*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 [[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>
<tab name="DeltaStation">
{{Location
|headerbgcolor=darkred
|headerfontcolor=white
|imagebgcolor=#ff9999
|name=The Armory
|image=DeltaArmory.png
|big_image=[[DeltaArmory.png]]
|department=Security
|exits= South to [[Security_Offices|Equipment room]], West to [[Brig#Warden.27s_Office|Warden's office]].
|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.
 
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 north 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 tasers
*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
*An EOD suit
*A Security bio suit
*A security bio suit
*Boxes of flashbangs, evidence bags and handcuffs
 
===Miscellaneous Items===
*Deployable security barrier grenades
*Three portable flashers and a wrench to secure them
*Evidence bags and handcuffs
*Six gas masks
*Six gas masks
*Three weapon charging stations
*Three weapon charging stations
*A pepperspray dispenser
*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
*Disarmed Syndicate bomb (Used for training in disarming a live bomb)
*Disarmed Syndicate bomb (used for training in disarming a live bomb)
 
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==
Line 48: Line 210:
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, 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.


#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.
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.
#Attempt to exit the station discreetly through the [[Escape Shuttle Hallway]] airlocks.
</tab>
#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.
<tab name="PubbyStation">
#[[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.
{{Location
#Once you have removed the wall, take your wrench and remove the rack that may be in your way.
|headerbgcolor=darkred
#Weld the entrance doors shut if you want to troll security and loot the armory to your heart's content.
|headerfontcolor=white
|imagebgcolor=#ff9999
|name=The Armory
|image=Pubby_Armory.png
|big_image=[[Pubby_Armory.png]]
|department=Security
|exits= South to [[Brig|Warden's Office]].
|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.


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 north 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.


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.
Inventory includes


===Weaponry===
*Four tasers
*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 [[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==


[[Category:locations]]
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>
<tab name="FlandStation">
{{Location
|headerbgcolor=darkred
|headerfontcolor=white
|imagebgcolor=#ff9999
|name=The Armory
|image=FlandArmory.png
|big_image=[[FlandArmory.png]]
|department=Security
|exits= East to [[Brig]].
|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 west wall, accessible from [[Maintenance]].
 
People who break into the armory are usually given harsh sentences, ranging from a long time in the [[brig]].
|sec_level=Maximum
|style=Storage
|balance=--
|other=--
}}
 
On Fland, the armory is located in the bottom left of the [[Brig]] in front of the [[Brig#Warden.27s_Office|Warden's Office]]. It is composed of a single main room that 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 tasers
*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 [[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. If you have the means of easily hacking doors, the easiest way is to enter [[Brig]] through the southern entrance and run, be careful though as the warden will immediately spot you if they are in their office.


The only other way is safer but requires more preparation. You'll have to gain access to [[Maintenance]] and find a way to break through the reinforced walls, either by deconstructing it which takes a long time and requires almost every tools, or by using [[Guide_to_chemistry#Thermite|Thermite]], or by using strong explosives (if you don't care about stealth).
Once you're in, watch for Armsky (the securitron), he will jump on you if you pick up a weapon without proper authorization.


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}}

Latest revision as of 15:16, 17 October 2022

Security Area
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
Locations on beestation



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 hybrid taser
  • 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
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
Locations on beestation



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 tasers
  • 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.

Security Area
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 to Equipment room, West to Warden's office.
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
Locations on beestation



The armory is located north 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 tasers
  • 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.

Security Area
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 to Warden's Office.
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
Locations on beestation



The armory is located north 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 tasers
  • 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.

Security Area
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 west wall, accessible from Maintenance.

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

Obvious exits East to Brig.
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
Locations on beestation



On Fland, the armory is located in the bottom left of the Brig in front of the Warden's Office. It is composed of a single main room that 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 tasers
  • 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. If you have the means of easily hacking doors, the easiest way is to enter Brig through the southern entrance and run, be careful though as the warden will immediately spot you if they are in their office.

The only other way is safer but requires more preparation. You'll have to gain access to Maintenance and find a way to break through the reinforced walls, either by deconstructing it which takes a long time and requires almost every tools, or by using Thermite, or by using strong explosives (if you don't care about stealth). Once you're in, watch for Armsky (the securitron), he will jump on you if you pick up a weapon without proper authorization.

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.

General Recreational Medical Logistics Science Engineering Security Command Upkeep Outside