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	<title>FTL13 - User contributions [en]</title>
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	<updated>2026-04-06T03:06:39Z</updated>
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		<id>https://ftl13.com/w/index.php?title=Armory&amp;diff=7553</id>
		<title>Armory</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Armory&amp;diff=7553"/>
		<updated>2017-08-12T22:03:15Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: Added content to the armor and weapons, fixed errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NSV Astraeus&amp;quot;&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
 |headerbgcolor=darkred&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#ff9999&lt;br /&gt;
 |name=The Armory&lt;br /&gt;
 |image=FTLArmory.PNG&lt;br /&gt;
 |department=Security&lt;br /&gt;
 |exits= The only door. That can&#039;t be hard.&lt;br /&gt;
 |purpose=Stores various valuable and dangerous pieces of equipment.&lt;br /&gt;
 |access=Armory&lt;br /&gt;
 |contents=Guns and armour.&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Security]], [[Master-at-Arms]]&lt;br /&gt;
 |description=Just because there&#039;s an ion rifle &#039;&#039;and&#039;&#039; a sniper doesn&#039;t mean you should dual wield them.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=Storage&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The armory is located on the left side of the security sector, surrounded with reinforced walls and with two door entrance.. The armory has a separate area for specialized armor and sniper rifle along with one of each ammo type for the sniper. Requires Armory access to enter.&lt;br /&gt;
This is where the most important weapons are kept like [[Security items#Energy Gun|energy guns]] and [[Security items#WT-550 Assault Rifle|automatic rifles]]. The armory is not that secure and can be easily breached if you know how to destroy reinforced walls. The armory is also a common target for traitors looking to arm themselves, with the most vulnerable area being the western wall, which is accessible from maintenance tunnel.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Inventory includes&lt;br /&gt;
&lt;br /&gt;
===Weaponry=== &lt;br /&gt;
*Three energy guns&lt;br /&gt;
*Three laser guns&lt;br /&gt;
*Three WT-550 Assault Rifles&lt;br /&gt;
*One ion rifle&lt;br /&gt;
*Three riot shotguns&lt;br /&gt;
*Sixteen additional Shotgun Shells&lt;br /&gt;
*Four WT-550 magazines (Lethal)&lt;br /&gt;
*A box of Tear Gas Grenades&lt;br /&gt;
*A box of Flashbang Grenades&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
*Two security hardsuits&lt;br /&gt;
*Three security helmet&lt;br /&gt;
&lt;br /&gt;
===Secure===&lt;br /&gt;
*Sniper rifle&lt;br /&gt;
*One magazine of each Sniper Rifle ammo (Tranquilizer, Hollow Point and Armor Piercing)&lt;br /&gt;
*One bulletproof armor vest&lt;br /&gt;
*One Ablative armor vest&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Items===&lt;br /&gt;
*One portable flasher and a wrench to secure them&lt;br /&gt;
*Evidence bag box&lt;br /&gt;
*Secure briefcase&lt;br /&gt;
*A box of handcuffs&lt;br /&gt;
&lt;br /&gt;
The armory is unsurprisingly a prime target for [[traitor]]s and [[Assistant|fools]], and it is the job of the Master-at-Arms 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NRV Aetherwhisp&amp;quot;&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
 |headerbgcolor=darkred&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#ff9999&lt;br /&gt;
 |name=The Armory&lt;br /&gt;
 |image=NRVArmory.PNG&lt;br /&gt;
 |department=Security&lt;br /&gt;
 |exits= The only door. That can&#039;t be hard.&lt;br /&gt;
 |purpose=Stores various valuable and dangerous pieces of equipment.&lt;br /&gt;
 |access=Armory&lt;br /&gt;
 |contents=Guns and armour.&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Security]], [[Master-at-Arms]]&lt;br /&gt;
 |description=This will all end up in the backpack of an Assistant anyway.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=Storage&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The armory is located on the left side of the security sector, surrounded with reinforced walls and a heavy door entrance. The armory has a separate area for specialized armor and sniper rifle along with one of each ammo type for the sniper. Requires Armory access to enter.&lt;br /&gt;
This is where the most important weapons are kept like [[Security items#Energy Gun|energy guns]] and [[Security items#WT-550 Assault Rifle|automatic rifles]]. The armory is not that secure and can be easily breached if you know how to destroy reinforced walls. The armory is also a common target for traitors looking to arm themselves, with the most vulnerable area being the western wall, which is accessible from maintenance tunnel.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Inventory includes&lt;br /&gt;
&lt;br /&gt;
===Weaponry=== &lt;br /&gt;
*Three energy guns&lt;br /&gt;
*Three laser guns&lt;br /&gt;
*One ion rifle&lt;br /&gt;
*Three riot shotguns&lt;br /&gt;
*Eight additional Shotgun Shells&lt;br /&gt;
*A box of Tear Gas Grenades&lt;br /&gt;
*A box of Flashbang Grenades&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
*Two security hardsuits&lt;br /&gt;
*Three WT-550 Assault Rifles&lt;br /&gt;
&lt;br /&gt;
===Secure===&lt;br /&gt;
*Sniper rifle&lt;br /&gt;
*One magazine of each Sniper Rifle ammo (Tranquilizer, Hollow Point and Armor Piercing)&lt;br /&gt;
*One bulletproof armor vest&lt;br /&gt;
*One Ablative armor vest&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Items===&lt;br /&gt;
*One portable flasher and a wrench to secure them&lt;br /&gt;
&lt;br /&gt;
The armory is unsurprisingly a prime target for [[traitor]]s and [[Assistant|fools]], and it is the job of the Master-at-Arms 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
==Gaining Entry==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking to gain entry to the armory for [[Traitor|no reason in particular]], you can get done with it fairly easy compared to other armories. It is possible to get the MA&#039;s permission to gain entry if you&#039;re a security officer, but for any other class you&#039;re probably going to have to break in. Luckily, armory is fairly near the main hallway and a maintenance tunnel, destroying the western armory walls is probably the easiest option. &lt;br /&gt;
&lt;br /&gt;
If you want to try your chances, you can [[Hacking|hack]] your way in, which can be difficult since it would mean hacking three doors before even reaching armory doors. You can also wait for enemy ship to breach the armory in a hellish barrage of MAC cannon fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dorms area is perfect for hiding the loot but you can use your workplace lockers, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6040</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6040"/>
		<updated>2016-11-07T13:47:42Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==You are the Bridge Officer!==&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Chain of Command===&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain-&amp;gt;[[Head of Personnel|HOP]]-&amp;gt;[[Chief Engineer|Chief Engineer]]-&amp;gt;Bridge Officer. The HoS cannot command both the ship and its security at the same time, and the CMO’s location is in Medical healing others. However, as a head of staff you should probably listen to them, but in the end you have authority over the bridge if the line of succession leads to you. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_status.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Note that it might be a good idea to ask Captain for location to jump to. In combat you should stay near the computer for emergency jumps. &#039;&#039;&#039;Remember:&#039;&#039;&#039;Inform the crew before you jump so they can get back on the ship or get busy things done such as prisoner moving.&lt;br /&gt;
&lt;br /&gt;
*Blue systems are NanoTrasen controlled&lt;br /&gt;
*Orange systems are Pirate controlled&lt;br /&gt;
*Red systems are Syndicate controlled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ringed planets have asteroids for miners to mine.&lt;br /&gt;
*Orbital Platforms are trading stations.&lt;br /&gt;
*Lava planets can be landed on.&lt;br /&gt;
*Gas Giants are worthless (For now)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations.&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. Also note that where you target determines the state of the salvageable wreck. If you shoot the bridge, don’t expect to get much out of it. Use this strategically to salvage certain items (weapons, etc) for your ship! Note that it is a good idea to ask Captain where to fire and what to keep intact.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
Exactly the same as the one is medical. Its uses are limited except for shouting at people whose suit sensors are disabled. Use this console to coordinate medical staff during a battle. You can expect the Chief Medical Officer to be manning this station.&lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
Used to monitor power usage and generation. Expect this to heavily change after the power revamp.&lt;br /&gt;
Chief Engineer may man this position.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the HOS wants to be on the bridge, he will probably use this one. &lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL or waiting on miners to mine ores, things can get boring. Here are a few ideas on how to stay busy during the lulls in action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Shout at people to activate suit sensors.&lt;br /&gt;
*Shout at Research to upgrade the phase cannon.&lt;br /&gt;
*Shout at Engineering to increase power output/fix the engine core.&lt;br /&gt;
*Have the Chef bring you some food to eat.&lt;br /&gt;
*Have the Bartender bring everyone drinks and get super drunk.&lt;br /&gt;
*Find station pets and sacrifice them to the gods of war. The gods might appreciate this.&lt;br /&gt;
*If you have done everything on this list, then shout at the people outside to hurry up and prepare for departure.&lt;br /&gt;
*Repeat.&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6039</id>
		<title>Guide to Bridge Officer</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Bridge_Officer&amp;diff=6039"/>
		<updated>2016-11-07T13:40:17Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: Added some more guidelines.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==You are the Bridge Officer!==&lt;br /&gt;
Naturally the [[Captain|captain]] cannot press every single button on the [[Bridge|bridge]] himself, so Centcom has employed multiple ~~assistants~~ [[Bridge Officer|HIGHLY TRAINED OFFICERS]] to press the buttons for him. When you join you will be automatically assigned a station to man. However, this is not a formal assignment so you and the other officers may switch places at will. This may sound dull, but worry not, many fun things await you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Chain of Command===&lt;br /&gt;
As a bridge officer you are not part of command staff like the Captain or HOP. You are on the same level as a standard department crewman, but you work on the bridge. Thus you must obey orders from all heads of staff, and your fancy uniform does not give you permission to order other people around. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In times of crisis the order of succession is Captain-&amp;gt;[[Head of Personnel|HOP]]-&amp;gt;[[Chief Engineer|Chief Engineer]]-&amp;gt;Bridge Officer. The HoS cannot command both the ship and its security at the same time, and the CMO’s location is in Medical healing others. However, as a head of staff you should probably listen to them, but in the end you have authority over the bridge if the line of succession leads to you. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bridge Stations==&lt;br /&gt;
===Navigation Console===&lt;br /&gt;
[[File:Helms_status.png|200px|thumb|right|One of the two main screens you&#039;ll be staring at.]]&lt;br /&gt;
This console is how you move the ship to various locations. You can click on different circles on the map. Each circle represents a solar system, each with multiple celestial bodies. Different colors correspond to different factions. When you click on them it opens a menu where you can jump to the system and see more info. At the top you can click the &amp;quot;Show Map&amp;quot; tab to view the map of the current solar system. Clicking on planets lets you see if there are any points of interest. Note that it might be a good idea to ask Captain for location to jump to. In combat you should stay near the computer for emergency jumps. &#039;&#039;&#039;Remember:&#039;&#039;&#039;Inform the crew before you jump so they can get back on the ship or get busy things done such as prisoner moving.&lt;br /&gt;
&lt;br /&gt;
*Blue systems are NanoTrasen controlled&lt;br /&gt;
*Orange systems are Pirate controlled&lt;br /&gt;
*Red systems are Syndicate controlled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ringed planets have asteroids for miners to mine.&lt;br /&gt;
*Orbital Platforms are trading stations.&lt;br /&gt;
*Lava planets can be landed on.&lt;br /&gt;
*Gas Giants are worthless (For now)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Captain’s orders determine where you should be going, as well as the mission assignment. Your ship has a max range for jumps, so you need to plan the best route to travel to faraway locations.&lt;br /&gt;
&lt;br /&gt;
===Tactical Console===&lt;br /&gt;
[[File:Weapons_console.png|200px|thumb|right|Normally there&#039;d be ships here on the screen, in the Targeting section. You&#039;d click them to target them.]]&lt;br /&gt;
This console is everything in ship combat. You can see your shields, your weapons systems, and the location of other ships in the system. Not all ships are hostile, but if you shoot at a neutral or friendly vessel, expect to start an intergalactic war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When looking at enemy vessels, be sure to note their location. If they are not at the same planet/nav beacon you are, then you are out of range and your shots will do nothing. Also, when firing at enemy ships, you can select various subsystems to target. Damaging and destroying these hinder the enemy ships. Destroying the shields makes it so they cannot block your shots, destroying the engines reduces their evasion, etc. Also note that where you target determines the state of the salvageable wreck. If you shoot the bridge, don’t expect to get much out of it. Use this strategically to salvage certain items (weapons, etc) for your ship! Note that it is a good idea to ask Captain where to fire and what to keep intact.&lt;br /&gt;
&lt;br /&gt;
===Crew Monitoring Console===&lt;br /&gt;
Exactly the same as the one is medical. Its uses are limited except for shouting at people whose suit sensors are disabled. Use this console to coordinate medical staff during a battle. You can expect the Chief Medical Officer to be manning this station.&lt;br /&gt;
&lt;br /&gt;
===Engineering Console===&lt;br /&gt;
Used to monitor power usage and generation. Expect this to heavily change after the power revamp.&lt;br /&gt;
Chief Engineer may man this position.&lt;br /&gt;
&lt;br /&gt;
===Security Console===&lt;br /&gt;
If the HOS wants to be on the bridge, he will probably use this one. &lt;br /&gt;
&lt;br /&gt;
==I am bored. What now?==&lt;br /&gt;
When you are in FTL or waiting on miners to mine ores, things can get boring. Here are a few ideas on how to stay busy during the lulls in action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Shout at people to activate suit sensors.&lt;br /&gt;
*Shout at Research to upgrade the phase cannon.&lt;br /&gt;
*Shout at Engineering to increase power output/fix the engine core.&lt;br /&gt;
*Have the Chef bring you some food to eat.&lt;br /&gt;
*Have the Bartender bring everyone drinks and get super drunk.&lt;br /&gt;
*Find station pets and sacrifice them to the gods of war. The gods might appreciate this.&lt;br /&gt;
*If you have done everything on this list, then shout at the people outside to hurry up and prepare for departure.&lt;br /&gt;
*Repeat.&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Library&amp;diff=6018</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Library&amp;diff=6018"/>
		<updated>2016-10-27T09:27:16Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: Deleted library from the wiki since we don&amp;#039;t have it. :c&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=E.V.A.&amp;diff=6017</id>
		<title>E.V.A.</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=E.V.A.&amp;diff=6017"/>
		<updated>2016-10-27T09:26:19Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Template:Location&lt;br /&gt;
 |headerbgcolor=#334e6d&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=lightblue&lt;br /&gt;
 |department = Command&lt;br /&gt;
 |name=E.V.A.&lt;br /&gt;
 |image=EVA.png&lt;br /&gt;
 |big_image=File:EVA.png&lt;br /&gt;
 |exits=Central Primary Hallway south both, [[maintenance]] west &lt;br /&gt;
 |purpose=Storage high value items&lt;br /&gt;
 |access=&lt;br /&gt;
 |contents=[[rcd|RCD]], four Suit Storage Units and [[space suit]]s inside them, two [[jetpack]]s, two pairs of [[magboots]], construction materials&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Personnel]], [[Chief Engineer]], [[Research Director]]&lt;br /&gt;
 |description=More like a bigger and more inclusive emergency closet&lt;br /&gt;
 |sec_level= High&lt;br /&gt;
 |style= Storage&lt;br /&gt;
 }}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
E.V.A. stands for Extra-Vehicular Activity, which means, in our case, spacewalking. The room can be accessed from the starboard hallway, or better known as southern hallway, and is located just a bit east from [[Dormitories|dorms]]. There is the &amp;quot;lobby&amp;quot; area of the E.V.A storage with materials and a crate of RCDs for [[Beyond the impossible|emergency repairs]].&lt;br /&gt;
&lt;br /&gt;
The first door to the E.V.A storage is open, but the suits are behind glass doors. There are approx. 12 full space suits.&lt;br /&gt;
&lt;br /&gt;
===ATV hangar===&lt;br /&gt;
E.V.A storage has an another section, which is the ATV hangar. The hangar holds 6 ATVs and a locker of keys for them. There is also a blastdoor to exit the ship in rather [[Space|cool]] ways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Suit_Storage_Unit.png]] Suit Storage Units===&lt;br /&gt;
These advanced containers have a ultraviolet cleaning system for the suits. Rumors that these can be hacked to &amp;quot;clean&amp;quot; crewmates are totally unfounded. Inside each storage unit you can obtain:&lt;br /&gt;
* [[Space suit]]&lt;br /&gt;
* Helmet&lt;br /&gt;
* Breath mask&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiding&#039;&#039;&#039;&lt;br /&gt;
If the storage unit is open and all the contents are taken out, you can hide from the incoming traitor looking for the last person alive.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====What can one do?====&lt;br /&gt;
Well, nothing, for the most part. Unless you have major space work to do as an engineer or have nuke ops to chase as an officer, you won&#039;t get anything inside. Sometimes the [[AI]] bolts it shut, too, so [[Syndicate Items#Cryptographic Sequencer|emags]] are totally useless, so you&#039;re stuck with [[hacking]] your way in. Which of course will get your ass shocked because you forgot your trusty pair of [[insulated gloves]] that only a few [[Captain|heads]] [[Chief Engineer|of]] [[Head of Personnel|staff]] have access when the bolts are up. And if any [[security]] officers catch you inside, which will happen nine times out of ten (unless you break the lights), you are going to be [[robust]]ed, even if the AI let you in to fix a breach that a hulk caused so he could steal something.&lt;br /&gt;
&lt;br /&gt;
Breaking inside is considered easier on the ship, since there are no motion sensors to alarm the AI of your presence in the E.V.A.&lt;br /&gt;
&lt;br /&gt;
It is very easy to break inside but also, very easy to notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Locations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=E.V.A.&amp;diff=6016</id>
		<title>E.V.A.</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=E.V.A.&amp;diff=6016"/>
		<updated>2016-10-27T09:24:51Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Template:Location&lt;br /&gt;
 |headerbgcolor=#334e6d&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=lightblue&lt;br /&gt;
 |department = Command&lt;br /&gt;
 |name=E.V.A.&lt;br /&gt;
 |image=EVA.png&lt;br /&gt;
 |big_image=File:EVA.png&lt;br /&gt;
 |exits=Central Primary Hallway south both, [[maintenance]] west &lt;br /&gt;
 |purpose=Storage high value items&lt;br /&gt;
 |access=&lt;br /&gt;
 |contents=[[rcd|RCD]], four Suit Storage Units and [[space suit]]s inside them, two [[jetpack]]s, two pairs of [[magboots]], construction materials&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Personnel]], [[Chief Engineer]], [[Research Director]]&lt;br /&gt;
 |description=More like a bigger and more inclusive emergency closet&lt;br /&gt;
 |sec_level= High&lt;br /&gt;
 |style= Storage&lt;br /&gt;
 }}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
E.V.A. stands for Extra-Vehicular Activity, which means, in our case, spacewalking. The room can be accessed from the starboard hallway, or better known as southern hallway, and is located just a bit east from [[Dormitories|dorms]].&lt;br /&gt;
&lt;br /&gt;
The first door to the E.V.A storage is open, but the suits are behind glass doors. There are approx. 12 full space suits.&lt;br /&gt;
&lt;br /&gt;
===ATV hangar===&lt;br /&gt;
E.V.A storage has an another section, which is the ATV hangar. The hangar holds 6 ATVs and a locker of keys for them. There is also a blastdoor to exit the ship in rather [[Space|cool]] ways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Suit_Storage_Unit.png]] Suit Storage Units===&lt;br /&gt;
These advanced containers have a ultraviolet cleaning system for the suits. Rumors that these can be hacked to &amp;quot;clean&amp;quot; crewmates are totally unfounded. Inside each storage unit you can obtain:&lt;br /&gt;
* [[Space suit]]&lt;br /&gt;
* Helmet&lt;br /&gt;
* Breath mask&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiding&#039;&#039;&#039;&lt;br /&gt;
If the storage unit is open and all the contents are taken out, you can hide from the incoming traitor looking for the last person alive.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====What can one do?====&lt;br /&gt;
Well, nothing, for the most part. Unless you have major space work to do as an engineer or have nuke ops to chase as an officer, you won&#039;t get anything inside. Sometimes the [[AI]] bolts it shut, too, so [[Syndicate Items#Cryptographic Sequencer|emags]] are totally useless, so you&#039;re stuck with [[hacking]] your way in. Which of course will get your ass shocked because you forgot your trusty pair of [[insulated gloves]] that only a few [[Captain|heads]] [[Chief Engineer|of]] [[Head of Personnel|staff]] have access when the bolts are up. And if any [[security]] officers catch you inside, which will happen nine times out of ten (unless you break the lights), you are going to be [[robust]]ed, even if the AI let you in to fix a breach that a hulk caused so he could steal something.&lt;br /&gt;
&lt;br /&gt;
Breaking inside is considered easier on the ship, since there are no motion sensors to alarm the AI of your presence in the E.V.A.&lt;br /&gt;
&lt;br /&gt;
It is very easy to break inside but also, very easy to notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Locations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Armory&amp;diff=6015</id>
		<title>Armory</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Armory&amp;diff=6015"/>
		<updated>2016-10-27T09:14:31Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location&lt;br /&gt;
 |headerbgcolor=darkred&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#ff9999&lt;br /&gt;
 |name=The Armory&lt;br /&gt;
 |image=File:FTLArmory.PNG&lt;br /&gt;
 |department=Security&lt;br /&gt;
 |exits= The only door. That can&#039;t be hard.&lt;br /&gt;
 |purpose=Stores various valuable and dangerous pieces of equipment.&lt;br /&gt;
 |access=Armory&lt;br /&gt;
 |contents=Guns and armour.&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Security]], [[Warden]]&lt;br /&gt;
 |description=This is where the most important weapons are kept like [[Security items#Energy Gun|energy guns]] and [[Security items#WT-550 Assault Rifle|automatic rifles]]. The armory is not that secure and can be easily breached if you know how to destroy reinforced walls. The armory is also a common target for traitors looking to arm themselves, with the most vulnerable area being the western wall, which is accessible from maintenance tunnel.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=Storage&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The armory is located on the left side of the security sector, surrounded with reinforced walls and with two door entrance.. The armory has a separate area for specialized armor and sniper rifle along with one of each ammo type for the sniper. Requires Armory access to enter.&lt;br /&gt;
&lt;br /&gt;
Inventory includes&lt;br /&gt;
&lt;br /&gt;
===Weaponry=== &lt;br /&gt;
*Three energy guns&lt;br /&gt;
*Three laser guns&lt;br /&gt;
*One ion rifle&lt;br /&gt;
*Three riot shotguns&lt;br /&gt;
*Eight additional Shotgun Shells&lt;br /&gt;
*A box of Tear Gas Grenades&lt;br /&gt;
*A box of Flashbang Grenades&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
*Two security hardsuits&lt;br /&gt;
*Three WT-550 Assault Rifles&lt;br /&gt;
&lt;br /&gt;
===Secure===&lt;br /&gt;
*Sniper rifle&lt;br /&gt;
*One magazine of each Sniper Rifle ammo (Tranquilizer, Hollow Point and Armor Piercing)&lt;br /&gt;
*One bulletproof armor vest&lt;br /&gt;
*One Ablative armor vest&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Items===&lt;br /&gt;
*One portable flasher and a wrench to secure them&lt;br /&gt;
&lt;br /&gt;
The armory is unsurprisingly a prime target for [[traitor]]s and [[Assistant|fools]], 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.&lt;br /&gt;
&lt;br /&gt;
==Gaining Entry==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking to gain entry to the armory for [[Traitor|no reason in particular]], you can get done with it fairly easy compared to other armories. It is possible to get the warden&#039;s permission to gain entry if you&#039;re a security officer, but for any other class you&#039;re probably going to have to break in. Luckily, armory is fairly near the main hallway and a maintenance tunnel, destroying the western armory walls is propably the easiest option. &lt;br /&gt;
&lt;br /&gt;
If you want to try your chances, you can [[Guide to Hacking|hack]] your way in, which can be difficult since it would mean hacking three doors before even reaching armory doors. You can also wait for enemy ship to breach the armory in a hellish barrage of MAC cannon fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dorms area is perfect for hiding the loot but you can use your workplace lockers, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Armory&amp;diff=6014</id>
		<title>Armory</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Armory&amp;diff=6014"/>
		<updated>2016-10-27T06:39:34Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location&lt;br /&gt;
 |headerbgcolor=darkred&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#ff9999&lt;br /&gt;
 |name=The Armory&lt;br /&gt;
 |image=File:FTLArmory.PNG&lt;br /&gt;
 |department=Security&lt;br /&gt;
 |exits= The only door. That can&#039;t be hard.&lt;br /&gt;
 |purpose=Stores various valuable and dangerous pieces of equipment.&lt;br /&gt;
 |access=Armory&lt;br /&gt;
 |contents=Guns and armour.&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Security]], [[Warden]]&lt;br /&gt;
 |description=This is where the most important weapons are kept like [[Security items#Energy Gun|energy guns]] and [[Security items#WT-550 Assault Rifle|automatic rifles]]. The armory is not that secure and can be easily breached if you know how to destroy reinforced walls. The armory is also a common target for traitors looking to arm themselves, with the most vulnerable area being the western wall, which is accessible from maintenance tunnel.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=Storage&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The armory is located on the left side of the security sector, surrounded with reinforced walls and with one entrance. The armory has a separate area for specialized armor and sniper rifle along with one of each ammo type. Requires Armory access to enter.&lt;br /&gt;
&lt;br /&gt;
Inventory includes&lt;br /&gt;
&lt;br /&gt;
===Weaponry=== &lt;br /&gt;
*Three energy guns&lt;br /&gt;
*Three laser guns&lt;br /&gt;
*One ion rifle&lt;br /&gt;
*Two Riot Shotguns&lt;br /&gt;
*Eight additional Shotgun Shells&lt;br /&gt;
*A box of Tear Gas Grenades&lt;br /&gt;
*A box of Flashbang Grenades&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
*Two security hardsuits&lt;br /&gt;
*Three WT-550 Assault Rifles&lt;br /&gt;
&lt;br /&gt;
===Secure===&lt;br /&gt;
*Sniper rifle&lt;br /&gt;
*One magazine of each Sniper Rifle ammo (Tranquilizer, Hollow Point and Armor Piercing)&lt;br /&gt;
*One bulletproof armor vest&lt;br /&gt;
*One Ablative armor vest&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Items===&lt;br /&gt;
*One portable flasher and a wrench to secure them&lt;br /&gt;
&lt;br /&gt;
The armory is unsurprisingly a prime target for [[traitor]]s and [[Assistant|fools]], 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.&lt;br /&gt;
&lt;br /&gt;
==Gaining Entry==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking to gain entry to the armory for [[Traitor|no reason in particular]], you can get done with it fairly easy compared to other armories. It is possible to get the warden&#039;s permission to gain entry if you&#039;re a security officer, but for any other class you&#039;re probably going to have to break in. Luckily, armory is fairly near the main hallway and a maintenance tunnel, destroying the western armory walls is propably the easiest option. &lt;br /&gt;
&lt;br /&gt;
If you want to try your chances, you can [[Guide to Hacking|hack]] your way in, which can be difficult since it would mean hacking three doors before even reaching armory doors. You can also wait for enemy ship to breach the armory in a hellish barrage of MAC cannon fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dorms area is perfect for hiding the loot but you can use your workplace lockers, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Armory&amp;diff=6013</id>
		<title>Armory</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Armory&amp;diff=6013"/>
		<updated>2016-10-27T06:32:28Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location&lt;br /&gt;
 |headerbgcolor=darkred&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#ff9999&lt;br /&gt;
 |name=The Armory&lt;br /&gt;
 |image=File:FTLArmory.png&lt;br /&gt;
 |department=Security&lt;br /&gt;
 |exits= The only door. That can&#039;t be hard.&lt;br /&gt;
 |purpose=Stores various valuable and dangerous pieces of equipment.&lt;br /&gt;
 |access=Armory&lt;br /&gt;
 |contents=Guns and armour.&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Security]], [[Warden]]&lt;br /&gt;
 |description=This is where the most important weapons are kept like [[Security items#Energy Gun|energy guns]] and [[Security items#WT-550 Assault Rifle|automatic rifles]]. The armory is not that secure and can be easily breached if you know how to destroy reinforced walls. The armory is also a common target for traitors looking to arm themselves, with the most vulnerable area being the western wall, which is accessible from maintenance tunnel.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=Storage&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The armory is located on the left side of the security sector, surrounded with reinforced walls and with one entrance. The armory has a separate area for specialized armor and sniper rifle along with one of each ammo type. Requires Armory access to enter.&lt;br /&gt;
&lt;br /&gt;
Inventory includes&lt;br /&gt;
&lt;br /&gt;
===Weaponry=== &lt;br /&gt;
*Three energy guns&lt;br /&gt;
*Three laser guns&lt;br /&gt;
*One ion rifle&lt;br /&gt;
*Two Riot Shotguns&lt;br /&gt;
*Eight additional Shotgun Shells&lt;br /&gt;
*A box of Tear Gas Grenades&lt;br /&gt;
*A box of Flashbang Grenades&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
*Two security hardsuits&lt;br /&gt;
*Three WT-550 Assault Rifles&lt;br /&gt;
&lt;br /&gt;
===Secure===&lt;br /&gt;
*Sniper rifle&lt;br /&gt;
*One magazine of each Sniper Rifle ammo (Tranquilizer, Hollow Point and Armor Piercing)&lt;br /&gt;
*One bulletproof armor vest&lt;br /&gt;
*One Ablative armor vest&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Items===&lt;br /&gt;
*One portable flasher and a wrench to secure them&lt;br /&gt;
&lt;br /&gt;
The armory is unsurprisingly a prime target for [[traitor]]s and [[Assistant|fools]], 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.&lt;br /&gt;
&lt;br /&gt;
==Gaining Entry==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking to gain entry to the armory for [[Traitor|no reason in particular]], you can get done with it fairly easy compared to other armories. It is possible to get the warden&#039;s permission to gain entry if you&#039;re a security officer, but for any other class you&#039;re probably going to have to break in. Luckily, armory is fairly near the main hallway and a maintenance tunnel, destroying the western armory walls is propably the easiest option. &lt;br /&gt;
&lt;br /&gt;
If you want to try your chances, you can [[Guide to Hacking|hack]] your way in, which can be difficult since it would mean hacking three doors before even reaching armory doors. You can also wait for enemy ship to breach the armory in a hellish barrage of MAC cannon fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dorms area is perfect for hiding the loot but you can use your workplace lockers, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Armory&amp;diff=5997</id>
		<title>Armory</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Armory&amp;diff=5997"/>
		<updated>2016-10-26T20:52:45Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: Updated the picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location&lt;br /&gt;
 |headerbgcolor=darkred&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#ff9999&lt;br /&gt;
 |name=The Armory&lt;br /&gt;
 |image=FTLArmory.png&lt;br /&gt;
 |department=Security&lt;br /&gt;
 |exits= The only door. That can&#039;t be hard.&lt;br /&gt;
 |purpose=Stores various valuable and dangerous pieces of equipment.&lt;br /&gt;
 |access=Armory&lt;br /&gt;
 |contents=Guns and armour.&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Security]], [[Warden]]&lt;br /&gt;
 |description=This is where the most important weapons are kept like [[Security items#Energy Gun|energy guns]] and [[Security items#WT-550 Assault Rifle|automatic rifles]]. The armory is not that secure and can be easily breached if you know how to destroy reinforced walls. The armory is also a common target for traitors looking to arm themselves, with the most vulnerable area being the western wall, which is accessible from maintenance tunnel.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=Storage&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The armory is located on the left side of the security sector, surrounded with reinforced walls and with one entrance. The armory has a separate area for specialized armor and sniper rifle along with one of each ammo type. Requires Armory access to enter.&lt;br /&gt;
&lt;br /&gt;
Inventory includes&lt;br /&gt;
&lt;br /&gt;
===Weaponry=== &lt;br /&gt;
*Three energy guns&lt;br /&gt;
*Three laser guns&lt;br /&gt;
*One ion rifle&lt;br /&gt;
*Two Riot Shotguns&lt;br /&gt;
*Eight additional Shotgun Shells&lt;br /&gt;
*A box of Tear Gas Grenades&lt;br /&gt;
*A box of Flashbang Grenades&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
*Two security hardsuits&lt;br /&gt;
*Three WT-550 Assault Rifles&lt;br /&gt;
&lt;br /&gt;
===Secure===&lt;br /&gt;
*Sniper rifle&lt;br /&gt;
*One magazine of each Sniper Rifle ammo (Tranquilizer, Hollow Point and Armor Piercing)&lt;br /&gt;
*One bulletproof armor vest&lt;br /&gt;
*One Ablative armor vest&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Items===&lt;br /&gt;
*One portable flasher and a wrench to secure them&lt;br /&gt;
&lt;br /&gt;
The armory is unsurprisingly a prime target for [[traitor]]s and [[Assistant|fools]], 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.&lt;br /&gt;
&lt;br /&gt;
==Gaining Entry==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking to gain entry to the armory for [[Traitor|no reason in particular]], you can get done with it fairly easy compared to other armories. It is possible to get the warden&#039;s permission to gain entry if you&#039;re a security officer, but for any other class you&#039;re probably going to have to break in. Luckily, armory is fairly near the main hallway and a maintenance tunnel, destroying the western armory walls is propably the easiest option. &lt;br /&gt;
&lt;br /&gt;
If you want to try your chances, you can [[Guide to Hacking|hack]] your way in, which can be difficult since it would mean hacking three doors before even reaching armory doors. You can also wait for enemy ship to breach the armory in a hellish barrage of MAC cannon fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dorms area is perfect for hiding the loot but you can use your workplace lockers, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:FTLArmory.PNG&amp;diff=5996</id>
		<title>File:FTLArmory.PNG</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:FTLArmory.PNG&amp;diff=5996"/>
		<updated>2016-10-26T20:52:04Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: The picture of the armory&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The picture of the armory&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Armory&amp;diff=5980</id>
		<title>Armory</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Armory&amp;diff=5980"/>
		<updated>2016-10-26T15:42:07Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: Fixed the exits section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location&lt;br /&gt;
 |headerbgcolor=darkred&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#ff9999&lt;br /&gt;
 |name=The Armory&lt;br /&gt;
 |image=Armory.png&lt;br /&gt;
 |department=Security&lt;br /&gt;
 |exits= The only door. That can&#039;t be hard.&lt;br /&gt;
 |purpose=Stores various valuable and dangerous pieces of equipment.&lt;br /&gt;
 |access=Armory&lt;br /&gt;
 |contents=Guns and armour.&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Security]], [[Warden]]&lt;br /&gt;
 |description=This is where the most important weapons are kept like [[Security items#Energy Gun|energy guns]] and [[Security items#WT-550 Assault Rifle|automatic rifles]]. The armory is not that secure and can be easily breached if you know how to destroy reinforced walls. The armory is also a common target for traitors looking to arm themselves, with the most vulnerable area being the western wall, which is accessible from maintenance tunnel.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=Storage&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The armory is located on the left side of the security sector, surrounded with reinforced walls and with one entrance. The armory has a separate area for specialized armor and sniper rifle along with one of each ammo type. Requires Armory access to enter.&lt;br /&gt;
&lt;br /&gt;
Inventory includes&lt;br /&gt;
&lt;br /&gt;
===Weaponry=== &lt;br /&gt;
*Three energy guns&lt;br /&gt;
*Three laser guns&lt;br /&gt;
*One ion rifle&lt;br /&gt;
*Two Riot Shotguns&lt;br /&gt;
*Eight additional Shotgun Shells&lt;br /&gt;
*A box of Tear Gas Grenades&lt;br /&gt;
*A box of Flashbang Grenades&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
*Two security hardsuits&lt;br /&gt;
*Three WT-550 Assault Rifles&lt;br /&gt;
&lt;br /&gt;
===Secure===&lt;br /&gt;
*Sniper rifle&lt;br /&gt;
*One magazine of each Sniper Rifle ammo (Tranquilizer, Hollow Point and Armor Piercing)&lt;br /&gt;
*One bulletproof armor vest&lt;br /&gt;
*One Ablative armor vest&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Items===&lt;br /&gt;
*One portable flasher and a wrench to secure them&lt;br /&gt;
&lt;br /&gt;
The armory is unsurprisingly a prime target for [[traitor]]s and [[Assistant|fools]], 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.&lt;br /&gt;
&lt;br /&gt;
==Gaining Entry==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking to gain entry to the armory for [[Traitor|no reason in particular]], you can get done with it fairly easy compared to other armories. It is possible to get the warden&#039;s permission to gain entry if you&#039;re a security officer, but for any other class you&#039;re probably going to have to break in. Luckily, armory is fairly near the main hallway and a maintenance tunnel, destroying the western armory walls is propably the easiest option. &lt;br /&gt;
&lt;br /&gt;
If you want to try your chances, you can [[Guide to Hacking|hack]] your way in, which can be difficult since it would mean hacking three doors before even reaching armory doors. You can also wait for enemy ship to breach the armory in a hellish barrage of MAC cannon fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dorms area is perfect for hiding the loot but you can use your workplace lockers, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_Combat&amp;diff=5979</id>
		<title>Guide to Combat</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_Combat&amp;diff=5979"/>
		<updated>2016-10-26T15:40:44Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: Changed WT-550 info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a table of some common, or just robust, things. This is not a list of how much damage each item does, just the best items and short notes on how to use them best. If you feel something should be added, please go ahead and do so, if it&#039;s robust enough.  This is in alphabetical order:&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
While most items in the game can be used as a makeshift weapon, actual dedicated weapons are far more effective in harming, subduing or killing a target.&lt;br /&gt;
&lt;br /&gt;
=Offense=&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
Most station personal lack access to proper firearms, thus if push comes to shove most people will have to rely on the old fashion method of melee combat to deal with a attacker.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
===Make Shift Weapon===&lt;br /&gt;
Almost any object on the station can be used as a makeshift melee weapon, however some are better than others. &lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Broken Bottle}}Broken Bottle&lt;br /&gt;
|15 Brute when breaking&amp;lt;br&amp;gt;9 Brute after broken&lt;br /&gt;
|Get a bottle from the Booze-o-mat, smash it on someone.&lt;br /&gt;
|Civilian&lt;br /&gt;
|Has to be broken first, to break simply change intent to harm then smash it against someone; by aiming for the head you will also knock them down if they are not wearing protective head gear. Smashing it spills its contents over the target so you could use it as a chemist to knock out your opponent, by filling it with chloral, and then beat them to death with it. Another reason why traitor Chemist is so great. If the bottle&#039;s contents are flammable (booze bottles, for instance) you can follow up by setting your opponent on fire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Butcherknife.png|64px]]&lt;br /&gt;
!{{anchor|Butcher&#039;s Cleaver}}Butcher&#039;s Cleaver&lt;br /&gt;
|15 Brute&lt;br /&gt;
|Hack the Dinnerware vending machine.&lt;br /&gt;
|Civilian: Kitchen Staff&lt;br /&gt;
|Somewhat hard to get. Security will likely have their suspicions as the only reason to have this over the normal knife is its robusting power. Works as a ghetto circular saw in surgery.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Saw.png|64px]]&lt;br /&gt;
!{{anchor|Circular Saw}}[[Circular Saw]]&lt;br /&gt;
|15 Brute&lt;br /&gt;
|[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]]&lt;br /&gt;
|Civilian: Medical/Research&lt;br /&gt;
|One of the most robust things you can find. Sadly they are rather uncommon and departments like to hang onto theirs, and security likes to take them.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Deathnettle.png|64px]]&lt;br /&gt;
!{{anchor|Death Nettle}}[[Death Nettle]]&lt;br /&gt;
|Max 45 burn.&amp;lt;br&amp;gt;Damage depends on potency&amp;lt;br&amp;gt;Damage diminishes every hit.&lt;br /&gt;
|Growing them at [[Hydroponics]]&lt;br /&gt;
|Civilian: Botany&lt;br /&gt;
|A red nettle that knocks people down with massive damage and contains polyacid. Requires gloves to wield, lasts for several hits (damage reduced with each hit) until they disintegrate (i.e. the evidence disappears.) Experienced Botanists can make these. At low potency they are mostly a joke but at high potency they are stronger than energy swords.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Extinguisher.png|64px]]&lt;br /&gt;
!{{anchor|Fire Extinguisher}}[[Fire Extinguisher]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|Found across the station in Emergency Fire closets on the walls and lockers in maintenance tunnels. Autolathe can make more.&lt;br /&gt;
|Civilian&lt;br /&gt;
|Found across the station so they&#039;re aren&#039;t in short supply. Unlikely to be taken by security if they search you. They are also very useful if you get spaced, spray in opposite direction of where you want to go, and you&#039;ll fly away. With a limit of 50 units, that&#039;s 10 squirts using 5 per spray.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:OxygenTank.png|64px]] &amp;lt;br&amp;gt; [[File:N2Otank.png|64px]]&lt;br /&gt;
!{{anchor|Gas tank}}[[Atmospherics items|Air/Oxygen]]/[[Medical items#Anesthetic Tank|Anaesthetic tank]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|Emergency lockers, [[E.V.A.]] storages, [[Toxins lab]], [[Atmospherics]], [[Operating Theatre]] (for anaesthetic tanks).&lt;br /&gt;
|Civilian&lt;br /&gt;
|Found across the station so they&#039;re aren&#039;t in short supply. Air and oxygen tanks are unlikely to be taken by security if they search you. You can use it for internals while having it in your hand (though it is recommended you don&#039;t use an anaesthetic tank).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Fireaxe.png|64px]]&lt;br /&gt;
!{{anchor|Fire Axe}}[[Fire Axe]]&lt;br /&gt;
|5 Onehand&amp;lt;br&amp;gt;24 Twohand&lt;br /&gt;
|[[Bridge]] and [[Atmospherics]].&lt;br /&gt;
|Civilian: Atmospherics/Command&lt;br /&gt;
|Most robust thing you can get from the Station. Has to be held with two hands to be used properly. Security will likely take it and it&#039;s a large object. Best to store this on your back. They are also rare, one is in Atmos and the other is in the Bridge, good luck breaking in before it gets taken.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Hatchet.png|64px]]&lt;br /&gt;
!{{anchor|Hatchet}}[[Hatchet]]&lt;br /&gt;
|12 Brute&amp;lt;br&amp;gt;15 thrown&lt;br /&gt;
|[[Hydroponics]].&lt;br /&gt;
|Civilian: Botany&lt;br /&gt;
|Botanists use these to chop wood, they also are good at chopping limbs. Easy to conceal, and if you&#039;re a Botanist, security probably won&#039;t care if you&#039;re carrying one. Throwing it at someone deals 15 damage. Bonus points for finishing off an escaping enemy this way, Navajo-style. Works as a ghetto circular saw in surgery.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Knife.png|64px]]&lt;br /&gt;
!{{anchor|Kitchen Knife}}[[Kitchen Knife]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Kitchen]] [[Autolathe]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|Useful if you&#039;re the Chef, as Security are unlikely to give a single shit if they see you with it. Works as a ghetto scalpel in surgery.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Nullrod.png|64px]]&lt;br /&gt;
!{{anchor|Null Rod}}[[Null Rod]]&lt;br /&gt;
|15 Brute&lt;br /&gt;
|[[Chapel]] and on the [[Chaplain]].&lt;br /&gt;
|Civilian: Chaplain&lt;br /&gt;
|Similar to the Circular Saw, but there&#039;s only one of them, and the Chaplain tends to keep it on him. It can destroy runes and protect against some cult magics. Can be stored in the suit storage of any of the Chaplains outfits.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Pickaxe.png|64px]]&lt;br /&gt;
!{{anchor|Pickaxe}}[[Pickaxe]]&lt;br /&gt;
|15 Brute&lt;br /&gt;
|[[Mining Dock]] and [[Mining Station]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|Again, very robust, but it&#039;s very big, yet your jumpsuit&#039;s belt can hold it. Miners will likely trade this for other things, such as a tool belt, or insulated gloves. Since it is seen mostly on miners, security will be quick to blame them when they find a bloody pickaxe next to what was the HoP. Mining drills and jackhammers all do the same amount of damage as a pickaxe.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Scalpel.png|64px]]&lt;br /&gt;
!{{anchor|Scalpel}}[[Scalpel]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Operating Theatre]] [[Autolathe]].&lt;br /&gt;
|Civilian: Medical/Research&lt;br /&gt;
|Despite being not as good at the saw, this is still quite robust. Best part is you can have it your pocket and if you have access to this (not counting autolathe produced scalpels) security wouldn&#039;t care, unless it&#039;s covered in blood, of course. But even then they might assume you&#039;re just a bad doctor.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Shard.png|64px]]&lt;br /&gt;
!{{anchor|Glass Shard}}[[Glass Shard]]&lt;br /&gt;
|5 Brute&amp;lt;br&amp;gt;10 thrown&lt;br /&gt;
|Anywhere there&#039;s [[glass]] (read: everywhere).&lt;br /&gt;
|Civilian&lt;br /&gt;
|Extremely easy to obtain, just break a glass/reinforced glass pane or climb a glass table. Works also as a ghetto scalpel.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Screwdriver_tool.png|64px]]&lt;br /&gt;
!{{anchor|Screwdriver}}[[Screwdriver]]&lt;br /&gt;
|5 Brute&lt;br /&gt;
|Most storage rooms and [[Engineering]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|Its robustness doesn&#039;t come from the damage, but from its thin, pointed edge. Anyone not wearing glasses can have their eyes stabbed out causing them lose sight. Doesn&#039;t make them mute so they&#039;ll still scream, or might even fight back before you have a chance to blind them enough.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Drill.png|64px]]&lt;br /&gt;
!{{anchor|Surgical Drill}}[[Surgical Drill]]&lt;br /&gt;
|15 Brute&lt;br /&gt;
|[[Operating Theatre]] [[Autolathe]].&lt;br /&gt;
|Civilian: Medical/Research&lt;br /&gt;
|Only found in Surgery. Unfortunately, debate is ongoing whether it can be used to stick cyborg limbs onto people or not. You can probably think of a few other uses for it, though.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:BlueToolbox.png|64px]]&lt;br /&gt;
!{{anchor|Toolbox}}[[Toolbox]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|Most storage rooms and [[Engineering]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|Rather common. Althought it deals a moderate amount of damage, it&#039;s a bulky item, so you&#039;ll have to hold it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Welder.png|64px]]&lt;br /&gt;
!{{anchor|Welding tool}}[[Welding tool]]&lt;br /&gt;
|3 Brute when off &amp;lt;br&amp;gt; 15 Burn when on&lt;br /&gt;
|Most storage rooms and [[Engineering]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|When switched on, it deals a robust amount of burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Syndicatetools.png|64px]]&lt;br /&gt;
!{{anchor|Toolbox}}[[Toolbox]]&lt;br /&gt;
|15 brute&amp;lt;br&amp;gt;18 brute when thrown&lt;br /&gt;
|Syndicate uplink and the [[Derelict]].&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Worth more for emergency tools than anything. Expect security to come cracking down unless they know you&#039;ve taken a trip to the derelict.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Spear.png|64px]]&lt;br /&gt;
!{{anchor|Spear}}[[Spear]]&lt;br /&gt;
|10 brute in Onehand&amp;lt;br&amp;gt;18 brute when wielded/Twohand&amp;lt;br&amp;gt;20 brute when Thrown&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]]&lt;br /&gt;
|Civilian&lt;br /&gt;
|A haphazardly-constructed yet still deadly weapon of ancient design. You can attach an explosive to it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chainsaw.gif|64px]]&lt;br /&gt;
!{{anchor|Chainsaw}}Chainsaw&lt;br /&gt;
|13 Brute when off&amp;lt;br&amp;gt;21 Brute when on&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]]&lt;br /&gt;
|Civilian&lt;br /&gt;
|You can [[Surgery#Limb Augmentation|surgically replace an arm]] with a chainsaw.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
===Actual Melee Weapon===&lt;br /&gt;
Unlike makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personal can&#039;t get access to them, as well as these weapons being very noticeable.&lt;br /&gt;
&lt;br /&gt;
![[File:Cultblade.png|64px]]&lt;br /&gt;
!{{anchor|Cult Blade}}[[Cult Blade]]&lt;br /&gt;
|30 Brute&lt;br /&gt;
|[[Cult magic]]&lt;br /&gt;
|Cultists&lt;br /&gt;
|Those who aren&#039;t Cultists suffer from wielding this blade...&#039;&#039;&#039;&#039;&#039;MENTALLY&#039;&#039;&#039;&#039;&#039;. Aside from being very robust, it is Cult exclusive. Expect a wave of &amp;lt;strike&amp;gt;batons&amp;lt;/strike&amp;gt; lasers when Security sees you holding this.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Sword.gif|64px]]&lt;br /&gt;
!{{anchor|Energy Sword}}[[Energy Sword]]&lt;br /&gt;
|3 Brute Off&amp;lt;br&amp;gt;30 Brute On&lt;br /&gt;
|Through a [[Syndicate Uplink]]&lt;br /&gt;
|Syndicate/Nanotrasen&lt;br /&gt;
|Despite being very strong in melee combat, its activation is loud, very obvious to those around you, and not viable unless you are a traitor. It also counts as a shield when active! Use a multitool on one to turn on RAINBOW MODE (permanently). &#039;&#039;&#039;&#039;&#039;TURN IT ON BEFORE YOU USE IT&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:DualSaber.gif|64px]]&lt;br /&gt;
!{{anchor|Double-bladed Energy Sword}}[[Double-bladed Energy Sword]]&lt;br /&gt;
|3 Brute Off&amp;lt;br&amp;gt;34 Brute On&lt;br /&gt;
|Combine two Energy Swords&lt;br /&gt;
|Syndicate/Nanotrasen&lt;br /&gt;
|Has to be held with two hands while on. Four extra damage may not seem much, but it means one less hit to crit an unarmored opponent. When wielded it gives a guaranteed chance to deflect lasers and stun shots. Like the energy sword, its activation is very loud. To create this, you must combine two Energy Swords together of any color (hold one in each hand and click the other sword) or receive it in a Syndicate Bundle. You cannot put two holodeck swords together. Use a multitool on one to turn on RAINBOW MODE (permanently).  &#039;&#039;&#039;&#039;&#039;TURN IT ON BEFORE YOU USE IT&#039;&#039;&#039;&#039;&#039; For obvious balance reasons, hulks do not get the projectile deflection benefits.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:StunBaton.gif|64px]]&lt;br /&gt;
!{{anchor|Stun Baton}}[[Stun Baton]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Security Office]] and [[Security Officer]]&#039;s backpack.&lt;br /&gt;
|Security&lt;br /&gt;
|Very robust if you know how to use it [[Shitcurity|properly]]. Only the security force can get these easily.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Katana.gif|64px]]&lt;br /&gt;
!{{anchor|Katana}}[[Katana]]&lt;br /&gt;
|40 brute&lt;br /&gt;
|Possible loot from abandoned crates in the [[Mine]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|Real katanas are very robust, but only miners have a reasonable chance of finding them.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
![[File:Telescopic_Baton.png|64px]]&lt;br /&gt;
!{{anchor|Telescopic Baton}}Telescopic Baton&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Heads of Staff]]&#039;s backpacks.&lt;br /&gt;
|Command&lt;br /&gt;
|Like the stunbaton but retractable, with a slightly shorter stun time, but the same capability for bludgeoning. Heads of Staff start their shift with one in their backpack. Be sure to extend it before using!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
Although often hard to get, these can put you at a huge advantage. Not just from being outside melee range, but also by shooting through windows and destroying walls. Guns rely on a stock of ammo, and those are hard to get, while energy guns use recharging units or just recharge by themselves.&lt;br /&gt;
&lt;br /&gt;
==Sidearms(Ballistic)==&lt;br /&gt;
Ballistic weapons remain a popular weapon in the 26th century, typically however Nanotrasen prefer the usage of Energy weapons over Ballistic weapons, so don&#039;t expect to see many ballistic weapons on station.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Deagle.gif|64px]]&lt;br /&gt;
!{{anchor|Desert Eagle}}Desert Eagle&lt;br /&gt;
|[[File:Ammo 50.png|64px]]&amp;lt;br&amp;gt;.50&lt;br /&gt;
|7 Rounds&lt;br /&gt;
|60 Brute&lt;br /&gt;
|Summon guns, can spawn in the secure contraband locker on metastation.&lt;br /&gt;
|Emergency Response Team|Nanotrasen&lt;br /&gt;
|Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Mateba.png|64px]] &lt;br /&gt;
!{{anchor|Mateba}}Mateba&lt;br /&gt;
|[[File:Ammo 357.png|64px]]&amp;lt;br&amp;gt;.357&lt;br /&gt;
|7 Rounds&lt;br /&gt;
|60 Brute&lt;br /&gt;
|[[Syndicate Uplink]] and summon guns.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|All in all the syndicate revolver, but for death squad and emergency response team officers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Revolver.png|64px]] &lt;br /&gt;
!{{anchor|Revolver}}Revolver&lt;br /&gt;
|[[File:Ammo 357.png|64px]]&amp;lt;br&amp;gt;.357&lt;br /&gt;
|7 Rounds&lt;br /&gt;
|60 Brute&lt;br /&gt;
|[[Syndicate Uplink]] and summon guns&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Security (or generally anyone) will be quick to scream &#039;TRAITOR!&#039; if they see you with one.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Detectivegun.png|64px]]&lt;br /&gt;
!{{anchor|Revolver}}Revolver&lt;br /&gt;
|[[File:Ammo 38.png|64px]]&amp;lt;br&amp;gt;.38&lt;br /&gt;
|6 Rounds&lt;br /&gt;
|15 Brute + Knockdown&lt;br /&gt;
|[[Detective]]&#039;s locker or summon guns.&lt;br /&gt;
|Security&lt;br /&gt;
|Knocks down targets, causing some minor damage. Can be modified to fire .357, but may break with the modification.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Stetchkin.png|64px]]&lt;br /&gt;
!{{anchor|Syringe Gun}}Stetchkin Pistol&lt;br /&gt;
|[[File:Ammo 9mm.png|64px]]&amp;lt;br&amp;gt;10mm&lt;br /&gt;
|8 rounds&lt;br /&gt;
|30 Brute&lt;br /&gt;
|[[Syndicate Uplink]].&lt;br /&gt;
|Syndicate&lt;br /&gt;
|The [[Syndicate guide|nuke op]]&#039;s weapon of choice, unless they spend telecrystals on something better. Small enough to fit in pockets.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Revolver.png|64px]]&lt;br /&gt;
!{{anchor|Russian Revolver}}Russian Revolver&lt;br /&gt;
|[[File:Ammo 357.png|64px]]&amp;lt;br&amp;gt;.357&lt;br /&gt;
|1 round. Can load up to 6.&lt;br /&gt;
|60 Brute&amp;lt;br&amp;gt;300 Brute when used on self&lt;br /&gt;
|[[MetaStation]]&lt;br /&gt;
|Old Russia&lt;br /&gt;
|A Russian made revolver. Uses .357 ammo. It has a single slot in its chamber for a bullet. A gun to play Russian Roulette! You can spin the chamber to randomize the position of the bullet.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sidearms(Energy)==&lt;br /&gt;
Energy weapons are among the most common kind of weapon you&#039;ll find on a Nanotrasen space station. Reliable but has issues with ammo.&lt;br /&gt;
&lt;br /&gt;
===Energy Based===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Hybrid taser.gif|64px]]&lt;br /&gt;
!{{anchor|Taser}}Taser&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|5 Electrodes&lt;br /&gt;
|Stun target&lt;br /&gt;
|[[Armory]], taser crates and summon guns.&lt;br /&gt;
|Security&lt;br /&gt;
|If you&#039;re trying to kill someone, stun, then beat the living daylights out of them.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Ebow.png|64px]]&lt;br /&gt;
!{{anchor|Energy Crossbow}}Energy Crossbow&lt;br /&gt;
|[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|6 Bolts (needs to be recharged)&lt;br /&gt;
|10 Toxin + stun&lt;br /&gt;
|[[Syndicate Uplink]].&lt;br /&gt;
|Syndicate&lt;br /&gt;
|The syndicate&#039;s energy crossbow, small, silent and deadly. Cannot be used in recharging units. It&#039;s worth noting that the stun is shorter than the standard taser gun, and you will have to manually recharge it after each shot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pulse Based===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Pulsepistol.png|64px]]&lt;br /&gt;
!{{anchor|Pulse Pistol}}Pulse Pistol&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|5 Pulse, 10 Laser, 10 Stun&lt;br /&gt;
|50 Burn&lt;br /&gt;
|Emergency Response Team&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|A sidearm based on the Pulse Rifle. Is capable of fitting inside pockets and other small places but has a very limited ammo capacity. Issued to all Elite Emergency Response Team personal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Longarm(Ballistic)==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
===Automatic===&lt;br /&gt;
&lt;br /&gt;
![[File:C20r.png|64px]]&lt;br /&gt;
!{{anchor|C20r SMG}}C20r SMG&lt;br /&gt;
|[[File:12mmMag.png|64px]]&amp;lt;br&amp;gt;12mm&lt;br /&gt;
|20 Rounds&lt;br /&gt;
|20 Brute + Knockdown&lt;br /&gt;
|Can only be found in Nuke rounds, or with Summon guns.&lt;br /&gt;
|Syndicate&lt;br /&gt;
|It knocks the target down, similar to the detective&#039;s revolver, except chances are if you go down, you&#039;re not getting back up.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Autorifle.png|64px]]&lt;br /&gt;
!{{anchor|WT550 Automatic Rifle}}WT550 Automatic Rifle&lt;br /&gt;
|[[File:9mm.png|64px]]&amp;lt;br&amp;gt;4.6×30mm&lt;br /&gt;
|20 Rounds&lt;br /&gt;
|20 Brute&lt;br /&gt;
|Security and Cargo.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|A standart rifle used by the ship security forces. There are three rifles in [[Armory|armory]]. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:L6machinegun.png|64px]]&lt;br /&gt;
!{{anchor|L6 SAW}}L6 SAW&lt;br /&gt;
|[[File:A762.png|64px]]&amp;lt;br&amp;gt;.762&lt;br /&gt;
|50 Rounds&lt;br /&gt;
|60 Brute&lt;br /&gt;
|Nuke ops and summon guns only.&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Holds the most ammo of any gun, 50 shots dealing 60 brute damage each, two good shots on someone and they&#039;re down.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:SMG.png|64px]]&lt;br /&gt;
!{{anchor|Submachine Gun}}Submachine Gun&lt;br /&gt;
|[[File:Ammo 9mm.png|64px]]&amp;lt;br&amp;gt;9mm&lt;br /&gt;
|18 Shells&lt;br /&gt;
|25 Brute&lt;br /&gt;
|[[R&amp;amp;D Lab]] once researched first.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|An expensive gun to make, but one of the few actual guns used by Nanotrasen that aren&#039;t shotguns. Researched from R&amp;amp;D.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Uzi.png|64px]]&lt;br /&gt;
!{{anchor|Uzi}}Uzi&lt;br /&gt;
|[[File:Ammo 50.png|64px]]&amp;lt;br&amp;gt;9mm&lt;br /&gt;
|32 rounds&lt;br /&gt;
|20 Brute&lt;br /&gt;
|Summon guns, Gang Wars&lt;br /&gt;
|Gangs&lt;br /&gt;
|A lightweight, fast firing gun, for when you want someone dead. Uses 9mm rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
===Shotgun===&lt;br /&gt;
![[File:Combatshotgun.png|64px]]&lt;br /&gt;
!{{anchor|Combat Shotgun}}Combat Shotgun&lt;br /&gt;
|[[File:Shotgunshells.png|64px]]&amp;lt;br&amp;gt;12 Gauge Shells&lt;br /&gt;
|8 Shells&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;br&amp;gt;15(x5) Brute with buckshot&lt;br /&gt;
&amp;lt;br&amp;gt;60 Brute with slugs&lt;br /&gt;
&amp;lt;br&amp;gt;5 Brute + Knockdown with beanbag&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing with blank&lt;br /&gt;
&amp;lt;br&amp;gt;Stuns target with stun&lt;br /&gt;
&amp;lt;br&amp;gt;6 brute + 30u chemicals with dart&lt;br /&gt;
&amp;lt;br&amp;gt;20 Brute + fire with incendiary&lt;br /&gt;
|Found in ballistic crates and from [[Summon guns]].&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|The highest ammo capacity of any shotgun. Best of all, you can load shells in a sequence, for example - Beanbag, Slug, Beanbag, Slug etc., for more effective combat.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]&lt;br /&gt;
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun&lt;br /&gt;
|[[File:Shotgunshells.png|64px]]&amp;lt;br&amp;gt;12 Gauge shells&lt;br /&gt;
|2 Shells&lt;br /&gt;
|Same as &#039;Shotgun&#039;&lt;br /&gt;
|[[Bar]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. A sawn-off shotgun will fit in your backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Shotgun.png|64px]]&lt;br /&gt;
!{{anchor|Shotgun}}Riot Shotgun&lt;br /&gt;
|[[File:Shotgunshells.png|64px]]&amp;lt;br&amp;gt;12 Gauge shells&lt;br /&gt;
|6 Shells&lt;br /&gt;
|Same as &#039;Shotgun&#039;&lt;br /&gt;
|The Armoury and summon spells.&lt;br /&gt;
|Security&lt;br /&gt;
|A uncommon shotgun, typically only used in emergencies by Security or when facing someone with ranged energy protection. Is the only main shotgun on the station at round start sans the bartender&#039;s double barrel.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Bulldog.png|64px]]&lt;br /&gt;
!{{anchor|Shotgun}}Bulldog&lt;br /&gt;
|[[File:Shotgunshells.png|64px]]&amp;lt;br&amp;gt;12 Gauge shells&lt;br /&gt;
|8 Shells&lt;br /&gt;
|Same as &#039;Shotgun&#039;&lt;br /&gt;
|Uplink&lt;br /&gt;
|Syndicate&lt;br /&gt;
|A powerful semi-automatic, drum fed, shotgun employed by syndicate nuclear operative teams.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Longarm(Energy)==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
===Laser Based===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
![[File:Laser gun.png|64px]]&lt;br /&gt;
!{{anchor|Laser Gun}}Laser Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Lasers&lt;br /&gt;
|20 Burn&lt;br /&gt;
|[[Armory]], weapons crates and summon guns.&lt;br /&gt;
|Security&lt;br /&gt;
|No real reason to use this over the energy gun as it is lethal ONLY.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Laser Cannon.png|64px]]&lt;br /&gt;
!{{anchor|Laser Cannon}}Laser Cannon&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Lasers&lt;br /&gt;
|40 Burn&lt;br /&gt;
|[[R&amp;amp;D Lab]] once researched first.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|Must be researched first. This is the Laser Gun&#039;s bigger brother, fear him, he will fuck you over.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Energy_Gun.gif|64px]]&lt;br /&gt;
!{{anchor|Energy Gun}}Energy Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Lasers, 20 Disable&lt;br /&gt;
|20 Burn&amp;lt;br&amp;gt;Stun &lt;br /&gt;
|[[Armory]], Energy Weapons Crate or Summon guns.&lt;br /&gt;
|Security&lt;br /&gt;
|A versatile energy weapon. Best thing is to disable a target and then either handcuff (for arresting) or spam the other remaining shots at them on kill mode (for murder).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Advegun.png|64px]]&lt;br /&gt;
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun&lt;br /&gt;
|[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 (recharges over time)&lt;br /&gt;
|20 Burn/Stun target&lt;br /&gt;
|[[R&amp;amp;D Lab]] once researched first.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|Using advanced &amp;lt;s&amp;gt;wizardry&amp;lt;/s&amp;gt; SCIENCE, a mini nuclear generator has been fitted into this gun to provide unlimited shots! Researched from R&amp;amp;D. Cannot be used in recharging units. Unreliable models may emit radiation, take caution.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Antique laser.png|64px]]&lt;br /&gt;
!{{anchor|Antique Laser Gun}}Antique Laser Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|12 (recharges over time)&lt;br /&gt;
|20 Burn&lt;br /&gt;
|[[Captain&#039;s Quarters]].&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|The prized weapon of the Captain, and the target of many enemy horses. Similar to the laser gun except it&#039;s recharged all by itself. &#039;&#039;They just don&#039;t make guns like they used to.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Antique laser.png|64px]]&lt;br /&gt;
!{{anchor|Head of Security&#039;s Gun}}Head of Security&#039;s Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|5 Stun, 10 Laser, 20 Disable&lt;br /&gt;
|20 Burn&lt;br /&gt;
|[[Head of Security]].&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|The first attempt by Nanotrasen to remake the Captain&#039;s Antique Laser. Has more firing modes on offer but lacks the ability to recharge.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Ionrifle.png|64px]]&lt;br /&gt;
!{{anchor|Ion Rifle}}Ion Rifle&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Ion Pulses&lt;br /&gt;
|20 Brute to silicon mobs&amp;lt;br&amp;gt;Up to 90 damage to mechs&amp;lt;br&amp;gt;3x3 EMP&lt;br /&gt;
|[[Armory]] and on the Nuclear Operative shuttle.&lt;br /&gt;
|Security&lt;br /&gt;
|Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: flashing cyborgs totally immobilizes them and it leaves you free to robust them to your heart&#039;s content.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Retrolaser.png|64px]]&lt;br /&gt;
!{{anchor|Retro Laser}}Retro Laser&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|12 Lasers&lt;br /&gt;
|20 Burn&lt;br /&gt;
|[[White Ship]].&lt;br /&gt;
|Unknown&lt;br /&gt;
|Found on the white ship, this old beast is like the laser gun; anyone with a spaaaaaace suit and a little know-how can reach it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Tempgun.png|64px]]&lt;br /&gt;
!{{anchor|Temperature Gun}}Temperature Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|40 Freeze/heat Beams&lt;br /&gt;
|Heats/Cools target dependent upon the setting.&lt;br /&gt;
|[[R&amp;amp;D Lab]] once researched first.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|Another researched gun, if you can make this (more importantly, open that damn lockbox), chances are you can construct something better (read: laser cannon). Generally useless, except perhaps for killing slimes if you really don&#039;t want to get close.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Xraygun.png|64px]]&lt;br /&gt;
!{{anchor|X-Ray Gun}}X-Ray Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|20 Lasers&lt;br /&gt;
|15 Burn + 30 Irradiate&lt;br /&gt;
|[[R&amp;amp;D Lab]] once researched first.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|This beams from this gun will pass through everything but a wall. While it does do less burn damage, the radiation it inflicts causes toxin damage and can make someone mutate. Great for shooting up crowded hallways. Kills blobs dead. Current range of the gun is 15 tiles and drops further with every obstacle passed by the beam.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
===Pulse Based===&lt;br /&gt;
&lt;br /&gt;
![[File:Pulserifle.png|64px]]&lt;br /&gt;
!{{anchor|Pulse Rifle}}Pulse Rifle&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|200 Pulse&lt;br /&gt;
|50 Burn&lt;br /&gt;
|Deathsquad&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|The most powerful energy weapon in existence. Bruteforces energy weapon&#039;s ammo problems by having a very large power source. Its pulse setting is capable of doing massive damage to a target as well as destroying cover and walls.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Pulsecarbine.png|64px]]&lt;br /&gt;
!{{anchor|Pulse Carbine}}Pulse Carbine&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Pulse, 20 Laser, 10 Stun&lt;br /&gt;
|50 Burn&lt;br /&gt;
|Emergency Response Team&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|A scaled down version of the Pulse Rifle, holds significantly less power than the Pulse Rifle but is capable of being placed inside bags. Issued to Elite Emergency Response Team Security personal.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Misc Weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Chem sprayer.png|64px]]&lt;br /&gt;
!{{anchor|Chem Sprayer}}Chem Sprayer&lt;br /&gt;
|Chemicals&lt;br /&gt;
|600 units total&lt;br /&gt;
* 150 units of Spore Toxin (Causes blindness)&lt;br /&gt;
* 150 units of [[Cryptobiolin]]&lt;br /&gt;
* 150 units of [[Unstable Mutagen]]&lt;br /&gt;
* 150 units of [[Chloral Hydrate]]&lt;br /&gt;
|Confusion, blindness, dizziness, knockout, and random mutations with the standard reagents.&lt;br /&gt;
|Ordered via syndicate uplink, costs 10 telecrystals, only available to Nuclear Agents.&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Think of it as a spray bottle. Except each spray is three tiles wide and can travel the entire screen. Generally kept away from players due to the potential of the lubepocalypse.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
![[File:Flamethrower.png|64px]]&lt;br /&gt;
!{{anchor|Flamethrower}}Flamethrower&lt;br /&gt;
|[[File:Plasma tank.png|64px]]&amp;lt;br&amp;gt;Gas of your choice&lt;br /&gt;
|Depends on tank pressure&lt;br /&gt;
|Depends on the gas&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]] or with a hacked [[Autolathe]]&lt;br /&gt;
|Civilian&lt;br /&gt;
|You are a firestarter! Allows for creative gas mixes if you know your atmos. An area denial tool, generally useful for making small areas uninhabitable for people, not so useful when trying to kill someone, as it&#039;s easy to run away.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Sgun.png|64px]]&lt;br /&gt;
!{{anchor|Syringe Gun}}Syringe Gun&lt;br /&gt;
|[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;Syringes&lt;br /&gt;
|1 Syringe&lt;br /&gt;
|6 Brute + 15u chemicals&lt;br /&gt;
|[[Medbay Storage]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|In fact, this is very robust. Think of it as a ranged hypospray.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Rapidsyringegun.png|64px]]&lt;br /&gt;
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun&lt;br /&gt;
|[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;Syringes&lt;br /&gt;
|6 Syringes&lt;br /&gt;
|6 Brute + 15u chemicals&lt;br /&gt;
|[[R&amp;amp;D Lab]] once researched first.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|See the syringe gun, but take into account it holds four syringes. Can be made through researching them, and only costs metal to make. This gun gives &#039;&#039;&#039;you&#039;&#039;&#039; the power to fuck over six people at once!&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Admin Only Weapons==&lt;br /&gt;
These weapons are currently restricted to admin spawn only, some may also appear in &#039;summon gun&#039; events during a Wizard round however.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Automaticsilenced.png|64px]]&lt;br /&gt;
!{{anchor|Silenced Pistol}}Silenced Pistol&lt;br /&gt;
|[[File:Ammo 50.png|64px]]&amp;lt;br&amp;gt;.45&lt;br /&gt;
|12 rounds&lt;br /&gt;
|20 Brute + Knockdown&lt;br /&gt;
|Away missions. Admins.&lt;br /&gt;
|Admin&lt;br /&gt;
|A small, quiet,  easily concealable gun. Uses .45 rounds.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Tommy gun.png|64px]]&lt;br /&gt;
!{{anchor|Tommy Gun}}Tommy Gun&lt;br /&gt;
|[[File:Ammo 9mm.png|64px]]&amp;lt;br&amp;gt;9mm&lt;br /&gt;
|50 rounds&lt;br /&gt;
|20 Brute + Knockdown&lt;br /&gt;
|Admins&lt;br /&gt;
|Admin&lt;br /&gt;
|A genuine Chicago Typewriter.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gyrogun.png|64px]]&lt;br /&gt;
!{{anchor|Gyrojet Pistol}}Gyrojet Pistol&lt;br /&gt;
|[[File:Ammo 75.png|64px]]&amp;lt;br&amp;gt;.75&lt;br /&gt;
|8 Rounds&lt;br /&gt;
|74 Brute from direct hit &amp;lt;br&amp;gt;24 from a tile away &amp;lt;br&amp;gt;explosion (-1, 0, 2)&lt;br /&gt;
|Summon guns exclusive.&lt;br /&gt;
|Admin&lt;br /&gt;
|Delivers an explosion with every shot, plus you can afford to be less accurate with it, as the explosion hits 3x3, so it&#039;s great against groups.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Defense=&lt;br /&gt;
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such.  While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].&lt;br /&gt;
&lt;br /&gt;
== Stuns and Incapacitation ==&lt;br /&gt;
&lt;br /&gt;
Having the ability to stun at a moment&#039;s notice will protect you from getting robusted quite often (as long as you don&#039;t get stunned first).&lt;br /&gt;
&lt;br /&gt;
=== Three kinds of stuns ===&lt;br /&gt;
&lt;br /&gt;
Humans can get stunned in three different ways. The most common one is &#039;Weaken&#039;. It causes you to fall and makes you unable to do anything except talking. &#039;Stun&#039; is all the same, except you don&#039;t fall down. Paralysis knocks you out completely, you can&#039;t even talk or hear what&#039;s happening.&lt;br /&gt;
&lt;br /&gt;
You can also be sleeping, which is the same as paralysis, but caused and treated by different things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Type of Stun&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:StunBaton.gif|64px]]&lt;br /&gt;
!{{anchor|Stun Baton}}[[Stun Baton]]&lt;br /&gt;
|Weaken + Stun&amp;lt;br&amp;gt;Duration 7&lt;br /&gt;
|[[Security]]&lt;br /&gt;
|Not being security, and having this out, is likely to land you in the brig.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stunprod.png|64px]]&lt;br /&gt;
!{{anchor|Stunprod}}[[Stunprod]]&lt;br /&gt;
|Weaken + Stun&amp;lt;br&amp;gt;Duration 5&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]]&lt;br /&gt;
|Having this is a quick way to get robusted by security.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Telescopic_Baton.png|64px]]&lt;br /&gt;
!{{anchor|Telescopic Baton}}Telescopic Baton&lt;br /&gt;
|Weaken&amp;lt;br&amp;gt;Duration 3&lt;br /&gt;
|Be a [[Head of Staff]]&lt;br /&gt;
|Not being a head of staff and having one of these is yet another way to incur security&#039;s ire.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Flash.gif|64px]]&lt;br /&gt;
!{{anchor|Flash}}[[Flash]]&lt;br /&gt;
|Stun&amp;lt;br&amp;gt;Duration 5&lt;br /&gt;
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]&lt;br /&gt;
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hybrid taser.gif|64px]]&lt;br /&gt;
!{{anchor|Taser}}{{anchor|Hybrid Taser}}[[Hybrid Taser]]&lt;br /&gt;
|Weaken + Stun&amp;lt;br&amp;gt;Duration 5&lt;br /&gt;
|[[Security]]&lt;br /&gt;
|A ranged stun, which sets Sec apart from everyone else. Has five charges.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy_Gun.gif|64px]]&lt;br /&gt;
!{{anchor|Energy Gun}}[[Energy Gun]]&lt;br /&gt;
|Weaken + Stun&amp;lt;br&amp;gt;Duration 5&lt;br /&gt;
|[[Captain]], [[HoS]], [[HoP]], [[Armory]]&lt;br /&gt;
|Like a [[Taser]], but with more charges, and the option to kill, if needed. HoS is the only person on station to start with one at round start.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Disarm.png|64px]]&lt;br /&gt;
!{{anchor|Disarm Intent}}[[Intent|Disarm Intent]]&lt;br /&gt;
|Weaken&amp;lt;br&amp;gt;Duration 2&lt;br /&gt;
|Have arms&lt;br /&gt;
|You have a chance to disarm (make someone drop their weapon) or push someone down when attacking with the disarm intent. Someone pushed down will also drop their weapon. Very brief.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hspray.png|64px]]&lt;br /&gt;
!{{anchor|Chloral Hydrate}}[[Chloral Hydrate]]&lt;br /&gt;
|Sleep&lt;br /&gt;
|[[Chemistry]]&lt;br /&gt;
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. This puts anyone to sleep for an extended period of time. Large doses can kill someone (41+ units).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Flashbang.gif|64px]]&lt;br /&gt;
!{{anchor|Flashbang}}[[Flashbang]]&lt;br /&gt;
|Weaken + Stun&amp;lt;br&amp;gt;Duration varies with distance. Max 10&lt;br /&gt;
|[[Security]]&lt;br /&gt;
|Very good for stunning a whole room. Not wearing ear protection will make you deaf for awhile.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser Pointer.png|64px]]&lt;br /&gt;
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]&lt;br /&gt;
|Blinds humans&amp;lt;br&amp;gt;Weaken on cyborgs&amp;lt;br&amp;gt;Duration 5-10&lt;br /&gt;
|[[Lawyer]], [[Librarian]], [[Research Director]]&lt;br /&gt;
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hud-target.gif|64px]]&lt;br /&gt;
!{{anchor|Knockout}}Knockout&lt;br /&gt;
|Paralyze&amp;lt;br&amp;gt;Duration varies&lt;br /&gt;
|Have arms&lt;br /&gt;
|When you hit someone in the head/mouth, there&#039;s a fairly low chance for them to be knocked out.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Disabler.png|64px]]&lt;br /&gt;
!{{anchor|Disabler}}[[Disabler]]&lt;br /&gt;
|Stamina damage&lt;br /&gt;
|Through Disabler Crate from Cargo.&lt;br /&gt;
|A self defense weapon that exhausts targets, weakening them until they collapse. Non-lethal.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stun Revolver.png|64px]]&lt;br /&gt;
!{{anchor|Stun Revolver}}[[Stun Revolver]]&lt;br /&gt;
|Weaken + Stun&amp;lt;br&amp;gt;Duration 5&lt;br /&gt;
|Through research&lt;br /&gt;
|A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger. Taser with 8 charges.&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!{{anchor|Resonant Shriek}}[[Resonant Shriek]]&lt;br /&gt;
|Weaken&amp;lt;br&amp;gt;Duration 5-10&lt;br /&gt;
|Being a changeling&lt;br /&gt;
|Only weakens cyborgs. Humans become deaf and confused.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fff.png|64px]]&lt;br /&gt;
!{{anchor|Stun Talisman}}[[Cult magic|Stun Talisman]]&lt;br /&gt;
|Weaken + Stun&amp;lt;br&amp;gt;Duration 10 + 15 duration silence&lt;br /&gt;
|Being a cultist and making one.&lt;br /&gt;
|Works on cyborgs. Blocked by null rod.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Beepsky.png|64px]]&lt;br /&gt;
!{{anchor|Beepsky}}[[Beepsky]]&lt;br /&gt;
|Weaken + Stun&amp;lt;br&amp;gt;Duration 5&lt;br /&gt;
|Made in robotics.&lt;br /&gt;
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ed209.png|64px]]&lt;br /&gt;
!{{anchor|ED-209}}[[ED-209]]&lt;br /&gt;
|Weaken + Stun&amp;lt;br&amp;gt;Duration 5&lt;br /&gt;
|Made in robotics.&lt;br /&gt;
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Type of Stun&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hulk.png|64px]]&lt;br /&gt;
![[Hulk]]&lt;br /&gt;
|Any&lt;br /&gt;
|[[Genetics]] or [[Virology]]&lt;br /&gt;
|Hulks don&#039;t get stunned and don&#039;t fall ever. Even space lube doesn&#039;t make them fall, though they do slip.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:SGlasses.png|64px]]&lt;br /&gt;
!Eye protection&lt;br /&gt;
|Flashes&lt;br /&gt;
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.&lt;br /&gt;
|Doesn&#039;t do anything with the stun itself; rather, it protects you from flashing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Prevention==&lt;br /&gt;
A few items, when used, can completely block damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|How to acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|Protection&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:RiotS.png|64px]]&lt;br /&gt;
!{{anchor|Riot Shield}}[[Riot Shield]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|Blocks melee and projectile attacks to the chest.&lt;br /&gt;
|Note that attacks aimed at other parts of the body (commonly the head) may miss, and have a chance of hitting another part instead, usually your chest.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Eshield.png|64px]]&lt;br /&gt;
!{{anchor|Energy Combat Shield}}[[Energy Combat Shield]]&lt;br /&gt;
|[[Nuke ops]]&lt;br /&gt;
|Blocks most melee and ranged projectiles&lt;br /&gt;
|Works just like a riot shield, except with a 100% chance to deflect all lasers and energy shots, making it very robust. Can also be turned off to fit in your pocket.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Reactivearmor.png|64px]]&lt;br /&gt;
!{{anchor|Reactive Teleport Armor}}[[Reactive Teleport Armor]]&lt;br /&gt;
|[[Research Director&#039;s Office]]&lt;br /&gt;
|Teleports you randomly if you&#039;re hit.&lt;br /&gt;
|It could end badly if you get spaced due to this, but it&#039;ll still improve your odds of surviving.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Sword.gif|64px]]&lt;br /&gt;
!{{anchor|Energy Sword}}[[Energy Sword]]&lt;br /&gt;
|[[Syndicate Items|Syndicate Uplinks]]&lt;br /&gt;
|Blocks most projectiles&lt;br /&gt;
|Needs to be turned on to work. Counts as a shield just like the riot shield.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor is a great passive way to keep you from getting hurt too badly in a fight.  Some jobs will have difficulty acquiring armor.  Some armor, like hardsuits, will slow you, as well.&lt;br /&gt;
&lt;br /&gt;
Armor will reduce all damage of a certain type, on parts of your body that are protected by the armor. You will see &#039;&#039;&amp;quot;Your armor softens the blow!&amp;quot;&#039;&#039; when your armor reduces damage. The defense values are indicated by an armor&#039;s percent protection from different damage types, for example basic Armor has a melee protection rate of 50, as such it will reduce all melee damage to the chest by 50%.&lt;br /&gt;
&lt;br /&gt;
Armor only protects the region that it covers on your body. No armor protects your entire body.&lt;br /&gt;
&lt;br /&gt;
===Body Armor===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:Lightblue;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|How to acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Protection&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue; width:80px&#039;|Defense values %&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:CaptArmor.png|64px]]&lt;br /&gt;
!{{anchor|Captain&#039;s Armor}}[[Captain&#039;s Armor]]&lt;br /&gt;
|[[Captain&#039;s Quarters]]&lt;br /&gt;
|Offers moderate protection from most sources.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 50 &amp;lt;br&amp;gt;laser = 50 &amp;lt;br&amp;gt;energy = 25 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50&lt;br /&gt;
|The Captain will sometimes wear this.  It&#039;s also space-worthy, but it will slow you down.  Wearing this while not the Captain is a good way to get robusted. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Capscarapace.png|64px]]&lt;br /&gt;
!{{anchor|Captain&#039;s Carapace}}[[Captain&#039;s Carapace]]&lt;br /&gt;
|[[Captain&#039;s Quarters]]&lt;br /&gt;
|Offers moderate protection from most sources.&lt;br /&gt;
|melee = 50 &amp;lt;br&amp;gt;bullet = 40 &amp;lt;br&amp;gt;laser = 50 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25&lt;br /&gt;
|A special armor vest unique to the Captain. Offers far greater  protection than most armor, and also displays your authority to the crew.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:RIG.png|64px]]&lt;br /&gt;
!{{anchor|Engineering Hardsuit}}[[Hardsuit|Engineering Hardsuit]]&lt;br /&gt;
|[[Engineering]]&lt;br /&gt;
|Gives low protection from melee attacks and explosions.&lt;br /&gt;
|melee = 10 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 10 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 75&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Atmospherics_Hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]]&lt;br /&gt;
|[[Atmospherics]]&lt;br /&gt;
|Identical to normal RIG however it is one of the only items that grants complete protection from Fire at the cost of no Radiation protection.&lt;br /&gt;
|melee = 10 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 10 &amp;lt;br&amp;gt;bio = 100&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Mining_Hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]&lt;br /&gt;
|[[Mining]]&lt;br /&gt;
|Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 80 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit.&lt;br /&gt;
|melee = 30 - 70 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:AdvRIG.png|64px]]&lt;br /&gt;
!{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]]&lt;br /&gt;
|[[Chief Engineer]]&lt;br /&gt;
|Gives good protection from melee attacks, near complete Radiation protection and complete protection against Fire.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 90&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Medical_Hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]&lt;br /&gt;
|[[Chief Medical Officer]]&lt;br /&gt;
|Provides little physical protection and does not block intense light based weapons, such as flashbangs or flashes. But is a easy to access Hardsuit for the CMO.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 10 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:RDRIG.png|64px]]&lt;br /&gt;
!{{anchor|RD Hardsuit}}[[Hardsuit|RD Hardsuit]]&lt;br /&gt;
|[[Research Director]]&lt;br /&gt;
|More accurately described as a space proof bomb suit. One of the only Hardsuits to provide 100% bomb protection, the helmet also has a diagnostic HUD built in.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 100 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 60&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Security Hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]]&lt;br /&gt;
|[[E.V.A.]]&lt;br /&gt;
|Gives slightly increased protection against all damage sources.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 15 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 10 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:HoSRIG.png|64px]]&lt;br /&gt;
!{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]]&lt;br /&gt;
|[[E.V.A.]]&lt;br /&gt;
|Gives slightly increased protection against all damage sources.&lt;br /&gt;
|melee = 45 &amp;lt;br&amp;gt;bullet = 25 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50&lt;br /&gt;
|Offer more protection than the standard Security Hardsuit. Still not as good as the Captain&#039;s spacesuit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Wizardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]&lt;br /&gt;
|[[Wizard]] or Summon magic&lt;br /&gt;
|Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot!&lt;br /&gt;
|melee = 40&amp;lt;br&amp;gt;bullet = 40&amp;lt;br&amp;gt;laser = 40&amp;lt;br&amp;gt;energy = 20&amp;lt;br&amp;gt;bomb = 35&amp;lt;br&amp;gt;bio = 100&amp;lt;br&amp;gt;rad = 50&lt;br /&gt;
|See [[Wizard|here]] for information on the magical arts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Ablative.png‎|64px]]&lt;br /&gt;
!{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|Gives excellent protection against Laser and Energy attacks and can even deflect them.&lt;br /&gt;
|melee = 10 &amp;lt;br&amp;gt;bullet = 10 &amp;lt;br&amp;gt;laser = 60 &amp;lt;br&amp;gt;energy = 50&lt;br /&gt;
|It will sometimes deflect energy projectiles, which includes [[Taser]] shots!  It&#039;s also a [[High-risk items|traitor objective]]. Expect to receive a harsh sentence from security if caught with this.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Bulletproofvest.png|64px]]&lt;br /&gt;
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.&lt;br /&gt;
|melee = 15 &amp;lt;br&amp;gt;bullet = 80 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 40&lt;br /&gt;
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Armor.png|64px]]&lt;br /&gt;
!{{anchor|Body Armor}}[[Body Armor]]&lt;br /&gt;
|[[HoS]], [[HoP]], [[Security]]&lt;br /&gt;
|Protects moderately against melee and lasers, which are common things to be harmed by.&lt;br /&gt;
|melee = 25 &amp;lt;br&amp;gt;bullet = 15 &amp;lt;br&amp;gt;laser = 25 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25&lt;br /&gt;
|The standard armor found on security mooks.  Also sometimes found on [[Ian]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Swatarmor.png|64px]]&lt;br /&gt;
!{{anchor|Riot Suit}}[[Riot Suit]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding [[assistant]]s everywhere. Gives complete protection to the entire body.&lt;br /&gt;
|melee = 50 &amp;lt;br&amp;gt;bullet = 10 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 10&lt;br /&gt;
|It&#039;s very resistant to melee attacks, BUT it&#039;s less protective against lasers than standard armor.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Armoredcoat.png|64px]]&lt;br /&gt;
!{{anchor|Armored Coat}}[[Armored Coat]]&lt;br /&gt;
|[[HoS]]&lt;br /&gt;
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it&#039;s still robust.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25&lt;br /&gt;
|Wear this as your rightful trophy if you manage to outrobust him.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Deathsquad.png|64px]]&lt;br /&gt;
!{{anchor|Deathsquad Armor}}[[Deathsquad Armor]]&lt;br /&gt;
|[[Death Squad]]&lt;br /&gt;
|Extremely robust armor found only on Deathsquad Officers.  Offers strong protection against all damage sources to the entire body, in addition to being spaceworthy.  Moderate slowdown.&lt;br /&gt;
|melee = 80 &amp;lt;br&amp;gt;bullet = 80 &amp;lt;br&amp;gt;laser = 50 &amp;lt;br&amp;gt;energy = 50 &amp;lt;br&amp;gt;bomb = 100 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 100&lt;br /&gt;
|If you see someone wearing this, it&#039;s a good idea to run.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Bomb-suit.png|64px]]&lt;br /&gt;
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]]&lt;br /&gt;
|[[Toxins Lab]], [[Armory]]&lt;br /&gt;
|Protects you from bombs. Even if a bomb manages to kill you, your body will not be gibbed and you can be cloned.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;laser = 20 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 100&lt;br /&gt;
|A suit designed for safety when handling explosives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Secjumpsuit.png|64px]]&lt;br /&gt;
!{{anchor|Security Officer&#039;s Jumpsuit}}Security Officer&#039;s Jumpsuit&lt;br /&gt;
|[[Security Offices]]&lt;br /&gt;
|A security officer&#039;s jumpsuit provides a small amount of melee protection. All security-division jumpsuits have the same benefit, whether it be an officer&#039;s, the detective&#039;s, or the HoS&#039;s. Lawyers do not, however.&lt;br /&gt;
|melee = 10&lt;br /&gt;
|The kicker? It goes in your jumpsuit slot, and when worn underneath armor will stack their defenses additively. The riot suit&#039;s 80% melee reduction becomes an incredible 90%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Helmets===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:Lightblue;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|How to acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Protection&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue; width:80px&#039;|Defense values %&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Helmet.png|64px]]&lt;br /&gt;
!{{anchor|Helmet}}[[Helmet]]&lt;br /&gt;
|[[Security Office]]&lt;br /&gt;
|Standard head gear for security mooks. Keeps your head safe.&lt;br /&gt;
|melee = 25 &amp;lt;br&amp;gt;bullet = 15 &amp;lt;br&amp;gt;laser = 25 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25&lt;br /&gt;
|Brave officers may opt to wear the security beret or hat instead.  The warden&#039;s hat offers the same protection as this.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Swathelmet.png|64px]]&lt;br /&gt;
!{{anchor|Swat Helmet}}Swat Helmet&lt;br /&gt;
|[[Derelict]]&lt;br /&gt;
|A rare and extremely powerful helmet that protects against all kinds of damage.  Spaceworthy.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 25 &amp;lt;br&amp;gt;energy = 25 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 10&lt;br /&gt;
|If you get this, be proud that you are wearing the best protective headgear in the game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
![[File:Riothelm.png|64px]]&lt;br /&gt;
!{{anchor|Riot Helmet}}[[Riot Helmet]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|Provides excellent melee protection, but lacks in other areas.&lt;br /&gt;
|melee = 41 &amp;lt;br&amp;gt;bullet = 15 &amp;lt;br&amp;gt;laser = 5 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 5 &amp;lt;br&amp;gt;bio = 2&lt;br /&gt;
|Useful during revolutions, and other situations where you might be swarmed with melee weapons.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Hoscap.png|64px]]&lt;br /&gt;
!{{anchor|Head of Security Hat}}Head of Security Hat&lt;br /&gt;
|[[HoS]]&lt;br /&gt;
|Provides robust head protection in all damage types.  The HoS starts with this.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 25 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25 &amp;lt;br&amp;gt;bio = 10&lt;br /&gt;
|Powerful and stylish, also for showing who is in charge around here.  The dermal armor in the HoS&#039;s locker offers the same protection as this.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Deathsquadhelm.png|64px]]&lt;br /&gt;
!{{anchor|Deathsquad Helmet}}Deathsquad Helmet&lt;br /&gt;
|[[Death squad]]&lt;br /&gt;
|A strong helmet that provides reduction against most damage types. Spaceworthy.&lt;br /&gt;
|melee = 80 &amp;lt;br&amp;gt;bullet = 80 &amp;lt;br&amp;gt;laser = 50 &amp;lt;br&amp;gt;energy = 50 &amp;lt;br&amp;gt;bomb = 100 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt; rad = 100&lt;br /&gt;
|Underwhelming compared to the deathsquad body armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Armory&amp;diff=5978</id>
		<title>Armory</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Armory&amp;diff=5978"/>
		<updated>2016-10-26T15:34:12Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location&lt;br /&gt;
 |headerbgcolor=darkred&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#ff9999&lt;br /&gt;
 |name=The Armory&lt;br /&gt;
 |image=Armory.png&lt;br /&gt;
 |department=Security&lt;br /&gt;
 |exits= [[Brig|Warden&#039;s Office]] south, [[Security Offices]] southwest&lt;br /&gt;
 |purpose=Stores various valuable and dangerous pieces of equipment.&lt;br /&gt;
 |access=Armory&lt;br /&gt;
 |contents=Guns and armour.&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Security]], [[Warden]]&lt;br /&gt;
 |description=This is where the most important weapons are kept like [[Security items#Energy Gun|energy guns]] and [[Security items#WT-550 Assault Rifle|automatic rifles]]. The armory is not that secure and can be easily breached if you know how to destroy reinforced walls. The armory is also a common target for traitors looking to arm themselves, with the most vulnerable area being the western wall, which is accessible from maintenance tunnel.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=Storage&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The armory is located on the left side of the security sector, surrounded with reinforced walls and with one entrance. The armory has a separate area for specialized armor and sniper rifle along with one of each ammo type. Requires Armory access to enter.&lt;br /&gt;
&lt;br /&gt;
Inventory includes&lt;br /&gt;
&lt;br /&gt;
===Weaponry=== &lt;br /&gt;
*Three energy guns&lt;br /&gt;
*Three laser guns&lt;br /&gt;
*One ion rifle&lt;br /&gt;
*Two Riot Shotguns&lt;br /&gt;
*Eight additional Shotgun Shells&lt;br /&gt;
*A box of Tear Gas Grenades&lt;br /&gt;
*A box of Flashbang Grenades&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
*Two security hardsuits&lt;br /&gt;
*Three WT-550 Assault Rifles&lt;br /&gt;
&lt;br /&gt;
===Secure===&lt;br /&gt;
*Sniper rifle&lt;br /&gt;
*One magazine of each Sniper Rifle ammo (Tranquilizer, Hollow Point and Armor Piercing)&lt;br /&gt;
*One bulletproof armor vest&lt;br /&gt;
*One Ablative armor vest&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Items===&lt;br /&gt;
*One portable flasher and a wrench to secure them&lt;br /&gt;
&lt;br /&gt;
The armory is unsurprisingly a prime target for [[traitor]]s and [[Assistant|fools]], 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.&lt;br /&gt;
&lt;br /&gt;
==Gaining Entry==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking to gain entry to the armory for [[Traitor|no reason in particular]], you can get done with it fairly easy compared to other armories. It is possible to get the warden&#039;s permission to gain entry if you&#039;re a security officer, but for any other class you&#039;re probably going to have to break in. Luckily, armory is fairly near the main hallway and a maintenance tunnel, destroying the western armory walls is propably the easiest option. &lt;br /&gt;
&lt;br /&gt;
If you want to try your chances, you can [[Guide to Hacking|hack]] your way in, which can be difficult since it would mean hacking three doors before even reaching armory doors. You can also wait for enemy ship to breach the armory in a hellish barrage of MAC cannon fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dorms area is perfect for hiding the loot but you can use your workplace lockers, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Armory&amp;diff=5977</id>
		<title>Armory</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Armory&amp;diff=5977"/>
		<updated>2016-10-26T15:33:29Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: Updated the info in the small boxes on the right side.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location&lt;br /&gt;
 |headerbgcolor=darkred&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#ff9999&lt;br /&gt;
 |name=The Armory&lt;br /&gt;
 |image=Armory.png&lt;br /&gt;
 |department=Security&lt;br /&gt;
 |exits= [[Brig|Warden&#039;s Office]] south, [[Security Offices]] southwest&lt;br /&gt;
 |purpose=Stores various valuable and dangerous pieces of equipment.&lt;br /&gt;
 |access=Armory&lt;br /&gt;
 |contents=Guns and armour.&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Security]], [[Warden]]&lt;br /&gt;
 |description=This is where the most important weapons are kept like [[Security items#Energy Gun|energy guns]] and [[Security items#Laser Gun|laser guns]]. The armory is not that secure and can be easily breached if you know how to destroy reinforced walls. The armory is also a common target for traitors looking to arm themselves, with the most vulnerable area being the western wall, which is accessible from maintenance tunnel.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=Storage&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The armory is located on the left side of the security sector, surrounded with reinforced walls and with one entrance. The armory has a separate area for specialized armor and sniper rifle along with one of each ammo type. Requires Armory access to enter.&lt;br /&gt;
&lt;br /&gt;
Inventory includes&lt;br /&gt;
&lt;br /&gt;
===Weaponry=== &lt;br /&gt;
*Three energy guns&lt;br /&gt;
*Three laser guns&lt;br /&gt;
*One ion rifle&lt;br /&gt;
*Two Riot Shotguns&lt;br /&gt;
*Eight additional Shotgun Shells&lt;br /&gt;
*A box of Tear Gas Grenades&lt;br /&gt;
*A box of Flashbang Grenades&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
*Two security hardsuits&lt;br /&gt;
*Three WT-550 Assault Rifles&lt;br /&gt;
&lt;br /&gt;
===Secure===&lt;br /&gt;
*Sniper rifle&lt;br /&gt;
*One magazine of each Sniper Rifle ammo (Tranquilizer, Hollow Point and Armor Piercing)&lt;br /&gt;
*One bulletproof armor vest&lt;br /&gt;
*One Ablative armor vest&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Items===&lt;br /&gt;
*One portable flasher and a wrench to secure them&lt;br /&gt;
&lt;br /&gt;
The armory is unsurprisingly a prime target for [[traitor]]s and [[Assistant|fools]], 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.&lt;br /&gt;
&lt;br /&gt;
==Gaining Entry==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking to gain entry to the armory for [[Traitor|no reason in particular]], you can get done with it fairly easy compared to other armories. It is possible to get the warden&#039;s permission to gain entry if you&#039;re a security officer, but for any other class you&#039;re probably going to have to break in. Luckily, armory is fairly near the main hallway and a maintenance tunnel, destroying the western armory walls is propably the easiest option. &lt;br /&gt;
&lt;br /&gt;
If you want to try your chances, you can [[Guide to Hacking|hack]] your way in, which can be difficult since it would mean hacking three doors before even reaching armory doors. You can also wait for enemy ship to breach the armory in a hellish barrage of MAC cannon fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dorms area is perfect for hiding the loot but you can use your workplace lockers, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Armory&amp;diff=5976</id>
		<title>Armory</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Armory&amp;diff=5976"/>
		<updated>2016-10-26T15:28:43Z</updated>

		<summary type="html">&lt;p&gt;WarlordToby: Updated information. I still need some more info about the armory equipment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location&lt;br /&gt;
 |headerbgcolor=darkred&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#ff9999&lt;br /&gt;
 |name=The Armory&lt;br /&gt;
 |image=Armory.png&lt;br /&gt;
 |department=Security&lt;br /&gt;
 |exits= [[Brig|Warden&#039;s Office]] south, [[Security Offices]] southwest&lt;br /&gt;
 |purpose=Stores various valuable and dangerous pieces of equipment.&lt;br /&gt;
 |access=Armory&lt;br /&gt;
 |contents=Guns and armour.&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Security]], [[Warden]]&lt;br /&gt;
 |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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=Storage&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The armory is located on the left side of the security sector, surrounded with reinforced walls and with one entrance. The armory has a separate area for specialized armor and sniper rifle along with one of each ammo type. Requires Armory access to enter.&lt;br /&gt;
&lt;br /&gt;
Inventory includes&lt;br /&gt;
&lt;br /&gt;
===Weaponry=== &lt;br /&gt;
*Three energy guns&lt;br /&gt;
*Three laser guns&lt;br /&gt;
*One ion rifle&lt;br /&gt;
*Two Riot Shotguns&lt;br /&gt;
*Eight additional Shotgun Shells&lt;br /&gt;
*A box of Tear Gas Grenades&lt;br /&gt;
*A box of Flashbang Grenades&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
*Two security hardsuits&lt;br /&gt;
*Three WT-550 Assault Rifles&lt;br /&gt;
&lt;br /&gt;
===Secure===&lt;br /&gt;
*Sniper rifle&lt;br /&gt;
*One magazine of each Sniper Rifle ammo (Tranquilizer, Hollow Point and Armor Piercing)&lt;br /&gt;
*One bulletproof armor vest&lt;br /&gt;
*One Ablative armor vest&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Items===&lt;br /&gt;
*One portable flasher and a wrench to secure them&lt;br /&gt;
&lt;br /&gt;
The armory is unsurprisingly a prime target for [[traitor]]s and [[Assistant|fools]], 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.&lt;br /&gt;
&lt;br /&gt;
==Gaining Entry==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking to gain entry to the armory for [[Traitor|no reason in particular]], you can get done with it fairly easy compared to other armories. It is possible to get the warden&#039;s permission to gain entry if you&#039;re a security officer, but for any other class you&#039;re probably going to have to break in. Luckily, armory is fairly near the main hallway and a maintenance tunnel, destroying the western armory walls is propably the easiest option. &lt;br /&gt;
&lt;br /&gt;
If you want to try your chances, you can [[Guide to Hacking|hack]] your way in, which can be difficult since it would mean hacking three doors before even reaching armory doors. You can also wait for enemy ship to breach the armory in a hellish barrage of MAC cannon fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dorms area is perfect for hiding the loot but you can use your workplace lockers, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:locations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>WarlordToby</name></author>
	</entry>
</feed>