Armory: Difference between revisions
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|exits= The only door. That can't be hard. | |exits= The only door. That can't be hard. |
Revision as of 20:25, 22 January 2017
Security Area | |
The Armory | |
This is where the most important weapons are kept like energy guns and 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.
People who break into the armory are usually given harsh sentences, ranging from a long time in the brig to permabrigging or execution. | |
Obvious exits | The only door. That can't be hard. |
Purpose | Stores various valuable and dangerous pieces of equipment. |
Access level | Armory |
Noteworthy contents | Guns and armour. |
Clearance | Captain, Head of Security, Warden |
Security level | Maximum |
Style | Storage |
Balance Requirements | |
Other Notes | |
Locations on FTL13 |
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.
Inventory includes
Weaponry
- Three energy guns
- Three laser guns
- One ion rifle
- Three riot shotguns
- Eight additional Shotgun Shells
- A box of Tear Gas Grenades
- A box of Flashbang Grenades
Armour
- Two security hardsuits
- Three WT-550 Assault Rifles
Secure
- Sniper rifle
- One magazine of each Sniper Rifle ammo (Tranquilizer, Hollow Point and Armor Piercing)
- One bulletproof armor vest
- One Ablative armor vest
Miscellaneous Items
- One portable flasher and a wrench to secure them
The armory is unsurprisingly a prime target for traitors and fools, and it is the job of the Warden to watch over it. Breaking in or trespassing is justification for permanent incarceration or even summary execution if the violator proves to be dangerous.
Gaining Entry
If you're looking to gain entry to the armory for no reason in particular, you can get done with it fairly easy compared to other armories. It is possible to get the warden's permission to gain entry if you're a security officer, but for any other class you're probably going to have to break in. Luckily, armory is fairly near the main hallway and a maintenance tunnel, destroying the western armory walls is propably the easiest option.
If you want to try your chances, you can 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.
The dorms area is perfect for hiding the loot but you can use your workplace lockers, too.
Locations on NSV Astraeus | |||||||||
General | Recreational | Medical | Supply | Science | Engineering | Security | Command | Upkeep | Outside |
Locations on NRV Aetherwhisp | |||||||||
General | Recreational | Medical | Supply | Science | Engineering | Security | Command | Upkeep | Outside |
Locations on NSV Scarab | |||||||||
General | Recreational | Medical | Supply | Science | Engineering | Security | Command | Upkeep | Outside |