Armory: Difference between revisions

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m (Warden to MA)
(Added content to the armor and weapons, fixed errors.)
 
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*Three energy guns
*Three energy guns
*Three laser guns
*Three laser guns
*Three WT-550 Assault Rifles
*One ion rifle
*One ion rifle
*Three riot shotguns
*Three riot shotguns
*Eight additional Shotgun Shells
*Sixteen additional Shotgun Shells
*Four WT-550 magazines (Lethal)
*A box of Tear Gas Grenades
*A box of Tear Gas Grenades
*A box of Flashbang Grenades
*A box of Flashbang Grenades
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===Armour===
===Armour===
*Two security hardsuits
*Two security hardsuits
*Three WT-550 Assault Rifles
*Three security helmet


===Secure===
===Secure===
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===Miscellaneous Items===
===Miscellaneous Items===
*One portable flasher and a wrench to secure them
*One portable flasher and a wrench to secure them
*Evidence bag box
*Secure briefcase
*A box of handcuffs


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.
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.

Latest revision as of 22:03, 12 August 2017

Security Area
The Armory
Just because there's an ion rifle and a sniper doesn't mean you should dual wield them.
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, Master-at-Arms
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. 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.

Inventory includes

Weaponry

  • Three energy guns
  • Three laser guns
  • Three WT-550 Assault Rifles
  • One ion rifle
  • Three riot shotguns
  • Sixteen additional Shotgun Shells
  • Four WT-550 magazines (Lethal)
  • A box of Tear Gas Grenades
  • A box of Flashbang Grenades

Armour

  • Two security hardsuits
  • Three security helmet

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
  • Evidence bag box
  • Secure briefcase
  • A box of handcuffs

The armory is unsurprisingly a prime target for traitors and fools, and it is the job of the Master-at-Arms to watch over it. Breaking in or trespassing is justification for permanent incarceration or even summary execution if the violator proves to be dangerous.

Security Area
The Armory
This will all end up in the backpack of an Assistant anyway.
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, Master-at-Arms
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 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. 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.

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 Master-at-Arms 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 MA'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 probably 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.