The Armory

This page contains all of the armor, weaponry, and gadgets that have thus far been used throughout the story, with descriptions of each item.

Dragonhide Armor

 * A sleek suit of battle armor made up of thick but flexible plates for optimal mobility, perfect for a hardened soldier on the frontlines. Circuitry within the suit also increases the strength of the soldier within.
 * Stored in a cube form that automatically unfolds, forming around its user's body for the perfect fit.
 * Used mainly by weapons officers and soldiers on the front lines.

Hostile Environment Suit

 * Standard Earthling survival suit with state-of-the-art life-support tech embedded. Bulky.
 * More like a classic astronaut suit from the 21st Century.
 * Used in non-military, exploratory missions.

Stealth Armor

 * This general set of armor offers moderate protection from threats and is usually worn by those who scout ahead, as the boots contain a special dampener that silences foot falls.
 * Also contains a stealth mode.
 * Used mainly by scouts for reconnaissance.

Tech Armor

 * This special suit of armor contains less bulky plating in favor of a strong mesh that allows for body movement required of a technician. Many gadgets lie within the circuitry, and the visor serves as a multi-purpose scanner.
 * Sacrifices protection in favor of maneuverability.
 * Used mainly by engineers and technicians during field operations.

BFG-01 Rocket Launcher

 * This heavy weapon is unwieldy but highly effective, shooting a standard explosive rocket.
 * Only holds one round at a time.
 * Used only in extenuating circumstances during field operations.

Combat Knife

 * High quality metal fused into the handle.
 * Designed with precise ergonomics for the perfect grip.
 * This basic knife is a standard possession with most military personnel.
 * Used as a stealthy alternative to gunfire.

Compressed Energy Pistol

 * Standard-issue sidearm good for damage to organisms and electronics. Poor against hardware.
 * Due to the high cost of producing energy cartridges, this is one of the only firearms that does not use regular bullets, aside from rare specialty weapons.
 * Commonly used by all military personnel.

Electromagnetic Pulse Grenade

 * A small grenade that fires from within the security drone.
 * Cripples any electronics within a small radius.
 * Also available as artillery for soldiers when security drones are not readily available.

Incendiary Grenade

 * This destructive grenade releases an explosion of dangerous napalm.
 * The napalm coats and burns whatever it touches.
 * Readily available on most starships.

Laser Turret

 * A small turret that telescopes out from a fleet security drone.
 * Fires multiple high-powered blasts of photon energy at the target.
 * Must be used sparingly, as it easily overheats.

MR-910 Combat Rifle

 * Standard-issue projectile rifle.
 * Generally forbidden to see use aboard starships due to its destructive capabilities.
 * Fires regular bullets due to high cost of energy projectiles.
 * Commonly used by most military personnel.

MT-08 Double Barrel Shotgun

 * This high-powered blaster packs a monstrous kick.
 * Will annihilate most enemies at close range.
 * Fires regular shells due to high cost of energy projectiles.
 * Smaller supply than the pistol and rifle on most starships.

NPLM-73 Flamethrower

 * This beast incinerates anything at the end of its barrel.
 * Powerful, but cartridges hold limited napalm fluid.
 * Scarce availability on most starships.

Plasma Grenade

 * This destructive grenade releases an explosion of dangerous plasma that coats and disintegrates whatever it touches.
 * Highly destructive.
 * Limited availability due to steep cost of production.

SNY-2X Sniper Rifle

 * A long-range, advanced projectile rifle.
 * Perfect for blasting a target from a distance.
 * Also capable of shooting destructive plasma beads.

Communication Jammer

 * Theo’s invention.
 * Pressing the button sends a jamming signal into the airwaves for two hundred meters. Would be highly noticeable in a populated area.
 * Created in Part Two.
 * Cannot be used again unless rebuilt.

Electronic Cloaking Device

 * Theo's invention.
 * A device that spoofs the digital feed on devices within a three meter radius, duplicating the signal. Especially useful with security cameras.
 * Created in Part Two.
 * Cannot be used again unless rebuilt.

Electronic Lockpick

 * Theo's invention.
 * Picks the lock on doors requiring a magnetic keycard. May also work with hand scanners.
 * Created in Part Two.
 * Cannot be used again unless rebuilt.

Long-Range Satellite-Free Communicator

 * This direct communicator is hardened against EM attacks and keyed specially for the ship on which it's built.
 * Only compatible with a singular ship unless reprogrammed.
 * Standard item on most starships.

Medical Hyperkit

 * A medical kit with various fast-acting and potentially dangerous drugs installed.
 * Contains a simple x-ray scanner.
 * Refill kits are available.
 * Standard item on most starships.

Pocket EMP

 * Theo's invention.
 * Pressing the button activates an electromagnetic pulse in a three meter radius. May not adhere to Colonial EMP specifications.
 * Created in Part Two.
 * Cannot be used again unless rebuilt.

Portable Scanner Array

 * Hand-held but hefty scanning equipment.
 * Sophisticated, expensive, delicate.
 * Provides detailed analysis of the molecular makeup of the item scanned along with other useful pieces of information.
 * Standard item on most starships.

Theo's Jamming Device

 * Theo created a makeshift jamming device that acts like an electric lock pick. He hasn’t had the chance to test it yet, though.
 * Created in Part Two.
 * Cannot be used again unless rebuilt.