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.

## **Armor / Space Suits**

#### 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.

## **Weaponry**

#### 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.

## **Gadgets**

#### 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.*