This is where the guns are.
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Table of Contents:
- Introduction
- Spec’s
- Access
- List
- Conceptual Images
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Introduction:
Multiple weapons caches spread out evenly within this spacecraft-carrier provide enough small-arms firepower to repel numerous intruder parties. There is an armory within walking-distance of every section of the ship. This gives everyone roughly the same chance of making it to one, should they need to arm themselves.
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Spec’s:
Their lasers and other projectiles will not do much damage to the structure of the ship, but are more than enough to neutralize most biological and robotic threats, as well as a variety of personal armor and shield types. That means they are rated against troops; human bodies and everything similar, but not tanks or BattleMechs (not much of an issue, as almost no on in 34 Tauri has BattleMechs, though the biggest corporations have industrial ‘Mechs).
They are also usually short- to intermediate-range, and their optics match; you’ll be able to handle Close-Quarters Battle/Combat (CQB / CQC) with them, but not do much/any sniping (which is prevented by hallway divider-hatches in most cases, anyway). Of course, for those who deploy for combat planet-side, there are exceptions; normal sniper rifles, etc..
For a list of some of the specific weapons stored in TNH’s armories, navigate here. Those are weapons that are a century or two old (by the time TNH goes on its first “float”; deployment), but they are still widely in use, very effective, and well-understood by many human militaries. That makes them easy to teach armorers how to service.
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Access:
Armory access aboard The New Horizon is strictly regulated and monitored round-the-clock; clearance must be granted by designated armorers and armory-watch officers –who keep perfect records of where all their inventory is. Inisfreeans also assist with this.
Only come to draw your assigned weapon/s when you have orders to use them as part of a mission or training exercise.
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List:
These are the categories of items stored in these rooms:
- (mechanical) breacher tools (“hooligan kit”, incl. power-saw, etc.)
- flamethrowers
- grenades, explosive
- grenades, riot; flash-bang and tear-gas (those 2 being different types, not a dual-purpose grenade)
- grenades, signaling; colored smoke
- laser pistol (stronger than a Starfleet phaser –which was developed centuries before, and for science-based personnel)
- laser rifle, assault (not sniper)
- laser rifle, anti-truck (not rated for heavier armor such as on battle-tanks)
- laser turret, automated; crew-served, tripod-based
- grenade launchers, man-portable
- machineguns, some man-portable, others crew-served (requiring a tripod or vehicle-mount)
- missile launchers, anti-tank (linear/low-tech’, and high-tech’ w/ top-attack option) –one of the few small-arms powerful enough to make a big mess in TNH, but still not breach its hull or other critical layers/parts
- (Mortar systems CAN be stored in here, but are rarely used in this era.)
- rifles, assault/carbine
- rocket launchers (light anti-armor; not rated for battle-tanks)
- shotguns, with various shells/slugs
- sniper rifles
*All those weapons are at the tech’ level of Alien/s, Mass Effect, and Star Trek, but not of Halo/UNSC or the MIB.
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