Mansion Armory News: Gravity- and black-hole small-arms are now available for firing practice here.
Mansion Armory
Mansion Armory
Note:
The armory of the Governor's Mansion is 1.25 miles beneath the mansion's 1st floor where King's Drive meets the mansion's perimeter wall. This armory, located near the heart of the Inisfree-city sphere, is a vault within a vault within a vault (the 1st vault being that which is formed by Inisfree's Perimeter Orb and Perimeter Wall, the 2nd vault being that which is formed by the C&C 'Bat-cave' Facility, and the 3rd vault being that which is formed by the consecutive rectangular prisms encasing this armory itself), and for good reason, too; this room houses enough weapons for a full army, all in perfect condition and modified, in many cases, to never need ammunition reloads or cleaning. This magnitude and quality of firepower does not belong out in the open.
Attendants:
This armory is divided into three stories around an open-air courtyard-style firing-range, with each story being subdivided into balcony-style corridors separating closet-like compartments from the bullet- and shatter-proof window-wall panels allowing every compartment to be viewed from the floor of the courtyard-style firing-range. In each compartment, which is how all of the weapons in this armory are kept organized by type and origin, there is one animatronic version of an Inisfreean female. These cybernetic versions of the Inisfreeans serve as the permanently affixed attendants, moving only to retrieve the desired weapons, inspect them, 'show clear' in the Marine Corps fashion, hand them off, and later, once they are returned, again clear them, there after placing them back into their assigned drawers, racks, or other receivers.
Range Access:
Only with the Governor himself accompanying can one enter this armory, take its weapons from the 'attendants', and use them on its firing-range floor. If the Governor is summoned for an immediate teleportation elsewhere, this armory locks down immediately; Master Females appear to escort the guest out while another Master Female returns the checked-out weapons to their compartments for the 'attendants' to place back on their respective weapon racks.
Weapons by Compartment (C)
Floor 1:
- C1-4
- C5-8
- C9-12
- C13-16
- C17-20
- C21-24
- C25-28
- C29-32
- C33-36
- C37-40
- C41-44
- C45-48
_
Floor 2:
- C1-4
- C5-8
- C9-12
- C13-16
- C17-20
- C21-24
- C25-28
- C29-32
- C33-36
- C37-40
- C41-44
- C45-48
_
Floor 3:
- C1
- C2
- C3
- C4
- C5
- C6
- C7
- C8
- C9
- C10
- C11
- C12
- C13
- C14
- C15
- C16
- C17
- C18
- C19
- C20
- C21
- C22
- C23
- C24
- C25
- C26
- C27
- C28
- C29
- C30
- C31
- C32
- C33
- C34
- C35
- C36
- C37
- C38
- C39
- C40
- C41
- C42
- C43
- C44
- C45
- C46
- C47
- C48
_
豪宅
兵工廠
'Punisher' SMGs & Rifles
LAW-sized TOW, Anti-'carrier Cruise-m' L'
FSO-33s
Omni-interface Gauntlets, Teleporter Wpns.
Shadow-mass Weapons
Light-mass Weapons
(Impact Wall; Targets)
(Impact Wall; Targets)
Ghost-suit Modules
Belt-fed Missile-launching Machine-gun
Trash-can Robot-guns
'Shock-&-Awe' Mines
Blades, Chainsaws
Bows, Nail Guns
SOPMOD
Breaching, Explosives
Grenade Launchers
Light-, Medium-, & Heavy Machine-guns
Rocket- & Missile Launchers
Crew-served Weapon Systems
Sniper Rifles
Lasers & Masers
Flame-throwers
Banaca-torches, Potato-canons, Zip-guns
Alien
Alien vs. Predator
Batman
Battle-Mech
Battle-Mech
Battle-Mech
Battle-Space
Battle-Space
Battle-Space
Battle-Tech
Battle-Tech
Battle-Tech
Mech-Warrior
Mech-Warrior
Mech-Warrior
Blade
Blade-runner
Centurions
Doom, Duke Nukem, Dune
Eraser, Fifth Element, Gears of War
Ghost Busters
G.I. Joe
Half-life
Halo (Human)
Halo (Covenant)
Iron Man
Mad Max, Legion, J' Dredd, James Bond
Mass Effect
Mass Effect
Mass Effect
Men in Black
Metal Gear Solid
Perfect Dark
Pitch Black & The Chronicles of Riddick
Predator
Priest, Quake
Red Faction, RoboCop
Spawn, Spllinter Cell
Star Gate
Star Trek
Star Trek
Star Trek
Star Wars
Star Wars
Star Wars
Starship Troopers
Terminator, Thor, Ultraviolet
Underworld, Unreal Tournament, X-Men