Difference between revisions of "Gang"

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Multiple rival gangs are battling for control of the station, tagging and claiming territory, stockpiling drugs, guns, and cash, busting up opposing gang members, and parading around in silly outfits trying to be menacing.
Multiple rival gangs are battling for control of the station, tagging and claiming territory, stockpiling drugs, guns, and cash, busting up opposing gang members, and parading around in silly outfits trying to be menacing.


The game automatically calls the shuttle at the 55 minute mark, which is accompanied by a unique message: "Centcom is very disappointed in you all for this 'gang' silliness. The shuttle has been called." On the Roleplay servers, this autocall is disabled.
==The Gang Leader==
 
===Who can become a gang leader?===
==RULES==
If you have "Gang Leader" checked in your preferences, you're eligible to spawn as a gang leader when the [[game mode]] is gang. [[Security Officer]]s, [[Security Assistant]]s, the [[Detective]], and the [[Heads of Staff]] (including the [[Head of Security]]) normally cannot spawn as gang leaders.
 
{{Warning|Notes=The game mode "Gang War" has some special rules. Make sure to follow the regular [[Rules|rules]] as well!}}
 
===Gangs===
* Gang members may freely kill anyone dressed in another gang's clothing (or part of their clothing).
* Are not required to wear their uniform.
* Are considered [[antagonist|antagonists]].
* Can harm and kill civilians unprovoked.
* They may stun or harm security, but if they do security is allowed to systematically kill every member of the offending gang.
* May use bombs or other measures that harm the station if there is a very good reason to do so and a general consensus is reached in the gang that it's a good idea.
 
===Security===
* Security should treat gang members like normal [[antagonists]].
* If a particular gang is responsible for stunning or murdering an officer, security may freely arrest or kill members of that gang.
* Security's main role in gang mode is to keep the peace, not 'win' against the gangs!
 
===Civilians===
<!--* All civilians are free to join a gang if they want to get involved.-->
* Are allowed to clean away gang tags, with the understanding that doing so risks retaliation from the gang members
* Can attack and kill gang members at will. ("Gang members are now considered antagonists and can kill or be killed by the crew.")
* Can use bombs in dire situations. For example, if a gang has defeated security and is roaming the station heavily armed, murdering people, it may be OK to bomb them as long as collateral damage is kept to a minimum.


==The Gang Leader==
If you, as gang leader, die within 20 minutes of roundstart for whatever reason (e.g. gang violence, mishap with the crusher in [[Waste Disposal]], suicide by donut), the game will randomly pick one of your gang members to be the new gang leader. If you haven't placed your gang locker yet (more on that [[#Set Gang Base|below]]), this happens instantly after you die. If you have placed your locker, the game will wait 5 minutes before promoting someone, giving your henchmen some time to revive you (or not)
===Who can spawn as a gang leader?===
If you have "Gang Leader" checked in your preferences, you're eligible to spawn as a gang leader when the [[game mode]] is gang. [[Security Officer]]s, [[Security Assistant]]s, the [[Detective]], and the [[Heads of Staff]] (including the [[Head of Security]]) normally cannot spawn as gang leaders. However, under extreme circumstances,<!--to-do: elaborate on what "extreme circumstances" --> it may make the Detective or one of the non-HoS heads a gang leader, which can lead to some...interesting situations. That said, a Head of Security gang leader is still impossible (barring [[admin]] shenanigans), as are Security Officer and Security Assistant gang leaders.


===How do I know if I'm a gang leader?===
===How do I know if I'm a gang leader?===
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===Set Gang Base===
===Set Gang Base===
Use the ''Set Gang Base'' ability in your top left to set where your gang's gang locker will be; the gang locker is where you get gear and stash stuff for gang points. Using the ability will also let you set the gang uniform. You can't change locker location or gang uniform once it's set, so pick wisely!
Use the ''Set Gang Base'' ability in your top left to set where your gang's gang locker will be; the gang locker is where you get gear and stash stuff for gang points. Using the ability will also let you set the gang uniform. You can't change your gang uniform once it's set, so pick wisely!


A good location is important and should reflect on how you want to run your gang, while simultaneously keeping the gang locker safe and secure. The more public your locker, the easier it'll be for all gang members to stuff it with drugs, and cash. However, rival gang members can beat cash out of your locker and steal your loot, so your chosen location must strike a balance between accessibility and security. Furthermore, gang members wearing their full uniform while in an area they own get passive healing and stun-reduction effects that drop off the farther they are from their gang locker, so there's survivability aspect too.
A good location is important and should reflect on how you want to run your gang, while simultaneously keeping the gang locker safe and secure. The more public your locker, the easier it'll be for all gang members to stuff it with drugs, and cash. However, rival gang members can beat cash out of your locker and steal your loot, so your chosen location must strike a balance between accessibility and security. Furthermore, gang members wearing their full uniform while in an area they own get passive healing and stun-reduction effects that drop off the farther they are from their gang locker, so there's a survivability aspect too.
 
If you find the area that you set your gang locker in is no longer viable, then you can use the ''Migrate Gang Base'' ability (exclusive to gang leaders) to move your gang's locker to your current location, so long as the new location is somewhere in your territory. You can do this once every 15 minutes.


Placing your locker will claim an area around it and allow you to start claiming territory with spray cans.
Placing your locker will claim an area around it and allow you to start claiming territory with spray cans.
===Your Job as a Gang Leader===
===Your Job as a Gang Leader===
Your goal is to lead your gang to victory by gaining the most points in the round. As gang leader you can also spend [[street cred]] to revive or replace dead gang members.
Your goal is to lead your gang to victory by gaining the most points in the round. As a gang leader you also have access to street cred, a unique currency earned alongside regular points that can be used to purchase [[JankTank II]] revive syringes and to recruit replacement gang members. Additionally, you have the ability to set your gang base's location and - if needed - move it.
 
===Leading your gang to victory===
*Gang members can be replaced, but you are the only one able to buy revival syringes and hire new members!
**Give your members revival syringes, so they can revive you if you die horribly.
*Loot drops & crates often spawn behind access-locked doors. Quickhacks only take 3 seconds to work, and don't leave a trace. Just make sure you have enough charges to break out again.
*Placing your locker near populated areas is more risky, but populated areas are better tagging targets.
*Co-operating with crew can net you all sorts. Trade excess equipment with them for credits or more drugs!
*Know when and where you might need to move your locker if your base comes under attack. Moving your locker can mean you have the time and resources for a successful reprisal against your rivals!


==The Gang Member==
==The Gang Member==
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Gang uniforms can include a variety of silly hats/masks and jumpsuits, from horse masks to purple butts, from rainbow jumpsuits to ''Fallout'' Vault uniforms. You can claim yours at your gang locker!
Gang uniforms can include a variety of silly hats/masks and jumpsuits, from horse masks to purple butts, from rainbow jumpsuits to ''Fallout'' Vault uniforms. You can claim yours at your gang locker!


Wearing the whole gang uniform is usually a good idea because the full set offers many benefits. For one, it greatly reduces the time required to claim a turf. Secondly, wearing the full set in your territory also grants +5 stamina regeneration, +60 max stamina, and +30 max health. Furthermore, if you're in your territory, you also sometimes heal {{BURN}} and {{BRUTE}}. If you're close to your locker, this also heals TOX. In practical terms, this means you can tank a few more [[Security Objects#Taser|taser]] shots than normal, and it'll take three [[Security Objects#Stun Baton|stun baton]] hits to down you rather than two, greatly boosting your endurance in combat.
Wearing the whole gang uniform is usually a good idea because the full set offers many benefits. For one, it greatly reduces the time required to claim a turf. Secondly, wearing the full set in your territory also grants +5 stamina regeneration, +40 max stamina, and +30 max health. <b>Wearing any exosuit besides the gang-specific [[Gang#Light_Armor_Vest|light vest]] will forfeit this bonus</b>, so no trying to hide it!
 
Furthermore, if you're in your territory, you also sometimes heal {{BURN}} and {{BRUTE}}. If you're close to your locker, this also heals TOX. In practical terms, this means you can tank a few more [[Security Objects#Taser|taser]] shots than normal, greatly boosting your endurance in combat.


The main drawback is that the uniform clearly marks you as a gang member, so anybody, especially rival gang members, could attack and kill you at any time, hence all the combat bonuses. But let's be honest, why ''wouldn't'' you wear it? Just look at the man in the page image. How could you ''not'' want to emulate a man of such high fashion?
The main drawback is that the uniform clearly marks you as a gang member, so anybody, especially rival gang members, could attack and kill you at any time, hence all the combat bonuses. But let's be honest, why ''wouldn't'' you wear it? Just look at the man in the page image. How could you ''not'' want to emulate a man of such high fashion?
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==Rollin' in the dou- erm, points==
==Rollin' in the dou- erm, points==
Whether you're a gang leader or a regular member, your main goal is to earn points for your gang by claiming turf, stockpiling your gang locker with drugs, guns, and cash, and, occasionally, preventing or conducting kidnappings. You can find out your total score so far simply by Examining your gang locker. You can use these points to buy [[Gang#Gang Items|special items]] that'll help you take on rival gang members and other foes.
Whether you're a gang leader or a regular member, your main goal is to earn points. Each gang member starts with 1500 points, and you earn additional points for your gang by claiming turf, stockpiling your gang locker with drugs, guns, and cash, and, on occasion, committing vandalism and claiming gang crates and duffle bags. You can find out your total score so far simply by Examining your gang locker. You can use these points to buy [[Gang#Gang Items|special items]] that'll help you take on rival gang members and other foes.


===Taggin' up turf===
===Taggin' up turf===
[[Image:Spray Can for Gangs.png|right]]
[[File:RedXXtraHeavySprayPaint.png]]
Use your spray cans from your gang locker on any wall or floor bordering your territory to expand your influence, but be aware that rival gangs may spray over your tagging job to claim the area for themselves. The whole process will also take about 15 seconds, but it's reduced by 3 seconds for each piece of the gang uniform you wear.  
 
Use your 'Red X' Xtra Heavy Spray Paint cans from your gang locker on any wall or floor bordering your territory to expand your influence, but be aware that rival gangs may spray over your tagging job to claim the area for themselves. The whole process will also take about 15 seconds, but it's reduced by 3 seconds for each piece of the gang uniform you wear.  


Tags provide a regular income of points based upon how busy the area they 'see' is - if your tag sits in an empty maintenance hall, it won't provide many points! You want your influence over areas with high footfall like the main hallways, or a lot of people sat still, like Genetics.
Tags provide a regular income of points based upon how busy the area they 'see' is - if your tag sits in an empty maintenance hall, it won't provide many points! You want your influence over areas with high footfall like the main hallways, or a lot of people sat still, like Genetics.
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===Money and guns and drugs oh my!===
===Money and guns and drugs oh my!===
The other main way of earning points is by stashing money, drugs and/or guns in your gang locker. You can load items individually by clicking on the locker with the item in your hand and stuff multiple items at a time by click-dragging the sprite of one of them onto the locker sprite, as if stuffing a crate or satchel.
The other main way of earning points is by stashing money, drugs and/or guns in your gang locker. You can load items individually by clicking on the locker with the item in your hand and stuff multiple items at a time by click-dragging the sprite of one of them onto the locker sprite, as if stuffing a crate or satchel.
Drugs make a lot of points initially, but too much of one drug saturates your gang's market! The first 300 units for each drug are worth 3 times their base amount, but afterwards, the going rates start dropping with each unit supplied. Once you've sold more than 600 units of a drug, the price zeros out, and that drug becomes worthless. This means there's a hard 600 unit cap on each drug, so variety matters more than depth. You can view the current going prices for drugs in the locker.


====Score Table====
====Score Table====
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|-
|-
! Name
! Name
! Score
! Base Score
! How to obtain
! How to obtain
! Notes
! Notes
|-
| [[Science_Objects#Tank_Transfer_Valve|Tank Transfer valves]]
| 600 for the first, 300/valve after.
| Steal them from [[Toxins]]
| A surprisingly simple early target, if you're looking to get ahead.
|-
| [[Murder#Guns|Guns]]
| 300/Piece
| Steal them the [[Armory]] or people who are packing heat, e.g. the [[Bartender]], rival gangsters
| Specifically excludes [[Murder#SlamGun|slam guns]], [[Murder#ZipGun|zip guns]], and foam dart weapons such as the [[Murder#Super! Revolver Friend|foam dart revolver]]. You may want to use some of these yourself.
|-
|-
| Bath Salts
| Bath Salts
| 1/unit
| 3/unit
| [[Chemicals#Bath Salts|Chemistry]]
| [[Chemicals#Bath Salts|Chemistry]]
| Can be made with some Discount Dan's and a sufficiently large container.
| Can be made with some Discount Dan's and a sufficiently large container.
|-
|-
| Cash
| Krokodil
| 0.005/$1 (Amount/200)
| 3/unit
| ATMs, Bank terminal, Other crew
| [[Chemicals#Krokodil|Chemistry]]
| You spawn with some in your pocket, put in the locker for a quick point boost. Can only be deposited in $500 or lower increments.
| Also occasionally found in [[Maintenance|particularly shady areas]].
|-
| LSBee
| 2/unit
| [[Chemicals#LSBee|Psychedelic Bees]]
| Hard to source. But if you find any...
|-
| Methamphetamine
| 1.5/unit
| [[Chemicals#Methamphetamine|Chemistry]], [[Guide_to_Botany#Robust_Asomna|Hydroponics]]
| Much safer to make than crank and also quite robust.
|-
|-
| Cat Drugs
| Cat Drugs
| 1/unit
| 1/unit  
| [[Guide_to_Botany#Catnip|Hydroponics]]
| [[Guide_to_Botany#Catnip|Hydroponics]]
| Refined from catnip via still or [[Chemicals#Cat_Drugs|chemistry]]
| Refined from catnip via still or [[Chemicals#Cat_Drugs|chemistry]]
|-
| Morphine
| 1/unit
|  [[Guide_to_Botany#Poppies|Hydroponics]], Steal from [[Medbay]]
| Medbay starts with enough with enough to saturate out a gang's market.
|-
|-
| Crank
| Crank
| 1.5/unit
| 1/unit
| [[Chemicals#Crank|Chemistry]]
| [[Chemicals#Crank|Chemistry]]
| Creates an explosion on mixing.
| Creates an explosion on mixing.
|-
| [[Murder#Guns|Guns]]
| 300/Piece
| Easiest way is through [[Construction#Zip_gun|Construction]]
| You may want to use some of these yourself.
|-
| Krokodil
| 1/unit
| [[Chemicals#Krokodil|Chemistry]]
| Also occasionally found in [[Maintenance|particularly shady areas]].
|-
|-
| LSD
| LSD
| 0.5/unit (1/2)
| 0.5/unit
| [[Chemicals#Lysergic Acid Diethylamide|Chemistry]]
| [[Chemicals#Lysergic Acid Diethylamide|Chemistry]]
| Needs space fungus that can be scraped from maintenance walls or grown in hydroponics.
| Needs space fungus that can be scraped from maintenance walls or grown in hydroponics.
|-
| Methamphetamine
| 1.5/unit
| [[Chemicals#Methamphetamine|Chemistry]], [[Guide_to_Botany#Robust_Asomna|Hydroponics]]
| Much safer to make than crank and also quite robust.
|-
|-
| Psilocybin
| Psilocybin
| 0.5/unit (1/2)
| 0.5/unit  
| [[Guide_to_Botany#Magic_Mushroom|Hydroponics]]
| [[Guide_to_Botany#Magic_Mushroom|Hydroponics]]
| Needed for making cat drugs without a still, though if you have it you probably also have a still.
| Needed for making cat drugs without a still, though if you have it you probably also have a still.
|-
| THC
| 0.25/unit
| Use a reagent extractor or still with cannabis.
| [[Guide to Botany#Cannabis|Cannabis]] is trivial to mass grow, though there might be issues extracting and storing all the THC from so much weed.
|-
|-
| Space Drugs
| Space Drugs
| 0.25/unit (1/4)
| 0.1/unit  
| [[Chemicals#Space Drugs|Chemistry]]
| [[Chemicals#Space Drugs|Chemistry]]
| Easy to mass produce, though storing it might be hard.
| Incredibly easy to mass produce.
|-
|-
| THC
| Cannabis
| 0.125/unit (1/8)
| 10/leaf
| Use a reagent extractor or still with cannabis.
| [[Guide to Botany#Cannabis|Botany]]
| [[Guide to Botany#Cannabis|Cannabis]] is trivial to mass grow, though there might be issues extracting and storing all the THC from so much weed.  
| You only get points for the first 200 leaves you turn in. After that, they are worth nothing.  
|}
|}


===Kidnappin'===
===Crate Wars===
Sometimes, the mysterious gang announcer may also request that the gang with the highest score capture a randomly-chosen crew member who is not in a gang. Every other gang must try to prevent them from doing so. If the chosen gang successfully kidnaps the target within 8 minutes (15 minutes on the Roleplay servers), they get a whopping 20 000 points. If the other gangs prevent it by protecting the target and keeping them alive, the OTHER gangs EACH get 20 000 points. If the target dies before being kidnapped, NOBODY gets points. The person is notified with an ominous message if they become a kidnapping target, and won't know which gang is coming after them.
Occasionally, a crate with a huge of cache of gang gear is dropped in to a random room on the station/ship, revealed to you via Gang Radio. It takes 5 minutes for it land and 10 seconds to unanchor itself for transport. If you and your gang can defend the drop site and drag the crate to your locker without being turned into swiss cheese, you can interact with it to unlock it and gain a fat 3000 point bonus!
 
Why all the security? This particular crate is huge, and by being so large, it grants a much higher chance to roll bigger guns. Even the REALLY big ones, like the [[Murder#Razorbill-180|Razorbill-180]] and the [[Murder#M16_Assault_Rifle|M16 rifle]]. The second crate is especially loaded; it's ''guaranteed'' to have "specialist firearms", meaning either a [[Murder#Draco Machine Pistol|Draco]], a [[Murder#Kuvalda Carbine|Kuvalda]], a [[Murder#Razorbill-180|Razorbill]], or [[Murder#M16 Assault Rifle|M16]]. Even if you get unlucky, the remaining space will still be crammed with ammo, equipment, cash and drugs!
 
Crate deliveries are rather rare. On Classic, the first crate arrives at around the 15 minute mark; after that, there's a crate every 20 minutes afterwards (i.e. the second comes at 35 minutes, third at 55, etc.). On Roleplay, the first one comes at the 30 minute mark, and afterwards, crates arrive every 40 minutes. Classic rounds generally last around 50-70 minutes, and Roleplay rounds 90-100, so on average, you get three crates on Classic and two crates on Roleplay.


Kidnappings can be messy, but once you've secured your target and have them close to your locker, the process of actually claiming your kidnapping bounty is pretty straightforward. You must have them in a strong grab (click on the person with {{Grab}} intent, click on the grab to upgrade it) and then click on the locker to shove them into it. This kills them, but this counts as a successful kidnapping rather than a target dying before successful kidnapping, so you still get your points.  
===Contraband Smuggling===
At the 5 minute mark (10 minute mark on Roleplay) and every 15 minutes or so afterwards (i.e. 2nd round of bags appears 20 minutes in on Classic, 35 minutes in RP), each gang's mysterious gang announcer hides 2 "suspicious looking duffle bags" <!-- Yes, it really is spelled this way--> loaded with tons of loot. Not wanting to snitch your identities via your PDA, they've kindly forwarded the information to the PDA of an innocent civilian on board. The civilians' identities and jobs will be forwarded to you via the Gang Radio. It's often better to co-operate with them for mutually beneficial terms - they know where your loot is, and while civilian crewmates are sane enough not to open it themselves, they can just as easily destroy it.


By its nature, preventing a kidnapping is a great way for gangs that have fallen behind to catch up. For struggling gangs, it's often to good idea to ally with rival gangs or even Security, at least temporarily, for that sweet, sweet twenty-thousand bounty.
Duffle bags come with several measures to impede civilians (including the informant) trying to hand over unclaimed duffle bags to Sec. If a civilian tries to pull it, they'll be significantly slowed. If they manage to drag it away anyway, you'll be notified of the new location via Gang Radio. If they pick it up, the anti-theft barbs will trigger, slowing them down significantly and causing them to bleed, leaving behind a trail for you to follow, if the Gang Radio also broadcasting their location wasn't enough. In addition, they cannot drop or throw it, and other people cannot remove it unless they're a gang member. The victim can try to unhook themselves, but this takes 20 seconds of standing still.  


===Locker Raidin'===
Once you've finally located a duffle bag, you can crack it open by picking it up (Hotkey: {{Key|P}}) and clicking on it while it in your active hand (Hotkey: {{Key|C}} for Goon WASD, {{Key|Z}} for /tg/style WASD). Since opening a bag spills everything inside onto the floor, it's best to do this near your locker. Fortunately, if you've opened a duffle bag but need to move it elsewhere, you can simply pick up the bag again to quickly stuff all the loot back inside and reseal the bag. Each bag gives 1000 points and always contains either a firearm or rare melee weapon, alongside ammunition, grenades, drugs, and cash.
Occasionally, it's sometimes a good idea to raid the enemy locker, it may contain items shoved in the locker by its respective gang. In the process, the enemy gang will have their points almost decimated when the locker does break open. When a locker is being raided, the gang announcer will notify the gang that the locker belongs to, notifying them of the raid. Thus making it impossible to raid a locker in absolute stealth.


The gang locker does not have that much health, usually it only takes a couple hits from a toolbox to bust the locker open, or be blown up with a [[Murder#Bombs|bomb]] or two. However, the gang locker can be repaired with a [[Engineering Objects#Welder|welder]] with a sufficient amount of welding fuel. The low health usually encourages one or two gang members to guard the locker, and if they are wearing a gang uniform, they could be tricky to take down, so it may be wise to bring friends along to the raid.
==== Would Be a Shame If Someone Were to Vandalize It ====
Sometimes, instead of asking you to search a specific room with the aid of an informant, your gang announcer will demand you vandalize a general department area in exchange for a duffle bag. More specifically, you may be asked to target the [[Cargo Bay]], the [[Crew Quarters]], [[Engineering]], the [[Janitor]] offices (including the [[Custodial Closet|main office]] and [[Mini Custodial Closet|supply closet]]), [[Medbay]], or the [[Research Sector]]. The target selection is purely random, but the announcer will never pick the same department twice.
 
This kind of job involves more than just breaking a window or writing "THE CAPTAIN SMELLS" somewhere; you need to cause some serious damage. Your gang needs to achieve 500 "Vandalism Points"; this is reduced to 250 if you're tasked with vandalizing the Janitor's department. If you do something and see a little number pop, that means you've earned Vandalism Points. You can't readily see your gang's Vandalism Points score, but the game will tell you how many you've earned at every 50 point milestone. Once you've reached the required amount, the duffle will magically appear where the most recent act of vandalism occurred.
 
Only the following actions earn Vandalism Points. Notably, attacking crew, other gangsters, etc. does not give points. 
 
{| class="wikitable sortable"
|-
! Action
! Vandalism Points
|-
| Spraying graffiti with the [[Gang#'ProPaint' Spray Can|ProPaint]]
| 20 (per tile)
|-
| Prying up floor tiles
| 2
|-
| Attacking NPCs, if they have less than 10 health. Killing them does not count.
| 0.5 (per point of damage)
|-
| [[Guide to Being Robust#Throw|Throwing]] or [[Guide to Being Robust#Slam|slamming]] people into glass tables
| 10
|-
| Knocking down a [[Vending Machines|vending machine]]
| 10
|-
| Breaking light tubes, light bulbs, and other light fixtures.
| 10
|}
 
===Money Laundering===
By hitting your locker with a wad of credits, you can have the cash used to fund off-station crime. The credits will be slowly laundered over time to turn the cash into score + points.
However, while laundering this cash, your locker will be open to being attacked and raided! Do your best to make sure someone's guarding your illegal laundering operation.


==Gang Items==
==Gang Items==
By clicking on your gang locker, you spend your Gang Points on variety of weapons and other items for fighting rival gangers and other opponents with. Gang Points are shared across all gang members, so purchase wisely.
===Locker Purchases===
 
By clicking on your gang locker, you spend your Gang Points on variety of weapons and other items for fighting rival gangers and other opponents with. Gang Points are separate for gang member, so spend away! Remember, every gang member starts with 1500 Gang Points, so every purchase is priced around that.  
You've probably also noticed that each item has a category like "Space Gang" or "Ninja" and a sub-category like "Misc" or "Weapon". These currently mean nothing, for all gangs can buy all of the gang items listed, but they are part of a plan to implement themed gangs with unique items in the future.


{|class="wikitable sortable"
{|class="wikitable sortable"
Line 177: Line 221:
! Item
! Item
! class="unsortable"  | Image
! class="unsortable"  | Image
! Category
! Cost
! Cost
! class="unsortable" | Description
! class="unsortable" | Description
|- id="Medkit"
! Medkit
| <center>[[Image:MedkitStandard.gif]]</center>
| Consumable
| 800
| A basic [[Medical_Objects#Medkit|medkit]], comes with epinephrine and {{BRUTE}}/{{BURN}} patches.
|- id="Omnizine injector"
! Emergency auto-injector (omnizine)
| <center>[[Image:Autoinjector-White.png]]</center>
| Consumable
| 1100
| A single-use auto-injector filled with 5u of [[Omnizine]].
|- id="Light Armor Vest"
! Light Armor Vest
| <center>[[Image:Gang-Vest.png]]</center>
| Equipment
| 7500
| This thin armor vest offers less protection than [[Security Objects#Body Armor|security's version]], but unlike other outerwear items, it still lets your cool gang uniform show through, allowing you to reap [[Gang#Gang Uniforms|its benefits]]. It reduces damage from bullets and energy weapon projectiles by 33% (e.g. a [[Gang#9mm Lo-Point|Lo-Point]] bullet does only about 20 {{BRUTE}}, instead of 30) and lowers damage from melee attacks to the chest region by 3 (e.g. a [[#Switchblade|switchblade]] does only 7 {{BRUTE}}, rather than 10).
|- id="'ProPaint' Spray Can"
! 'ProPaint' Spray Can
| <center>[[File:Spray Can for Gangs.png]]</center>
| Equipment
| 300
| Click on a wall or floor tile to spray a randomly-chosen graffiti mural. This kind of graffiti cannot claim turf or give gang points, and it can be scrubbed away, but it is handy for [[Gang#Would Be a Shame If Someone Were to Vandalize It|vandalism jobs]] and just looks cool in general. You can select up to 3 squares at time, in a horizontal or vertical line, for a bigger graffiti mural, but it consumes more paint and takes more time. The 'ProPaint' spray can has enough for 20 tiles of graffiti (e.g. 10 double-tile graffiti murals, 6 triple-tile ones, etc.)
It also comes with a unique "Spray Burst" [[Murder#Special Attacks|special attack]] that sprays paint in a 3-tile wide line (like the "Swipe" specials used by various blade weapons). Anyone caught in the spray gets 8 seconds of "Tagged!", splattering them with paint, obscuring their vision, and slowing them down. This does not consume paint for graffiti, but it does have a 3 second cooldown.
|- id="Tipoff"
! Tip off
| <center>[[Image:Gang-Dufflebag.png]]</center>
| Consumable
| 8000
| Schedules an early [[Gang#Contraband Smuggling|duffle bag]] drop full of goodies. A random civilian will be informed of the drop location.
|- id="Quickhack"
! Quickhack
| <center>[[Image:Quickhack.png]]</center>
| Consumable
| 800
| An illegal, home-made tool able to fake up to 5 AI 'open' signals to unbolted doors. While it may look like a gun/ranged tool, you need to press it against the door for it to do its magic.


|- id="Rat Stick"
|- id="Rat Stick"
! Rat Stick
! Rat Stick
| <center>[[Image:RatStick.png]]</center>
| <center>[[Image:RatStick.png]]</center>
| 900
| Weapons
| A basic melee weapon that does as much brute damage and almost as much stamina drain as an [[General Objects#Fire Extinguisher|fire extinguisher]], while also causing a fair bit of bleeding.  
| 1200
| A basic melee weapon that inflicts 10 {{BRUTE}}, while also causing a fair bit of bleeding. It also causes 35 stamina damage, with a 35% chance to land a critical hit that causes an extra 40 stamina damage. Damage-wise, it's basically a [[General Objects#Fire Extinguisher|fire extinguisher]], but better.  


|- id="Switchblade"
! Switchblade
| <center>[[Image:Switchblade.png]]</center>
| Weapons
| 1700
| A stylish, concealable knife. When the blade is unfolded (Hotkey: {{Key|C}} for Goon WASD, {{Key|Z}} for /tg/-style WASD), it causes 10 {{BRUTE}} and has a 33% chance to crit, knocking out a good chunk of stamina. This combos well with its "Stab" [[Murder#Special Attack|special attack]], as it causes heavy bleeding on crit (reduced by armor). Notably, you can hide it in your clothes, simply by clicking on a clothing item while the switchblade is in your active hand. Use *snap emote (Hotkey: {{Key|CTRL}} + {{Key|Z}}) to remove it.
<!--
|- id="Nunchucks"
! Nunchucks
| <center>[[Image:Nunchucks.png]]</center>
| 1200
| A pair of nunchucks, trading some raw lethality for pain compliance.
-->
|- id="Throwing Knife"
|- id="Throwing Knife"
! Throwing Knife
! Throwing Knife
| <center>[[Image:CheapThrowingKnife.png]]</center>
| <center>[[Image:CheapThrowingKnife.png]]</center>
| 3000
| Weapons
| A cheap throwing knife specifically. When thrown, does almost [[General Objects#Fire Extinguisher|fire extinguisher]] levels of brute damage, drains a fair bit of stamina, and causes a bit of bleeding on whoever's unfortunate enough to get hit.  
| 700
| A cheap throwing knife specifically. When thrown, it inflicts a cool 18 {{BRUTE}}, drains 40 Stamina, and causes a bit of bleeding to whoever's unfortunate enough to get hit. When used in melee, it causes only 8 {{BRUTE}} and drains only 15 Stamina (less than a [[General Objects#Fire Extinguisher|fire extinguisher]]!)


|- id="Shuriken"
|- id="Shuriken"
! Shuriken
! Shuriken
| <center>[[Image:AmmoPouchGreen.png]] [[Image:Shuriken.png]]</center>
| <center>[[Image:AmmoPouchGreen.png]] [[Image:Shuriken.png]]</center>
| 1200
| Weapons
| A pouch (i.e. its fits in pockets) of four shuriken, or throwing stars. When a shuriken is thrown, it does up to 11 {{BRUTE}}, inflicts Knocked-down for 2 seconds, and causes some bleeding. It also embeds in the victim, causing it to sometimes inflict a little {{BRUTE}} and briefly stun them; embedded shuriken are removed through the [[Doctoring#Bullets, shrapnel|same procedure as shrapnel and bullets]].
| 800
 
| A pouch (i.e. its fits in pockets) of four deadly shuriken, or throwing stars. When a shuriken is thrown, it does 18 {{BRUTE}}, disorients them for 2 seconds, knocks out 30 Stamina (reduced by armor), and causes some bleeding. It also embeds in the victim, causing it to sometimes inflict a little {{BRUTE}} and briefly stun them; embedded shuriken are removed through the [[Doctoring#Bullets, shrapnel|same procedure as shrapnel and bullets]].
|- id="Sneaking Suit"
! Sneaking Suit
| <center>[[Image:SneakingSuit.png]]</center>
| 3000
| A stylish [[Clothing#(Exo)Suit|exosuit]] inspired by ''Metal Gear''. Does not make you invisible, but unlike the cheap costume version, it actually does provide protection, specifically the same amount of melee damage reduction and ranged protection as one of [[Security Objects#Body Armor|Sec's armor vests]].
 
|- id="Phaser"
! Phaser
| <center>[[Image:PhaserFlipped32x32.png]]</center>
| 1300
| Your run of the mill [[Security Objects#RP-4 Phaser Gun|RP-4 phaser gun]], an energy pistol that does rather weak damage.
 
|- id="Laser Gun"
! Laser Gun
| <center>[[File:LaserGunV2-32x32.png]]</center>
| 20000
| An energy weapon that, well, shoots lasers that do a fair bit of damage and can ignite certain objects (but not people).
 
|- id="Colt Single Action Army"
! Colt Single Action Army
| <center>[[File:ColtSingleActionRevolverV3-32x32.png]]</center>
| 7000
| A 7-shot revolver that can send unarmored targets into crit with three or four shots. Between shots, it must be activated/clicked on in-hand to recock the hammer so it can fire again.  


|- id="Colt .45 Speedloader "
|- id="Baseball Bat"
! Colt .45 Speedloader
! Baseball Bat
| <center>[[Image:38SpcSpeedloaderV2.png]]</center>
| <center>[[Image:BaseballBatV2.png]]</center>
| 700
| Weapons
| 7 extra rounds for the [[Gang#Colt Single Action Army|Colt SAA]]. Obviously, you can reload the [[Gang#Colt Single Action Army|SAA]] with it, but you can also shove it into a [[Murder#ZipGun|zip gun]].
| 2000
| An authentic Space American [[General Objects#Baseball Bat|baseball bat]]. Not only is it a good bludgeon, but notably, it also deflects thrown objects when wielded, including [[#Shuriken|shuriken]] and [[#Throwing Knife|throwing knives]]. Sometimes, there's a bat hidden on the ship/station, but there's usually only one, so you're paying that many points for both convenience and multiple copies.  


|- id="Faux C-Saber"
|- id="Faux C-Saber"
! Faux C-Saber
! Faux C-Saber
| <center>[[Image:DSaber.png]]</center>
| <center>[[Image:DSaber.png]]</center>
| 8000
| Weapons
| A d-saber, a melee weapon that creates a hot blade when activated in-hand. The blade does 18 raw {{BURN}}, which translates into 5-6 hits to send people below 0 health. Inactive, it causes 8 {{BRUTE}}. Generally inferior to the [[Syndicate Items#Cyalume Saber|c-version]]; the d-saber cannot fit into pockets, does not stun on hit, and does not provide special abilities when blocking. You can still wielding a d-saber to "parry" hits from other d-sabers and c-sabers, reducing the attack to just a fair chunk stamina damage; this goes both ways! You can also open the dsaber with a [[screwdriver]] and pop in a [[General Objects#Emergency Glowstick|glowstick]].  
| 10000
| A d-saber, a melee weapon that creates a sharp blade when activated in-hand. The blade disorients them very briefly (1 second), causes 25 Stamina damage and some bleeding, and inflicts 22 {{BRUTE}}, which, assuming no armor, translates into 5-6 hits to send people below 0 health. Inactive, it causes 8 {{BRUTE}} and 10 Stamina damage.<br><br>Generally inferior to the [[Syndicate Items#Cyalume Saber|c-version]]; the d-saber cannot fit into pockets, has less stunning/killing power, and does not provide special abilities when blocking. You can still wielding a d-saber to "parry" hits from other d-sabers and c-sabers, reducing the attack to just a fair chunk stamina damage; this goes both ways! You can also open the dsaber with a [[screwdriver]] and pop in a [[General Objects#Emergency Glowstick|glowstick]].  


|- id="Discount Katana"
|- id="Discount Katana"
! Discount Katana
! Discount Katana
| <center>[[Image:ReversekatanaNEW.png]]</center>
| <center>[[Image:ReversekatanaNEW.png]]</center>
| 7000
| Weapons
| Specifically a reverse katana. Actually does more {{BRUTE}} damage than the [[Syndicate Items#Katana|Syndicate version]] (18 vs 15), but it can't cause bleeding, and it only has a very rare (1%) chance to delimb when targeting a specific body part. Its [[Murder#Special attacks|special attack]] makes you charge a few tiles...reverse of the direction you clicked in; good for getting into melee range...or nope-ing out after you've bitten more than you can chew. Also, if you're wielding a reverse katana in your hand and get attacked by someone with a regular katana or another reverse katana, you'll "parry" their attacks, deflecting them at the cost of a fair chunk of stamina. This goes both ways.   
| 10000
| Specifically a reverse blade katana. Actually does more {{BRUTE}} damage than the [[Syndicate Items#Katana|Syndicate version]] (20 vs 15), but it can't cause bleeding, and it only has a very rare (1%) chance to delimb when targeting a specific body part. Its [[Murder#Special attacks|special attack]] inflicts 40 Stamina damage and makes you charge a few tiles...reverse of the direction you clicked in; good for getting into melee range, or nope-ing out after you've bitten more than you can chew. Also, if you're wielding a reverse katana in your hand and get attacked by someone with a regular katana or another reverse katana, you'll "parry" their attacks, deflecting them at the cost of a fair chunk of stamina. This goes both ways.   
 
|- id="Machete"
! Machete
| <center>[[File:GangMachete.png]]</center>
| Weapons
| 10000
| A big, mean, but slow machete that rewards accuracy and high stamina. It does 25 {{BRUTE}}, but it takes 1.6 seconds to swing it, instead of the standard 1 second. Its "Butcher" [[Murder#Special Attacks|special attack]] makes three quick swipes that, individually, do less damage than normal, but collectively cause more damage than a standard attack. If you land all three, you continue slashing until you run out of stamina. Damage increases with each hit, but the stamina cost also increases, and if you miss, you lose your balance and get disoriented for 4 seconds.


|- id="Stolen Cop Car"
|- id="Stolen Cop Car"
! Stolen Cop Car
! Stolen Cop Car
| <center>[[Image:CopCar.png]]</center>
| <center>[[Image:CopCar.png]]</center>
| Special
| 20000
| 20000
| A [[Space Pod#Security Patrol Car|security patrol car]] for on- and off-station travel, complete with a [[Game FAQ#Minisub controls|control scheme]] you might not be used to. Equipped with a [[Space Pod#Linked Taser Array|pod taser system]] that never runs out of charge. Could work as a getaway car--if you've a good driver.
| A [[Space Pod#Security Patrol Car|security patrol car]] for on- and off-station travel, complete with a [[Game FAQ#Minisub controls|control scheme]] you might not be used to. Equipped with a [[Space Pod#Linked Taser Array|pod taser system]] that never runs out of charge. Could work as a getaway car--if you've a good driver.


|- id="JankTank Implant"
|}
! JankTank Implant
| <center>[[Image:Implanter2.png]]</center>
| 300, rises.
| Offers healing, spraying, and combat bonuses but has crazy withdrawal effects. Click on yourself with the resulting [[Medical Objects#Implanter|implanter]] to give yourself or, with a delay, someone else the implant inside. When the implant is active, it provides the following buffs, at the cost of occasionally (10% chance) making you jittery:
*Provides healing: every few seconds, it also reduces bleeding and misstep and heals 2 {{BRUTE}} & 1 {{OXY}}, with a good chance (60%) to also heal 1 {{TOX}}, 1 {{BRUTE}}, and 1 {{OXY}}.
*Lessens some of the slowdown from being injured.
*Cuts down spraying speed by a few seconds.
*Reduces the duration of incoming Stunned, Knocked-down, and Unconscious debuffs by 40%.
It lasts about 6 minutes and can be extended to 18 minutes by giving yourself more of them. When the implant runs out, you enter withdrawal for about 10 minutes, and you sometimes (20%) visibly and violently twitch and become more jittery, semi-rarely (15%) gain 1 {{TOX}} damage, and occasionally (10%) suffer 2 seconds of Stunned. Lore-wise, the drugs are going straight into your synapses, which mechanics-wise means there's no chems to extract from your bloodstream.<br><br>Starts at 300, but price increases to current price * 1.1, rounded to the integer, with each purchase (i.e. 300->330->363->399, etc.) Price increases for every gang.


|- id="Stimulants"
===Street Cred Purchases===
! Stimulants
Gang leaders have additional purchases to keep their gang fighting.
| <center>[[File:StimulantsV2.png]]</center>
{|class="wikitable sortable"
| 15000
|-
| Just like the [[Syndicate Items#Stimulants|Stimulants the Syndicate uses]]. Basically, if you jab yourself with this, for 15 minutes you're immune to all stuns and have godlike stamina, granting you a significant edge in fights. Once those 15 minutes are up though, expect to pass out a lot for a while. Beware of [[Security Objects#Tranquilizer Rifle|tranquilizer rifles]] and anyone else armed with [[Chemicals#Haloperidol|haloperidol]]
! Item
! class="unsortable"  | Image
! Cost
! class="unsortable" | Description
 
|- id="JankTank II"
! JankTank II
| <center>[[Image:JanktankII.png]]</center>
| 750, increasing by 1.5x for each syringe purchased.
| A nasty looking cocktail of drugs and spices, able to bring a dead, non-rotten (i.e. not [[Decomposition#The Decomposition Process|bloated]] or further) gang member back to life. Will not work on non-gangsters or gangsters who have set themselves to DNR, but it still works on gangsters who are in [[Virtual Reality]] as Virtual Spectres, playing [[Ghost Critter]]s, or in the [[Afterlife Bar]]. Revival is not instant; using it takes 5 seconds (i.e. time for someone to interrupt you), and it takes 5 seconds for revival to start.<br><br>The revival process heals all {{OXY}}, [[Doctoring#Organ Damage & Ailments|organ damage]], and [[Doctoring#Brain|brain damage]] and restores any lost blood, but it heals only enough {{BRUTE}}, {{BURN}}, and {{TOX}} to bring them to 15% HP. They also receive chems for treating critical condition: 2.5 units of [[Chemicals#Atropine|atropine]], 5 units of [[Chemicals#Ephedrine|ephedrine]], 10 units of [[Chemicals#Salbutamol|salbutamol]], and 5 units of [[Chemicals#Synaptizine|synaptizine]]. In addition, this clears any "Knocked-down" or "Stunned" debuffs but leaves them very jittery and disoriented (and tripping because they also get 5 units of [[Chemicals#Space Drugs|space drugs]]).<br><br><b>Gang members can use this on you, too!</b> Given only you, the leader, can buy them, it's prudent to ensure they have one, or know where to get one.
 
|- id="Recruitment"
! Recruitment
| <center>[[Image:GangLeaderV2-64x68.png]]</center>
| 500, increasing by 2.5x for each new member recruited.
| Recruits a new gang member from the pool of eligible ghosts. Will fail and refund your points if your gang is full or no ghosts are available.
 
|}
 
===GUNS===
Available from duffel bags and crate drops, each gun will come with a limited supply of ammo.
{|class="wikitable sortable"
|-
! Item
! class="unsortable"  | Image
! Ammo
! class="unsortable" | Description
 
|- id="Webley Revolver"
! Webley Revolver
| <center>[[Image:Webley.png]]</center>
| .455 speedloaders.
| A cut down Webley break-action revolver with armor-piercing ammunition. Has to be manually broken open in order to be reloaded and can "fan the hammer" if drawn from a pocket with both hands free, gaining a massive temporary fire-rate boost.
 
|- id="9mm Lo-Point"
! [[Murder#Lo-Point|9mm Lo-Point]]
| <center>[[Image:Lo-Point.png]]</center>
| Standard 9mm ammunition.
| A very cheap and disposable 9mm handgun. So disposable in fact that throwing an empty Lo-Point at someone will smash it to pieces and stun them for a short duration.
 
|- id="Hafgan laser pistol"
! [[Murder#Hafgan Mod.93R Repeating Laser|Hafgan Mod. 93R Repeating Laser]]
| <center>[[Image:Hafgan93R.png]]</center>
| Single use Mod. 93R Repeating Laser Cells
| A powerful burst laser pistol prone to overheating, requiring single-use disposable coolant cells.
 
|- id="MOR-30 Submachine Gun"
! [[Murder#MOR-30 Submachine Gun|MOR-30 Submachine Gun]]
| <center>[[File:MOR30.png]]</center>
| 9mm SMG magazines, which includes MOR-30 and Grease Gun mags.
| A high fire-rate, no-frills, all damage 9mm automatic. This fires a different 9mm than your [[#9mm Lo-Point|Lo-Point]] or [[Security Objects#Clock 180|Clock 180]], so you can't use ammo from those, but it can accept magazines for the [[#Grease Gun|Grease Gun]].
 
|- id="Grease Gun"
! Grease Gun
| <center>[[Image:GreaseGun.png]]</center>
| 9mm SMG magazines, including both Grease Gun and MOR-30 mags.
| A cheap and old-fashioned SMG, known for having extremely inconsistent fire rate unless kept lubricated with some kind of grease. [[Space Lube]], [[Oil]], and [[Chemicals#Space-Soybean_Oil|Space-soybean oil]] all work well but whatever you do don't pour [[Glue]] into this thing.
 
|- id="Draco Machine Pistol"
! [[Murder#Draco Machine Pistol|Draco Machine Pistol]]
| <center>[[File:Draco.png]]</center>
| 7.62x39mm Draco magazines.
| A bizarre, incredibly high recoil 7.62 'Pistol'.
 
|- id="Striker-7"
! [[Murder#Striker-7|Striker-7]]
| <center>[[File:Striker7.png]]</center>
| All shotgun ammo, comes loaded with birdshot.
| A 7-shot drum fed shotgun, that can only be reloaded 1 shell at a time due to its awkward drum mechanism.
 
|- id="Razorbill-180"
! [[Murder#Razorbill-180|Razorbill-180]]
| <center>[[File:American 180.png]]</center>
| Cannot be reloaded, comes with 177 rounds of .22 ammunition.
| Obscene fire rate, abysmal accuracy and damage, this thing is a bullet hose in every way.


|}
|}
Line 275: Line 432:
===='''<strike>Shit</strike>''' ''Sec''urity====
===='''<strike>Shit</strike>''' ''Sec''urity====


Early on, [[Security_Officer|security]] is going to be your biggest threat to your gang, as at round start they have access to [[Security_Objects#Non-Lethal|stun weapons and other gear]], while you only have toolboxes. Though, security probably won't hurt you or your gang unless they have a good reason to. You should try to avoid attacking security until you have weapons or manpower to take them on. [[Security_Officer|Security]] are usually seen trying to keep the peace in the hallways, attacking a civilian or rival gang member would probably get you thrown in the [[Brig|brig]] in accordance with [[Space_Law|space law]]. Remember that you are an antagonist however, so security could arrest and kill you unprovoked if a member of your own gang has been involved with the murder of a security officer, so it is best to stay out of hot water early on.
Early on, [[Security_Officer|security]] is going to be your biggest threat to your gang, as at round start they have access to [[Security_Objects#Non-Lethal|stun weapons and other gear]], while you only have toolboxes. You should try to avoid attacking security until you have the weapons or manpower to take them on. Since you're an [[antagonist]], Security can arrest and kill you unprovoked, and you'll probably give them plenty of reasons to go after your gang anyways if they see you attacking a civilian or rival gang member. They'll definitely crack down on you if your gang murders an officer, so it is best to stay out of hot water early on.


If you wish to take down security, your one strategy you could use is outnumbering them. By rushing them with either gang weaponry or [[Construction#Weapons|improvised weaponry]], they may become overwhelmed and succumb due to the amount of hits they are taking, though this strategy only works if the weaponry used does considerable stamina damage, such as the toolbox. Another strategy you can use is if you have already taken an officer, you can easily use their  [[Security_Objects#Taser|own]] [[Security_Objects#Stun_Baton|weapons]] against their fellow officers, and loot their gear until you have taken down every officer.
If you wish to take down security, your one strategy you could use is outnumbering them. By rushing them with either gang weaponry or [[Construction#Weapons|improvised weaponry]], they may become overwhelmed and succumb due to the amount of hits they are taking, though this strategy only works if the weaponry used does considerable stamina damage, such as the toolbox. Another strategy you can use is if you have already taken an officer, you can easily use their  [[Security_Objects#Taser|own]] [[Security_Objects#Stun_Baton|weapons]] against their fellow officers, and loot their gear until you have taken down every officer.


If you successfully manage to take down security, you get access to almost [[Security_Objects|all their gear]], as well as [[Armory|armory]] gear if you can [[Hacking#Doors|break]] [[Head_of_Security|inside]]. This gives you a significant edge over other gangs, and by knocking down a third party, you can focus more on the protection of your own gang as well as the war against the rival gangs.
If you successfully manage to take down security, you get access to almost [[Security_Objects|all their gear]], as well as [[Armory|armory]] gear with the [[Head of Security]]'s ID card. (Remember, the doors cannot be [[Hacking#Doors|wire-hacked]] open). This gives you a significant edge over other gangs, and by knocking down a third party, you can focus more on the protection of your own gang as well as the war against the rival gangs.


====Civil Civilians====
====Civil Civilians====


Normally, you shouldn't be going after the crew, lest you may provoke security's wraith if you have not taken them out early. <!--In fact, you should focus on recruiting them more.--> You should only kill civilians if necessary, such as for the kidnapping objective by shoving them in your locker or if they are getting in the way of your gang flow. Most crew members would turn a blind eye if you're bustin' up a rival gang member, so you shouldn't worry about them too much. Going on a full genocide on the crew is generally frowned upon by the community, and is one of the reasons why gang does not have the best reputation in the community, so don't be apart of that problem!
Normally, you shouldn't be going after the crew, lest you may provoke security's wraith if you have not taken them out early. <!--In fact, you should focus on recruiting them more.--> You should only kill civilians if necessary, such if they are getting in the way of your gang flow. Most crew members would turn a blind eye if you're bustin' up a rival gang member, so you shouldn't worry about them too much. Going on a full genocide on the crew is generally frowned upon by the community and is one of the reasons why gang does not have the best reputation in the community, so don't be a part of that problem!


However, the crew does still have beneficial items or access that could help your gang.
However, the crew does still have beneficial items or access that could help your gang.
Line 291: Line 448:
*The [[Quartermaster]] has access to [[Computers#Quartermaster.27s_Console|the QM console]] which can order useful items.
*The [[Quartermaster]] has access to [[Computers#Quartermaster.27s_Console|the QM console]] which can order useful items.


Civilians are usually easy kills, provided they do not have any stolen, improvised, or just straight up weaponry. It's a good idea to try to kill when there is the minimal amount of people around the person you are trying to kill, lest you risk a random [[Staff_Assistant|staff assistant]] interfering with your gangsta style. As stated before, they are best to be left alone unless they need some gangsta beat into them for messin' up a fellow gangster's style or are a kidnapping target.
Civilians are usually easy kills, provided they do not have any stolen, improvised, or just straight up weaponry. It's a good idea to try to kill them when there is the minimal amount of people around the person you are trying to kill, lest you risk a random [[Staff_Assistant|staff assistant]] interfering with your gangsta style. As stated before, they are best to be left alone unless they need some gangsta beat into them for messin' up a fellow gangster's style.


====Rival Gangsters====
====Rival Gangsters====
Line 318: Line 475:
[[Image:Shuriken.png|32px]]
[[Image:Shuriken.png|32px]]


*Very useful if you need someone knocked down to steal the weapon they are currently holding.
*Since the shuriken embeds itself into the victim, they are good for debilitating those who are attempting to run away.
*Since the shuriken embeds itself into the victim, they are good for debilitating those who are attempting to run away.
*Yes, the pouch that holds the shurikens can fit in your pocket.
*Yes, the pouch that holds the shurikens can fit in your pocket.
*One shuriken is slightly higher {{BRUTE}} than one shrapnel shot from a [[Construction#Slam_gun|slam gun]], so it may be better to use a slam gun instead if you have the time to make one.
*One shuriken does slightly lower {{BRUTE}} than two [[Murder#Scrap Pipeshot|scrap shot projectiles]] from a [[Construction#Slam_gun|slam gun]], so it may be better to use a slam gun instead if you have the time to make one and don't mind the slower fire rate and worse range.
**Though, the slam gun has a slower firerate and worse range, so it ultimately comes down to preference and choice.
 
====The Sneaking Suit====
[[Image:SneakingSuit.png|32px]]


*Useful if you are going beyond or close to the 50 tile limit your gang uniforms have, as unlike the gang uniforms, the Sneaking Suit does not give weaker buffs depending on the distance from the gang locker.
====The Armor Vest====
[[Image:Lightvest.png|32px]]


====The Phaser====
*Provides moderate protection from bullets and melee weapons.
[[Image:PhaserFlipped32x32.png|32px]]
*This should be an early go-to if you want to survive all the lead flying everywhere.
*Notably, it's small enough to not count as covering up your gang outfit, allowing you some resistance alongside your gang representation bonus.


*These can be found [[Z-level#Debris_field|deep space]]. Usually, it's better to find one than waste your gang points.
====The Webley====
*If you plunder one of these off a corpse, it may be a worthwhile idea to shove it in your locker instead, boosting your gang by a free 300 points.
[[File:Webley.png|32px]]
*An incredible backup weapon, this can fit in your pocket.
*However, it doesn't come with a lot of ammunition, so it's best to think ahead on how you're going to use it.
*Fanning the hammer is an excellent panic button, but it carries a hefty damage and accuracy penalty.  


====The Laser Gun====
====The Lo-Point====
[[File:LaserGunV2-32x32.png|32px]]
[[File:Lo-Point.png|32px]]
*While it's not terribly interesting, it comes with 10 rounds of full-power 9mm.
*It's a throwaway gun! Once you're completely out of bullets you may as well throw it at someone's head.


*This gun is obviously better than the phaser, dealing double the damage a phaser would. However, you get two less shots than the phaser before running out of charge, so make them count!
====The Hafgan Burst laser====
*Good for shooting someone who's chasing you, the 45 {{BURN}} shots will slow them down quite a bit.
[[File:Hafgan93R.png|32px]]
*Great for spraying down a hallway - it has 8 bursts (24 shots) per magazine. They can also be dual-wielded.
*Just keep in mind - It can't accept other energy weapon cells.


====The Colt Single Action Army====
====The MOR-30====
[[File:ColtSingleActionRevolverV3-32x32.png|32px]]
[[File:MOR30.png|32px]]
*While significantly less cooler, burst mode has better accuracy than full auto.
*Thirty rounds per magazine can disappear faster than you'd expect - Watch for friendly fire, too!


*This is basically a slightly worse version of the detective's revolver, instead having to primed in between every shot with {{key|C}}.
====The Grease Gun====
=====The Colt .45 Speedloader=====
[[File:GreaseGun.png]]
[[Image:38SpcSpeedloaderV2.png|32px]]
*A rare find, compared to the similar MOR-30
*Keeping the stock unfolded will help keep this gun pointed in the right direction.
*It's awful grimy. Either accept the jank, or if you must, regularly lube it for improved results! Lube and oil aren't the only things that can grease this gun.


*You don't actually need the [[Gang#Colt_Single_Action_Army|respective revolver]] for this to be useful, since you can load these into a [[Murder#ZipGun|Zip Gun]]. If you have 7000 points and are confident in your shots, you get more bang for your buck if you buy 10 speedloaders (70 shots) and load them into [[Murder#ZipGun|Zip Gun]] than if you buy the whole revolver (just 7 shots).
====The Striker-7====
**Keep in mind the penalty of being cheap. The zip gun has a maximum capacity of two shots, and that is bound to slow you down.
[[File:Striker7.png]]
**If you plan on going this route, make sure your backpack is already open with a few speedloaders ready to use, so you can quickly reload without fumbling with your backpack.
*The birdshot loaded in this stacks up a lot of bleed, even around enemy armor!
**With zipguns easy to make, what is stopping you from giving some to a few friends to turn up the firepower?
*Take care with your shot placement. The striker is notably slow & awkward to reload.
*It also accepts regular shotgun loads, which is a rare blessing.


====The Faux C-Saber====
====The Faux C-Saber====
[[Image:DSaber.png|32px]]
[[Image:DSaber.png|32px]]


*This is the most powerful weapon you can get out of a gang locker, featuring great burn damage that could send someone into critical condition.
*This is the most powerful weapon you can get out of a gang locker, featuring great {{BRUTE}} that could send someone into critical condition.
*Like with any melee, mind your stamina. People '''will''' try to shove this weapon out of your hands. Be ready to quickly pick your weapon back up in case there is a successful shove.
*Like with any melee, mind your stamina. People '''will''' try to shove this weapon out of your hands. Be ready to quickly pick your weapon back up in case there is a successful shove. Alternatively, carry a backup weapon in case things go south.
**You can always carry a backup weapon in case things go south.
*You can use {{key|C}} to quickly activate and deactivate the saber.
*You can use {{key|C}} to quickly activate and deactivate the saber.


Line 376: Line 541:
*Remember you can repair the engine with a welder, and the car is not a total loss if the engine does blow up, rather it requiring a new engine.
*Remember you can repair the engine with a welder, and the car is not a total loss if the engine does blow up, rather it requiring a new engine.
*Of course, it is vital you sound the sirens whenever possible for style points.
*Of course, it is vital you sound the sirens whenever possible for style points.
====The JankTank Implant====
[[Image:Implanter2.png|32px]]
*'''Hog as many of these as possible!''' When the price of these go up, it goes up for all the gangs and there is no way to bring the price down. Better to get these cheap rather than spend all the gang points on a single JankTank.
*Don't inject this as soon as you get it! Instead, wait until you're about to do something to then give yourself the boost. Every second of this stuff counts!
====The Stimulants====
[[File:StimulantsV2.png|32px]]
*Good idea to look at the [[Being_A_Better_Traitor#Stimulants|being a better traitor page for this weapon]].
*Goes great with the JankTank implant if you are going to be facing {{OXY}} for whatever reason, as stimulants do not heal {{OXY}} while the JankTank implant heals two {{OXY}}.


==Supplementary Video==
==Supplementary Video==

Latest revision as of 06:04, 3 November 2024

MechanicNew64.png This page is under construction.
The following information may be incomplete.
This article is currently being rewritten to reflect the changes in https://github.com/goonstation/goonstation/pull/18236

GangLeaderV2-64x68.png

Multiple rival gangs are battling for control of the station, tagging and claiming territory, stockpiling drugs, guns, and cash, busting up opposing gang members, and parading around in silly outfits trying to be menacing.

The Gang Leader

Who can become a gang leader?

If you have "Gang Leader" checked in your preferences, you're eligible to spawn as a gang leader when the game mode is gang. Security Officers, Security Assistants, the Detective, and the Heads of Staff (including the Head of Security) normally cannot spawn as gang leaders.

If you, as gang leader, die within 20 minutes of roundstart for whatever reason (e.g. gang violence, mishap with the crusher in Waste Disposal, suicide by donut), the game will randomly pick one of your gang members to be the new gang leader. If you haven't placed your gang locker yet (more on that below), this happens instantly after you die. If you have placed your locker, the game will wait 5 minutes before promoting someone, giving your henchmen some time to revive you (or not)

How do I know if I'm a gang leader?

It's pretty damn obvious. On round start, you are clearly informed that you're a gang leader by both a big chat message and a pop-up informing you of the basics of the game mode. Also, you have a capital G over your head. You get to choose a gang name from a randomly-generated set. You also gain access to the Set Gang Base ability which can, well, set your base, as well as pick your gang uniform. Gang tag is picked at random.

Set Gang Base

Use the Set Gang Base ability in your top left to set where your gang's gang locker will be; the gang locker is where you get gear and stash stuff for gang points. Using the ability will also let you set the gang uniform. You can't change your gang uniform once it's set, so pick wisely!

A good location is important and should reflect on how you want to run your gang, while simultaneously keeping the gang locker safe and secure. The more public your locker, the easier it'll be for all gang members to stuff it with drugs, and cash. However, rival gang members can beat cash out of your locker and steal your loot, so your chosen location must strike a balance between accessibility and security. Furthermore, gang members wearing their full uniform while in an area they own get passive healing and stun-reduction effects that drop off the farther they are from their gang locker, so there's a survivability aspect too.

If you find the area that you set your gang locker in is no longer viable, then you can use the Migrate Gang Base ability (exclusive to gang leaders) to move your gang's locker to your current location, so long as the new location is somewhere in your territory. You can do this once every 15 minutes.

Placing your locker will claim an area around it and allow you to start claiming territory with spray cans.

Your Job as a Gang Leader

Your goal is to lead your gang to victory by gaining the most points in the round. As a gang leader you also have access to street cred, a unique currency earned alongside regular points that can be used to purchase JankTank II revive syringes and to recruit replacement gang members. Additionally, you have the ability to set your gang base's location and - if needed - move it.

Leading your gang to victory

  • Gang members can be replaced, but you are the only one able to buy revival syringes and hire new members!
    • Give your members revival syringes, so they can revive you if you die horribly.
  • Loot drops & crates often spawn behind access-locked doors. Quickhacks only take 3 seconds to work, and don't leave a trace. Just make sure you have enough charges to break out again.
  • Placing your locker near populated areas is more risky, but populated areas are better tagging targets.
  • Co-operating with crew can net you all sorts. Trade excess equipment with them for credits or more drugs!
  • Know when and where you might need to move your locker if your base comes under attack. Moving your locker can mean you have the time and resources for a successful reprisal against your rivals!

The Gang Member

Initiation

When you spawn as a gang, your headset automatically gains access to the gang radio channel, which uses the prefix :g, like so.

say :g Got loads of meth and guns ready. Let's bust some bustas!

Now, go over to your gang's gang locker; you can check its location with the Notes command. Don't be afraid to ask for directions over the gang channel. Once there, click on the gang locker to claim your spray cans and gang uniform set. The former are essential for claiming turfs for the gang. The latter is technically optional, but it offers some excellent buffs.

Gang Uniforms

Gang uniforms can include a variety of silly hats/masks and jumpsuits, from horse masks to purple butts, from rainbow jumpsuits to Fallout Vault uniforms. You can claim yours at your gang locker!

Wearing the whole gang uniform is usually a good idea because the full set offers many benefits. For one, it greatly reduces the time required to claim a turf. Secondly, wearing the full set in your territory also grants +5 stamina regeneration, +40 max stamina, and +30 max health. Wearing any exosuit besides the gang-specific light vest will forfeit this bonus, so no trying to hide it!

Furthermore, if you're in your territory, you also sometimes heal BURN and BRUTE. If you're close to your locker, this also heals TOX. In practical terms, this means you can tank a few more taser shots than normal, greatly boosting your endurance in combat.

The main drawback is that the uniform clearly marks you as a gang member, so anybody, especially rival gang members, could attack and kill you at any time, hence all the combat bonuses. But let's be honest, why wouldn't you wear it? Just look at the man in the page image. How could you not want to emulate a man of such high fashion?

Other benefits

  • Alongside the uniform benefits, gang members also gain a unique ability to pull members of their own gang who are on the ground without being slowed down, allowing a hasty retreat if things are going south. Though, this does not apply to grabs.

Rollin' in the dou- erm, points

Whether you're a gang leader or a regular member, your main goal is to earn points. Each gang member starts with 1500 points, and you earn additional points for your gang by claiming turf, stockpiling your gang locker with drugs, guns, and cash, and, on occasion, committing vandalism and claiming gang crates and duffle bags. You can find out your total score so far simply by Examining your gang locker. You can use these points to buy special items that'll help you take on rival gang members and other foes.

Taggin' up turf

RedXXtraHeavySprayPaint.png

Use your 'Red X' Xtra Heavy Spray Paint cans from your gang locker on any wall or floor bordering your territory to expand your influence, but be aware that rival gangs may spray over your tagging job to claim the area for themselves. The whole process will also take about 15 seconds, but it's reduced by 3 seconds for each piece of the gang uniform you wear.

Tags provide a regular income of points based upon how busy the area they 'see' is - if your tag sits in an empty maintenance hall, it won't provide many points! You want your influence over areas with high footfall like the main hallways, or a lot of people sat still, like Genetics.

If you want to tag an area, but don't have access to it, either try using a QuickHack from your locker, or try tagging it from the maintenance area around it. Remember, you want as many people to see your tag as possible!

Sight (left) and Claimable Tiles (right).

Money and guns and drugs oh my!

The other main way of earning points is by stashing money, drugs and/or guns in your gang locker. You can load items individually by clicking on the locker with the item in your hand and stuff multiple items at a time by click-dragging the sprite of one of them onto the locker sprite, as if stuffing a crate or satchel.

Drugs make a lot of points initially, but too much of one drug saturates your gang's market! The first 300 units for each drug are worth 3 times their base amount, but afterwards, the going rates start dropping with each unit supplied. Once you've sold more than 600 units of a drug, the price zeros out, and that drug becomes worthless. This means there's a hard 600 unit cap on each drug, so variety matters more than depth. You can view the current going prices for drugs in the locker.

Score Table

Name Base Score How to obtain Notes
Tank Transfer valves 600 for the first, 300/valve after. Steal them from Toxins A surprisingly simple early target, if you're looking to get ahead.
Guns 300/Piece Steal them the Armory or people who are packing heat, e.g. the Bartender, rival gangsters Specifically excludes slam guns, zip guns, and foam dart weapons such as the foam dart revolver. You may want to use some of these yourself.
Bath Salts 3/unit Chemistry Can be made with some Discount Dan's and a sufficiently large container.
Krokodil 3/unit Chemistry Also occasionally found in particularly shady areas.
LSBee 2/unit Psychedelic Bees Hard to source. But if you find any...
Methamphetamine 1.5/unit Chemistry, Hydroponics Much safer to make than crank and also quite robust.
Cat Drugs 1/unit Hydroponics Refined from catnip via still or chemistry
Morphine 1/unit Hydroponics, Steal from Medbay Medbay starts with enough with enough to saturate out a gang's market.
Crank 1/unit Chemistry Creates an explosion on mixing.
LSD 0.5/unit Chemistry Needs space fungus that can be scraped from maintenance walls or grown in hydroponics.
Psilocybin 0.5/unit Hydroponics Needed for making cat drugs without a still, though if you have it you probably also have a still.
THC 0.25/unit Use a reagent extractor or still with cannabis. Cannabis is trivial to mass grow, though there might be issues extracting and storing all the THC from so much weed.
Space Drugs 0.1/unit Chemistry Incredibly easy to mass produce.
Cannabis 10/leaf Botany You only get points for the first 200 leaves you turn in. After that, they are worth nothing.

Crate Wars

Occasionally, a crate with a huge of cache of gang gear is dropped in to a random room on the station/ship, revealed to you via Gang Radio. It takes 5 minutes for it land and 10 seconds to unanchor itself for transport. If you and your gang can defend the drop site and drag the crate to your locker without being turned into swiss cheese, you can interact with it to unlock it and gain a fat 3000 point bonus!

Why all the security? This particular crate is huge, and by being so large, it grants a much higher chance to roll bigger guns. Even the REALLY big ones, like the Razorbill-180 and the M16 rifle. The second crate is especially loaded; it's guaranteed to have "specialist firearms", meaning either a Draco, a Kuvalda, a Razorbill, or M16. Even if you get unlucky, the remaining space will still be crammed with ammo, equipment, cash and drugs!

Crate deliveries are rather rare. On Classic, the first crate arrives at around the 15 minute mark; after that, there's a crate every 20 minutes afterwards (i.e. the second comes at 35 minutes, third at 55, etc.). On Roleplay, the first one comes at the 30 minute mark, and afterwards, crates arrive every 40 minutes. Classic rounds generally last around 50-70 minutes, and Roleplay rounds 90-100, so on average, you get three crates on Classic and two crates on Roleplay.

Contraband Smuggling

At the 5 minute mark (10 minute mark on Roleplay) and every 15 minutes or so afterwards (i.e. 2nd round of bags appears 20 minutes in on Classic, 35 minutes in RP), each gang's mysterious gang announcer hides 2 "suspicious looking duffle bags" loaded with tons of loot. Not wanting to snitch your identities via your PDA, they've kindly forwarded the information to the PDA of an innocent civilian on board. The civilians' identities and jobs will be forwarded to you via the Gang Radio. It's often better to co-operate with them for mutually beneficial terms - they know where your loot is, and while civilian crewmates are sane enough not to open it themselves, they can just as easily destroy it.

Duffle bags come with several measures to impede civilians (including the informant) trying to hand over unclaimed duffle bags to Sec. If a civilian tries to pull it, they'll be significantly slowed. If they manage to drag it away anyway, you'll be notified of the new location via Gang Radio. If they pick it up, the anti-theft barbs will trigger, slowing them down significantly and causing them to bleed, leaving behind a trail for you to follow, if the Gang Radio also broadcasting their location wasn't enough. In addition, they cannot drop or throw it, and other people cannot remove it unless they're a gang member. The victim can try to unhook themselves, but this takes 20 seconds of standing still.

Once you've finally located a duffle bag, you can crack it open by picking it up (Hotkey: P) and clicking on it while it in your active hand (Hotkey: C for Goon WASD, Z for /tg/style WASD). Since opening a bag spills everything inside onto the floor, it's best to do this near your locker. Fortunately, if you've opened a duffle bag but need to move it elsewhere, you can simply pick up the bag again to quickly stuff all the loot back inside and reseal the bag. Each bag gives 1000 points and always contains either a firearm or rare melee weapon, alongside ammunition, grenades, drugs, and cash.

Would Be a Shame If Someone Were to Vandalize It

Sometimes, instead of asking you to search a specific room with the aid of an informant, your gang announcer will demand you vandalize a general department area in exchange for a duffle bag. More specifically, you may be asked to target the Cargo Bay, the Crew Quarters, Engineering, the Janitor offices (including the main office and supply closet), Medbay, or the Research Sector. The target selection is purely random, but the announcer will never pick the same department twice.

This kind of job involves more than just breaking a window or writing "THE CAPTAIN SMELLS" somewhere; you need to cause some serious damage. Your gang needs to achieve 500 "Vandalism Points"; this is reduced to 250 if you're tasked with vandalizing the Janitor's department. If you do something and see a little number pop, that means you've earned Vandalism Points. You can't readily see your gang's Vandalism Points score, but the game will tell you how many you've earned at every 50 point milestone. Once you've reached the required amount, the duffle will magically appear where the most recent act of vandalism occurred.

Only the following actions earn Vandalism Points. Notably, attacking crew, other gangsters, etc. does not give points.

Action Vandalism Points
Spraying graffiti with the ProPaint 20 (per tile)
Prying up floor tiles 2
Attacking NPCs, if they have less than 10 health. Killing them does not count. 0.5 (per point of damage)
Throwing or slamming people into glass tables 10
Knocking down a vending machine 10
Breaking light tubes, light bulbs, and other light fixtures. 10

Money Laundering

By hitting your locker with a wad of credits, you can have the cash used to fund off-station crime. The credits will be slowly laundered over time to turn the cash into score + points. However, while laundering this cash, your locker will be open to being attacked and raided! Do your best to make sure someone's guarding your illegal laundering operation.

Gang Items

Locker Purchases

By clicking on your gang locker, you spend your Gang Points on variety of weapons and other items for fighting rival gangers and other opponents with. Gang Points are separate for gang member, so spend away! Remember, every gang member starts with 1500 Gang Points, so every purchase is priced around that.

Item Image Category Cost Description
Medkit
MedkitStandard.gif
Consumable 800 A basic medkit, comes with epinephrine and BRUTE/BURN patches.
Emergency auto-injector (omnizine)
Autoinjector-White.png
Consumable 1100 A single-use auto-injector filled with 5u of Omnizine.
Light Armor Vest
Gang-Vest.png
Equipment 7500 This thin armor vest offers less protection than security's version, but unlike other outerwear items, it still lets your cool gang uniform show through, allowing you to reap its benefits. It reduces damage from bullets and energy weapon projectiles by 33% (e.g. a Lo-Point bullet does only about 20 BRUTE, instead of 30) and lowers damage from melee attacks to the chest region by 3 (e.g. a switchblade does only 7 BRUTE, rather than 10).
'ProPaint' Spray Can
Spray Can for Gangs.png
Equipment 300 Click on a wall or floor tile to spray a randomly-chosen graffiti mural. This kind of graffiti cannot claim turf or give gang points, and it can be scrubbed away, but it is handy for vandalism jobs and just looks cool in general. You can select up to 3 squares at time, in a horizontal or vertical line, for a bigger graffiti mural, but it consumes more paint and takes more time. The 'ProPaint' spray can has enough for 20 tiles of graffiti (e.g. 10 double-tile graffiti murals, 6 triple-tile ones, etc.)

It also comes with a unique "Spray Burst" special attack that sprays paint in a 3-tile wide line (like the "Swipe" specials used by various blade weapons). Anyone caught in the spray gets 8 seconds of "Tagged!", splattering them with paint, obscuring their vision, and slowing them down. This does not consume paint for graffiti, but it does have a 3 second cooldown.

Tip off
Gang-Dufflebag.png
Consumable 8000 Schedules an early duffle bag drop full of goodies. A random civilian will be informed of the drop location.
Quickhack
Quickhack.png
Consumable 800 An illegal, home-made tool able to fake up to 5 AI 'open' signals to unbolted doors. While it may look like a gun/ranged tool, you need to press it against the door for it to do its magic.
Rat Stick
RatStick.png
Weapons 1200 A basic melee weapon that inflicts 10 BRUTE, while also causing a fair bit of bleeding. It also causes 35 stamina damage, with a 35% chance to land a critical hit that causes an extra 40 stamina damage. Damage-wise, it's basically a fire extinguisher, but better.
Switchblade
Switchblade.png
Weapons 1700 A stylish, concealable knife. When the blade is unfolded (Hotkey: C for Goon WASD, Z for /tg/-style WASD), it causes 10 BRUTE and has a 33% chance to crit, knocking out a good chunk of stamina. This combos well with its "Stab" special attack, as it causes heavy bleeding on crit (reduced by armor). Notably, you can hide it in your clothes, simply by clicking on a clothing item while the switchblade is in your active hand. Use *snap emote (Hotkey: CTRL + Z) to remove it.
Throwing Knife
CheapThrowingKnife.png
Weapons 700 A cheap throwing knife specifically. When thrown, it inflicts a cool 18 BRUTE, drains 40 Stamina, and causes a bit of bleeding to whoever's unfortunate enough to get hit. When used in melee, it causes only 8 BRUTE and drains only 15 Stamina (less than a fire extinguisher!)
Shuriken
AmmoPouchGreen.png Shuriken.png
Weapons 800 A pouch (i.e. its fits in pockets) of four deadly shuriken, or throwing stars. When a shuriken is thrown, it does 18 BRUTE, disorients them for 2 seconds, knocks out 30 Stamina (reduced by armor), and causes some bleeding. It also embeds in the victim, causing it to sometimes inflict a little BRUTE and briefly stun them; embedded shuriken are removed through the same procedure as shrapnel and bullets.
Baseball Bat
BaseballBatV2.png
Weapons 2000 An authentic Space American baseball bat. Not only is it a good bludgeon, but notably, it also deflects thrown objects when wielded, including shuriken and throwing knives. Sometimes, there's a bat hidden on the ship/station, but there's usually only one, so you're paying that many points for both convenience and multiple copies.
Faux C-Saber
DSaber.png
Weapons 10000 A d-saber, a melee weapon that creates a sharp blade when activated in-hand. The blade disorients them very briefly (1 second), causes 25 Stamina damage and some bleeding, and inflicts 22 BRUTE, which, assuming no armor, translates into 5-6 hits to send people below 0 health. Inactive, it causes 8 BRUTE and 10 Stamina damage.

Generally inferior to the c-version; the d-saber cannot fit into pockets, has less stunning/killing power, and does not provide special abilities when blocking. You can still wielding a d-saber to "parry" hits from other d-sabers and c-sabers, reducing the attack to just a fair chunk stamina damage; this goes both ways! You can also open the dsaber with a screwdriver and pop in a glowstick.
Discount Katana
ReversekatanaNEW.png
Weapons 10000 Specifically a reverse blade katana. Actually does more BRUTE damage than the Syndicate version (20 vs 15), but it can't cause bleeding, and it only has a very rare (1%) chance to delimb when targeting a specific body part. Its special attack inflicts 40 Stamina damage and makes you charge a few tiles...reverse of the direction you clicked in; good for getting into melee range, or nope-ing out after you've bitten more than you can chew. Also, if you're wielding a reverse katana in your hand and get attacked by someone with a regular katana or another reverse katana, you'll "parry" their attacks, deflecting them at the cost of a fair chunk of stamina. This goes both ways.
Machete
GangMachete.png
Weapons 10000 A big, mean, but slow machete that rewards accuracy and high stamina. It does 25 BRUTE, but it takes 1.6 seconds to swing it, instead of the standard 1 second. Its "Butcher" special attack makes three quick swipes that, individually, do less damage than normal, but collectively cause more damage than a standard attack. If you land all three, you continue slashing until you run out of stamina. Damage increases with each hit, but the stamina cost also increases, and if you miss, you lose your balance and get disoriented for 4 seconds.
Stolen Cop Car
CopCar.png
Special 20000 A security patrol car for on- and off-station travel, complete with a control scheme you might not be used to. Equipped with a pod taser system that never runs out of charge. Could work as a getaway car--if you've a good driver.

Street Cred Purchases

Gang leaders have additional purchases to keep their gang fighting.

Item Image Cost Description
JankTank II
JanktankII.png
750, increasing by 1.5x for each syringe purchased. A nasty looking cocktail of drugs and spices, able to bring a dead, non-rotten (i.e. not bloated or further) gang member back to life. Will not work on non-gangsters or gangsters who have set themselves to DNR, but it still works on gangsters who are in Virtual Reality as Virtual Spectres, playing Ghost Critters, or in the Afterlife Bar. Revival is not instant; using it takes 5 seconds (i.e. time for someone to interrupt you), and it takes 5 seconds for revival to start.

The revival process heals all OXY, organ damage, and brain damage and restores any lost blood, but it heals only enough BRUTE, BURN, and TOX to bring them to 15% HP. They also receive chems for treating critical condition: 2.5 units of atropine, 5 units of ephedrine, 10 units of salbutamol, and 5 units of synaptizine. In addition, this clears any "Knocked-down" or "Stunned" debuffs but leaves them very jittery and disoriented (and tripping because they also get 5 units of space drugs).

Gang members can use this on you, too! Given only you, the leader, can buy them, it's prudent to ensure they have one, or know where to get one.
Recruitment
GangLeaderV2-64x68.png
500, increasing by 2.5x for each new member recruited. Recruits a new gang member from the pool of eligible ghosts. Will fail and refund your points if your gang is full or no ghosts are available.

GUNS

Available from duffel bags and crate drops, each gun will come with a limited supply of ammo.

Item Image Ammo Description
Webley Revolver
Webley.png
.455 speedloaders. A cut down Webley break-action revolver with armor-piercing ammunition. Has to be manually broken open in order to be reloaded and can "fan the hammer" if drawn from a pocket with both hands free, gaining a massive temporary fire-rate boost.
9mm Lo-Point
Lo-Point.png
Standard 9mm ammunition. A very cheap and disposable 9mm handgun. So disposable in fact that throwing an empty Lo-Point at someone will smash it to pieces and stun them for a short duration.
Hafgan Mod. 93R Repeating Laser
Hafgan93R.png
Single use Mod. 93R Repeating Laser Cells A powerful burst laser pistol prone to overheating, requiring single-use disposable coolant cells.
MOR-30 Submachine Gun
MOR30.png
9mm SMG magazines, which includes MOR-30 and Grease Gun mags. A high fire-rate, no-frills, all damage 9mm automatic. This fires a different 9mm than your Lo-Point or Clock 180, so you can't use ammo from those, but it can accept magazines for the Grease Gun.
Grease Gun
GreaseGun.png
9mm SMG magazines, including both Grease Gun and MOR-30 mags. A cheap and old-fashioned SMG, known for having extremely inconsistent fire rate unless kept lubricated with some kind of grease. Space Lube, Oil, and Space-soybean oil all work well but whatever you do don't pour Glue into this thing.
Draco Machine Pistol
Draco.png
7.62x39mm Draco magazines. A bizarre, incredibly high recoil 7.62 'Pistol'.
Striker-7
Striker7.png
All shotgun ammo, comes loaded with birdshot. A 7-shot drum fed shotgun, that can only be reloaded 1 shell at a time due to its awkward drum mechanism.
Razorbill-180
American 180.png
Cannot be reloaded, comes with 177 rounds of .22 ammunition. Obscene fire rate, abysmal accuracy and damage, this thing is a bullet hose in every way.

It's gang WAR for a reason

When you're ready to bust up some bustas, you need to be ready to take on those unrobust rival gangs. Cause sooner or later, war will inevitably break out between gangs, and it's your job to come out on top.

Violence

You may want to read up on Murder and check out Guide to Being Robust to better know what to do on fighting other people.

Violence is your best option for dealing with those who stand in your way, as flowers rarely work against someone with a mean looking bat.

Shit Security

Early on, security is going to be your biggest threat to your gang, as at round start they have access to stun weapons and other gear, while you only have toolboxes. You should try to avoid attacking security until you have the weapons or manpower to take them on. Since you're an antagonist, Security can arrest and kill you unprovoked, and you'll probably give them plenty of reasons to go after your gang anyways if they see you attacking a civilian or rival gang member. They'll definitely crack down on you if your gang murders an officer, so it is best to stay out of hot water early on.

If you wish to take down security, your one strategy you could use is outnumbering them. By rushing them with either gang weaponry or improvised weaponry, they may become overwhelmed and succumb due to the amount of hits they are taking, though this strategy only works if the weaponry used does considerable stamina damage, such as the toolbox. Another strategy you can use is if you have already taken an officer, you can easily use their own weapons against their fellow officers, and loot their gear until you have taken down every officer.

If you successfully manage to take down security, you get access to almost all their gear, as well as armory gear with the Head of Security's ID card. (Remember, the doors cannot be wire-hacked open). This gives you a significant edge over other gangs, and by knocking down a third party, you can focus more on the protection of your own gang as well as the war against the rival gangs.

Civil Civilians

Normally, you shouldn't be going after the crew, lest you may provoke security's wraith if you have not taken them out early. You should only kill civilians if necessary, such if they are getting in the way of your gang flow. Most crew members would turn a blind eye if you're bustin' up a rival gang member, so you shouldn't worry about them too much. Going on a full genocide on the crew is generally frowned upon by the community and is one of the reasons why gang does not have the best reputation in the community, so don't be a part of that problem!

However, the crew does still have beneficial items or access that could help your gang.

Civilians are usually easy kills, provided they do not have any stolen, improvised, or just straight up weaponry. It's a good idea to try to kill them when there is the minimal amount of people around the person you are trying to kill, lest you risk a random staff assistant interfering with your gangsta style. As stated before, they are best to be left alone unless they need some gangsta beat into them for messin' up a fellow gangster's style.

Rival Gangsters

Rival gang members are going to be what you are inevitably going to be fighting, whether it would be over territory disputes, revenge murder, or locker defense. It is good to be prepared for the fight, as you will not be given nor obtain anything too overpowered. Instead, you will be seeing gangster gear. Gangster gear is gear that is moderately powerful, nothing syndicate gear powerful, but better than the average improvised weapon. It's important to know how to deal with bringing a melee to a gun fight or even a basic fist fight, rival gangsters will not hesitate to kill you.

You can loot valuable gang loot if you do manage to kill a gangster, as well as have one less person rivaling your gang, make sure they don't get cloned however. You can also access a rival's gang's communications by using their headset, which is automatically tuned to their respective gang channel. Hilariously, you can probably trick them by calling for help on the other side of the station, while you bash a lone gang member's head in.

Killing a rival gangster can get tricky, they can call for help over the radio, forcing an unfair fight. They also have access to the weapons you do, thus making you have less of an advantage over other gangsters. Though, if you are making the most points out of any gang, you probably will have the better weapons. You should try to kill the rival gangster as quickly as possible, utilizing stun weapons or weapons that have high stamina damage to quickly knock out the rival gangster. When knocked out, you can switch to a gang weapon that has mean amounts of BRUTE or BURN to quickly get the gangster into critical, usually debilitating them in the process. Once the gangster is finished off, you can loot and dispose of the corpse.

Usin' the gangsta' style with the gangsta' weapons

The Rat Stick

RatStick.png

  • The basic bread and butter of every gang. Early on, you'll often find that almost every rival gang member carries this weapon. Occasionally, you might even see civilians wielding this, whether because they stole it off a gang member or a gang has bought so many there're rat sticks just lying around. You can save points by stealing another rat stick instead of buying a new one, provided you can fend off whoever you stole the weapon from.
  • The toolbox actually does superior stamina damage compared to this weapon, so if you want to knock someone out, it is better to use a toolbox instead, which also saves points.
  • If you hit someone with a rat stick, they bleed. If they bleed out a bunch, they move slower and may randomly keel over, making it easier to hit them, causing them to bleed even more, they move even slower and have a higher chance to pass out...so on and so forth.

The Throwing Knife

CheapThrowingKnife.png

  • This throwing knife does not instantly knock down on hit if the target is at full stamina, make sure you know your target has used a bit of their stamina before throwing to knife to get that sweet knockdown!

The Shuriken

Shuriken.png

  • Since the shuriken embeds itself into the victim, they are good for debilitating those who are attempting to run away.
  • Yes, the pouch that holds the shurikens can fit in your pocket.
  • One shuriken does slightly lower BRUTE than two scrap shot projectiles from a slam gun, so it may be better to use a slam gun instead if you have the time to make one and don't mind the slower fire rate and worse range.

The Armor Vest

Lightvest.png

  • Provides moderate protection from bullets and melee weapons.
  • This should be an early go-to if you want to survive all the lead flying everywhere.
  • Notably, it's small enough to not count as covering up your gang outfit, allowing you some resistance alongside your gang representation bonus.

The Webley

Webley.png

  • An incredible backup weapon, this can fit in your pocket.
  • However, it doesn't come with a lot of ammunition, so it's best to think ahead on how you're going to use it.
  • Fanning the hammer is an excellent panic button, but it carries a hefty damage and accuracy penalty.

The Lo-Point

Lo-Point.png

  • While it's not terribly interesting, it comes with 10 rounds of full-power 9mm.
  • It's a throwaway gun! Once you're completely out of bullets you may as well throw it at someone's head.

The Hafgan Burst laser

Hafgan93R.png

  • Great for spraying down a hallway - it has 8 bursts (24 shots) per magazine. They can also be dual-wielded.
  • Just keep in mind - It can't accept other energy weapon cells.

The MOR-30

MOR30.png

  • While significantly less cooler, burst mode has better accuracy than full auto.
  • Thirty rounds per magazine can disappear faster than you'd expect - Watch for friendly fire, too!

The Grease Gun

GreaseGun.png

  • A rare find, compared to the similar MOR-30
  • Keeping the stock unfolded will help keep this gun pointed in the right direction.
  • It's awful grimy. Either accept the jank, or if you must, regularly lube it for improved results! Lube and oil aren't the only things that can grease this gun.

The Striker-7

Striker7.png

  • The birdshot loaded in this stacks up a lot of bleed, even around enemy armor!
  • Take care with your shot placement. The striker is notably slow & awkward to reload.
  • It also accepts regular shotgun loads, which is a rare blessing.

The Faux C-Saber

DSaber.png

  • This is the most powerful weapon you can get out of a gang locker, featuring great BRUTE that could send someone into critical condition.
  • Like with any melee, mind your stamina. People will try to shove this weapon out of your hands. Be ready to quickly pick your weapon back up in case there is a successful shove. Alternatively, carry a backup weapon in case things go south.
  • You can use C to quickly activate and deactivate the saber.

The Discount Katana

ReversekatanaNEW.png

  • On the off chance you face against someone who is also using this weapon, you'll parry their attacks, costing a bit of stamina. It's best to bring a weapon of equal power if you do not wish to risk having your weapon parried off your hands.
  • This weapon is one of the few weapons that has a chance to delimb on hit. Make sure you're aiming for a limb.

The Stolen Cop Car

CopCar.png

  • This car comes equipped with a taser, which is actually more powerful than the handheld version, with more range and bullet speed. Use this to your advantage!
    • You can use the car to chase and fire upon those running away.
    • You can also ram into people with the car, dealing a minor amount of BRUTE.
  • The car only has 110 health, slightly over a basic minisub health and slightly less than a pod with light miniputt armor.
  • Remember you can repair the engine with a welder, and the car is not a total loss if the engine does blow up, rather it requiring a new engine.
  • Of course, it is vital you sound the sirens whenever possible for style points.

Supplementary Video

Gallery

GangConfrontation.jpg


Jobs on Space Station 13
Command &
Security
CaptainNew64.gif Captain · HeadOfSecurityV2-64x64.gif Head of Security · HeadOfPersonnelV2-64x66.png Head of Personnel · ChiefEngineer64.png Chief Engineer · ResearchDirectorV2-64x70.png Research Director · MedicalDirectorNew64.png Medical Director

TankTopSecurityOfficer.gif Security Officer · DetectiveNew64.png Detective · SecurityAssistantNew64.png Security Assistant

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Medical &
Research
MedicalDoctorNew64.gif Medical Doctor · MedicalAssistantNew.png Medical Trainee · RoboticistNew64.png Roboticist · Genetics wiki big.gif Geneticist

ScientistV3-64x64.png Scientist · ResearchAssistantNew.png Research Trainee

Engineering EngineerCoatNew64.png Engineer · TechassistantNew.png Technical Trainee

QuartermasterNew64.png Quartermaster · MinerV3-64x64.png Miner

Civilian

AssistantNew64.png Staff Assistant · JanitorNew64.png Janitor · ChaplainNew64.png Chaplain · MailmanV2-64x64.png Mail Courier · RadioHostV2-64x64.png Radio Host · MimeNew64.png Mime

Chef64new.png Chef · BartenderNew64.png Bartender · BotanistNew64.png Botanist · Rancher2.png Rancher

ClownNew64.png Clown

SousChefV2-64x64.png Gimmick jobs

Silicon AIV3-64.gif Artificial Intelligence · CyborgV3-64x64.gif Cyborg
Jobs of the Day Dungeoneer64x64.png Dungeoneer · BarberV2-64x64.png Barber · WaiterV2-64x64.png Waiter · LawyerV2-64x66.png Lawyer · TouristNew64.png Tourist · MusicianV2-64x64.png Musician · BoxerV2-64x64.png Boxer
Antagonist Roles With own mode Arcfiend64x64.PNG Arcfiend · BlobOvermind64.png Blob · AbominationAnimated64x96.gif Changeling · GangLeaderV2-64x68.png Gang Member · Featherdrone-flockmind.gif Flockmind (Featherdrone-flocktrace.gif Flocktrace) · SyndicateAssaultTrooperV3-64x64.png Nuclear Operative · SpyThiefV2-64x64.png Spy Thief · TraitorNew64.png Traitor · HeadRevolutionaryV2-64x64.png Revolutionary · VampireV2-64x64.png Vampire (VampThrallV3-64x64.png Thrall) · WizardNew64.gif Wizard
Others HardmodeTraitorNew64.png Sleeper Agent · WerewolfV2-64x68.png Werewolf · WraithV2-64x64.png Wraith (Poltergeist64.png Poltergeist) · WrestlerV2-64x64.png Wrestler · PredatorV2-64x64.png Hunter · GrinchMitch.png Grinch · KrampusSquish.gif Krampus · OmniTraitorV2-64x64.gif Gimmick antagonist roles
Special Roles Drone64x64.png Ghostdrone · MonkeyResprite64.png Monkey · SpaceMouse64.png Critter · GhostV3-64x64.png Ghost · CluwneNew64.png Cluwne · SantaClausV2-64x64.png Santa Claus