Difference between revisions of "Gang"

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(JankTank gives 6 minutes per implant, max time is 18)
(Specific chances for each effect of the janktank implant)
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| <center>[[Image:Implanter2.png]]</center>
| <center>[[Image:Implanter2.png]]</center>
| 300, rises.  
| 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. 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.<br><br>When the implant is active, it cuts down spraying speed by a few seconds and reduces the duration of incoming Stunned, Weakened, and Paralysis debuffs by 40%. It also sometimes reduces bleeding and misstep, occasionally makes you jittery, and heals 2 {{BRUTE}} & 1 {{OXY}}, with a good chance to also heal 1 {{TOX}}, 1 {{BRUTE}}, and 1 {{OXY}}. 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 visibly and violently twitch and become more jittery, semi-rarely gain 1 {{TOX}} damage, and occasionally 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.
| 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. 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.<br><br>When the implant is active, it cuts down spraying speed by a few seconds and reduces the duration of incoming Stunned, Weakened, and Paralysis debuffs by 40%. Every few seconds, it also reduces bleeding and misstep, occasionally (10% chance) makes you jittery, and heals 2 {{BRUTE}} & 1 {{OXY}}, with a good chance (60%) to also heal 1 {{TOX}}, 1 {{BRUTE}}, and 1 {{OXY}}. 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.


|- id="Stimulants"
|- id="Stimulants"

Revision as of 19:30, 31 March 2020

GangLeader64.png

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

RULES

Gangs

  • Gang members may freely kill anyone dressed in another gang's clothing (or part of their clothing). Keep in mind that "It is no longer compulsory to wear a gang uniform."
  • Can harm and kill civilians unprovoked, though it's usually better to recruit them if possible. Any civilians interfering in gang business should be severely beaten.
  • They may stun or harm security, but if they do security is allowed to fight back systematically kill every member of the offending gang. Violence against security is a very bad idea!
  • May use bombs 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.
  • Lockers can be destroyed with brute weapons or bombs to break them open and steal their loot. Lockers can be fixed with welders.
  • Gang recruitment is now done via flyers rather than the locker itself. The gang leader can get flyers from the locker.

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

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 blue G over your head. You get to choose a gang uniform and gang name from a randomly-generated set, while gang tag is picked at random. You gain access to the Set Gang Base command which can, well, set your base.

Set Gang Base

You may have to type set-gang-base to get wonderful Byond to work, but when used correctly a locker will be spawned.

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 you to get flyers to recruit people, for new recruits to get gang gear, and for all gang members to stuff it with drugs, guns, and cash. However, rival gang members can bust open a public gang locker with bombs and brute force, so your chosen location must strike a balance between accessibility and security.

Huge gangs require an easily accessible and public locker. If you want to control a job specific area of the station, you might set it up in a place like the Research Wing and convince the workers there to join. If you want to do selective recruiting from the civilians, you hide it and bring applicants there.

Note that the room your locker is in will permanently belong to your gang.

Your Job as a Gang Leader

You are told, very clearly upon round start, that you must capture territory for your gang and eliminate other gang leaders. The winning gang is the one with the most turf, drugs, cash, and/or guns owned. A surviving leader also provides bonus points.

Joining a Gang

Spray Can for Gangs.png

You are unable to join a gang if you are a Security Officer, Detective, Vice Officer, or Head of Staff. These roles should be aiming to get the station under control and imprison, or if necessary, execute the gang leaders. In addition, there can only be a maximum of five members per gang, not including the gang leader.

You join a gang by using a flyer (GangPoster.png). No doubt you've seen some around. All the smart gangs leave them all over the dang place, especially in high-traffic areas like the Bar and Medbay. If you somehow haven't seen one, it probably means Security is ripping them up and shoving them down Disposals. Check there. You can also simply ask gang members to give you a poster. In fact, gang members can hit you with a poster to formally request you join their gang, giving a prompt similar to the *give command.

Choose wisely; once you join a gang, you can't leave it without Admin intervention (much like in those Scorsese films, depending on perspective). If you try to use a gang's recruitment poster while a member of a different gang, it won't work!

Initiation

Once you've joined the 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 can and gang uniform set. The former is essential for claiming turfs for the gang.

The latter is technically optional, and even somewhat detrimental since it clearly marks you as a gang member, but it comes with a few bonuses to offset it. For one, it greatly reduces the time required to claim a turf. Secondly, wearing the full set also grants +5 stamina regeneration, +60 max stamina, and +30 max health. In practical terms, this means you can tank a few more taser shots than normal, and it'll take three stun baton hits to down you rather than two, greatly boosting your endurance in combat. Lastly, 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?

As a gang member, your main goal is to earn points for your gang by claiming turfing and stockpiling your gang locker with drugs, guns, and cash. 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

Use your spray can on any wall or floor in just about any area to take control, 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. Having a JankTank implant active reduces it further.

Each turf owned generates about 15 points every minute or so.

You should, obviously, tag as many areas as you can, especially the high-priority areas that get announced on the gang radio channel every ten minutes by [vague but ominous organization name]. If your gang controls these turfs 5 minutes after the announcement, you'll get a cool 1000 gang points. The bonus is permanent, to boot; no need to worry about other gangs stealing your metaphysical loot.

If you want to tag an area, but don't have access to it, try tagging it from the maintenance area around it. In fact, tagging from maintenance is a great way to claim a lot of areas quickly and usually quietly. Be on the lookout for rival gang members who try to do the same!

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. But, beware of saboteurs, who may bust open your locker with blunt weapons or blow it up with bombs to loot the spoils inside! If this occurs, repair it by using a lit welder on it, as previously mentioned.

Score Table

Name Score How to obtain Notes
Bath Salts 1/unit Chemistry Can be made with some Discount Dan's and a sufficiently large container.
Cash 0.005/$1 (Amount/200) ATMs, Bank terminal, Other crew 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.
Cat Drugs 1/unit Hydroponics Needs help from chemistry or a still.
Crank 1.5/unit Chemistry Creates an explosion on mixing.
Guns 300/Piece Easiest way is through Construction You may want to use some of these yourself.
Jenkem 0.5/unit (1/2) Chemistry Can be made by just about anyone assuming they can get compost.
Krokodil 1/unit Chemistry Also occasionally found in particularly shady areas.
LSD 0.5/unit (1/2) Chemistry Needs space fungus that can be scraped from maintenance walls or grown in hydroponics.
Methamphetamine 1.5/unit Chemistry Much safer to make than crank and also quite robust.
Psilocybin 0.5/unit (1/2) Hydroponics Needed for making cat drugs without a still, though if you have it you probably also have a still.
Space Drugs 0.25/unit (1/4) Chemistry Easy to mass produce, though storing it might be hard.
THC 0.125/unit (1/8) 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.

Violence

You may want to read up on Murder and check out Guide to Being Robust to better know what to do when dealing with rival gangs.

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.

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.

Item Image Cost Description
Rat Stick
RatStick.png
900 A basic melee weapon that does as much brute damage and almost as much stamina drain as an fire extinguisher, while also causing a fair bit of bleeding.
Throwing Knife
CheapThrowingKnife.png
3000 A cheap throwing knife specifically. When thrown, does almost 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.
Shuriken
AmmoPouchGreen.png Shuriken.png
1200 A reskinned box (it's not a real pouch, it doesn't fit in pockets) of four shuriken, or throwing stars. When a shuriken is thrown, it does up to 11 BRUTE, inflicts Weakened 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 same procedure as shrapnel and bullets.
Sneaking Suit
SneakingSuit.png
3000 A stylish exosuit inspired by Metal Gear. Does not make you invisible, but it does provide the same amount of melee damage reduction and ranged protection as one of Sec's armor vests.
Phaser
Phaser.png
1300 Your run of the mill phaser, an energy pistol that does rather weak damage.
Laser Gun
Lasergun.png
20000 An energy weapon that, well, shoots lasers that do a fair bit of damage and can ignite certain objects (but not people).
Colt Single Action Army
ColtSingleActionRevolver.png
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.
Colt .45 Speedloader
38SpcSpeedloader.png
700 7 extra rounds for the Colt SAA. Obviously, you can reload the SAA with it, but you can also shove it into a zip gun.
Faux C-Saber
DSaber.png
8000 A d-saber, an energy weapon that creates an energy blade when activated in-hand. The blade does 18 raw BURN, which translates into 5-6 hits to send people below 0 health. However, with each hit, there is a 30% chance for the saber to short out and turn off. This isn't too bad, for unlike the c-version, it still does decent damage (8 BRUTE) when inactive. In addition, the d-saber cannot fit into pockets and does not stun on hit. Wielding a d-saber also allows you to "parry" hits from other d-sabers and c-sabers, reducing the attack to just a fair chunk stamina damage; this goes both ways!
C-Saber
CSaberNew.png
30000 An energy blade that's same as the ones the Syndicate use.
Discount Katana
ReverseKatana.png
7000 Specifically a reverse katana. Actually does more BRUTE damage than the 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 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.
Katana
KatanaSheathed.png
25000 The real steel. Same as the kind Syndicate agents get to order.
Stolen Cop Car
CopCar.png
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.
JankTank Implant
Implanter2.png
300, rises. Offers healing, spraying, and combat bonuses but has crazy withdrawal effects. Click on yourself with the resulting implanter to give yourself or, with a delay, someone else the implant inside. 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.

When the implant is active, it cuts down spraying speed by a few seconds and reduces the duration of incoming Stunned, Weakened, and Paralysis debuffs by 40%. Every few seconds, it also reduces bleeding and misstep, occasionally (10% chance) makes you jittery, and heals 2 BRUTE & 1 OXY, with a good chance (60%) to also heal 1 TOX, 1 BRUTE, and 1 OXY. 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.
Stimulants
Dnainjector.png
15000 A needle full of stimulants that heal injuries and significantly boost stamina, granting you a significant edge in fights.

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

NanotrasenSecurityOperativeWithSuit68.gif Nanotrasen Security Consultant

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