Revolutionary

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Revision as of 22:08, 15 May 2017 by Studenterhue (talk | contribs) (Some clarification)
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Three crew members are fed up with the Command staff and are leading a station-wide rebellion against them! Armed with special flashes to convert certain crew members to their cause and a song of angry men on their minds, these Revolutionaries conspire to overthrow the Heads of staff, whether through bloodshed or banishment.

Red October

Three crew-members who are not Heads of staff or Security Officers are randomly chosen to be Head Revolutionaries, denoted by a Blue R icon only they and other revolutionaries can see. These Head Revs are equipped with flashes that can recruit non-Command non-Security Officer staff to their cause, making them a Revolutionary, denoted by a Red R icon only they and other revs can see. Together, these Head Revolutionaries and their Revolutionary underlings must overthrow the Heads of staff, whether through death or banishment.

The mode ends when one of the following conditions are met:

  • All the Heads of staff are dead or off the station z-level
  • All the Head Revolutionaries are dead or off the station z-level
  • The round reaches the 50 minute mark without either side making progress.

Note that, unlike other versions of revolution, the shuttle CAN be called in this mode, but it will automatically be recalled before it arrives.

Tips for an Amateur Bolshevik

  • This should be obvious, but as a revolutionary, your main power is the iron bond of teamwork or, in a way, friendship. Your comrades may not be the most robust nor the most knowledgeable of crew, and it's entirely possible that none of them know what they're doing, but what each one of them should know is that when a comrade is screaming over the radio that they're being dragged and beaten by Sec Officers in maintenance, then by Marx's beard they've got to come and help out.
  • As a head revolutionary, you have a number of high-value targets you'll definitely want on your side.
    • Mechanics can scan and reliably equip your revolutionaries with a number of deadly weapons, including Security Officer equipment. Combined with a sympathetic Quartermaster or Miner to provide regular shipments of metal, Mechanics can churn out hordes of weapons to arm your revolutionary party and balance out the equipment advantage of the Heads of Staff.
    • Scientists have access to Chemistry, Toxins, and Telescience. A good revolutionary scientist, like a Traitor scientist, is a force to reckoned with, and their destructive potenial is rivaled only by a loyalist scientist. Revolutionary scientists can make hellmixes that'll make short work of any pig of a head of staff, manufacture bombs to utterly annihilate Command strongholds, brew up drug cocktails that can laugh off Security's tasers, and forcefully beam those heads of staff far, far away from the station.
      • If no scientists are available, the Chef and Barman can use the Bar's chemistry equipment as an improvised Research lab.
    • Roboticists have access to Robotics Manufacturers, which can hacked to provide sweet, sweet flashes for stuns and recruiting more revolutionaries. They can also provide you with cyberhearts so you can eat Security's tasers, and robotic limbs to outrun those pesky Security Officers.
    • Geneticists can empower even the lowest of greyshirts into superpowered X-Men. Thermal Resistance is always handy, Chameleon and Cloak of Darkness can aid in ambushes, and even High Pressure Intestines can turn out to be surprisingly useful.

Tips for a Counter-Revolution

  • You've a tough road ahead of you if you're a Head of staff. The revolutionaries will nearly always outnumber you, even if you're generous with the loyalty implants, so whether you'll end the round covered in the blood of assistants or languishing in your own blood dead in maintenance largely depends on your own competence and technology.
  • Go into Security and break out those loyalty implants. Generally, the people you want implanted are the same ones the Revolutionaries would like on their side.
  • The GuardBuddies have purge mode for a reason. Smoker Buddies work wonders against groups of revs, and even regular flash-equipped buddies can provide a distraction for a rev crackdown.
  • Similarly, Heads have AI Upload access for a reason. A loyal AI can coordinate with Security to locate and lockdown suspected head revs and can, if needed, shutdown rev-controlled departments.

Supplementary Video

TBA

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