Revolutionary

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Revision as of 01:24, 17 May 2017 by Studenterhue (talk | contribs) (Added some Head Rev advice, cautiously based on tgstation's advice, a new game mode outcome, and some reformatting)
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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

At roundstart, up to 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.

There three possible end conditions for this game mode:

  • Revolutionary Victory: All the Heads of staff are dead or off the station z-level.
  • Head Victory: All the Head Revolutionaries are dead or off the station z-level.
  • CentComm Victory: The round reaches the 50 minute mark without either side making progress, at which point everyone is...terminated.

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

Advice for Amateur Bolsheviks

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 have the slightest clue 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 beaten and dragged by Sec Officers in maintenance, then by Marx's beard, they've got to come and help out.

Head Revolutionaries

At the beginning of a rev round, as a Head Revolutionary, your main concern should be flashing people to recruit them to your cause. Try not to be too overt with your flashings. Keep in mind that as much as people love becoming antagonists, people tend to get incredibly uncomfortable if you suddenly run up and get close to them, for a number of perfectly good reasons. If you get caught, it is recommended to run the hell away and lay low for while to let the heat die off before you try again. Remember, you are not easily replaced; there is no way to promote regular Revolutionaries into Head Revolutionaries, and only you have to power to recruit new Revolutionaries.

As for flashing targets, you have a number of high-priority targets you'll definitely want as allies.

  • 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.

Advice for Amateur White Guardsmen

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. Whether you'll end the round covered in the blood of assistants or languishing in your own blood dead in maintenance will largely depend on your own competence and ability to use the tools you've on hand.

Keep a eye out for signs of revolutionary activity, such as random, inexplicable flashings and When you've confirmed that revolutionary activity is going on, go into somewhere safe, such as Security, and break out those loyalty implants. Choose your implantees wisely, for that whole box is all the loyalty implants you're gonna get. Generally, the people you want implanted are the same ones the Revolutionaries would like on their side.

In the semi-likely event loyalty implants run out or things just generally take a turn for the worse, a classic toolbox or extinguisher to the head will have a good chance to deconvert a rev. Should bashing them upside the noggin not work, and you are willing to compromise some integrity,a little enhanced interrogation will also do the trick. However, anyone brainwashed and crazy enough to lead a revolution in the first place will be completely resistant to all these forms of mind alteration; as such, you may wish to provide special treatments these kinds of people.

Supplementary Video

TBA

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