Gang
In Gang Mode, several rival gangs seek to lay claim to the areas of the station by tagging them with their spray paint and generally looking menacing in their outfits. It is still very much in development, so don't be a crybaby if something happens during a gang round that doesn't make much sense.
RULES
Gangs
- Gang members may freely kill anyone dressed in another gang's clothing (or part of their clothing).
- Shouldn't kill civilians unless provoked - recruit them instead! 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 backsystematically 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.
- It's not acceptable to block off a gang's locker by building walls or other obstacles around it. If this happens, adminhelp it and/or remove the obstacles if applicable.
Security
- Security should initially treat gang members like normal players, arresting them for crimes but otherwise leaving them alone.
- If a particular gang is responsible for stunning or murdering an officer, security may freely arrest or kill members of that gang.
- If an officer assaults or kills a member of a gang which hasn't attacked security, it will be punished as if they'd done the same to a civilian!
- Security's main role in gang mode is to keep the peace, not 'win' against the gangs!
Civilians
- Should try to stay out of gang disputes - 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 only attack gang members if provoked - their gang has attacked civilians in the past, they are stealing from the civilian in question, etc.
- If they kill gang members unprovoked it will be treated as griefing the same as any random murder.
- 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 are the leader of the WORLD'S GREATEST BUDDIES gang!" Gang names are randomly generated and uniforms and tags are picked at random from a list. 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. Anyone can walk up and use a locker to join your gang, automatically equipping the proper gear, headset, and spray can.
A good location is important and should reflect on how you want to run your gang. 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 territory owned and, crucially, a surviving leader. How you do that is up to you - but know that they are gunning for you too!
Joining a Gang
You are unable to join a gang if you are a Security Officer, Head of Personnel, Captain or Head of Security. These roles should be aiming to get the station under control and imprison the gang leaders. Please do not murder them. You join a gang by going to the gang's base and right-clicking on the locker then selecting Join Gang. This will make you a member of that gang, allowing you to spray their tag to claim an area. You may do this as often as you like with as many other gangs as you like, but this will erase your previous allegiance.
Taggin' up turf
The main objective of gang wars is control over the station, to this end you have your trusty spray can. Use it on a 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. (Gives 25 points per owned area at the end of the round)
Money and guns and drugs oh my!
As with every gang, influence is important, but you're going to want to mix things up now and then. For that purpose are able to stash money, drugs and guns near your gang locker, thus giving you bonus points at the end of the round. Beware of thieves though, as you can't stash anything in the locker.
Score Table
Note: Numbers taken from 2016 public release source, most likely outdated
Name | Score | How to obtain | Notes |
---|---|---|---|
Bath Salts | 1/unit | Chemistry | Can be made with some Discount Dan's and a sufficiently large container. |
Cannabis | 2/leaf | Hydroponics | Can be extracted for THC, but only worth the weed if you get at least 16 units. |
Cash | 1/$50 | ATMs, Bank terminal, Other crew | You spawn with some in your pocket, drop it by the locker for a quick point boost. |
Cat Drugs | 1/unit | Hydroponics | Needs help from chemistry or a still. |
Crank | 1.5/unit | Chemistry | Creates an explosion on mixing. |
Guns | 10/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 | Only worth extracting if you get at least 16 units of THC, as otherwise you're losing points. |
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.
Supplementary Video
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |