Gang
This page is under construction. The following information may be incomplete. Gang members are recruited via posters now. Money and gun point values have been readjusted |
Two 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).
- 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 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 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 if provoked - their gang has attacked civilians in the past, they are stealing from the civilian in question, etc.
- 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!" Also, you have a blue G over your head. 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.
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. Rival gang members can bust open the 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 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, or if necessary, execute the gang leaders. In addition, there can only be a maximum of five members per gang, including the gang leader.
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, granting you a gang spray can, a (mostly optional) randomly generated gang uniform set, and access to the gang radio channel. You can talk on the gang channel via the :g prefix, as so:
say :g Got loads of meth and guns ready. Let's bust some bustas!
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
Like any gang war, your main objective is to control turf, in this case by tagging areas. 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 5 seconds for each piece of the gang uniform you wear.
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. If your gang controls these turfs 5 minutes after the announcement, you'll get buttloads of gang points.
Gives 25 points per owned area at the end of the round. High-priority areas give ????.
Money and guns and drugs oh my!
As with every gang, influence is important. In this case, you build up your influence by stashing money, drugs and/or guns in your gang locker, thus giving you bonus points at the end of the round. But, beware of saboteurs, who may bust open your locker with blunt weapons or blow it up with bombs to loot the spoils inside!
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 |