Gang

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Revision as of 18:55, 1 September 2018 by Studenterhue (talk | contribs) (Awkwardly rewrite the rules section, now that gangs are regular antagonists. Also, move that WIP warning to the top of the page, since the gang leader section also talks about recruitment.)
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MechanicNew64.png 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
GangLeader64.png

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. In fact, they're so silly that CentComm feels disappointed enough to send the emergency shuttle early, right at the 35 minute mark.

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 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.
  • 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

Spray Can for Gangs.png

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

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. 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 · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus