Difference between revisions of "Revolutionary"

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(Apparently Detective is unconvertable. Maybe. In either case, the section for QM has been rewritten, as well as the one for scientist.)
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Three crew members are fed up with the [[Heads of staff|Command staff]] and are leading a station-wide rebellion against them! Armed with special flashes to convert certain crew members to their cause, a little help from the Syndicate, and a song of angry men on their minds, these Revolutionaries conspire to overthrow the [[Heads of staff]], whether through [[Murder|bloodshed]] or [[Z-level|banishment]].
Three crew members are fed up with the [[Heads of staff|Command staff]] and are leading a station-wide rebellion against them! Armed with special flashes to convert certain crew members to their cause, a little help from the Syndicate, and a song of angry men on their minds, these Revolutionaries conspire to overthrow the [[Heads of staff]], whether through [[Murder|bloodshed]] or [[Z-level|banishment]].

Revision as of 21:23, 27 June 2017

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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, a little help from the Syndicate, 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 a restricted Syndicate Uplink and special 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. Meanwhile, the station crew and its heads must crackdown on the rebellion and eliminate the Head Revolutionaries through any means necessary.

There three possible end conditions for this game mode:

  • Revolutionary Victory: All the Heads of staff are dead or off the station z-level.
  • Crew 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...forcefully 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.

The Estates

The Revolutionaries

Head Revolutionaries

Congrats, you are a brainwashed Manchurian agent of the Syndicate a covert freedom fighter, sent to free the crew from the tyranny of the Command staff! At the start of the round, you'll start with a special flash that converts people into Revolutionaries when you flash people with it. Keep it safe! Unlike other servers, you can only convert people into revs with the flash you started with.

Don't forget you can also ask for some Syndicate gear through your Syndicate Uplink. You can't request some of the more damaging items, such as cyalume sabers, electromagnetic cards, or revolvers, but you can still request things like sleepy pens, wrestling belts, and power sinks.

Try not to be too overt with your flashings. Keep in mind that as much as people love being revolutionaries, 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 for the cause.

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 and maybe even stand toe-to-toe with the Security forces.
  • 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 fellow scientist. Revolutionary scientists can manufacture devastating chemical weapons, blow their way into Command hideouts, make drug mixes to laugh off Security's tide of stun batons and 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 chemistry lab, and Engineers can use the engine ports and combustion chamber as a semi-rudimentary Toxins lab.
  • Roboticists have access to Robotics Manufacturers, which can hacked for a cheap source of stuns. 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, SMES Human helps with resisting Security's tasers, Chameleon and Cloak of Darkness can aid in ambushes, and even High Pressure Intestines can turn out to be surprisingly useful.
  • Quartermasters can order more loyalty implants, preventing people from becoming revs. You definitely don't want people to stay on the Heads' side, so you might want to convert them to shut down the Heads' anti-rev implanting. Otherwise, QM is a mixed bag. Generally, anything QM can do through their crates, other jobs can do better. However, if you get a hold of a Security Officer or Detective's ID, you'll be able to open all the Security-cardlocked crates, meaning you'll essentially have access to better stun weapons than Sec and buyable Tactical Grenades boxes.

Once you're comfortable with leading the revolution, how you're going to overthrow the Heads of staff is largely up to you. A stealthy, cunning ambush can be just as effective as simply swarming your Head of choice and playing the numbers advantage. Just remember, viva la revolucion!

Converted Revolutionary

Due to the efforts of a Head Rev, you are brainwashed and crazy have finally seen the light and have joined the Head Rev's crusade against the Heads of staff. How you'll do your part to stick it to the man is largely up to you. Just remember, even if you've killed just one head of staff, and even it's just the poor Medical Director trying to heal you, you have done your part.

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.

The Station Crew

Note: These are also the rules deconverted revolutionaries and the loyalty-implanted follow.

For the most part, your allegiance lies with the Heads of Staff. As loyal NT crew, you exist to serve and protect the Heads of staff and should cooperate with Security and other loyalist crew members to crackdown on the Revolution and eliminate the Head Revolutionaries.

Remember, you are brainwashed by pledge your allegiance to NanoTrasen, not the revolution. Revs are your enemy here! If you are witness to any revolutionary activity, especially attempts on the Heads' lives, try to stop it or report it to Security. If anybody tries to convert you, you have to right to resist and act in self-defense, as with any other antagonist.

The Heads of Staff

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, and generally the only thing standing between you and the bloodthristy hordes of revs is the Security team and your own competence. 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 wits and resourcefulness.

Be vigilant. Keep a eye out for signs of revolutionary activity, such as random flashings without any further violence. When you've solid evidence of mutineers among the crew, go into somewhere safe and access-restricted, such as Security or the Bridge. If you're Captain or Head of Security, go into Security and break out those loyalty implants. They're found in a box next to the spare cuffs, and you can get more by ordering Loyalty Kits from Cargo. Generally, the people you want implanted are the same ones the Revolutionaries would like on their side.

Somewhere along the line, Security will have hopefully found a revolutionary. Good! Now, if you're feeling merciful, there a number of ways to deal with captured revs:

  • Giving them a loyalty implant. Now only will the implant reverse the revolutionary brainwashing and restore them to a loyal NT employee, but it will also protect them from future conversion attempts.
  • Should the loyalty implants prove scarce, a good ol' toolbox or extinguisher to the head (or even a punch to the face or slap upside the head) has a decent chance to deconvert a rev, though it will not prevent them from becoming a revolutionary again like a loyalty implant does. As tempting as this may be, please note that bashing random people with a toolbox like an antagonist may attract some unwanted attention.
  • Should bashing them upside the noggin not work, and you're willing to sacrifice a little integrity, a little enhanced interrogation also does the trick.
  • Keep in mind, however, that anyone brainwashed and crazy enough to lead a revolution in the first place will be completely resistant to all these forms of mind alteration. If the captive seems especially resistive to your deconversion attempts, they may be either be a Head Revolutionary or just a particularly rude crew member. As such, you may wish to consider alternative treatments.

When you've successfully deconverted a rev, you'll see a message along the lines of "Grey O'Tide looks like they just remembered their real allegiance!!". Once that happens, ask them who converted them. You'll get the name of a head rev. Keep deconverting revs for the other names, and you'll be well on the way towards purging the station of the revolution.

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