Difference between revisions of "Revolutionary"

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(After like way too damn long, a mildly passable rewrite of the section of Heads of Staff. I'd hate to ruin the formatting, but oh well.)
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==Red October==
==Red October==
Before any of this can happen, first there must be at least 15 people ready to play as soon as the round starts. Not merely 15 people on the server, 15 people who have joined the server before the round started and have chosen the "Declare Ready" option. 15 or more people doesn't guarantee Revolution will be the round's game mode, but it does make Revolution one of the possible game modes chosen for the round, similar to [[Blob]].
Before any of this can happen, first there must be at least 15 people ready to play as soon as the round starts. Not merely 15 people on the server, 15 people who have joined the server before the round started and have chosen the "Declare Ready" option. 15 or more people doesn't guarantee that Revolution will be the round's game mode, but it does make Revolution one of the possible game modes chosen for the round, similar to [[Blob]].


At roundstart, up to three crew-members who are not [[Heads of staff]] or [[Security Officer]]s 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 special [[Security Objects#Flash|flashes]] that can recruit non-[[Heads of staff|Command]] non-[[Security Officer]] staff who are not wearing [[Engineering_Objects#Welding_Mask|suitable]] [[Security_Objects#Sunglasses|eye protection]] 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 [[Murder|death]] or [[Z-level|banishment]]. Meanwhile, the station crew and its heads must crackdown on the rebellion and eliminate the Head Revolutionaries through [[Murder|any means]] [[Z-level|necessary]].
At roundstart, up to three crew-members who are not [[Heads of staff]] or [[Security Officer]]s 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 special [[Security Objects#Flash|flashes]] that can recruit non-[[Heads of staff|Command]] non-[[Security Officer]] staff who are not wearing [[Engineering_Objects#Welding_Mask|suitable]] [[Security_Objects#Sunglasses|eye protection]] 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 [[Murder|death]] or [[Z-level|banishment]]. Meanwhile, the station crew and its heads must crackdown on the rebellion and eliminate the Head Revolutionaries through [[Murder|any means]] [[Z-level|necessary]].

Revision as of 04:34, 14 January 2018

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Three Syndicate agents disguised as crew members are inciting station-wide rebellion against the Heads of Staff! Armed with special flashes to convert certain crew members to their cause in their hands 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

Before any of this can happen, first there must be at least 15 people ready to play as soon as the round starts. Not merely 15 people on the server, 15 people who have joined the server before the round started and have chosen the "Declare Ready" option. 15 or more people doesn't guarantee that Revolution will be the round's game mode, but it does make Revolution one of the possible game modes chosen for the round, similar to Blob.

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 special flashes that can recruit non-Command non-Security Officer staff who are not wearing suitable eye protection 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, brigged, or off the station z-level.
  • CentComm Victory: At the 50 minute mark, CentCom will announce that it has detected a revolution on the station. After ten minutes and a few more annoucements, it will start...forcefully terminating (i.e. gibbing) every human on the station (Silicon lifeforms are mercifully spared).

Note that, unlike other versions of revolution, the shuttle CAN be called in this mode, but it will automatically be recalled sometime after the call goes through. This way players can no longer call the shuttle to figure out the game mode during secret.

The Estates

The Revolutionaries

Head Revolutionaries

Congrats, you are a brainwashed agent provocateur sent by 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 version of the flash, creatively named Revolutionary Flash. It's otherwise the same as the standard flash, down to the same stun that can be blocked by certain counters. The difference is that, when you use it on someone who it not a Head of staff, a Security Officer, the Detective, a welder, and/or a Corey Hart impersonator, it converts people into Revolutionaries, brainwashed underlings loyal allies in your mission to kill the Heads of Staff.

However, unlike other versions of Revolution, the conversion process is not instant and actually takes a few crucial moments - about two seconds. In fact, it takes long enough that your victim may disarm you or run away before the flash powers up, so you'll need an alternative means of keeping of them down for recruitment.

Keep that Flash safe! Don't let some clown steal it! If you lose your Revolutionary Flash, you can't get another one.

Try not to be too overt with your flashings - the Revolutionary Flash makes a distinct sound that the attentive crewmember will notice. 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 and backup flashes in case your flash's bulb goes out. 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 stun batons (but not their 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, 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 covered in your own blood, dead in maintenance, will largely depend on your wits, resourcefulness, and proactiveness.

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, meet with other heads in somewhere safe and access-restricted, such as Security or the Bridge. At the very least, notify other heads over the Command frequency :h. For this reason, feel free to recruit the AI into the counter-revolution. They have eyes over most of the station, so they can see where suspicious flashings and attacks on Heads are occuring and track down the culprits.

But, just as important as being vigilant, is being active! Revolutionary rounds are much more exciting for everyone if the Heads and Security go out and actually go out and actually try to deconvert revs rather than hide out in Space in a Space Pod. With active Heads, Revolutionary becomes what it was meant to be: not a single-sided of Revolutionaries steamrolling pitifully outnumbered Heads, but a station-wide clash of Heads/Security-aligned and Revolutionary forces.

Plus, it's truly in your best interests to deconvert rather than hide. Every person you deconvert and loyalty-implant is one less person for the revolution and one more person (hopefully) protecting you. Your power only grows for everyone you loyalty-implant. If you hide, the revolution's power only grows as they convert/kill everyone who can protect you.

You have three options for deconversion: loyalty implants, blunt force to the head, and..."enhanced interrogation" as they call it, each explained further below. When you successfully deconvert someone with any of these options, you'll get 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.

Note, however, that anyone brainwashed and crazy enough to lead a revolution in the first place will be completely resistant to all these methods. If someone seems especially resistive to your deconversion attempts, there's a good chance you've found a Head Revolutionary. As such, you may wish to consider alternative treatments.

Loyalty Implants

Counter their brain-washing with your own brain-washing! Not only will a loyalty implant decovert a revolutionary, but it will also prevent anyone, whether or not they were ever a revolutionary to begin with, from ever being converted into a revolutionary! Because it's both pre-emptive and reactive counter-insurgency, and it's quite easy to implant people, it's definitely the most effective of counter-revolutionary measures.

Loyalty implants are found in Loyalty Kits from Cargo, available for 6000 credits each, with each crate providing 4 implants locked behind a Security-access ID. If you're on Cogmap1 or Cogmap2, you can also find a whole box of loyalty somewhere in Security, either on a ring of tables next on a box of cuffs (Cogmap1) or next to a Confiscated Items crate (Cogmap1). If you ever run out of funds for these, feel free to ask the Head of Personnel or Captain to reroute some funds to the Shipping budget. Likewise, the Chief Engineer should feel free to get the PTL up and running and providing funds.

Implant everyone you suspect to be a rev. And you should suspect everyone who isn't a Security Officer or fellow Head to be a rev, so be generous and implant everyone you see! Preferably, implant people like the Quartermasters, the Mechanics, robust people--basically, anyone the Head Revolutionaries would like on their side. Again, everyone you loyalty-implant is one less person for the revolution.

For this reason, the Medical Director should feel free to offer their implant gun to whoever's leading the implanting efforts, or, if they want to, use it to implant people themselves. This marvellous device puts some much-needed distance between the implanter and the implantee, who may very well be ready to eviserate anyone who comes near them, whether they're a Revolutionary or not. Plus, it's much easier to implant someone walking down a hallway with an implant than it is with a standard implanter. It takes a certain level of gunslinging though; people tend to run away from anybody with an implant gun, because it looks so much like a revolver or phaser in-hand.

Blunt head trauma

Turns out violence really is the answer sometimes. A toolbox, an extinguisher, or a simple punch on the head has a surprisingly good chance to deconvert someone, though there's still a possibility that they'll be reconverted. Just be sure to watch out for the deconversion message. It's easy to miss it in the middle of an intense brawl since it's in standard font.

Enhanced interrogation

Turns out torture really is the answer sometimes too, though it's not as efficient as brain-washing or violence. Activating an Electropack or electric chair will also, with near-certain success, decovert them from the revolutionary cause.

Really only practical for the Head of Security (who has electropacks in the Armory and helmets in equipment lockers), the Medical Director (who has electropacks in the animal lockers in the Monkey Pen), and the Research Director (who has one in their equipment locker for some reason). This takes much more effort than simply punching someone in the face or giving them a loyalty implant.

A Note about GuardBuddies

The Research Director don't bring much to the implanting chain. Instead, they bring something entirely different: GuardBuddies! These loyal, adorable robots, when set the ominously-named purge mode, will attempt to arrest everyone not wearing a Head of Staff ID.

And by everyone, we do mean, everyone, whether they're a revolutionary or not. Loyalty-implanted crew, Security Officers, random Monkeys--if it's not a Head, they get tasers/flashes and handcuffs. Expect a lot of people shouting "GUARDBUDDIES ROGUE" if they're set to purge. Use with caution, obviously.

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