Difference between revisions of "Revolutionary"

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[[File:rev.png]] Revolution (aka "Rev") is a game mode featured in [[Secret]] that runs on TGStation 13. In it, certain members of the crew (Head Revolutionaries) start out with the goal of recruiting other crew members (using [[Flashes]]) and killing the station [[Heads of Staff]].
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{{Infobox jobs
 
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| headerbgcolor = gray
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| bgcolor = lightgray
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| image = Assistant.png
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| supervisors = Head Revolutionaries; The [[Syndicate]]
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| rank = Missing (<b>???</b>)
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| duties = Kill the heads
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| guides = This is the guide
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| access = Whatever you had access to before
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| access2 = Wherever you and your comrades can break into
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| difficulty = Easy to Medium
 +
| headerfontcolor = white
 +
| caption = VIVA LA REVOLUTION!
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}}
 +
[[File:rev.png]] Revolution (aka "Rev") is a game mode where certain members of the crew (Head Revolutionaries) start out with the goal of recruiting other crew members (using [[Flashes]]) and killing the ship [[Heads of Staff]].
 
== Viva La Revolution! ==
 
== Viva La Revolution! ==
During a Revolution round, it's the job of the Head Revolutionaries to run around recruiting their fellow team members to the cause and finding inventive ways to kill the Captain, Head of Security, Head of Personnel, Chief Engineer, Chief Medical Officer, and Research Director. If the Revolutionaries manage to kill or exile all of the ORIGINAL heads (THIS DOES NOT COUNT HEADS THAT JOIN AFTER THE ROUND BEGINS), they win. If everyone else manages to kill or exile the Head Revolutionaries, the station wins. Pretty simple.
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During a Revolution round, it's the job of the Head Revolutionaries to run around recruiting anyone outside of Security to their cause and b̶u̶m̶ ̶r̶u̶s̶h̶ find inventive ways to kill the Captain, Head of Security, Head of Personnel, Chief Engineer, Chief Medical Officer, and Research Director. If the Revolutionaries manage to kill or exile all of the ORIGINAL heads (THIS DOES NOT COUNT HEADS THAT JOIN AFTER THE ROUND BEGINS), they win. If everyone else manages to kill or exile the Head Revolutionaries, the ship wins. Pretty simple.
  
The emergency shuttle can be called but will never arrive during this game mode. The round will not end until either side has won.
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The emergency shuttle can be called but will never depart during this game mode. The round will not end until either side has won.  
 
 
Heads are considered dead if they leave the z-level of the station or enter a locker. They will be listed as having abandoned the station.
 
  
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Heads of Staff and Rev Heads are considered dead if they leave the z-level of the ship or enter a locker. They will be listed as having abandoned the ship. However this can also allow one side to [[Beyond the impossible|non-lethally remove a target]].
 
==Tips and Tricks==
 
==Tips and Tricks==
 
===[[Heads of Staff]]===
 
===[[Heads of Staff]]===
 
Your lives are on the line, here. This does not mean "Hide in a closet and hope like hell they don't find me", and it definitely doesn't mean "Let the AI sort it out" or "Just space everyone; we'll find them eventually". Finding revs isn't that hard, and should be fairly simple, assuming the Rev Heads don't have 20 or so followers by this point.
 
Your lives are on the line, here. This does not mean "Hide in a closet and hope like hell they don't find me", and it definitely doesn't mean "Let the AI sort it out" or "Just space everyone; we'll find them eventually". Finding revs isn't that hard, and should be fairly simple, assuming the Rev Heads don't have 20 or so followers by this point.
  
Always remember that knocking a revolutionary out with an [[Toolbox|object upside the head]] has a 50% chance to convert them back to normal, showing you a message such as "Robert Robust looks as if they've remembered their true allegiance" or something to that effect. Naturally, this does not mean "Hey, let's just whack everyone upside the head in the event that they're a Rev". If you suspect them of being one, then this is usually a bad course of action; just brig them for a while and hope like hell you're wrong. If you actually see someone doing something scummy, you should probably assume they're either a Rev, a Rev Head, or an ass, so smack away! If you get them knocked out a few times and they don't turn, take them to Medical to get them healed and apologize, while noting them in your notes or the security records. If they fuck up again, space them or beat the shit out of them; they're probably a Rev Head!(Note that executions for suspected revolutionaries are NOT PERMISSIBLE without ADMIN CONSENT or a trial) 
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At the first credible evidence of revolutionary activity (i.e. not the clown screaming griff), go somewhere relatively safe, likely the [[Brig]]. If you have access, immediately crack open the cases of [[Security_items#Mindshield_Implant|mindshield implants]]. There is one case in the [[Armory]] and another in the [[Head of Security]]'s locker. Each contains four implants. These will run out fast, so your first priority should be implanting the [[Cargo]] staff and especially the [[Quartermaster]], if there's one. Once they're implanted, their job is to order you mindshield implants and nothing but mindshield implants. If an implanted QM complains, demote them, as they are a liability.
  
The cargo bay is probably the most significant area both parties will fight to control, as they can provide you with extra loyalty implants (or provide revs with weapons).
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By the time you're at the point of implanting crewmates, there will probably be enough revs that within your first couple implants you'll deconvert someone, showing you a message such as "Robert Robust looks as if they've remembered their true allegiance!" Immediately ask them who converted them; that's one of your revheads. Repeat in systematic fashion, and [[Beyond the impossible|all will go smoothly!]]
  
Remember that turtling (boxing up in an area and making yourself an almost impossible target) is in fairly poor form, though it can be acceptable in some instances.
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In the more likely case that things aren't going smoothly, knocking a revolutionary out with an [[Toolbox|object upside the head]] has a 50% chance to deconvert them. Naturally, this does not mean "Hey, let's just whack everyone upside the head in the event that they're a rev." If you suspect them of being one, then this is usually a bad course of action; just brig them for a while and hope like hell you're wrong. If you actually see someone doing something scummy, you should probably assume they're either a Rev, a Rev Head, or an ass, so smack away! If you get them knocked out a few times and they don't turn, get them healed and apologize, while noting them in your notes or the security records.  
  
===Station Staff===
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<s>If [[Chief Medical Officer|you're a coward and you'd rather live]], there's nothing wrong with declaring that you wish to surrender. Declare your intention and request safe passage to the mining or gulag shuttle for a swift departure. Sometimes its better to live another day than to go out in a blaze of glory.</s> What are you, a wimp? It's time to kick ass and chew bubblegum, and your gum is made out of meth. Remember, buck shot is your best friend.
As a member of the general staff, Revolutionary rounds should be treated like any other Traitor round; if you see someone trying to robust a Head to death, try to stop them or call Security. Security and the Heads of Staff, however, will be under a lot of stress. If you are not loyalty implanted, it would be in your best interest to keep your distance and not startle them, else they may consider you to be a revolutionary and attack. Otherwise, just try to be as normal as possible. That is, unless you get flashed...
 
  
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Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.
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===Ship Staff===
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As a member of the general staff, Revolutionary rounds should be treated like any other Traitor round; if you see someone trying to robust a Head to death, try to stop them or call Security. Security and the Heads of Staff, however, will be under a lot of stress. If you are not mindshield implanted, it would be in your best interest to keep your distance and not startle them, else they may consider you to be a revolutionary and attack. Otherwise, just try to be as normal as possible. That is, unless you get flashed...
 
===Head Revolutionaries [[File:Hudrevhead.png]]===
 
===Head Revolutionaries [[File:Hudrevhead.png]]===
 
You have a hard job ahead of you that can be rather frustrating.
 
You have a hard job ahead of you that can be rather frustrating.
  
Your first course of action should be to start flashing people. Be a bit covert about it, but you still want results. If you see some asshole walking around with sunglasses or a welding mask on, you won't be able to turn them; the same applies to members of Security, those with loyalty implants, and the Heads of Staff themselves. If you get spotted, run like hell!
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Your first course of action should be to start flashing people. Be a bit covert about it, but you still want results. If you see some asshole walking around with sunglasses or a welding mask on, you won't be able to turn them without removing them. Members of Security, those with mindshield implants, and the Heads of Staff themselves cannot be converted at all. If you get spotted, run like hell and consider going incognito.
  
As a rev head, your primary turning targets are [[Roboticist]]s, [[Geneticist]]s, [[Scientist]]s, and the [[Cargo Technician]]s; [[Robotics]] has delicious replacement flashes, [[Genetics]] can give you super powers and pretty much lock down the cloner, [[Research Division]] makes explosives, and [[Cargo Bay]] serves as a great base of operations (not to mention that they can order you more flashes and weapons if you have an ID with the right access). Genetics is especially useful if you've already killed a station head. They can save the heads UI's and inject you with them, making you look exactly like that guy you just killed. Have fun with that!
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As a revhead, your primary turning targets are [[Roboticist]]s, [[Geneticist]]s, [[Scientist]]s, and the [[Cargo Technician]]s; [[Robotics]] has delicious replacement flashes, [[Genetics]] can give you super powers and pretty much lock down the cloner, [[Research Division]] makes explosives, and [[Cargo Bay]] serves as a great base of operations (not to mention that they can order you more flashes and weapons if you have an ID with the right access). Genetics is especially useful if you've already killed a ship head. They can save the heads' UI+UEs and inject you with them, making you look exactly like that guy you just killed (minus any mindshield implants). Have fun with that!
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Giving a syringe of blood to a revolutionary [[Botanist]] can be a smart back up plan, as nobody expects Replica Pod cloning.
  
 
Your number one concern, at least until things get moving, is to '''STAY LOW'''. Let the converted revolutionaries do the fighting for you. Keep your identity a secret if possible, and only associate with non-revs if need be (or to flash them).
 
Your number one concern, at least until things get moving, is to '''STAY LOW'''. Let the converted revolutionaries do the fighting for you. Keep your identity a secret if possible, and only associate with non-revs if need be (or to flash them).
  
Do not enter a locker, it counts as abandoning the station.
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Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.
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===Converted Revolutionaries [[File:Hudrev.png]]===
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So you spawned, and some jerk next to you just randomly flashed you. What's that al-VIVA LA REVOLUTION! Your new job is to find a way to kill those jerk-ass heads of staff without getting caught, and making sure the head revolutionaries don't die. [[Makeshift weapons]] are your friend. Remember that, as a converted rev, if you can manage to kill even one head, you've done your job. Also remember that your game isn't necessarily over if you get caught; most security members (that don't suck at their job, mind you) will try to convert you or just simply brig you.
  
===Converted Revolutionaries [[File:Hudrev.png]]===
 
So you spawned, and some jerk next to you just randomly flashed you. What's that al-VIVA LA REVOLUTION! Your new job is to find a way to kill those jerk-ass heads of staff without getting caught, and making sure the head revolutionaries don't die. Remember that, as a converted rev, if you can manage to kill even one head, you've done your job. Also remember that your game isn't necessarily over if you get caught; most security members (that don't suck at their job, mind you) will try to convert you or just simply brig you.
 
  
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{{Jobs}}
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{{Game modes}}
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[[Category:Jobs]]
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[[Category:Game Modes]]
 
[[Category:Guides]]
 
[[Category:Guides]]
[[Category:Game Modes]]
 

Latest revision as of 02:48, 13 June 2023

Revolutionary
Assistant.png
VIVA LA REVOLUTION!
Information
AccessWhatever you had access to before
Additional AccessWherever you and your comrades can break into
DifficultyEasy to Medium
SupervisorsHead Revolutionaries; The Syndicate
RankMissing (???)
DutiesKill the heads
GuidesThis is the guide

Rev.png Revolution (aka "Rev") is a game mode where certain members of the crew (Head Revolutionaries) start out with the goal of recruiting other crew members (using Flashes) and killing the ship Heads of Staff.

Viva La Revolution![edit | edit source]

During a Revolution round, it's the job of the Head Revolutionaries to run around recruiting anyone outside of Security to their cause and b̶u̶m̶ ̶r̶u̶s̶h̶ find inventive ways to kill the Captain, Head of Security, Head of Personnel, Chief Engineer, Chief Medical Officer, and Research Director. If the Revolutionaries manage to kill or exile all of the ORIGINAL heads (THIS DOES NOT COUNT HEADS THAT JOIN AFTER THE ROUND BEGINS), they win. If everyone else manages to kill or exile the Head Revolutionaries, the ship wins. Pretty simple.

The emergency shuttle can be called but will never depart during this game mode. The round will not end until either side has won.

Heads of Staff and Rev Heads are considered dead if they leave the z-level of the ship or enter a locker. They will be listed as having abandoned the ship. However this can also allow one side to non-lethally remove a target.

Tips and Tricks[edit | edit source]

Heads of Staff[edit | edit source]

Your lives are on the line, here. This does not mean "Hide in a closet and hope like hell they don't find me", and it definitely doesn't mean "Let the AI sort it out" or "Just space everyone; we'll find them eventually". Finding revs isn't that hard, and should be fairly simple, assuming the Rev Heads don't have 20 or so followers by this point.

At the first credible evidence of revolutionary activity (i.e. not the clown screaming griff), go somewhere relatively safe, likely the Brig. If you have access, immediately crack open the cases of mindshield implants. There is one case in the Armory and another in the Head of Security's locker. Each contains four implants. These will run out fast, so your first priority should be implanting the Cargo staff and especially the Quartermaster, if there's one. Once they're implanted, their job is to order you mindshield implants and nothing but mindshield implants. If an implanted QM complains, demote them, as they are a liability.

By the time you're at the point of implanting crewmates, there will probably be enough revs that within your first couple implants you'll deconvert someone, showing you a message such as "Robert Robust looks as if they've remembered their true allegiance!" Immediately ask them who converted them; that's one of your revheads. Repeat in systematic fashion, and all will go smoothly!

In the more likely case that things aren't going smoothly, knocking a revolutionary out with an object upside the head has a 50% chance to deconvert them. Naturally, this does not mean "Hey, let's just whack everyone upside the head in the event that they're a rev." If you suspect them of being one, then this is usually a bad course of action; just brig them for a while and hope like hell you're wrong. If you actually see someone doing something scummy, you should probably assume they're either a Rev, a Rev Head, or an ass, so smack away! If you get them knocked out a few times and they don't turn, get them healed and apologize, while noting them in your notes or the security records.

If you're a coward and you'd rather live, there's nothing wrong with declaring that you wish to surrender. Declare your intention and request safe passage to the mining or gulag shuttle for a swift departure. Sometimes its better to live another day than to go out in a blaze of glory. What are you, a wimp? It's time to kick ass and chew bubblegum, and your gum is made out of meth. Remember, buck shot is your best friend.

Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.

Ship Staff[edit | edit source]

As a member of the general staff, Revolutionary rounds should be treated like any other Traitor round; if you see someone trying to robust a Head to death, try to stop them or call Security. Security and the Heads of Staff, however, will be under a lot of stress. If you are not mindshield implanted, it would be in your best interest to keep your distance and not startle them, else they may consider you to be a revolutionary and attack. Otherwise, just try to be as normal as possible. That is, unless you get flashed...

Head Revolutionaries Hudrevhead.png[edit | edit source]

You have a hard job ahead of you that can be rather frustrating.

Your first course of action should be to start flashing people. Be a bit covert about it, but you still want results. If you see some asshole walking around with sunglasses or a welding mask on, you won't be able to turn them without removing them. Members of Security, those with mindshield implants, and the Heads of Staff themselves cannot be converted at all. If you get spotted, run like hell and consider going incognito.

As a revhead, your primary turning targets are Roboticists, Geneticists, Scientists, and the Cargo Technicians; Robotics has delicious replacement flashes, Genetics can give you super powers and pretty much lock down the cloner, Research Division makes explosives, and Cargo Bay serves as a great base of operations (not to mention that they can order you more flashes and weapons if you have an ID with the right access). Genetics is especially useful if you've already killed a ship head. They can save the heads' UI+UEs and inject you with them, making you look exactly like that guy you just killed (minus any mindshield implants). Have fun with that! Giving a syringe of blood to a revolutionary Botanist can be a smart back up plan, as nobody expects Replica Pod cloning.

Your number one concern, at least until things get moving, is to STAY LOW. Let the converted revolutionaries do the fighting for you. Keep your identity a secret if possible, and only associate with non-revs if need be (or to flash them).

Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.

Converted Revolutionaries Hudrev.png[edit | edit source]

So you spawned, and some jerk next to you just randomly flashed you. What's that al-VIVA LA REVOLUTION! Your new job is to find a way to kill those jerk-ass heads of staff without getting caught, and making sure the head revolutionaries don't die. Makeshift weapons are your friend. Remember that, as a converted rev, if you can manage to kill even one head, you've done your job. Also remember that your game isn't necessarily over if you get caught; most security members (that don't suck at their job, mind you) will try to convert you or just simply brig you.


Jobs on

NSVBanner299.png

Command Captain, Executive Officer, Bridge Staff
Security Head of Security, Security Officer, Warden, Detective, Brig Physician
Engineering Chief Engineer, Ship Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist, Paramedic
Service Janitor, Staff Judge Advocate, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator
Munitions Master At Arms, Munitions Technician, Flight Leader, Fighter Pilot, Air Traffic Controller
Cargo Quartermaster, Cargo Technician, Shaft Miner
Civilian Assistant, Gimmick
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Heretic, Nuclear Operative, Blood Cultist, Bloodling, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Creep, Fugitives, Hunters, Syndicate Drop Trooper
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian
Game Modes on

NSVBanner299.png

In Rotation Traitor, Incursion, Galactic Conquest, Blood Cult, Wizard, Monkey, Nuclear Emergency, Bloodling, Extended
Overmap Patrol, Shakedown, Armada, Courier, Galactic Conquest
Special Modes Planetary Assault
Removed Gang War, Devil, Overthrow, Legacy Modes, Revolution, Changeling