Revolution (aka "Rev") is a game mode centred around crew uprising. 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.
Revolution Leaders (of which there will be one to three) start with a flash in their inventory, but are otherwise indistinguishable from ordinary crew members; their objective is to kill all Heads of Staff on the station. Revolution Leaders can use any flash to convert people, not just the one they start with.
When a Revolution Leader uses a flash on someone who doesn't have a loyalty implant, or is one of the Heads/Captain, they will be converted to the Revolution and will have a red R mark on them visible to all revolutionaries. They are then obligated to help the revolution. The shuttle will never arrive during this game mode.
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, and Research Director. If the Revolutionaries manage to kill all of the ORIGINAL heads (THIS DOES NOT COUNT HEADS THAT JOIN AFTER THE ROUND BEGINS), they win. If everyone else manages to kill the Head Revolutionaries, the station wins. Pretty simple. Heads of Staff and Head Revolutionaries 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 or abandoned the cause, respectively.
Tips and Tricks
Heads of Staff
Your lives are on the line, here. If at any time you get reports of people randomly flashing, it's a safe bet this is a rev round. 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. If that's the case, you're good as dead- even more so if Security is understaffed or nonexistent.
Always remember that knocking a revolutionary out by attacking them on 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!
Loyalty Implants are an expensive but ultimately more effective alternative to beating revs upside the head; not only will implanted crew be deconverted if they were revs, they will become immune to all further conversion attempts unless they somehow get de-implanted. Head Revs will give an obvious message if an implant is attempted on them as well; needless to say, securing Cargo for the station is a priority since your initial supply of loyalty Implants is limited.
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. and deadchat will hate you.
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. Otherwise, just try to be as normal as possible. That is, unless you get flashed...
Security staff begin with loyalty implants, so they cannot be converted by revolutionaries. However, this also makes them priority targets for elimination. Get suited up with riot gear, stay close to the nearest Head of Staff, and consider bringing lethals in the likely event you end up outnumbered by the revs.
You have a hard job ahead of you. If you're an Engineer, this job is made so much easier, especially if the Chief Engineer is dumb enough to help you set up the engines. Just pop him upside the head with something, keep him knocked out while you set up the engine, and let the singularity do the rest. For everyone else, being a rev head can be rather frustrating.
You are at least given some traitor item choices, which should help a great deal. The Russians did not get help, did they? They did.
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. If you get spotted, run like hell! As a rev head, your primary turning targets are Robotics, Genetics, Scientists, and the Quartermasters; Robotics has delicious replacement flashes, Geneticist can give you super powers and pretty much lock down the cloner, Scientists make explosives, armor, and fancy guns, and Quartermasters serves as a great base of operations (not to mention that they can order you more flashes and other nifty toys). Your number one concern, at least until things get moving, is to STAY LOW. Keep your identity a secret if possible, and only associate with non-revs if need be (or to flash them).
Genetics is very helpful here, if you've already killed a station head. The geneticists 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!
Do not enter a locker, it counts as abandoning the station.
If you did (or didn't) agree to it, then your new job is to find a way to kill those jerk-ass heads of staff without getting caught. 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 kill you.
- If all of the Command Staff present at the beginning of the round die, the Revolution wins. This includes the Head of Personnel, Head of Security, Research Director, Chief Engineer, Chief Medical Officer, and Captain. HEADS OF STAFF THAT JOIN AFTER ROUND START DO NOT NEED TO BE KILLED.
- If all of the Revolution Leaders die, the Heads win.
- Leaving the station z-level counts as "Abandoned the station/Abandoned the Cause", in which they are treated as dead.
- There is a bug where if a revolutionary leader is gibbed while still alive they do not count as dead. Please kill people before gibbing them to ensure you do not bug the round.
- Cloning a converted rev turns their R icon from red to blue.
- Logging out, then back in (or crashing), after being converted or being a rev head, causes you unable to see your fellow revs.
- If you are a head of staff, sometimes you can be your own target.
- All original heads of staff must be killed. Even if they have somehow been converted.
|Jobs on /vg/station 13|
| Heads of Staff: |
Captain - Head of Personnel - Head of Security - Chief Engineer - Research Director - Chief Medical Officer
| Law and Order:|
Security Officer - Warden - Detective - Internal Affairs
Station Engineer - Atmospheric Technician - Mechanic
| Maintenance and Supply:|
Janitor - Quartermaster - Cargo Technician - Shaft Miner
Medical Doctor - Chemist - Geneticist - Paramedic - Virologist
Roboticist - Scientist
Bartender - Chef - Botanist
Assistant - Chaplain - Librarian - Clown - Mime
AI - Cyborg - MoMMI - Personal AI - Construct - Ghost - Mouse - Cortical Borer - Trader
Traitor - Nuclear Agent - Changeling - Xenomorph - Blob - Wizard - Revolutionaries - Revsquad - Cultists - Vox Raider - Vampire
Emergency Response Team - Death Squad Officer - Space Ninja - Bomberman