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Access: Wherever you had access to before and any new friends/comrades you make along the way.
Additional Access: Same as above
Difficulty: Easy to Medium
Supervisors: The Syndicate
Duties: Remove the chain of command! (Kill 'em, MMI 'em, Borg 'em, exile 'em; just get 'em out the way.)
Guides: This is the guide

Rev.png Revolution (aka "Rev") is a game mode featured in Dynamic 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.

Banner revolution.png Viva La Revolution!

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, Research Director, and the Quartermaster. If the Revolutionaries manage to kill, MMI, borg or exile all of the heads of departments (including latejoined heads), they win. If everyone else manages to kill or exile the Head Revolutionaries, the station 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 Head Revolutionaries are considered exiled if they leave the z-level of the station (or continue to hide in a locker/crate). They will be listed as having abandoned the station. However, this can also allow one side to non-lethally remove a target.

Rev2.png Tips and Tricks

Id silver.png 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 you", 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. Then contact Quartermaster by command channel to order more because, these first cases will run out fast.

The first people you want to implant are in this order:

  1. Cargo - keeping your mindshield logistics chain safe.
  2. Medical - keeping your security officers alive and revived.
  3. Lawyers - keeping brig totally free from any revolutionaries.
  4. Science - keeping hallways empty of battle mechs, maxcaps, golems, slimes and hulks.

After this you shouldn't focus at any certain department or job, but instead at the most suspicious and aggressive people in the hallways and other areas.

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 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 until you can secure a mindshield. 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 coward? It's time to kick ass and chew bubblegum, and your gum is made out of meth. Remember, buck shot is your best friend. And if you warn everyone that a overcharged supermatter delamination in is about to happen by your hand, maybe the gods won't be mad if some latejoining assistant gets vaporized.

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

Id regular.png Station Staff

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, and submit to any requests to be mindshielded. That is, unless you get flashed.

Hudrevhead.png Head Revolutionaries

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. As a revhead your tacti-cool training allows you to flash people from behind. But if you see some asshole walking around with sunglasses or a welding mask on, you won't be able to convert them without removing them. Members of Security, those with mindshield implants, and the Heads of Staff themselves cannot be converted at all. The permanently blind also are impossible to convert as they need working eyes to be flashed. 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, 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+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.

Hudrev.png Converted Revolutionaries

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 back to their side.

As a revolutionary you should have your job position aligned with your interests in way that aids your cause . Make battle mechs as roboticist, give out hulk from genetics, orders guns from cargo, etc.

Gavel.png What happens if revs win or lose on Dynamic Mode?

If the Head Revolutionaries are defeated:

  • Revs lose their antagonist status and are no longer allowed to behave as antagonists.
  • The red Hudrev.png HUD icon should disappear.
  • You get an announcement from CentCom (Central Command) telling you that the revolutionaries have been defeated.
  • Exiled Head Revolutionaries become Enemies of the State, and are given a choice between two objectives: survive life as an exile, or go the badass route and hijack the shuttle in one last big bang.
  • The shuttle becomes available again after being UNAVAILABLE, "ERR --:--".

It is very important to notice this as a rev because if you do a bad thing AFTER the revs are defeated, you may get bwoinked and banned.

If the Heads of Staff are defeated:

  • The round ends lol

Jobs on /tg/station


Command Captain, Head of Personnel, Head of Security, Chief Engineer, Research Director, Chief Medical Officer, Quartermaster
Security Head of Security, Security Officer, Warden, Detective, Prisoner
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Geneticist, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Virologist, Coroner
Supply Quartermaster, Cargo Technician, Shaft Miner, Bitrunner
Service Head of Personnel, Janitor, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator, Assistant, Lawyer, Psychologist
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Imaginary Friend, Split Personality, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Heretic, Revolutionary, Wizard, Family, Blob, Abductor, Holoparasite, Xenomorph, Spider, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Obsessed, Fugitives, Hunters, Space Dragon, Elite Mobs, Sentient Slime, Regal Rat, Paradox Clone
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role, CentCom Intern
Antagtemp.png Game Modes on /tg/station





Nuclear Emergency




Blood Cult



Heretic forbidden book.png


Nt display.png

Other Modes