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= Antagonists = | = Antagonists = | ||
Antagonists are typically split into three categories: "roundstart", "midround", and admin only antagonists. | Antagonists are typically split into three categories: "roundstart", "midround", and admin-only antagonists. | ||
Outside of admin intervention or the "Extended" game mode, each round will have one roundstart antagonist type and zero or more midround antagonists. | Outside of admin intervention or the "Extended" game mode, each round will have one roundstart antagonist type and zero or more midround antagonists. | ||
Roundstart antagonists are usually the main determiner of how a round can play out, ranging from a smooth round, to an investigation on why someone bombed the medical department, or why the there are red people outside the Bridge. | |||
Admin only antagonists do not naturally spawn. | Admin only antagonists do not naturally spawn. | ||
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== Roundstart == | == Roundstart == | ||
=== [[Nuclear Operative]] === | === [[Nuclear Operative|Nuclear Operatives]] === | ||
[[File:Nuclear Operative.png| | [[File:Nuclear Operative.png|128px]] | ||
'' | ''"'''OPERATIVES STANDBY. YOUR OBJECTIVES ARE SIMPLE. DELIVER THE PAYLOAD AND GET OUT BEFORE THE PAYLOAD DETONATES. BEGIN MISSION.'''"'' | ||
The Nuclear Operatives are antagonists employed by the [[Syndicate]]. Their objectives are simple, break in, and detonate the Nuclear Fission Device, no matter the cost. | |||
=== [[Revolutionary|Revolutionaries]] === | === [[Head Revolutionary]] / [[Revolutionary|Revolutionaries]] === | ||
[[File: | [[File:Head Revolutionary Sprite.png|128px]] [[File:Revolutionary Sprite.png|128px]] | ||
Revolutionaries are antagonists that are sponsored by the Syndicate to take over the station by killing all of the Command staff. | Revolutionaries are antagonists that are sponsored by the Syndicate to take over the station by killing all of the Command staff. | ||
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Head Revolutionaries are chosen at the start of a round and are given a Flash and a pair of Sunglasses to aid them. Crewmembers can be brainwashed and converted to their cause with said flash, which is only reversible through the usage of Mindshield implants. | Head Revolutionaries are chosen at the start of a round and are given a Flash and a pair of Sunglasses to aid them. Crewmembers can be brainwashed and converted to their cause with said flash, which is only reversible through the usage of Mindshield implants. | ||
Characters with Mindshields or wearing <span style="border-bottom: 2px dotted;" title="Does not include Engineer's Goggles, despite them providing welding protection">protective eyewear</span> are immune to conversion. Command and | Characters with Mindshields or wearing <span style="border-bottom: 2px dotted;" title="Does not include Engineer's Goggles, despite them providing welding protection">protective eyewear</span> are immune to conversion. Command and Security staff are Mindshielded by default. | ||
=== [[ | === [[Syndicate agent]] === | ||
[[File: | [[File:Traitor.png|128px]] | ||
''Your PDA beeps. Whiskey, Echo, Whiskey, Lima, Alpha, Delta.'' | ''Your PDA beeps. Whiskey, Echo, Whiskey, Lima, Alpha, Delta.'' | ||
A traitor is an antagonist employed by the [[Syndicate]]. They have access to the [[Traitor Uplink|Uplink]] in their PDA | A traitor is an antagonist employed by the [[Syndicate]]. They have access to the [[Traitor Uplink|Uplink]] in their PDA, and can have a variety of different objectives, ranging from assassinating a target, stealing certain command items, or dying a glorious death! | ||
=== [[Zombie]] === | === [[Zombie|Initial Infected / Zombies]] === | ||
[[File:ZombieIcon.png| | [[File:ZombieIcon.png|128px]] | ||
''Braainnssss...'' | ''Braainnssss...'' | ||
Zombies are a conversion antagonist whose sole purpose is to infect and convert as much of the crew as possible. They boast strong resistances to various damage types and are able to regenerate themselves through feasting on unsuspecting crew members. Zombies propagate through biting their victims, transmitting a deadly infection that will cause them to turn into a zombie | Zombies are a conversion antagonist whose sole purpose is to infect and convert as much of the crew as possible. They boast strong resistances to various damage types and are able to regenerate themselves through feasting on unsuspecting crew members. Zombies propagate through biting their victims, transmitting a deadly infection that will cause them to turn into a zombie, | ||
Zombies may also be appear as midround antagonists via Nuclear Operatives. | Zombies may also be appear as midround antagonists via items available to Nuclear Operatives. | ||
== Midround == | == Midround == | ||
=== Lone Operative === | === [[Lone Nuclear Operative]] === | ||
[[File:Nuclear Operative.png|128px]] | |||
A lone Nuclear Operative tasked with detonating the station's nuke. Better hope you are robust. | |||
=== [[Rat King]] === | === [[Rat King]] === | ||
[[File:Regal Rat Icon.png| | [[File:Regal Rat Icon.png|128px]] | ||
''He's da rat. He makes da roolz.'' | ''He's da rat. He makes da roolz.'' | ||
The Rat King is a random event | The Rat King is a random event free agent who won't stop at anything to get food. They can summon [[Rat Servant|Rat Servants]] with the '''Raise Army''' ability and summon a cloud of miasma with the '''Rat King's Domain''' ability. | ||
=== Revenant === | === [[Revenant]] === | ||
[[File:Revenant Icon.png|128px]] | |||
A ghostly entity, given powers to haunt the crew and steal life essence from them while they are critical, dead, or sleeping. | A ghostly entity, given powers to haunt the crew and steal life essence from them while they are critical, dead, or sleeping. | ||
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=== [[Space_Ninja|Space Ninja]] === | === [[Space_Ninja|Space Ninja]] === | ||
[[File:Space_Ninja.png| | |||
[[File:Space_Ninja.png|128px]] | |||
''I am an elite mercenary of the mighty Spider Clan! | ''I am an elite mercenary of the mighty Spider Clan! | ||
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=== Space Dragon === | === Space Dragon === | ||
[[File:Space_Dragon.gif|128px]] | |||
A dangerous alpha predator expending its domain in your station with Space rifts that bring the dragon's subordinates, the space carps. Stop it as fast as possible before the carps dominate you, and the dragon's opened three rifts! | |||
=== Closet Skeleton === | |||
A remain of the last crew working here, the skeleton is a free agent. They can be friendly towards the station or rattle 'em all! The skeleton heals by splashing milk on themselves and, when dies, becomes a small skull with the ability to speak and scream. | |||
A remain of the last crew working here, the skeleton is a | |||
== Admin Only == | == Admin Only == | ||
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A pirate's objective is to grab as much treasure as possible wherever they can find it, on a Nuclear Operative shuttle or SS14 itself. Pirates usually spawn alongside other antagonists (e.g: Nuke Ops) but are not on the same team. | A pirate's objective is to grab as much treasure as possible wherever they can find it, on a Nuclear Operative shuttle or SS14 itself. Pirates usually spawn alongside other antagonists (e.g: Nuke Ops) but are not on the same team. | ||
=== [[Terminator|Exterminator]] === | |||
You are an extremly powerfull cyborg hidden in a flesh couverture built by Cybersun of the future and you are sent to our time to exterminate a single person judged important in the conflict by Cybersun, exterminate that person at all costs, once this is done, autodestruct yourself, Nanotrasen CAN'T have your technology. | |||
=== [[Death Squad|Central Command Death Squad]] === | === [[Death Squad|Central Command Death Squad]] === | ||
[[Alert_Levels|Epsilon Level]] involves many player-controlled antagonist Centcom agents that form a DeathSquad. Each agent has a black hardsuit with red trimming and has a [[Weapons#Pulse_based|Pulse Carbine and Pulse Pistol]]. The DeathSquad arrives on a self-contained ship that can contain a small version of most departments including a bar, medbay and cloner. Crew are not supposed to survive this attack. | [[Alert_Levels|Epsilon Level]] involves many player-controlled antagonist Centcom agents that form a DeathSquad. Each agent has a black hardsuit with red trimming and has a [[Weapons#Pulse_based|Pulse Carbine and Pulse Pistol]]. The DeathSquad arrives on a self-contained ship that can contain a small version of most departments including a bar, medbay and cloner. Crew are not supposed to survive this attack. | ||
Space Station 14 is currently adding new Antagonists, and most | Space Station 14 is currently adding new Antagonists, and most Antagonists you'd expect to be in SS13 are most likely not yet implemented yet. Help us at [[https://github.com/space-wizards/space-station14/|github.com/space-wizards/space-station14/]] |
Latest revision as of 17:33, 19 November 2024
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Antagonists
Antagonists are typically split into three categories: "roundstart", "midround", and admin-only antagonists.
Outside of admin intervention or the "Extended" game mode, each round will have one roundstart antagonist type and zero or more midround antagonists. Roundstart antagonists are usually the main determiner of how a round can play out, ranging from a smooth round, to an investigation on why someone bombed the medical department, or why the there are red people outside the Bridge.
Admin only antagonists do not naturally spawn.
Roundstart
Nuclear Operatives
"OPERATIVES STANDBY. YOUR OBJECTIVES ARE SIMPLE. DELIVER THE PAYLOAD AND GET OUT BEFORE THE PAYLOAD DETONATES. BEGIN MISSION."
The Nuclear Operatives are antagonists employed by the Syndicate. Their objectives are simple, break in, and detonate the Nuclear Fission Device, no matter the cost.
Head Revolutionary / Revolutionaries
Revolutionaries are antagonists that are sponsored by the Syndicate to take over the station by killing all of the Command staff.
Head Revolutionaries are chosen at the start of a round and are given a Flash and a pair of Sunglasses to aid them. Crewmembers can be brainwashed and converted to their cause with said flash, which is only reversible through the usage of Mindshield implants.
Characters with Mindshields or wearing protective eyewear are immune to conversion. Command and Security staff are Mindshielded by default.
Traitor
Your PDA beeps. Whiskey, Echo, Whiskey, Lima, Alpha, Delta.
A traitor is an antagonist employed by the Syndicate. They have access to the Uplink in their PDA, and can have a variety of different objectives, ranging from assassinating a target, stealing certain command items, or dying a glorious death!
Initial Infected / Zombies
Braainnssss...
Zombies are a conversion antagonist whose sole purpose is to infect and convert as much of the crew as possible. They boast strong resistances to various damage types and are able to regenerate themselves through feasting on unsuspecting crew members. Zombies propagate through biting their victims, transmitting a deadly infection that will cause them to turn into a zombie,
Zombies may also be appear as midround antagonists via items available to Nuclear Operatives.
Midround
Lone Nuclear Operative
A lone Nuclear Operative tasked with detonating the station's nuke. Better hope you are robust.
Rat King
He's da rat. He makes da roolz.
The Rat King is a random event free agent who won't stop at anything to get food. They can summon Rat Servants with the Raise Army ability and summon a cloud of miasma with the Rat King's Domain ability.
Revenant
A ghostly entity, given powers to haunt the crew and steal life essence from them while they are critical, dead, or sleeping.
Life essence is consumed by using powers or taking damage, with the Revenant dying if it ever drops to 0.
Space Ninja
I am an elite mercenary of the mighty Spider Clan! Surprise is my weapon. Shadows are my armor. Without them, I am nothing. Use your pinpointer to find the station. Good luck!
You are a ninja, but in space. The Spider Clan has sent you to the station to wreak all kinds of havoc, from bolting the armory open and killing the entire station to engaging in a slipping war with the clown and fighting in rage cages.
Space Dragon
A dangerous alpha predator expending its domain in your station with Space rifts that bring the dragon's subordinates, the space carps. Stop it as fast as possible before the carps dominate you, and the dragon's opened three rifts!
Closet Skeleton
A remain of the last crew working here, the skeleton is a free agent. They can be friendly towards the station or rattle 'em all! The skeleton heals by splashing milk on themselves and, when dies, becomes a small skull with the ability to speak and scream.
Admin Only
Pirate
Ahoy thar scallywag! Ye be onboard the pirate vessel, we must collect as much booty from thar lowly station!
A pirate's objective is to grab as much treasure as possible wherever they can find it, on a Nuclear Operative shuttle or SS14 itself. Pirates usually spawn alongside other antagonists (e.g: Nuke Ops) but are not on the same team.
Exterminator
You are an extremly powerfull cyborg hidden in a flesh couverture built by Cybersun of the future and you are sent to our time to exterminate a single person judged important in the conflict by Cybersun, exterminate that person at all costs, once this is done, autodestruct yourself, Nanotrasen CAN'T have your technology.
Central Command Death Squad
Epsilon Level involves many player-controlled antagonist Centcom agents that form a DeathSquad. Each agent has a black hardsuit with red trimming and has a Pulse Carbine and Pulse Pistol. The DeathSquad arrives on a self-contained ship that can contain a small version of most departments including a bar, medbay and cloner. Crew are not supposed to survive this attack.
Space Station 14 is currently adding new Antagonists, and most Antagonists you'd expect to be in SS13 are most likely not yet implemented yet. Help us at [[1]]