Guide to Traitor

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Traitoring (specifically the "Traitor" role) involves completing a randomly assigned set of objectives while roleplaying as an antagonist employed by a hostile corporation. Your objectives can be viewed by opening your character information panel, which is by default hotkeyed to C.

As a traitor, your primary focus should be completing your objectives. Simply griefing atmos and power or killing people unrelated to your objectives without actively pursuing them is highly discouraged.

Tip
Playing an antag role does not allow you to ignore Rule 1:
  • Don’t be a dick. We’re all here to have fun. Antagonists have leeway here since ruining the round is kind of their job, but try to keep it interesting if you’re antag, okay?

Objectives

  • Steal the captain ID card
  • Steal the Captain's antique laser pistol
  • Steal the nuclear authentication disk
  • Kill a random person
  • Ensure another traitor stays alive
  • Ensure another traitor achieves at least half of their objectives
  • Die a glorious death
  • Steal the Chief Medical Officer's hypospray
  • Steal the Chief Medical Officer's handheld crew monitor
  • Steal the Research Director's experimental research hardsuit
  • Steal the Chief Engineer's advanced magboots
  • Steal the Head of Security's energy shotgun
  • Steal prime-cut corgi meat
  • Steal the Quartermaster's digiboard

Finding the location of these objectives is first step to completing them.

Traitor Objective Locations
Objective Location
Captain ID card The Captain starts with one in their PDA as is such carried around on their person. Another can be found in their locker, located in their quarters usually adjacent to the bridge.
Antique laser pistol Found in the Captain's room, or more often on their person.
Nuclear authentication disk Found in the Captain's locker, or always on their person. Can be located using a Pinpointer, which will always point toward its location and turn green when near. Conversely, this can also be used to catch you!
Hypospray Found in the CMO's locker or more often carried on their person in their belt, pocket, or backpack
Handheld Crew Monitor Found in the CMO's locker or more often carried on their person in their belt, pocket, or backpack.
Experimental research hardsuit Found in the RD's locker or more often worn on their person
Advanced magboots Found in the CE's locker or more often worn on their person
ID card computer board Found in the Captain's locker, the Head of Personnel's locker, and inside ID card computers which can be dismantled using tools.
The quartermaster's digi-board Found in the Quartermaster's locker, or more often on their person
Prime-cut corgi meat Unfortunately harvested from Ian, the Head of Personnel's charismatic corgi, using a knife.

*Cannot be harvested from normal corgis, sorry cargo mains.

Codewords

Memorize your codewords! Codewords are a set of random words shown under your objectives that are given to all traitors in the round. You can use them to discreetly identify yourself to other traitors, allowing you to work together. Codewords are highlighted in speech and on the radio to make identifying other traitors easier.

You can see your codewords and tasks by pressing C

Uplink

Traitors and Syndicate Agents have access to an syndicate uplink in their PDAs that allow them to purchase various items to help them complete their objectives. These items cost telecrystal (TCs). Traitors start with 20 telecrystals and Nuclear Operatives start with 40 telecrystals. Telecrystals can be removed and inserted between PDA uplinks, allowing you to pool your funds with other traitors to purchase more expensive items.

An image of the syndicate uplink.

Strategy

Traitoring provides a wonderful opportunity for creativity, but success always depends on the quality of planning and execution. When starting a round as traitor, make sure you understand what your objectives require, and ask yourself how to want to approach those objectives. If you have to steal the Nuke Auth Disk, do you have to kill anyone? If you just need the Captain's ID card, do you need to destroy atmospherics or release the Singulo? Conversely, do you think you can get the Antique Laser Gun off of the captain without killing them? Can you take the Head of Security on in a firefight? The answers to these questions depend on your playstyle, skill level, and preferences as a player, but keep in mind that the goal is to (often) finish the round alive. The following will discuss tactics for assassination, sabotage, burglary, and manipulation.

Assassination

"HELP MAINTS!"
-Common SS14 saying

Since the objective will tell your their job, you'll want to figure out where they will be spending their time on the station. Chemists tend to stay around medbay, but civilian roles like chaplain and librarian more commonly float around social areas like the bar. Once you've tracked your target down, consider where you want to kill them. Maintenance shafts are out of sight, but most people rarely just hang around in them. The main hallways are crowded so you'll have to neutralize bystanders and extract or gib the body so it cannot be revived. Finding the balance of convenience and opportunity relies on your knowledge of where the target will be.

Next up is your weapon. How will you acquire it? How effective is it? Most Syndicate-provided guns kill quickly at point blank range, but too many stray bullets at longer range will give your target the opportunity to fight back or call over the radio for help. Explosions can devastate the entire room that a target is in, but it'll draw attention and possibly injure you. Poison takes more than a few seconds to take effect - will that be fast enough?

Assuming it all worked out, you will want to ensure the body doesn't get cloned. Hiding it in a locker is quick, spacing the body takes more time and risks exposure, and gibbing the body is messy and loud. If medbay is miraculously checking suit sensors, consider taking their jumpsuit somewhere else. Killing another player and getting away with it is all about preparation, opportunity, and execution.

Sabotage

"Someone blew up AME"
-Common SS14 saying

Sabotage is effective for changing the behavior of people on the station, but one should always consider the consequences. If you feel the need to grief the entire station as much as possible just to steal a disk, you might want to spend more time strategizing or risk the ire of your fellow players, or worse, an admin. Sabotage can be very effective in surprisingly small doses if done correctly, and can backfire horribly in larger doses. Keep in mind that the more crippling your sabotage is, the more people will try to get it fixed faster.

Sabotaging power can be done centrally or locally. That is, you can sabotage power generation or power distribution. Power generation is usually distributed across the AME, Singulo, and Solars, so to cripple power station wide you have to hit all three targets hard and quickly. The AME can be blown up with explosives, overinjected with fuel, or deprived of fuel to hamper the station's power generation considerably. The Singulo is an extremely vulnerable target as it can be accessed from space and tampered with in a variety of ways. Simply turning off or cutting the wires to the emitters will power down the containment shield, allowing the Singulo to gobble up the station and nearby people before drifting into space. Sabotaging central power like this is banned under rule 2.9, and can only be done with the Die a Glorious Death objective. Solars is simply a matter of cutting HV wires or messing with the computers. Sabotaging power locally involves cutting wires going from substations to APCs or just destroying substations, and is a faster and more surgical approach that is also easier for the crew to fix.

Sabotaging atmospherics is either very simple or very complicated. You can either spend some time messing with mixtures and pressures to flood the station with carbon dioxide or plasma or just blow the whole works up. You can also ruin the air by opening tanks of CO2 and Plasma at max pressure. Sabotaging atmos will probably make everyone very angry at you, so be prepared for a station-wide hunt, and it is also banned under rule 2.9, and can only be done with the Die a Glorious Death objective.

Other forms of smaller sabotage include spacing rooms, messing with doors, and blowing up or stealing important equipment like communications consoles or substations. If these disruptions are worth the time and risk they involve and end up helping you complete your objective, go for it. Otherwise, reconsider your strategy for other player's sake as well as your own.

Burglary

"Someone broke into Cap's room"
-Common SS14 saying

Most objectives don't require violence. The cryptographic sequencer is a fantastic tool for gaining access to otherwise secure rooms and lockers. If you're light on telecrystals, a utility belt with a full set of tools can get you through almost any door, wall, or window. Swiping an ID with relevant access is great if you don't get caught doing it, and asking the HoP to let you change jobs can work on occasion. Breaking into lockers is usually time consuming, but a great trick to drag the locker in front of an emitter in maintenance and let it fire 4-5 times. Generally the hardest part of breaking in somewhere is avoiding being seen. You want to ideally spend the least amount of time possible in places where you shouldn't be, so staking out the layout before hand is recommended. While arguably excessive, putting on the right uniform or a different outfit can be the difference between being identified or not. Be sneaky, be bold, be quick.

Manipulation

Some traitors can lie and charm their way through all their objectives. Helping the crew and maintaining your cover will make you trustworthy and give you the element of surprise. Yell "Sec to Engineering" over radio before committing a crime on the opposite side of the station. Frame other people for crimes, start a worker's revolution, or assume another identity. If all else fails, confidence is key. SS14 is a roleplaying game, and the relationships you establish with other characters will affect the outcome of every round.

There are certain items that can assist you with this. Things like the voice mask, thieving gloves and agent ID can make you seem as anyone, an invisible person as it were.

Dealing with Security

Security Officers

Security is the major foil to any antagonist, and being a traitor is no exception. On higher alert levels when security know that syndicate activity is occurring, they are expected to randomly search people. However, as officers cannot search everyone on the station, they will tend to prioritise suspicious individuals.If you are not wanted, ensure that you do not: have a missing ID, openly carry anything not from your department, wear an EVA suit outside of an emergency hull breach or carry multiple bags on your person.

All of these things make it much more likely you will be searched, you can stash syndicate gear and do this deliberately in order to reduce suspicion, but in the instance you are searched there are several things you can do to reduce the chances of being caught. Hiding any syndicate gear in your survival box or a coat can reduce your chances of being discovered if the person searching you is a cadet, but this will not work on experienced officers, but it's always worth a shot. If you are a Slimeperson, you can try hiding your contraband within your slime storage, at the cost of the risk of it being stolen while you are unaware. A way to guarantee your contraband will not be found is to hide it within a Storage Implant(8 TC), as this implant is metashielded until they find your DNA on a used implanter, or there is literally no other option.

However, the most important thing you can do is keep your uplink locked when not actively buying contraband. If security finds an open uplink, the metashield is entirely broken and security is able to confiscate the PDA of anyone who was previously found with syndicate items, as well as check for metashielded items. It will fuck up not just your chances of achieving your objectives, but all of your fellow traitors for that round. DO NOT MAKE THIS MISTAKE!

If you are found out or about to be found out during a search, there are three options you can take. If you have an officer alone and you have weapons on you (such as a cobra or viper) , you can try to take them down quickly and escape before backup arrives. This is not recommended if there are multiple officers or you have no way to fight back, as getting assault and resisting arrest as additional charges on top of syndicate contraband will have you put away for a LOT longer and is potentially enough to put you in perma if security is not feeling nice today (which is always).

Complying is the easiest option and will have you put away for the least, but is guaranteed to get your items confiscated and you getting put on a register for good. The final option is to try and run, however, unless you have some kind of slipping gear and are robust, or the searching officer is a new cadet, this is not recommended as it will only add more time to your sentence.

In the case of you being found out, security will be moving to detain you. Regardless of if you have contra or not, if security knows who you are, they will arrest you. You can hide your identity with chameleon gear, or wearing any face covering and removing your ID, however the latter is EXTREMELY suspicious and will likely get you searched unless security is busy with other traitors or a major threat.

Keep in mind that combat is the job of security, and they have many tools to do that task. The big things to look out for are flashes, the stun baton, disabler and various lethal weapons ranging from combat knives to assault rifles. The flash is a bulb that blinds a target when activated, slows them down and knocks them over for a moment if hit directly. High quality sunglasses and welding masks offer protection against this, to seek them out to increase your combat capabilities, flashbangs have a similar effect and can be countered the same way.

The stun baton is a melee weapon that can down you in three hits, and can beat an energy sword in a 1v1. This allows officers to cuff you and cart you off to the brig. The disabler is it's ranged cousin that can down in 4 shots. Unless you have hyperzine to resist stuns, your best bet is to get the drop on an officer, as they will likely stun you in a fair fight. Otherwise, your best counter against stuns are EMPs, which can be crafted with chemicals, used as an implant, or used as a grenade with a short delay. EMPs will drain the charge on both disablers and stun batons, buying you valuable time to get away or get a few more hits in.

Finally for lethal weapons, security has a variety of light and heavy weapons to bring to bear against a particularly violent offender. Unless you have your own heavy weapons and armour is it recommended to NOT fight the squad of security officers on red alert, lest you want to get your skull ventilated. Even on lower alert levels, officers will have access to a pistol and knife as a last resort, which they will use if you try to crit or kill them, or are KOS(Kill on Sight) for committing a heinous crime.

Detective

A competent detective is the bane of any traitors existence. They have access to forensic scanners and forensic pads as well as a logprobe that can be used to identify you based of any blood or fingerprints you leave behind, as well as any doors that were oped by you near the time of the crime. However, there are a few things you can do in order to conceal your tracks.

Firstly, WEAR GLOVES when handling any contraband gear or high value items. It is all too easy to leave an implanter or any other contraband in maints, only for a tider to find it and give it to sec, resulting in your arrest. However, you should also refrain from using chameleon gloves when handling items, as they will leave holographic fibres that will alert sec to the presence of chameleon gear. As a matter of fact, all gloves leave fibres corresponding to what type of gloves were worn. A good idea might be changing gloves from ones you have handled contraband with. Ensure to dispose them in a secluded area, as gloves scanned will yield DNA from the person who wore them, (if you are a moth, you can also eat the gloves.)

If you have accidentally left your prints or DNA on an item, you can use soap to bleach the fibres and remove the DNA. HOWEVER, if also leaves a residue of the soap type on the item, a competent detective can use that residue to find the soap used and get prints from that instead.

Finally, the doorprobe can be used by detectives to determine where you have gone after you committed a crime and track you down. You can use an agent ID to change your name and details to throw them off, remove your ID completely, cut the "LOG" wire on any door before entering, or simply double back on doors to waste their time. However, this is quite suspicious in public and security may search you if they see you do this, so keep that in mind.