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games:sc13:guides:rev_squad

Revolutionary Squad

  • Access: Cargo Bay, Cargo Office, Mining Outpost
  • Difficulty: Hard
  • Supervisors: The cause!
  • Duties: Convert crew members, kill heads of staff
  • Guides: This is it

Revolutionary Squad as a variant of Revolution in which 3 players are recruited from ghosts to arrive disguised as Cargo Technicians, when in reality they are highly armed and dangerous head revolutionaries - with the drawback of limited conversion power. Like in Revolution, the goal of RevSquad is the assassination of all heads of staff.

The Important Differences

As a squaddie, your flash is only good for one conversion. It is possible to get an extra flash as part of your random starting gear, but this places your total crew conversions between 3 and 6. Prioritize who you bring over to your cause: the right targets will get you access to high security areas and strike when least expected. At the same time, Revsquad can be just a mad dash to victory as Revolution, so don't wait too long and let every crewmember get implanted.

You will receive a satchel full of guns and equipment, and your pocket will always have an EMP Pulsar. The Pulsar is the iconic tool of a Squaddie, and you can toggle it on to emit constant EMPs around yourself.

Operating the Squad

Communicating discreetly is key. Do not use PDA messages to communicate when an AI is present. They can see these! Unlike most headsets, your Revsquad headsets are immune to EMPs, meaning that you can continue to talk over radio even as you knock out other peoples' headsets. Control the narrative!

In addition to your headset, your flashes are EMP-proof, and you get insulated gloves (great because EMPs cause doorshocks).

Squad Gear

Revolutionary Squaddies receive 2-4 guns, and the rest of their backpack is filled with a random selection from:

Img Item Description Emag.png Emag Rendered slightly less useful because everything around you is probably vulnerable to EMP anyway. Ammopouch.png Loaded Ammo Pouch Detects the guns you started with and provides two extra mags or speedloaders for each. Eight slots. Slimbelt.png Loaded Slim Belt A 7 slot belt that contains all basic tools including multitool. As EMPs are sure to knock out power, tools are useful if not rare. BulletProof Vest.png Armor Vest Ideal for staving off friendly fire or counter terrorism. Resistances: 50 melee, 15 bullet, 50 laser, 10 energy (tasers), 25 bomb. Flash.png Extra Flash Good for +1 conversion, making this arguably the most valuable random gear. Sunglasses.png Sunglasses Flash protection, but also reduce stun time from flashbangs, one of your biggest weaknesses. Flashbangbox.png Box of Smokebombs Due to the close-range power of your pulsars, you like fighting in close quarters. Use these to provide cover to close the distance. Handcuffsbox.png Box of Handcuffs Save on bullets: you may run into crews where there's just not enough ammo for everyone. A stun and cuff will incapacitate a harmless worker enough to stay out of your way. Box.png Box of Bolas Don't underestimate bolas. Not vulnerable to EMPs and a ranged (if brief) stun with no use limit so long as you pick them up, bolas are one of the best random items. Cleaner.png Spray Bottles One bottle of lube and one bottle of lube cleaner. Use these to set traps and control the terrain, or to cover your retreat as you disengage. Note the cleaner has a reddish hue.

Contesting the Squad

The Revolutionary Squad doesn't have the strength of numbers a normal revolution has, and they have limited bullets. This means they are more vulnerable to attrition. Even though it may be tempting to fight them head-on, remember that they have to scavenge ammo and new weapons as they tear through the station. In addition, they have some weaknesses.

  • Squaddies have only a low chance to have sunglasses and no helmet to begin with. This makes them vulnerable to flashbangs.
  • A lack of magboots, galoshes, or no-slip shoes makes squaddies extra vulnerable to slip traps.
  • Squaddies don't start with medical supplies, so scoring a bleed with a projectile weapon could seriously hamper the revolution.
  • While most silicons are useless against the Squad due to their human status and EMP pulsars, they can still bolt doors. An unpowered, bolted door is still bolted.
games/sc13/guides/rev_squad.txt · Last modified: 2023/06/15 00:05 by wizardofaus_doku

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