Head of Security: Difference between revisions

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The Head of Security is a target while in [[Revolution]] mode. He's also one of the toughest people to attempt to attack directly. It is important to be reserved when you hear of flashing in random locations and don't immediately run out and start beating heads. This makes you an instant target, and it might not even be a revolution meaning they could have any number of [[Syndicate Items|strange and powerful]] weapons. That being said, just like any other head of staff in a revolution, you need to keep on the move. Staying in one place for long -- even a place people wouldn't expect you to be -- makes you a much easier target for a mob attack or stealthy bombing.
The Head of Security is a target while in [[Revolution]] mode. He's also one of the toughest people to attempt to attack directly. It is important to be reserved when you hear of flashing in random locations and don't immediately run out and start beating heads. This makes you an instant target, and it might not even be a revolution meaning they could have any number of [[Syndicate Items|strange and powerful]] weapons. That being said, just like any other head of staff in a revolution, you need to keep on the move. Staying in one place for long -- even a place people wouldn't expect you to be -- makes you a much easier target for a mob attack or stealthy bombing.


To decommission a revolutionary, beat their head in like the [[shitcurity|monster]] they always knew you were. The energy gun is an okay weapon to use for this, but it does a lot more damage than a stun baton in the off position so it's easy to get carried away and kill someone you already smacked some sense into. Stunning a possible rev is always more effective than trying to kill outright. It's immediate and the more people you can turn back to your side, the better.
To decommission a revolutionary, you have two options: Beat their head in like the [[shitcurity|monster]] they always knew you were, or forcibly inject a Loyalty Implant into their brain. The former, while a good deal more satisfying, is both unreliable and dangerous - It's easy to accidentally bludgeon someone not only out of the revolution but also out of their mortal coil. The latter takes more time and is limited in uses, but ensures people will stay on your side, barring an implant removal surgery. Don't be afraid to start tazing and implanting passers-by once a revolution is on board.


For a more permanent and reliable solution, use the loyalty implants available in the armory and in your office locker. These implants will convert almost anyone you implant to (or back to) your side and make them immune to future revolutionary brainwashing. The only ones who should resist these implants are the revolutionary leaders themselves. Should you run out of implants, you can always order more at the cargo bay, provided they aren't already plotting your death.
'''Remember''': If anyone 'seems to reject an implant, they are a Head Revolutionary and must be either killed or exiled. While you could shove them through the gateway or onto the gulag, it's just as good to beat them to death in the Brig and leave their body to rot in the Warden's office.


== I AM THE LAW ==
== I AM THE LAW ==
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