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Most player characters in Space Station 14 are expected to cooperate and communicate in order to further the crew's objectives and contribute to their safety and survival as they go about their shift. The exception to this rule are '''antagonists''', player-controlled characters that are given directives to disrupt the station's normal operations through sabotage, theft, and violence. {{Inline callout|Warning|Generally speaking, engaging in substantial violence and destruction to cause chaos during a round without being made an antagonist by the game is [[Server Rules#Don't act like an antagonist unless the game tells you that you are one|against the rules]] and will elicit admin intervention.}} | |||
Most player characters in Space Station 14 are expected to cooperate and communicate in order to further the crew's objectives and contribute to their safety and survival as they go about their shift. The exception to this rule are '''antagonists''', player-controlled characters that are given directives to disrupt the station's normal operations through sabotage, theft, and violence. | |||
Antagonists are expected to follow [[Server Rules#As an antagonist, only be friendly to your team and don't work against your team|all]] applicable [[Server Rules#As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives|rules]] regarding antagonist behavior, but are otherwise given total permission to disrupt and harm other player characters in furtherance of their goals. | Antagonists are expected to follow [[Server Rules#As an antagonist, only be friendly to your team and don't work against your team|all]] applicable [[Server Rules#As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives|rules]] regarding antagonist behavior, but are otherwise given total permission to disrupt and harm other player characters in furtherance of their goals. | ||
Outside of admin intervention or the "Extended" game mode, each round will have one roundstart antagonist type. Antagonists are the primary driver of chaos and inconvenience through a round — whether a thief leaves behind a trail of evidence for a winding investigation, a syndicate agent has bombed medbay and forced doctors to relocate and engineers to repair, or the arrival of nuclear operatives or revolutionaries sees the cessation of all normal operations and the halls devolve into a bloodbath, the story of a round is more often than not the story of antagonistic meddling and its outcome | Outside of admin intervention or the [[Game_Modes#Extended|"Extended" game mode]], each round will have one roundstart antagonist type. Antagonists are the primary driver of chaos and inconvenience through a round — whether a thief leaves behind a trail of evidence for a winding investigation, a syndicate agent has bombed medbay and forced doctors to relocate and engineers to repair, or the arrival of nuclear operatives or revolutionaries sees the cessation of all normal operations and the halls devolve into a bloodbath, the story of a round is more often than not the story of antagonistic meddling and its outcome. | ||
== Roundstart == | == Roundstart == | ||
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[[File:Traitor.png|alt=A picture of what a syndicate agent could look like|128px]] | [[File:Traitor.png|alt=A picture of what a syndicate agent could look like|128px]] | ||
{{Quote|Your PDA beeps. Whiskey, Echo, Whiskey, Lima, Alpha, Delta. | |||
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A traitor is an antagonist employed by the [[Syndicate]] to spread destruction and chaos on the station. They have access to an [[Traitor Uplink|Uplink]] in their PDA that grants them access to a suite of weapons and tools to aid them in their variety of possible objectives, ranging from assassination to theft, sabotage, or aiding other Syndicate agents. Syndicate agents may be required to escape to Central Command alive, or they may be tasked to spread as much mayhem as they can while they die a glorious death. | A '''traitor''' (aka ''Syndicate Agent'') is an antagonist employed by the [[Syndicate]] to spread destruction and chaos on the station. They have access to an [[Traitor Uplink|Uplink]] in their PDA that grants them access to a suite of weapons and tools to aid them in their variety of possible objectives, ranging from assassination to theft, sabotage, or aiding other Syndicate agents. Syndicate agents may be required to escape to Central Command alive, or they may be tasked to spread as much mayhem as they can while they die a glorious death. | ||
=== [[Thief]] === | === [[Thief]] === | ||
[[File:Thief.png|128px]] | [[File:Thief.png|128px]] | ||
{{Quote|Get your fix, by any means necessary. | |||
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}} | |||
While they may not be employed directly by the Syndicate, these career criminals can be just as disruptive to the station's operation. Thieves are covert antagonists who are incapable of directly inflicting violence, making them powerless in a direct confrontation, but they are uniquely able to steal items directly off of people without notifying them. A Thief's goal is to steal several [[Thief#Possible Targets|high-value items]] from the station and escape with them to Central Command, with the loot either on their person or stashed in a [[Thief#Thieving Beacon|secret hideout]] of their own construction. Between their pickpocketing ability and the high-tech gear in their specialized [[Thief#Thief Kits|thieving kits]], they have access to a multitude of cunning strategies to cause chaos and annoyance while staying completely undetected. | While they may not be employed directly by the Syndicate, these career criminals can be just as disruptive to the station's operation. Thieves are covert antagonists who are incapable of directly inflicting violence, making them powerless in a direct confrontation, but they are uniquely able to steal items directly off of people without notifying them. A '''Thief's''' goal is to steal several [[Thief#Possible Targets|high-value items]] from the station and escape with them to Central Command, with the loot either on their person or stashed in a [[Thief#Thieving Beacon|secret hideout]] of their own construction. Between their pickpocketing ability and the high-tech gear in their specialized [[Thief#Thief Kits|thieving kits]], they have access to a multitude of cunning strategies to cause chaos and annoyance while staying completely undetected. | ||
=== [[Nuclear Operative|Nuclear Operatives]] === | === [[Nuclear Operative|Nuclear Operatives]] === | ||
[[File:Nuclear Operative.png|alt=A picture of a nuclear operative in a blood red suit|128px]] | [[File:Nuclear Operative.png|alt=A picture of a nuclear operative in a blood red suit|128px]] | ||
{{Quote|'''OPERATIVES STANDBY. YOUR OBJECTIVES ARE SIMPLE. DELIVER THE PAYLOAD AND GET OUT BEFORE IT DETONATES. BEGIN MISSION.''' | |||
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If the Agent is the Syndicate's scalpel, the Nuclear Operatives are their sledgehammer. This team of elite commandos have one simple objective: secure the [[Captain|Captain's]] [[Nuclear Authentication Disk]] to detonate a Nuclear Fission Device and destroy the station, no matter the cost. To aid them in doing so, their shadowy benefactors have given them access to a [[Syndicate Uplink|lethal arsenal of heavy-duty weaponry and top-shelf gadgets]], making this team of hellraisers as unpredictable as they are deadly. | If the Agent is the Syndicate's scalpel, the '''Nuclear Operatives''' are their sledgehammer. This team of elite commandos have one simple objective: secure the [[Captain|Captain's]] [[Nuclear Authentication Disk]] to detonate a Nuclear Fission Device and destroy the station, no matter the cost. To aid them in doing so, their shadowy benefactors have given them access to a [[Syndicate Uplink|lethal arsenal of heavy-duty weaponry and top-shelf gadgets]], making this team of hellraisers as unpredictable as they are deadly. | ||
=== [[Head Revolutionary]] / [[Revolutionary|Revolutionaries]] === | === [[Head Revolutionary]] / [[Revolutionary|Revolutionaries]] === | ||
[[File:Head Revolutionary Sprite.png|alt=A picture of what a head revolutionary could look like|128px]] [[File:Revolutionary Sprite.png|alt=A picture of what a Revolutionary could look like|128px]] | [[File:Head Revolutionary Sprite.png|alt=A picture of what a head revolutionary could look like|128px]] [[File:Revolutionary Sprite.png|alt=A picture of what a Revolutionary could look like|128px]] | ||
''' | {{Quote|'''VIVA!''' | ||
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Head Revolutionaries are a special kind of sleeper agent employed by the Syndicate. These rebels are set on the violent overthrow of the station's [[command]] staff — and while they don't have access to an [[Syndicate Uplink|uplink]], they've got something just as deadly: the ability to convert their fellow crewmates to their cause as fanatical, bloodthirsty [[Revolutionary|Revolutionaries]]! | '''Head Revolutionaries''' are a special kind of sleeper agent employed by the Syndicate. These rebels are set on the violent overthrow of the station's [[command]] staff — and while they don't have access to an [[Syndicate Uplink|uplink]], they've got something just as deadly: the ability to convert their fellow crewmates to their cause as fanatical, bloodthirsty [[Revolutionary|Revolutionaries]]! | ||
Head Revolutionaries are chosen at the start of a round from the rank-and-file of the crew 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, compelling them to join the Head Revolutionaries in their war on Nanotrasen unless they are injected with a mindshield implant. | Head Revolutionaries are chosen at the start of a round from the rank-and-file of the crew 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, compelling them to join the Head Revolutionaries in their war on Nanotrasen unless they are injected with a mindshield implant. | ||
Characters with mindshields or | Characters with mindshields or {{tooltip|protective eyewear|Does not include Engineer's Goggles, despite them providing welding protection}} are immune to conversion. Command and [[Security]] staff are mindshielded by default. | ||
=== [[Zombie|Initial Infected / Zombies]] === | === [[Zombie|Initial Infected / Zombies]] === | ||
[[File:ZombieIcon.png|alt=A picture of a zombie|128px]] | [[File:ZombieIcon.png|alt=A picture of a zombie|128px]] | ||
{{Quote|Braainnssss... | |||
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}} | |||
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 items available to Nuclear Operatives or a random event causing Initial Infected to be rolled. | Zombies may also be appear as midround antagonists via items available to Nuclear Operatives or a random event causing Initial Infected to be rolled. | ||
=== [[Xenoborg|Xenoborgs]] === | |||
[[File:Heavy_Xenoborg.png|alt=A large black cyborg with blue lights, known as the heavy xenoborg chassis.|128px]] | |||
{{Quote|1 = [TRANSMISSION INBOUND — SOURCE UNKNOWN] | |||
—shhkk— any response teams copy?! | |||
They’re *inside* now… stealing our minds to *build more!* | |||
Help us—hhssshhh—— | |||
[TRANSMISSION TERMINATED] | |||
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'''[[Xenoborg|Xenoborgs]]''' are an assimilating horde of cyborgs from deep space who steal the brains from organic life to power and control new units of the Xenoborg hivemind. Not much is known about these evasive machines, but several Nanotrasen facilities have gone dark shortly after reporting a sighting of their menacing mothership. | |||
== Midround == | == Midround == | ||
In addition to spawning at the start of the round, antagonists will often spawn | In addition to spawning at the start of the round, antagonists will often spawn during an ongoing round. Antagonists listed here will not appear at the start of the game — instead, they are created from existing characters in the round or spawned anew and made available for control by a [[ghost]] player, depending on their type. | ||
=== [[Traitor|Syndicate Sleeper Agent]] / [[Thief]] === | === [[Traitor|Syndicate Sleeper Agent]] / [[Thief]] === | ||
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Identical to their roundstart counterparts. Characters can become these antagonists during an ongoing round, whether or not they were present for its start. | Identical to their roundstart counterparts. Characters can become these antagonists during an ongoing round, whether or not they were present for its start. | ||
=== [[Wizard]] === | |||
[[File:WizardExample.png|alt=A man dressed in a blue robe and hat, carrying a staff.|128px]] | |||
{{Quote|'''EI NATH!''' | |||
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}} | |||
An agent of the enigmatic Space Wizards Federation, this arcane menace operates above the galactic conflicts of Nanotrasen and the Syndicate. Their mysterious goals are known only to themselves, but you can be sure that these magical miscreants are as capable of murder as they are of mischief. Should a competent '''Wizard''' utilize the full capabilities of their destructive powers, only the most prepared and coordinated crews can stop them. | |||
=== [[Lone Nuclear Operative]] === | === [[Lone Nuclear Operative]] === | ||
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[[File:Nuclear Operative.png|alt=A picture of a nuclear operative in a blood red suit|128px]] | [[File:Nuclear Operative.png|alt=A picture of a nuclear operative in a blood red suit|128px]] | ||
A lone Nuclear Operative tasked with detonating the station's | A '''lone Nuclear Operative''' tasked with detonating the station's Nuclear Fission Device without any backup. Better hope you are robust. | ||
In exchange for having no teammates, the 'LoneOp' has complete operational control over their approach and an additional 20 | In exchange for having no teammates, the 'LoneOp' has complete operational control over their approach and an additional {{TC|20}} to spend in their [[Syndicate Uplink|uplink]]. | ||
=== [[Rat King]] === | === [[Rat King]] === | ||
[[File:Regal Rat Icon.png|alt=A picture of a rat king that makes da roolz|128px]] | [[File:Regal Rat Icon.png|alt=A picture of a rat king that makes da roolz|128px]] | ||
{{Quote|He's da rat. He makes da roolz. | |||
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}} | |||
The '''Rat King''' is a [[Free agent|free agent antagonist]] who will stop at nothing 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. | |||
=== [[Paradox Clone]] === | |||
[[File:Paradox_Clone.gif|alt=a shimmering blue silhouette|128px]] | |||
{{Quote|Find your counterpart. Kill and replace them. Only one of you two can survive. | |||
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A '''Paradox Clone''' is an interdimensional traveler transported to a random location on the station by a freak space-time anomaly. Paradox Clones are an identical copy of a random member of the crew, and if they are found out for what they are they will certainly be captured or killed. The only way for a Paradox Clone to survive is to find their doppelganger, kill them, and get away with it. | |||
=== [[Revenant]] === | === [[Revenant]] === | ||
[[File:Revenant Icon.png|alt=A picture of a Revenant|128px]] | [[File:Revenant Icon.png|alt=A picture of a Revenant|128px]] | ||
{{Quote|Sleep easy... | |||
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}} | |||
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. | ||
Life essence is consumed by using powers or taking damage, with the Revenant dying if it ever drops to 0. | Life essence is consumed by using powers or taking damage, with the '''Revenant''' dying if it ever drops to 0. | ||
=== [[Space_Ninja|Space Ninja]] === | === [[Space_Ninja|Space Ninja]] === | ||
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[[File:Space_Ninja.png|alt=A picture of a space ninja|128px]] | [[File:Space_Ninja.png|alt=A picture of a space ninja|128px]] | ||
{{Quote|inline=yes|I am an elite mercenary of the mighty Spider Clan! | |||
Surprise is my weapon. Shadows are my armor. Without them, I am nothing. | Surprise is my weapon. Shadows are my armor. Without them, I am nothing. | ||
Use your pinpointer to find the station. Good luck! | Use your pinpointer to find the station. Good luck!}} | ||
You are a | 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]] === | === [[Space Dragon]] === | ||
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[[File:Space_Dragon.gif|alt=A gif of a space dragon|128px]] | [[File:Space_Dragon.gif|alt=A gif of a space dragon|128px]] | ||
A dangerous apex 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 | A dangerous apex 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 === | === Closet Skeleton === | ||
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[[File:Closest-skelton.png|frameless|alt=A picture of a closet skeleton|thumb]] | [[File:Closest-skelton.png|frameless|alt=A picture of a closet skeleton|thumb]] | ||
A remain of the last crew working here, the | 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 == | == Admin Only == | ||
These antagonists will only spawn as a result of administrator action. | |||
=== [[ | === [[Death Squad|Central Command Death Squad]] === | ||
[[File:Deathsquad.png|alt=A picture of a death squad operative|frameless|151x151px]] | |||
{{Quote|All contracts terminated. Death Squad deployed. | |||
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}} | |||
Most Nanotrasen employees will never see an [[Alert_Levels|Epsilon level]] alert. None will live to tell about it. | |||
Deployable only from [[Central Command]] by [[Administrators|top Nanotrasen officers]], this heavy-hitting black ops outfit is dispatched to space stations that have irreparably devolved into a hostile environment '''and''' demand swift termination of all indicated personnel for reasons known only to the corporate elite. Depending on their objective, even command staff may be targets of purging by pulse beam. | |||
Each agent has a [[Death Squad Hardsuit]], a [[Pulse Carbine]], and a [[Pulse Pistol]]. They also have access to their self-sufficient ship that can contain a small version of most departments including a bar, medbay and cloner, making a competent Death Squad nigh-unstoppable. | |||
=== [[Changeling]] === | |||
{{Quote | |||
| 1 = --= // CORE LOG: VECTOR│Δ 11-09-2247 //=-- | |||
OBS: "organism exhibits shapeshifting properties..." GEN-ASSIM: ++ / LOCK: FAIL | |||
ALERT: IF SEEN —> TERMINATE IMMEDIATELY // PROTOCOL: L.I.N.G.</div> | |||
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}} | |||
In the deep reaches of space, there are rumors of highly-adaptive organisms that have infiltrated Nanotrasen facilities and caused mass destruction. Supposedly, these beings are capable of shapeshifting, mimicry, and the complete absorption of organic life for sustenance and accelerated evolution. Once the organism has infiltrated the facility it is capable of perfectly imitating any personnel that comes into contact with it, allowing them to covertly feed upon any unsuspecting crew unfortunate to have one in their ranks. | |||
''('''Changelings''' are currently in development and are only spawned in for testing purposes.)'' | |||
Space Station 14 is | == Do you want to code more? == | ||
Space Station 14 is developed and run entirely by a volunteer-only team. If you would like to contribute to the ongoing development of new and existing antagonists, please get in touch with our maintainer teams on GitHub and Discord! Don't know where to start? Click [https://docs.spacestation14.com/ here] to visit our development wiki! | |||
{{role navbox}} | {{role navbox}} | ||
Latest revision as of 17:36, 30 October 2026
Most player characters in Space Station 14 are expected to cooperate and communicate in order to further the crew's objectives and contribute to their safety and survival as they go about their shift. The exception to this rule are antagonists, player-controlled characters that are given directives to disrupt the station's normal operations through sabotage, theft, and violence. Template:Inline callout
Antagonists are expected to follow all applicable rules regarding antagonist behavior, but are otherwise given total permission to disrupt and harm other player characters in furtherance of their goals.
Outside of admin intervention or the "Extended" game mode, each round will have one roundstart antagonist type. Antagonists are the primary driver of chaos and inconvenience through a round — whether a thief leaves behind a trail of evidence for a winding investigation, a syndicate agent has bombed medbay and forced doctors to relocate and engineers to repair, or the arrival of nuclear operatives or revolutionaries sees the cessation of all normal operations and the halls devolve into a bloodbath, the story of a round is more often than not the story of antagonistic meddling and its outcome.
Roundstart
These antagonists may appear at the start of a round.
A traitor (aka Syndicate Agent) is an antagonist employed by the Syndicate to spread destruction and chaos on the station. They have access to an Uplink in their PDA that grants them access to a suite of weapons and tools to aid them in their variety of possible objectives, ranging from assassination to theft, sabotage, or aiding other Syndicate agents. Syndicate agents may be required to escape to Central Command alive, or they may be tasked to spread as much mayhem as they can while they die a glorious death.
While they may not be employed directly by the Syndicate, these career criminals can be just as disruptive to the station's operation. Thieves are covert antagonists who are incapable of directly inflicting violence, making them powerless in a direct confrontation, but they are uniquely able to steal items directly off of people without notifying them. A Thief's goal is to steal several high-value items from the station and escape with them to Central Command, with the loot either on their person or stashed in a secret hideout of their own construction. Between their pickpocketing ability and the high-tech gear in their specialized thieving kits, they have access to a multitude of cunning strategies to cause chaos and annoyance while staying completely undetected.
If the Agent is the Syndicate's scalpel, the Nuclear Operatives are their sledgehammer. This team of elite commandos have one simple objective: secure the Captain's Nuclear Authentication Disk to detonate a Nuclear Fission Device and destroy the station, no matter the cost. To aid them in doing so, their shadowy benefactors have given them access to a lethal arsenal of heavy-duty weaponry and top-shelf gadgets, making this team of hellraisers as unpredictable as they are deadly.
Head Revolutionaries are a special kind of sleeper agent employed by the Syndicate. These rebels are set on the violent overthrow of the station's command staff — and while they don't have access to an uplink, they've got something just as deadly: the ability to convert their fellow crewmates to their cause as fanatical, bloodthirsty Revolutionaries!
Head Revolutionaries are chosen at the start of a round from the rank-and-file of the crew 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, compelling them to join the Head Revolutionaries in their war on Nanotrasen unless they are injected with a mindshield implant.
Characters with mindshields or Template:Tooltip are immune to conversion. Command and Security staff are mindshielded by default.
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 or a random event causing Initial Infected to be rolled.
Xenoborgs are an assimilating horde of cyborgs from deep space who steal the brains from organic life to power and control new units of the Xenoborg hivemind. Not much is known about these evasive machines, but several Nanotrasen facilities have gone dark shortly after reporting a sighting of their menacing mothership.
Midround
In addition to spawning at the start of the round, antagonists will often spawn during an ongoing round. Antagonists listed here will not appear at the start of the game — instead, they are created from existing characters in the round or spawned anew and made available for control by a ghost player, depending on their type.
Identical to their roundstart counterparts. Characters can become these antagonists during an ongoing round, whether or not they were present for its start.
An agent of the enigmatic Space Wizards Federation, this arcane menace operates above the galactic conflicts of Nanotrasen and the Syndicate. Their mysterious goals are known only to themselves, but you can be sure that these magical miscreants are as capable of murder as they are of mischief. Should a competent Wizard utilize the full capabilities of their destructive powers, only the most prepared and coordinated crews can stop them.
A lone Nuclear Operative tasked with detonating the station's Nuclear Fission Device without any backup. Better hope you are robust.
In exchange for having no teammates, the 'LoneOp' has complete operational control over their approach and an additional Template:TC to spend in their uplink.
The Rat King is a free agent antagonist who will stop at nothing 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.
A Paradox Clone is an interdimensional traveler transported to a random location on the station by a freak space-time anomaly. Paradox Clones are an identical copy of a random member of the crew, and if they are found out for what they are they will certainly be captured or killed. The only way for a Paradox Clone to survive is to find their doppelganger, kill them, and get away with it.
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.
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.
A dangerous apex 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
These antagonists will only spawn as a result of administrator action.
Most Nanotrasen employees will never see an Epsilon level alert. None will live to tell about it.
Deployable only from Central Command by top Nanotrasen officers, this heavy-hitting black ops outfit is dispatched to space stations that have irreparably devolved into a hostile environment and demand swift termination of all indicated personnel for reasons known only to the corporate elite. Depending on their objective, even command staff may be targets of purging by pulse beam.
Each agent has a Death Squad Hardsuit, a Pulse Carbine, and a Pulse Pistol. They also have access to their self-sufficient ship that can contain a small version of most departments including a bar, medbay and cloner, making a competent Death Squad nigh-unstoppable.
In the deep reaches of space, there are rumors of highly-adaptive organisms that have infiltrated Nanotrasen facilities and caused mass destruction. Supposedly, these beings are capable of shapeshifting, mimicry, and the complete absorption of organic life for sustenance and accelerated evolution. Once the organism has infiltrated the facility it is capable of perfectly imitating any personnel that comes into contact with it, allowing them to covertly feed upon any unsuspecting crew unfortunate to have one in their ranks.
(Changelings are currently in development and are only spawned in for testing purposes.)
Do you want to code more?
Space Station 14 is developed and run entirely by a volunteer-only team. If you would like to contribute to the ongoing development of new and existing antagonists, please get in touch with our maintainer teams on GitHub and Discord! Don't know where to start? Click here to visit our development wiki!







