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{{Job_Header
{{Imported Page}}
{{Role infobox
|department=Antagonists
|department=Antagonists
|img=[[File:Traitor.png|128px]]
|image=Traitor.png
|title=Traitor
|title=Traitor
|access= Whatever your job has access to, and wherever you can [[Hacking|hack]] into.
|access= Whatever your job has access to, and wherever you can [[Hacking|hack]] into.
|difficulty=Medium to Very hard
|difficulty=Easy to Very hard
|duties=Kill people, steal shit, commit terrorism
|duties=Kill people, steal valuables, commit terrorism
|supervisors=Hostile Corporations
|supervisors= The [[Syndicate]]
|subordinates=None
|subordinates= Any reinforcements you buy.
|guides=[[Guide to Traitor]]
}}
}}


''This page is for the antagonist called "Traitor". For the gamemode, see [[Game Modes#Traitor|here]].  For a guide to playing as a Traitor, see [[Guide to Traitor]]
{{Disambiguation|Traitors|topic=the antagonist called "Traitor"}}


A traitor is an antagonist employed by the [[Syndicate]]. They have access to various Syndicate tools and weapons through their [[Traitor Uplink|Uplink]].  Traitors can use [[Guide to Traitor#Codewords|codewords]] to identify themselves to one another in order to cooperate.  In a traitor round, any player can be a traitor aside from department heads, the captain, or any security officers.  Traitors should focus primarily on completing their [[Guide to Traitor#Objectives|objectives]] successfully by the end of the round.
<br>
''Your PDA beeps. Whiskey, Echo, Whiskey, Lima, Alpha, Delta.''


[[Category:Jobs]]
A '''traitor''' (aka ''Syndicate Agent'') is an antagonist employed by the [[Syndicate]]. They have access to various Syndicate tools and weapons through their [[Uplink]].  Traitors can use [[#Codewords|codewords]] to identify themselves to one another in order to cooperate. In a traitor round, any player can be a traitor aside from department heads, the captain, any learner roles (excluding the [[Service Worker]]), or any security members (excluding the [[Lawyer]]).
[[Category:Antagonist jobs]]
 
Traitors should focus on completing their [[#Objectives|objectives]] successfully by the end of the round, but they do not have to. They should, however, at least create a level of disruption proportional to their objectives, as Antagonist activity is what drives a round forward.
 
As a traitor, your objectives should guide your actions and decisions during the shift. Excessive sabotage and murder are '''banned under [[Server_Rules#As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives|rule 2.9]]''' (unless you must '''Die A Glorious Death'''). However, all [[antagonist]] roles exist to cause interesting chaos, so do not feel like you are limited by your objectives when antagonizing the station if it would make the game more fun '''for everyone'''.
 
{{Callout|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 ==
Your objectives can be viewed by opening your character information panel, which is by default hotkeyed to {{key press|U}}. You will have two to four, and they will not change during the round. Some objectives are mutually exclusive, but the specific objectives you get in a round will never prevent each other. Note that other syndicate traitors may be on the station, and could have objectives that get in the way of yours (possibly including having an objective to kill you!).
 
=== State ===
# Escape to CentComm alive and unrestrained via the escape shuttle.
# Die a glorious death
 
The important addition from having the ''Die a glorious death'' objective comes from being able to disregard [[Server_Rules#As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives|rule 2.9]], whereas escaping alive and unrestrained often accompanies objectives to kill a member of command.
 
=== Kill ===
# Kill or maroon [name], [job]
# Prevent [name], [job] from reaching CentComm
 
You aren't required to personally kill the target, but at the end of the round they must be either dead or still on the station (not in the evac shuttle or an escape pod). The target you have can be virtually anyone on the station - a random passenger, the captain, or even another syndicate agent.
 
=== Social ===
# Ensure fellow traitor [name], [job] stays alive.
# Ensure fellow traiter [name], [job] completes half of their objectives.
 
With one of these objectives, you can use the syndicate [[Traitor#Codewords|codewords]] to prove you are also an agent to this person.
 
=== Steal ===
There are several objectives for stealing an important item from someone in [[Command]], and you may have multiple of these objectives. You succeed if the item is in your possession (hands, pocket, backpack, etc.) at the end of the round. The locations of each of these objectives are listed below.
 
{| class="wikitable sortable"
|+ Traitor Theft Objective Locations
|-
! Item !! Location
|-
| {{item|captain ID card|cap=1|size=64px}} || 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.
|-
| {{item|captain's jetpack|cap=1|size=64px}} || Found in the Captain's locker, or more often on their person.
|-
| {{item|WeaponAntiqueLaser|cap=1|size=64px}}|| Found in the Captain's room, or more often on their person.
|-
| {{item|NukeDisk|cap=1|size=64px}}|| 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!
|-
| {{item|hypospray|cap=1|size=64px}} || Found in the CMO's locker or more often carried on their person in their belt, pocket, or backpack
|-
| {{item|handheld crew monitor}} || Found in the CMO's locker or more often carried on their person in their belt, pocket, or backpack.
|-
| {{item|ClothingOuterHardsuitRd|cap=1|size=64px}} || Found in the RD's locker or more often worn on their person
|-
| {{item|HandTeleporter|cap=1|size=64px}} || Found in the RD's locker or more often worn on their person
|-
| {{item|ClothingShoesBootsMagAdv|cap=1|size=64px}} || Found in the CE's locker or more often worn on their person
|-
| {{item|WeaponEnergyMagnum|cap=1|size=64px}} || Found in the HoS's office or more often worn on their person
|-
| {{item|requisition digi-board}} || Found in the Quartermaster's locker, or more often on their person
|-
| {{item|ClothingHandsKnuckleDustersQM}} || Found in the Quartermaster's locker, or more often on their person
|-
| {{item|FoodMeatCorgi|cap=1|size=64px}} || 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.
 
[[File:Codewords_in_c_menu.png|frame|You can see your codewords and tasks by pressing {{key press|U}}|none]]
 
== Uplink ==
''Main article: [[Syndicate Uplink]]''
 
Traitors and Syndicate Agents have access to an Uplink program in their PDAs that allow them to purchase various items to help them complete their objectives.  These items cost {{item|Telecrystal1}} (TCs).  Traitors start with '''20''' {{item|Telecrystal10|label=telecrystals}} and Nuclear Operatives start with '''40''' {{item|Telecrystal10|label=telecrystals}}. Telecrystals can be removed and inserted between PDA uplinks, allowing you to pool your funds with other traitors to purchase more expensive items.
[[File:Uplink-updated.png|none|frame|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!''" <br>
-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 [[Weapons|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'll want to ensure the body doesn't get cloned, so you have to get rid of it somehow.  Hiding it in a locker is quick but easy to find, spacing the body takes more time and risks exposure, and gibbing the body is messy and loud but guarantees permanent death.  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''"<br>
-Common SS14 saying<br>
 
{{Callout|Warning|Unless you have the "Die a Glorious Death" objective, you must follow rule 2.9 [[Server_Rules#As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives|As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives.]]}}
 
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, over-injected 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 players' sakes as well as your own.
 
=== Burglary ===
"''Someone broke into Cap's room''"<br>
-Common SS14 saying<br>
 
Most objectives don't require violence.  The {{item|AccessBreaker}} 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 [[Power#Containment Setup|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 [[Syndicate Uplink#Deception|certain items]] that can assist you with this. Things like the voice mask 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|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 prioritize suspicious individuals.
 
If you are not wanted, ensure that you are not carrying or wearing: a missing ID, anything not from your department, an EVA suit outside of an emergency hull breach, or multiple bags. 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 [[Playable Species#Slimes|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 your open uplink in your PDA during your arrest or sentencing, they will confiscate it and prevent you from purchasing more items with unspent telecrystals.
 
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 [[Weapons#Non-lethal Weapons|flashes, the stun baton, disabler]] and various lethal weapons ranging from combat knives to assault rifles. High quality sunglasses and welding masks offer protection against flashes, so 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 its ranged cousin that can down in 4 shots. Unless you have [[hyperzene]] 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 ====
''Main article: [[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 opened 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,''' it also leaves a residue of the soap type on the item, so 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.
 
 
{{Role Navbox}}
 
[[Category:Roles]]
[[Category:Antagonist Roles]]

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Undefined Department


Traitor

Superiors: The Syndicate
Difficulty: Easy to Very hard
Guides: Not defined
Access: Whatever your job has access to, and wherever you can hack into.
Duties: Kill people, steal valuables, commit terrorism
Subordinates: Any reinforcements you buy.
Radio:Not defined


Template:Disambiguation


Your PDA beeps. Whiskey, Echo, Whiskey, Lima, Alpha, Delta.

A traitor (aka Syndicate Agent) is an antagonist employed by the Syndicate. They have access to various Syndicate tools and weapons through their Uplink. Traitors can use codewords to identify themselves to one another in order to cooperate. In a traitor round, any player can be a traitor aside from department heads, the captain, any learner roles (excluding the Service Worker), or any security members (excluding the Lawyer).

Traitors should focus on completing their objectives successfully by the end of the round, but they do not have to. They should, however, at least create a level of disruption proportional to their objectives, as Antagonist activity is what drives a round forward.

As a traitor, your objectives should guide your actions and decisions during the shift. Excessive sabotage and murder are banned under rule 2.9 (unless you must Die A Glorious Death). However, all antagonist roles exist to cause interesting chaos, so do not feel like you are limited by your objectives when antagonizing the station if it would make the game more fun for everyone.

Template:Callout

Objectives

Your objectives can be viewed by opening your character information panel, which is by default hotkeyed to U . You will have two to four, and they will not change during the round. Some objectives are mutually exclusive, but the specific objectives you get in a round will never prevent each other. Note that other syndicate traitors may be on the station, and could have objectives that get in the way of yours (possibly including having an objective to kill you!).

State

  1. Escape to CentComm alive and unrestrained via the escape shuttle.
  2. Die a glorious death

The important addition from having the Die a glorious death objective comes from being able to disregard rule 2.9, whereas escaping alive and unrestrained often accompanies objectives to kill a member of command.

Kill

  1. Kill or maroon [name], [job]
  2. Prevent [name], [job] from reaching CentComm

You aren't required to personally kill the target, but at the end of the round they must be either dead or still on the station (not in the evac shuttle or an escape pod). The target you have can be virtually anyone on the station - a random passenger, the captain, or even another syndicate agent.

Social

  1. Ensure fellow traitor [name], [job] stays alive.
  2. Ensure fellow traiter [name], [job] completes half of their objectives.

With one of these objectives, you can use the syndicate codewords to prove you are also an agent to this person.

Steal

There are several objectives for stealing an important item from someone in Command, and you may have multiple of these objectives. You succeed if the item is in your possession (hands, pocket, backpack, etc.) at the end of the round. The locations of each of these objectives are listed below.

Traitor Theft Objective Locations
Item 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.
captain's jetpack Found in the Captain's locker, or more often on their person.
WeaponAntiqueLaser Found in the Captain's room, or more often on their person.
NukeDisk 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.
ClothingOuterHardsuitRd Found in the RD's locker or more often worn on their person
HandTeleporter Found in the RD's locker or more often worn on their person
ClothingShoesBootsMagAdv Found in the CE's locker or more often worn on their person
WeaponEnergyMagnum Found in the HoS's office or more often worn on their person
requisition digi-board Found in the Quartermaster's locker, or more often on their person
ClothingHandsKnuckleDustersQM Found in the Quartermaster's locker, or more often on their person
FoodMeatCorgi 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 U

Main article: Syndicate Uplink

Traitors and Syndicate Agents have access to an Uplink program in their PDAs that allow them to purchase various items to help them complete their objectives. These items cost Telecrystal1 (TCs). Traitors start with 20 Telecrystal10 and Nuclear Operatives start with 40 Telecrystal10. 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'll want to ensure the body doesn't get cloned, so you have to get rid of it somehow. Hiding it in a locker is quick but easy to find, spacing the body takes more time and risks exposure, and gibbing the body is messy and loud but guarantees permanent death. 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

Template:Callout

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, over-injected 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 players' sakes as well as your own.

Burglary

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

Most objectives don't require violence. The AccessBreaker 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 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 prioritize suspicious individuals.

If you are not wanted, ensure that you are not carrying or wearing: a missing ID, anything not from your department, an EVA suit outside of an emergency hull breach, or multiple bags. 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 your open uplink in your PDA during your arrest or sentencing, they will confiscate it and prevent you from purchasing more items with unspent telecrystals.

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. High quality sunglasses and welding masks offer protection against flashes, so 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 its ranged cousin that can down in 4 shots. Unless you have hyperzene 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

Main article: 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 opened 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, it also leaves a residue of the soap type on the item, so 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.


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