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- SS13: Machine
- A new gamemode with special roles and objectives.
- Four players are chosen to be antagonists.
- They are the MACHINES.
- They spawn on a syndicate shuttle not far from the station.
- They have four objectives:
- Obj. #1 Steal a functional AI.
- Obj. #2 No-one must escape the station.
- Obj. #3 Release the singularity.
- Obj. #4 Destroy the station.
- Each MACHINE is tailored to an objective. They are:
- MACHINE #1: A slow-moving armored mech. It has usable hands and can manipulate objects.
- MACHINE #2: A robotic spider armed with the latest killing technology.
- MACHINE #3: A fragile repair bot re-purposed to sabotage and deconstruct any obstacle.
- MACHINE #4: A rapid drilling vehicle fitted with a nuclear fission reactor.
- Each MACHINE is equipped with a 30k power cell. It can be recharged in many ways:
- 1. Standing over a power cell will drain its power into the MACHINE.
- 2. Standing over an exposed charged wire will drain its power into the MACHINE.
- 3. Being electrocuted will charge the MACHINE a small amount.
- 4. Having a fresh power cell installed will update the MACHINE's power.
- 5. Exosuit Charging Stations will charge the MACHINE.
- Each MACHINE is outfitted with a syndicate radio device, able to communicate and listen to all channels. The MACHINES can communicate over a private syndicate channel.
- Each MACHINE can be repaired with welding tools and cable coils.
- Each MACHINE can be re-awakened after destruction with a Cyborg Reset Module.
- Each MACHINE is built in a robust fashion and is hard to destroy.
- Each MACHINE has memorized the same Nuclear Authentication Code given to the captain.
- Details:
- #1:
- It is slow.
- It is heavily armored.
- It can speak as well as use its radio.
- Its modules:
- 1. A robotic hand. It can manipulate objects as well as any human. Its punches stun organic beings.
- 2. A robotic hand. It can manipulate objects as well as any human. Its punches stun organic beings.
- 3. An integrated IntelliCard. It can be used to download the AI.
- 4. A syndicate Hand Teleporter. It can teleport to the syndicate shuttle.
- #2:
- It is fast.
- It is lightly armored.
- It can only use its radio to communicate.
- Its modules:
- 1. A chain gun. Once charged, it can fire 3 bullets per shot at a rapid pace. It has 90 bullets.
- 2. An ion cannon. It damages and discharges electrical units.
- 3. An energy gun. It is connected directly to the MACHINE's power cell.
- 4. A robotic claw. It savages organic creatures.
- 5. A stun arm. It stuns organic creatures.
- 6. A missile rack. It can be targeted to cause small explosions. It has six charges.
- #3:
- It is fast.
- It is not armored.
- It can speak as well as use its radio.
- Its modules:
- 1. An advanced toolset.
- 2. A one-use teleporter that can summon an ominous beacon.
- 3. A Cyborg Reset Module.
- 4. A rapid power cell recharger.
- 5. A camera bug.
- #4:
- It is very fast.
- It is armored.
- It can only use its radio to communicate.
- Its modules:
- 1. A refurbished mining drill. When activated, it can damage anything it touches.
- 2. An integrated pinpointer.
- 3. A nuclear fission explosive. When inside a certain radius of the Nuclear Authentication Disk, the explosive can be activated with a 1 minute countdown (minimum). It can only be deactivated using the Nuclear Authentication Disk. When activated, MACHINE #4 is unable to move, and decharges rapidly.
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