Mediterranean Syndicate Security Forces
At first glance, the Syndicate is an international electronics, weapons and industrial megacorperation with an unusual obsession with the Classical Era. Neon lights and glass skyscrapers mingle with columns and frescoes of long-dead heroes and the golden statues of pagan gods, and grim-faced security personal mix ancient armour with high-powered weapons and cybernetic prosthetics. Though initially the Syndicate appear nothing more than eccentric, under the corporate facade lies ancient secrets.
At A Glance
Faction Colour : Turquoise
Gameplay Style : Combined Arms
Preferred Theater of Operations : Tactical Infantry and Urban Warfare
Strengths : Good infantry and battlesuits, extremely long ranges, good at making money in the field, extremely flexible due to Aura system and field upgrades
Weaknesses :Vehicles are useful only in a supporting role, lack of large ships or fast planes
The Headquarters constructs Construction Lifters, which are basically reusable Nanocores. Costs are split between the lifter and the building; it is far cheaper for the Syndicate to build multiple of the same structure.
Defenses are constructed in the style of the Allies. Each building generates a build radius.
The Research Department projects tier levels to up to three buildings, as selected by the player. They can be moved around instantly by the player's choice.
The Research Department allow the researching of field upgrades. Field upgrades carry global improvements to certain units for a flat cost, and can be accessed under the Defenses tab. The tier upgrade from 2 to 3 must be purchased at the Research Department.
Auras are radii generated by certain units, that effect infantry and battlesuits. Each is basically a buff to the effectiveness of each unit.
Gyrojets : These weapons appear to be guns but instead of bullets they fire tiny finless rockets, which accelerate as they travel. The farther away you are from these anti-infantry weapons, the more damage they do.
Railguns : Railguns are recoil heavy, maintainance intensive weapons that use high-powered magnets to propell long needles of iron at hypersonic velocities. These are not the low-velocity, low maintainance weapons found on the Allied Assault Destroyer; the Syndicate keep their best toys for themselves. The anti-tank weapon acts like Natasha's sniper rifle, passing clean through each target onto the one behind. They tend to do less damage as they do not explode or leave much impact force, but they are deadly against massed enemies.
Headquarters : The Syndicate do not posses MCVs, so their headquarters structure cannot move. However, their Construction Lifters allow them to mitigate this weakness. The Headquarters can be garrisoned by up to 8 troops, turning it into a fortress.
Generator: The small Syndicate generator functions as a power plant. They can be upgraded to provide more power.
Academy: The Academy constructs infantry units.
Field Clinic : Heals all infantry in a radius to full health when activated. Costs money to use; you think medicine is free?
Hall of Heroes : The Hall of Heroes constructs battlesuits, heavy infantry constructs which function as the Syndicate's heavy hitters. As a secondary, constructs control nodes for battlesuits.
Vulcans Forge : The Vulcan Factory constructs the fleet of Syndicate ground vehicles. It is also the faction's refinery.
Marina: The Marina constructs the Syndicate fleet.
Aerodome : The Aerodome constructs the Syndicate helicopter fleet.
Research Department : Constructs stolen tech units and researches upgrades, as well as projecting tech levels.
Walls : These walls are slightly cheaper than normal walls, but that comes at a cost as they are generally easier to destroy.
Mono-Wire Walls : Almost invisible to the naked eye mono-wire walls do not prevent enemy movement but rather cut them apart as they move through. Infantry are immediately slain and vehicles take huge damage from this deadly wire, which is consumed by the action. A warning, the Syndicate do not let their soldiers know where their wirefields are, and more than one unfortunte Auxiliary has met a messy death when not paying attention!
Acropolis : These bunker hold four men and cannot be cleared by normal garrison clearing mechanisms.
Gyroturret : These light turrets, little more than a gun on an automated mounting, fire at extremely long ranges with deadly accuracy. Like all Syndicate turrets it is completely unarmoured and thus very venerable to attack.
Rail Turret : These automated weapons are similar in most respects to the Gyroturret but they are instead armed with a high-powered railgun for anti-vehicle work.
Missile Turret : No airbourne target can stand against the missile turret, which shares it's weaknesses and strengths with the other Syndicate turrets.
Hacker Tower : Every machine has electronics of some kind and the Hacker Tower is it's downfall. Jamming signals prevent the enemy from firing while virus uploads prevent their movement, though only one signal may be projected at a time.
Digitech Aura Projector 2000 : Any unit under the Digitech Aura Projector's radius of effect gains huge bonuses to their agressive, defensive and manuvering capacity, while enemy units are heavily effected in a negative fashion. The Projector can essentially ensure your victory in a single given battle, or pump your troops up for an assault.
Weather Control Machine : This Ultimate Weapon calls on the power of nature herself to destroy the enemy, lightning and gale-force winds tearing enemies apart. The attack radius of this weapon is massive, but it's damage is less than that of the other faction's superweapons.
War Wolves : Cybernetically altered packs of wolves are used by the Syndicate as guards, scouts, assassins and pets. Their steel jaws tear apart infantry, while their computer implanted minds can hack and disable vehicles, allowing them to slip past or disrupt the enemy battle-line.
Auxiliaries: Recently inducted members of the Syndicate, these soldiers are junkies for the wide range of illicitly produced designer drugs the Syndicate has flooded the underground with for years. Fanatical to the cause if it means a steady supply, they charge enemy positions with machine-pistols and pipe bombs. Though they do very little damage, they affect infantry, buildings and tanks equally, and are very cheap, making them excellent troops to lead the charge. When faced with an insurmountable obstacle they inject their entire drug reserve and throw themselves into combat. Though the anaphlectic shock will eventually overwhelm their system, they are immune to damage in the meantime, and will clear garrisons in this mode.
Legionary : Highly trained, well motivated and grim to a fault, the Legionary Mercenary Corperation provides the basic infantry of the Syndicate. Armed with high-powered, rocket-propelled rifles and shaped charge grenades, Legionaries do more damage the farther the enemy is from their location. They're heavy armour keeps them safe from most small arms fire, while their grenades slow down enemies and can harm multiple vehicles.
Hoplite : The Hoplite is the prototypical infantry package of the late 20th Century as seen by the Spartan National Security Corperation, a heavy infantry unit armed with a highly advanced railgun weapon, a light carbon nanotube shield/bipod, and a wetware/hardware targeting interface. The emotional partways of these soldiers have been trimmed, making them merciless, machine-like killers.
Certaman : The Certaman Project may have lost the bid as the Allies anti-air infantry, beaten out by the American manufactured Javalin, but the anti-air mortar has gotten a new lease on life due to it's low cost. Each two and a half foot long missile is an intelligent, AI controlled machine; the intelligence behind it concerned only with ending as many lives with it's own as possible, possibly what put the Allies off the concept. In addition, the Certaman can lay a powerful explosive mine that will leap into the air and strike all nearby units.
Immune : The Immune is the Syndicate field engineer, a man with a computerized brain which allows him to make any modification necessary to capture a structure, repair a building or construct an Obelisk, which is a light structure with a large sight range. The Immune captures structures from a distance; this takes several seconds longer than normal, but can be done over walls!
Helios Security : These professional corporate security forces use non-lethal zero point energy to shunt, slow and damage enemies, or else freeze them entirely at short range. Lightly armoured and slowed by their weapon's considerable wieght, Helios are excellent at keeping the enemy at arm's length where the long-ranged Syndicate are better equipped to deal with them.
Satyr : The strange leg projections from Wilderness Solutions Co equips this quick-moving, lethal infiltrator and assassin, who employs the spring-loaded machines to leap huge distances and travel at extreme speeds. Their mono-molecular wire implants allow them to slice apart troublesome enemies of the Syndicate at close range, cutting their targets apart with casual ease. Psych profiles have indicated these soldiers have a jovial attitude to life, treating everything from their training to murderous acts with the same carefree smile. Treatment priority is low.
Centurion : The Centurions are high-ranking members of Legionary Mercenary Corp, and they use the traditional weapon of an officer; a long-barrelled sniper rifle. He projects a minor aura of health regeneration, activating reserves which heals nearby infantry units, and possess a long thermo-optic cloak that allows him temporary invisibility so he can take a shot unseen.
What are Battlesuits: Battlesuits are sorta like uber-infantry, combinations of features from tanks and infantry. Battlesuits are uncrushable, and in fact some of the heavier ones can crush infantry. They receive damage like tanks, making them mostly immune to anti-infantry weapons but more venerable to anti-tank. They can garrison structures as well. Battlesuits requiring controlling monitors which keep close tabs on these expensive assests; you are limited to eight battlesuits per control node. Like infantry they gain bonuses from Auras.
Praetorian Battlesuit : These infantry cyborg suits, armed with a pair of oversized burst-fire pistols, which are great against infantry. They're heavy armour renders them mostly immune to infantry retribution, allowing them to simply stride through large groups of foot soldiers. They are the lightest battlesuit.
Odysses Aquaitic Armour : Armed with a set of torpedo harpoons, the Odysses acts like a submarine in water, highly effective against sea-based targets and capable of firing without surfacing. On land it is awkward in both movement and combat, losing it's effectiveness against vehicles but becoming deadly against infantry units. While underwater it can fill the sea with crude oil from the tanks on it's back, instantly slaying any animals in the water and forcing subs to surface.
Hercules Heavy Armour : Armed with a light railgun, the extremely mobile Hercules contains the cyberneticly incorperated body of an elite Hoplite, whose supressed emotional core doesn't allow him to appreciate his newfound power. Extremely mobile, the Hercules can easily flank enemy armour, leaping on it's piston legs and jetpack to crush enemy infantry or just navigate obsticles.
Brutus Gladiator Armour : Nothing deals with aircraft, says manufacuring corperation Olympus Technologies, like a net of monomolecular wire heated to thirteen hundred degrees. Any aircraft caught in this net are invaritably heavily damaged; most are destroyed instantly. The "Trident" sear gas system allows them to support their allies in ground-based conflicts as well.
Hector Supression Armour: It is rumoured that the controlling force behind these machines are now little more than a brain, spine and upper torso, that of an uncontrollable addict to psycotropic drugs, no less. The sear gas lauchers mounted on the shoulders of these machines allows them to flush enemies from cover and stun them while their heavy chain-guns tear them to pieces. Cutting off the soothing feeds of narcotics to controlling wetware results in a violent outburst, causing the machine to charge into nearby targets, flipping tanks and splattering infantry with it's great strenth. In normal movement the Hector can crush infantry.
Harpy Air-Mobile Armour : Flying infantry created with data stolen from the Allied Rocketeer, the Harpy uses an EMP rifle to shut down and damage vehicles, as well as to temperarily take buildings off-line. Switching to their flecette cannons gives them decent anti-aircraft power as well.
Mars Artillery Armour: Using massive quad railguns, the Mars has to deploy to overcome the extreme recoil of it's armdement. So powerful are the weapons it carries that these railguns are essentially indirect weapons; firing through the ground, cliffs, buildings, or any other objects is trivial to these hypersonic weapons. The machine maintains a decent rate of fire by cycling the weapon firing at the time; this makes up for the weapon's lackluster damage compared to other heavy artillery. It can, after a breif charge time, fire all four weapons at once, the recoil of which usually knocks it over, but causes massive damage the target.
Spartan Assault Armour : Armed with a long-barrelled rocket launcher, the Spartan is controlled by a bare minimum of wetware, being mostly a robotic machine. It's armour piercing flecette rockets slice any enemy unit to pieces while it's heavy shield makes resistant to most damage. When enemies get too close, the Spartan becomes a deadly close combat machine, striking with inhuman fluidity and grace against tanks and infantry alike. Deployed into Phallax Mode, the Spartan gains a defense bonus for each nearby Spartan around it.
Minerva : Exactly how much of this woman is human anymore is a subject of much debate, but the fact of the matter is Minerva is one of the deadliest people alive (if that word even still applies) Wicked fast and unnaturally skilled with her gryojet rifle and it's underslug grenade launcher, Minerva is highly effective against infantry, buildings and structures. Enemies that get past the hail of rocket bullets and grenades face her monomolecular blades, built directly into her fingers. Unfortunately, Minerva lacks the ability to swim, a grave restriction to an otherwise incredible warrior.
Prothemius : So effective are these ore miners they are sometimes used as combat vehicles, though their high cost and value often makes this unfeasible. Their gattling gun does decent damage to both vehicles and infantry, and their heavy armour allows them to simply crash into enemy positions. Their secondary function deploys them into a repair node and releases a dozen small repair machines that will quickly get an army in tip-top shape.
Hydra : The Tessier-Ashpool Hydra Scout AFV is an extremely quick AFV with a low profile, computer assisted aiming protocols and a brutal reputation as an urban combat vehicle. The Hydra's turret contains two independently mounted gyrojet automatics on ball mounts, allowing the targeting of multiple targets at the same time. In between bursts the Hydra fires sear gas grenades, choking chemicals that burn at the throat and lungs stunning and immobilizing infantry targets, making them easy prey. By deactivating it's weapons, the Hydra can project the Digitech Maneuvering Aura, which increases the speed of nearby units.
Testudo : A heavy infantry carrier which can transport four men, the Testudo is well armoured, amphibious, and fairly nimble for a vehicle of it's size. The infantry inside can fire their weapons out the front of the vehicle; though a limited arc, this gives the Syndicate a very powerful mobile vehicle to project their considerable offensive force. When not transporting troops, the Testudo can project the Digitech Defensive Aura, which increases the defenses and overall health of nearby units. The Testudo is amphibious.
Talos : This wheeled AFV from AdvanceArmour Inc. is a vehicle for the future of warfare; light, mobile and armed with an extremely high-powered railgun, which will put a 6mm spike through the armour of multiple vehicles without stopping. The lightly armoured design will not hold up to much damage from enemy anti-armour weapons, so the weapon's extreme range is very important. By shutting down the electromagnets powering the railgun, power can be diverted to the projection of the Digitech Aggressive Aura, which increases weapon damage of receiving units.
Lamia : The Lamia Launcher is a fairly heavy anti-aircraft platform which launches and controls a small swarm of intelligent missiles which it uses to down enemy fighters, bombers or helicopters. The missiles have minds of their own and controlling them can be difficult; missiles will attack all targets in the vicinity, not necessarily the one you targeted. It's secondary function is a pulsed electronic signal that disables all weapons, friend or foe, in the vicinity; this can save you from bombers or ground attack planes if well timed.
Cerberus : A triple-turretted tank with a railgun, a gyrojet and an AA missile laucher, the Cerberus, in normal operation, cannot use it's guns but must first deploy into a defensive turret. This is a fairly slow process, but if completed you gain one of the best defensive turrets avaliable. The Cerberus can pack back up if nessesary.
Colossus : Armed with a pair of massive Gladius missiles, the Colossus is an effect and fairly fast artillery piece whose slow-moving missiles are uniquely deadly. Just before impact, the Gladius splits apart into hundreds of tiny monomolecular flecettes which slide through steel and flesh with no resistance. Lethal to infantry, they do much less damage to vehicles, but will slay the crew, allowing the vehicle to be taken over by infantry units. It's secondary function detonates the missiles early, losing their damaging effect to vehicles but killing infantry in a huge radius. Dispite it's power the vehicle has many drawbacks; slow speed, a downright massive minimum range, and a tiny sight radius requiring the support of spotters to use it's long range.
Medusa : The Medusa is an extremely heavy transport vehicle, the largest in the world, in fact. More a self-contained barrack than a fighting vehicle, the thick slabs of armour and huge wheels of the Medusa allow it to crush other vehicles with ease, while it's massive zero-point energy freezes whole groups of targets to be crushed. Transporting up to ten men, who can fire with limited targetting arcs from the vehicle's sides, this vehicle can punch many times above it's cost when filled with infantry. The Medusa is amphibious.
Phoenix : The anti-aircraft copter relies on it's huge range to counteract it's crippling lack of armour. It's seeking gyrojets strike rapidly, quickly knocking enemy craft from the air, but it's lack of ability to shoot and move gives it a definate restriction against enemy craft. By activating it's boosters it can join the dogfighting for a short time, where it's more effective flecette cannons give it more damage and splash. When it dies, gelled gasoline packets lining in inside of the fighter detonate to prevent the technology falling enemy hands, turning the Phoenix into flaming bomb that affects anything it strikes, air or ground.
Chariot Transport : These twin-rotor craft are highly effective at transporting groups of infantry through the air. Capable of carrying five men, it can also use it's zero-point energy system, either to tow a friendly vehicle or to lift an enemy one high in the air.
Stymphalian : This bomb-throwing copter is supremely effective against ground-based threats when employed in suffient numbers. Each bomb is a highly intelligent bomb capable of rolling along the ground independantly towards a target, latching on, then exploding with huge force! With it's secondary the craft sends itself into a dangerous spiral while letting centrifical force launch bombs in all directions, devistating the surrounding area.
Fury Combat Drone : A tiny spinning drone, it's unclear exactly how the Fury stays airbourne. The array of blades, drills and claws lining it's body makes it a great deal more clear how it damages enemies. Diving into the fusilage of enemy planes, it quickly tears them apart and then stands by for further orders. There is a chance that the Fury doesn't escape a downed aircraft, but such is life for these unfortunate drones. The Fury can also bury itself into the ground, waiting like a mine for a passing aircraft before springing up into it's underside. Unfortuately this tactic greatly decreases it's survival chances.
Alexander-class Private Jet : Nothing says "class" quite like this extremely effective aircraft, and there is no better way for a trio of infantry to fly in style. Landing (and automatically, if relutantly, disembarking) with secondary fire, the Alexander is hugely fast and immune to most weapons due to it's wide range of sensor disruptors and safty features; you can only harm it once it has touched down. There is no better way of ensuring a unit reachs it's destination than the Alexander J-34 Private Jet, and that's a fact!
Pegasis Combat Helicopter : The strange specticle of a three rotor combat helicopter is often the last sight of many enemies of the Syndicate; it's huge number of missiles, gyrojets, and mononet launchers boggle the mind about as much as they tear apart ground targets. Normally it keeps the mononet in reserve for special targets, which can be designated by the commander.
Argonaught : Brave men armed with explosive-tipped harpoon guns and C4 charges, Argonaughts wreck havok against enemy boats, sea-based scouts and bases. They can waddle slowly from the water to sneak-attack enemy bases, but are slow to move or fire on land. They cannot be detected by radar.
Neptune-Class Speedboat : Three torpedo launchers line the front of this rapid moving vessel, allowing it to tangle with enemy boats with surprising skill.
Hydra-Class Speedboat : The Hydra is a sea-based transport that can move up to six men extremely quickly over water. It is just barely amphibious, capable of slowly crawling onto land to disembark troops. It's armed with a flecette shotgun for self-defense.
Siren-Class Speedboat : The Siren pulls in enemy forces with it's zero-point energy gun before shooting them with a large, toxic dart, which will quickly kill the crew and leave the vehicle free for the taking if nothing is done. It can also pull submarines to the surface in this mode. Secondary unleashes the virus into the vehicle, turning it into a floating plague-ship which will infect nearby units!
Smuggler Sub : Built to sneak illegal cargo ashore in foriegn ports, this compact submarine can actually somehow carry a vehicle in it's hold. It can also use a specialized zero-point energy gun to steal ore straight out of an enemy ore collector!
Terramerene-Class Gunboat : The heaviest ship used by the Syndicate, the Terramerene is technically a converted merchant vessel with hidden guns. By activating it's civilian mode, the Terramerene changes it's appearence to resemble an enemy ship, before converting back to gunship mode and letting loose with it's sea-based railguns!
Pluto-Class Airmobile Submarine : This heavy, tracking torpedo-armed "Submacopter" is notable for it's inbuilt twin rotor system that can turn the submarine into a somewhat unusual flying machine. In the air, it uses it's torpedoes to attack other aircraft as missiles, while dropping clusters of bomb mines onto unfortunate targets below.
Spacious Interiors : Doubles the infantry capacity of all garrisonable vehicles or structures.
Black ICE : These lethal hacking countermeasures will kill fifty precent of all engineers or inflitrators attempting to enter your buildings.
Focusing Lenses : Increases Aura radius by 25%.
Carbon Nanotube Armour : Increases the armour of battlesuits and vehicles.
Titanium Inserts : Increases the armour of infantry.
Teflon Manstoppers : Increases the damage potential of gryojet weapons.
Tugsten Cored : Increases the damage potential of railgun weapons.
Digital Scopes : Universal Range Increase.
Cutting Corners : Decreases all unit costs by 10%.