Syndicate
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The Syndicate are a group of ruthless trading Houses from the Empire. With the Star Union gone, they see a universe of opportunity. The Syndicate is a reformation of the trading enterprises that spearheaded the discovery and exploitation of the universe in the early days of the Star Union. The Houses controlled entire star clusters, commanded private armies, and monopolized trade of exotic resources, including Kir'Ko slaves. The Houses developed their own feudal societies and waged bloody wars among themselves. After power became consolidated in the era of the Imperial Star Union, territories held by the Houses had to submit the Union control or face annihilation. Some submitted and were rewarded with hereditary positions, while others didn't and fled to the Outworlds. The Houses continued to practice their business in secret, until the fall of Star Union created a new opportunity for the survivors. They formed a new collective, called the Syndicate ensuring they would never again lose their freedom to do business their way. |
Commander Loadout[edit | edit source]
Perk | Cost | Effects | Possible Kleptomaniac Mods | Description | |
---|---|---|---|---|---|
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Basic Equipment | 0 |
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Brain Enhancer: Mind's Eye, Blurring Canisters, Provisional Weapon Augments, Regenerative Dermal Patches, Tactical Supply Charge, X-7 Combat Stims | The standard-issue pack you received after basic training. |
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Close Combat Equipment | 1 |
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Displacement Systems, Drone Deployment Module: Laser, Drone Deployment Module: Repair, Regenerative Dermal Patches, Tactical AED Assistant | The pack you received after Close Combat training. |
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Assault Equipment | 1 |
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Displacement Systems, Drone Deployment Module: Laser, Drone Deployment Module: Repair, Old Jetpack, Tactical AED Assistant | The pack you received after Assault training. |
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Sharpshooter Equipment | 1 |
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Displacement Systems, Drone Deployment Module: Laser, Drone Deployment Module: Repair, Regenerative Dermal Patches, Tactical AED Assistant | The pack you received after Sharpshooter training. |
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Assault Vehicle | 2 |
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Brain Enhancer: Mind's Eye, Drone Deployment Module: Laser, Drone Deployment Module: Repair, Regenerative Dermal Patches, Tactical AED Assistant | Your parents gave you a Hoverbike for your 16th birthday... they couldn't even get it in the right color, but you persevered and became an expert at riding it. |
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Support Vehicle | 2 |
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Drone Deployment Module: Laser, Regenerative Dermal Patches, Tactical AED Assistant | You found a lost Imperial APC and repaired it. |
Starting Army[edit | edit source]
Setting | Starting Units | Military Detachment |
---|---|---|
Weak Starting Army | Secret Tech Unit, Overseer, Indentured, Runner | Indentured, Runner |
Normal Starting Army | Secret Tech Unit, Overseer, 2 Indentured, 2 Runners | Guild Assassin, Indentured |
Strong Starting Army | Secret Tech Unit, Overseer, Guild Assassin, 3 Indentured, 2 Runners | Enforcer, Mirage, -1 Indentured, -1 Runner |
Hero Skills[edit | edit source]
Skill | ![]() |
Requirements | Effects | |
---|---|---|---|---|
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Keen Sight | 6 | Hero gains farsight, and has agile overwatch when using overwatch. | |
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Strategic Operations Support | 2 | +6 ![]() | |
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Subterfuge | 3 | Employing subterfuge, the hero gains universal camouflage. | |
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Escape Module | 3 | Level 4 | When this unit's ![]() ![]() |
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Shield Battery | 4 | Level 4 | A state-of-the-art shield battery increases the entire army's defenses. All units gain +1 ![]() |
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Backstab | 4 | Level 6 | Able to exploit any and all opportunities, this hero has Flanker, dealing +25% damage when flanking enemies. |
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Deploy Cerebral Control Collars | 6 | Level 8 | Active ability: full action ![]() ![]() ![]() Attempt to control target non-mindless infantry unit. If successful, they are mind controlled. If it survives until the end of combat it turns into an Indentured in your service. On failure, the target is disabled for 1 turn instead. |
Units[edit | edit source]
Name | Tier | Type | Damage | Stats | Cost | Research | Source |
---|---|---|---|---|---|---|---|
Runner | I | Core | 7 ![]() ![]() |
30 ![]() ![]() ![]() ![]() |
30 ![]() ![]() |
Starting | |
Indentured | I | Core | 9 ![]() ![]() |
40 ![]() ![]() ![]() ![]() |
35 ![]() ![]() |
Starting | |
Colonizer | I | Core | 60 ![]() ![]() ![]() ![]() |
50 ![]() ![]() ![]() 1 colonist |
Starting | ||
Sentinel | II | Tactical Summons |
10 ![]() ![]() |
40 ![]() ![]() ![]() ![]() |
60 ![]() ![]() |
Military Dominance | Operation: Deploy Sentinel |
Overseer | II | Specialist | 8 ![]() |
40 ![]() ![]() ![]() ![]() |
70 ![]() ![]() |
Specialist Training Center | |
Enforcer | II | Skirmisher | 12 ![]() ![]() |
45 ![]() ![]() ![]() ![]() |
70 ![]() ![]() |
Military Skirmisher Barracks | |
Guild Assassin | II | Skirmisher | 22 ![]() ![]() |
40 ![]() ![]() ![]() ![]() |
70 ![]() ![]() |
Enforce Control | Military Skirmisher Barracks |
Mirage | II | Specialist | 7 ![]() |
40 ![]() ![]() ![]() ![]() |
90 ![]() ![]() ![]() |
Force Projection | Specialist Training Center |
Guild Cruiser | II | Ship | 11 ![]() ![]() |
45 ![]() ![]() ![]() ![]() |
50 ![]() ![]() |
Naval Base | |
Wraith | III | Elite | 12 ![]() ![]() 10 ![]() |
60 ![]() ![]() ![]() ![]() |
105 ![]() ![]() ![]() |
Covert Offensive | Elite Military Facility |
Subjugator | III | Elite | 12 ![]() ![]() |
60 ![]() ![]() ![]() ![]() |
105 ![]() ![]() ![]() |
Cerebral Submission | Elite Military Facility |
Zenith | IV | Elite | 16 ![]() ![]() |
70 ![]() ![]() ![]() ![]() |
170 ![]() ![]() ![]() |
Illustrious Conquest | Elite Military Facility |
Technology[edit | edit source]
Technology | Tier | Group | Prerequisites | ![]() |
Unlocks | |
---|---|---|---|---|---|---|
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Exploit Weakness | 1 | Tactical | 100 |
| |
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Enforce Control | 2 | Forces | ![]() |
150 |
|
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Employ Deception | 2 | Strategic | ![]() |
150 |
|
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Force Projection | 3 | Forces | ![]() |
300 |
|
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Preventative Control | 3 | Tactical | ![]() |
300 |
|
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Military Dominance | 4 | Tactical | ![]() |
520 |
|
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Covert Offensive | 5 | Forces | ![]() |
800 |
|
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Alternative Measures | 5 | Strategic | ![]() |
800 |
|
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Augmented Force | 6 | Tactical | ![]() |
1200 |
|
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Cerebral Submission | 7 | Forces | ![]() |
1700 |
|
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Advancement Tactics | 7 | Tactical | ![]() |
1700 |
|
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Illustrious Conquest | 9 | Forces | ![]() |
2750 |
|
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Technological Supremacy | 9 | Tactical | ![]() |
2750 |
|
Doctrine[edit | edit source]
Technology | Tier | Prerequisites | ![]() |
Unlocks | |
---|---|---|---|---|---|
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Diplomatic Niceties | 1 | 100 |
| |
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Clandestine Practices | 5 | Tier 3 doctrine or Tier 4 economic research |
800 |
|
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Underhanded Exploitation | 9 | Tier 7 doctrine research | 2750 |
|
Strategy[edit | edit source]
In combat, the Syndicate are extremely manipulative, specializing in covert operations and psionic attacks. They possess an arsenal of arc weaponry, and power their war machines with advanced psi-tech amplifiers.