The Syndicate

The Intergalactic Crime Syndicate
The Syndicate trio is one of the two Prime Antagonists that can be found on the Station. They are a group of elite criminals, funded by dirty money and equipped with a wide variety of tools and weapons to destroy their fellow Crew Members. They rely on a cloaked Relay Uplink to instantaneously deliver them weapons and items, including (but not limited to) specialized armors, drugs, explosives, weapons (Legendary and Standard), and Syndicate-unique items.

Each Syndicate player has an additional Sub-Role based on their role in the Syndicate organization, which offer benefits and detriments in particular situations. Unlike the Alien, the Syndicates start with three members, with the possibility of a fourth*link pending*, and do not gain additional teammates under normal circumstances (see WaveTron Mindwiper).

Syndicate Relay Uplink
At exactly 103 seconds game-time, the Syndicate Relay Uplink becomes available for call down in any location where movement is permitted. It can only be placed once, so carefully consider what location will be best given the situation.

Placement does not conform to the grid system like turrets or barricades do, allowing the Relay Uplink to be hidden in incredibly hard-to-view places. Additionally, it is permanently cloaked, and about as large as a barricade.

It is suggested that Syndicate members place their Relay Uplink in a rarely visited, but still accessible location, preferably hidden within foliage or behind a shop/terminal. This way, they can access their Relay Uplink easily and with little suspicion.

Syndicate Sub-Roles
A variety of specialized roles exist for Syndicates.

An unofficial class system has been used here to distinguish suggested playstyles:


 * Assault: Gains a bonus to weapon damage, and an extra Syndicate item if Crew Members can start with a counter item to their bonus. Their main role is to maim and murder as many Crew Members as they can.
 * Sabotage: Starts with additional items aimed at reducing the crew's overall effectiveness. Proficient in traps and system sabotage, but still somewhat useful in combat.
 * Intelligence: Gains some non-combat bonus, usually in the form of a discount or extra funds. Also works to hinder effective communication between Crew Members in one form or another. Not innately useful in combat, but their bonuses may give them the upper hand if used appropriately.

From the powerful Gunner to the crafty Computer Specialist, there is a Syndicate sub-role for almost every path of sabotage.

Gunner
"So many guns, and you are good at all of them"

- History

Class: Assault

Income bonus: 1.5x

Additional Starting Items: Special:
 * Syndi-Coropack 4x
 * The gunner can buy a one-time upgrade at the Weapons Bench to increase their damage by 15%.
 * Upgrade cost: 500 credits, 0 syndo-crystals

Pyromaniac
Class: Assault

Does more fire damage.

Additional Starting items:

Pulse grenade 2x

Director
"The Director is not a role taken lightly"

- History

Class: Intelligence

The Director is essentially the 'Captain' of the syndicates. They are responsible for coordinating attacks and sabotages, and equipping their crew with S-Comms (which they can buy at a 50% discount). They have access to a functionally-identical copy of the captain's card, giving them the ability to operate vent gas and lock downs, change Station Security targeting parameters, and toggle escape pods.

Income bonus: 2x

Additional Starting Items:
 * Director's Key Card
 * +5 Syndo-crystals

Computer specialist
Class: Intelligence/Sabotage

The Computer Specialist is proficient at Can open any Maximum Security door through using the door panel, no matter what role you are, the panels you interacted shock the next person to use them.(deals around 115 damage)

Can disable A-SEC at C.O.R.E for 45 seconds.

Can hack marshall to corrupt the most recent log, good if your syndicate member killed somenone in front of a camera.

Only syndicate capable of hacking marshall and C.O.R.E, anyone else is unable to and gets targeted If they try to hack C.O.R.E.

Income bonus: 2x

Additional Starting Items:
 * None

Saboteur
Class: Sabotage

Does more bomb damage. Starts with 4 thermite charges.

Additional Starting Items:
 * Thermite Charge 4x

SyndiCorp Executive
Class: Intelligence

2.5x income, 25 crystals. Syndicates lose income if the member dies, and have income+ if member alive.

Energy Weapons Specialist
Class: Assault

Deals more damage with energy-type weapons (Arc Welder*link pending*, Plasma Rifle*link pending*, etc.)

Syndicate Android
Through chance or coordination, the Android can end up working for the Galactic Crime Syndicate.

Three ways currently exist for this to occur:


 * 1) A Syndicate member revives the Android from its Android Chip, giving the Syndicate veto control.
 * 2) A Syndicate member uses the (WIP)WaveTron Brainwashing Chip, changing the Android's directive to a Syndicate-aligned one.
 * 3) The Android receives the "Infiltrate Syndicate" directive, and will become a Syndicate member after killing one of the existing 3.

MOVE THINGS BELOW THIS TO THE ANDROID PAGE.

Assist directive 4-synd
give 30 S-crystals, up balance to 2000 credits and Relay Uplink

Act as a 4th syndicate member with powerful bonuses and a natural immunity to A-SEC.

allied with syndicate.

Does not drop a chip, if he dies hes dead for good.

Doesnt have a S-job but is good at killing crew members due to damage reduction and rad immunity.

Can upgrade chassis very early on, allowing syndicates to win most of the time if they help him.

Android: infiltrate directive:

Currently bugged(or maybe not, this directive is rare)

You are "allied" with syndicates, you CAN win with them even if you didnt do your directive:

To ally with the syndicate, this Android needs to kill one of them, being quite hard to find one since they try to avoid being revealed, you can also simply kill everyone and get a syndicate kill.

Killing a syndicate gives your acess to their Relay Uplink and some syndicate crystals(?).

This Android does drop a chip, allowing them to be revived and enslaved.

After receiving directive, core will send cordinats of your a-target.

You need eliminate target, becouse if it did not you, you will not receive any bonuses and will just fuck ur directive