Nova Roma Syndicate

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Nova Roma Syndicate
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The Nova Roma Syndicate symbol
General
Playstyle Information Warfare
Faction Colour Turquoise
Type Original Blue Alert 3 Faction
Dev. Status Conceptualized

'Goldfinger
He's the man, the man with the Midas touch
A spider's touch
Such a cold finger
Beckons you to enter his web of sin
But don't go in

-Goldfinger, Shirley Bassey

The Nova Roma Syndicate, or the Syndicate, is a new faction exclusive for Blue Alert 3 Paradox, designed by theSniperDevil, then expanded upon by Open sketchbook, Kerensky287 and Ferriswheel42 and reimagined by the Red Star Rising. The faction is made up of a conglomerate of defence corporations and contractors known for their shady involvement in sub-legal activities (hence a "Syndicate"). They are characterized by their heavy use of battlesuits and artillery units, which are well-suited to urban environments. Also their air units, consisting only of choppers, have unlimited ammo to compensate being only support to the infantry rather than direct action.

At a Glance

Faction Color Turquoise
Playstyle Information warfare
Preferred Theatre of Operations Urban environments
Strengths Great infantry and battlesuits, extremely long ranges, superpowered economy, excellent buff/debuff options, good at stealing from enemy.
Weaknesses Thin armour, light vehicles, difficult to manage bases, terrible base razing abilities, less effective as enemies get closer, many abilities cost money.
Intended Players Players who enjoy base-building and Relic RTS games.
Motives Objectivism, Globalization of Capitalism, Global Economic Hegemony

Background

"The only rule is the Golden Rule: He who has the Gold makes the Rules."

The Company

At first glance, it would seem that the organisation known as the Mediterranean Syndicate is nothing more than a series of multinational corporations based in Europe, notable only for its strange choice of names and its preponderance in certain cities and countries, and an unusual obsession with ancient Greece and Rome. At the company headquarters in Rome and at its offices elsewhere, one can see neon lights and skyscrapers mingling with columns and frescoes of long dead heroes. However, though the Syndicate may appear to be nothing more than eccentric, underneath this carefully sculpted façade lie ancient secrets.

The company was first formed in the 1920s as the industrial age was coming to a climax, and a young man under the alias "Romulus" was seeking to share his inherited fortune. His goal was to create a group of security companies that worked and operated under one headquarters situated in Rome, Italy. With the chaos of post-great war Italy, there was certainly a ready market of people looking for security for their assets within te Peninsula. And certainly there was a wave of fear to ride on in Italy as the elites worried about the strong Italian socialist and communist movement. At first, the idea was a success as many contractors were looking for a source of consistent research funding, which in tandem with the aforementioned factors, buoyed the fortunes of this network of companies, though the stock market crashes of the end of the decade hit them hard and fast.

By 1932, the organisation had recovered from near bankruptcy, though their methods of acquiring the money were questioned. When an inquiry was made by the Italian Special Anti-Mafia General Attorney, the Syndicate cited that they were not to be held responsible for the actions of their clients. Numerous reports were filed regarding the aforementioned "clients", though all the cases fell through due to a lack of evidence (and possible forgery). It would seem that Romulus' great experiment in Capitalism would pay off, and with political tensions rising in America, he could expand his list of clients. Syndicate mercenaries fought alongside MacArthur's white army in America's Second Civil War, but the red tide proved irresistable in the United States and much of Latin America.

While mercenaries from Syndicate companies were useful in deflecting a potential red uprising in Italy, they could not stop America's Socialists from declaring the end of the United States of America and the birth of the Union of American Socialist Republics. This shocking blow to the balance of power and the expansion of communism as Latin American country after country joined hands and caused the Soviet Union to go from isolated to swimming with allies virtually overnight sent panic through Europe. Now there were Reds to the east and to the west and everyone feared the worst. Then came Mosley, the British dictator who resolved to stop the tide of International communism with his new Ultimatist ideology. An ideology based on nationalism, corporate capitalism, militarism, Imperialism, and Anti-Communism.

And Romulus would find himself shaking hands with Mosley as he took over the British Empire and his ally Bucard came to power in France. Mosley had sought to unite the power of a rightist state with the power of corporations like those that formed the Syndicate to halt and roll back the red march and Romulus' progress appealed to the man. When the time came for the Syndicate to seize de facto power in the Italian Empire and other places, Mosley was there to support him. While the Alliance found the Syndicate's lightly armed and armored formations ill suited for frontline combat against the major Communist powers when Second World War two came, they would find use in shoring up lines of attack or defense, operating against second stringer powers, or ensuring that the rear of the Alliance's lines were guarded. It would be a time of great plenty for the Syndicate as they were flushed with valuable contracts, and would serve to educate them on how to fight a large war.

After the war, the Syndicate would invest heavily in its own expansion, building up its arsenal and expanding its areas of operation. They would come to be the de facto power in many of Europe's colonies and worked extensively with the Alliance and other anti-communist organizations such as the Technocracy. They found that Thornley, Mosley's replacement, was more than happy to continue with his friendly policies to the syndicate and by 1960, they had become the world's largest military corporation, and unknown to the public, possessed some of the world's most dangerous weaponry.

What happened to Romulus since then has been a mystery. His alias has allowed him to become shrouded in complete secrecy. The top executives of the Syndicate are rarely mentioned and require heavy security to even exchange a few words with. The only legacy of his that remains is the fantastic Greco-Roman architecture that adorns every Syndicate structure, as he has an obsession for everything from the time of Ancient Rome and Greece.

The Technology

The Syndicate's greatest advance and most closely guarded secret, the integrated circuit, has advanced the Syndicate's electronics to a level unrivalled by virtually any known powers save the Comintern (with its Carbon circuits), the IPTO, the Solar Empire, and the Majestic inclusive. Their computer technology is actually becoming one of their greatest financial assets; corporations and nations pay millions of dollars to have numbers crunched by the advanced computers of the Syndicate. Computers permeate every level of Syndicate technology, from the massive server farms that track the global financial market, to the cyberdecks of the Syndicate's engineers and technicians.

As their computers get smaller and more advanced, the members of the Syndicate seem ever more eager to incorporate it into every element of life, including their own bodies. In the centres of many cities in the developing world one can find the newly risen skyscrapers, squat factories and techno-slums that the Syndicate call "Sprawls", where neon lights and digital monitors line the walls of the concrete caverns and smog from countless factories has darkened the sky. People are continually bombarded with all manner of information, not all of it true, most of it advertisement, and all of it trying to out-compete each other for attention. To be in a Sprawl is to be in a place of overwhelming sensory stimulation.

Some Sprawls even find themselves under the cover of geodesic domes to protect from the merciless acid rains caused by the industrial excess. Everywhere is the touch of Syndicate technology, from electronics to bioengineering to cybernetics. These Sprawls are areas absolutely owned by the Syndicate, who simply buy up every building, street and alleyway for almost nothing and turn them into freewheeling centres of commerce away from prying eyes in which they may develop and manufacture everything from new lines of cars to computer systems to the world's most modern firearms or the most seedy and repulsive of trades from child prostitution and debt slaves. There, their word is law and money buys anything.

From these developments came militarily useful advances. Cybernetics would give way to battlesuits that integrate the wearer to a degree few other manufacturers would consider safe or sane. Electronics would prove to be useful in regulating the magnetic fields needed to create proper railguns to provide Syndicate weapons with a massive armor penetrating punch. Investment in creating a superior high would lead to all manner of combat drugs that makes supermen out of men and can make one immune to fear or pain. Research into other forms of energy would give rise to zero point energy for immobilization or power generation usages.

About the only things that eluded the Syndicate were devices that affected physics; technology even the Alliance were ill inclined to share, Psychics; which were jealously guarded by Epsilon, and wireless communication; which would require a degree of regulation that was anathema to the Syndicate. Still, the Syndicate had reached far and reached it fast in its controlled chaos and the patronage it enjoyed from the Alliance. Surely this would be a powerful argument against the International and its communist system.

The Underworld; or, Extreme Takeover: Rome Edition

What is not immediately obvious about the Syndicate is their deep connections with the criminal elements of society all over the world. Throughout its history there have been many inquires and investigations, digging deep into the complex web of hundreds of companies that make up the Syndicate, but it has always been fruitless. The Syndicate is simply too big, covers too many areas, and often operates in the remote, lawless regions of the Earth and with the Alliance to shield it, is very difficult to get any movements to take it down anywhere. The Syndicate also has been very careful with poking into the Communist first world, who has no patience for the Syndicate's practices and whose market socialist cooperatives and state industries can easily crush their toeholds, or the regions held by the Axis; of which the Empire and Majestica are staunch business rivals and the Pan-Africans loathe the Syndicate's presence in Africa as a stain on the continent.

To be sure, most law enforcement and intelligence agencies know that there is something off with the assorted corporations, and more than a few of these agencies consider them to be a criminal organisation, if only they can get proof of it. The fact is, the Syndicate has its hooks in everything, every level of criminality all over the world. They are the ultimate mafia with the perfect front. Even in the Comintern, there exists a market to smuggle goods made from exploited labour that can be acquired more cheaply than the "responsible" products in the International. Even in the Axis, there exists places where the Syndicate can wriggle into the cracks left by the Zaibatsus and the "African patriot" industries of the League. Only in places like darkest Antarctica, where the Dominion is one and the Dominion is all, or the hellscapes of Green China's domain or the isolationist catholic Kingdom of Palestine does the Syndicate truly have no power.

By far the most profitable areas of underground Syndicate activity is the drug trade, smuggling, and arms dealing. The Syndicate, in addition to controlling the conventional drug trade, have a wide variety of pharmaceutical companies that have turned themselves over to the manufacture of ever more potent and addicting synthetic drugs; Nuke, 'Slaught, Octagons, Spice, Dust; under a million names from a million alleyways the Syndicate has its stamp on the world. In countries where drugs are decriminalized, the Syndicate instead focuses on smuggled in luxury goods whose production would have certainly violated more than a few labour laws. And needless to say, Third World War was initially an immensely profitable time for the Syndicate as the Blue Army marched on all fronts to once again strike at the Communists right up until the rise of the Axis dealt smashing blows to their holdings across the world and Epsilon's betrayal devastated the Alliance. Their weapons were in high demand and they were quick to try and "decommunize" occupied zones before they were pushed out by the International.

Not only that, but they have hundreds of associated companies dedicated to the creation of tools of war for the lesser nations in their constant petty squabbles across the globe. They are where countless warlords get their weapons from, and the ones who provide munitions for the likes of the Confederacy of Nationalists and countless World Liberation Army warlords. Wherever life is taken, the Syndicate make a profit. Because of these shady deals, they are in constant rivalry with virtually all other arms dealers. Whether in the market for simple hunting rifles and self-defense sidearms to great big war machines fit for industrial total warfare.

With the aftermath of the Third World War, the Syndicate is at a crossroads. The war being brought to the Alliance and its holdings and the blood and treasure sunk into what was supposed to be communism's end only to result in the Alliance being hurled back to its borders cost a great deal of money. The Pan-African League, Empire, Guardians, Oligarchy, and Majestica all ripped through Syndicate property in the New World, Africa, Asia and even some in Europe itself, while Epsilon's shocking betrayal and the mass uprisings of the WLA killed huge numbers of Syndicate employees and devastated many Sprawls, to say nothing of Syndicate investments in Capitalist China going up in radioactive smoke.

However, the market for reconstruction and security has been huge and profitable and its services have been required in many warzones. The Empire's greater openness to the world has offered new markets for Syndicate services. And lately, the organisation has released many press reports dealing with the advancement of spacecraft and seem to have their eyes focused on the stars; for that is the future of the Syndicate, to provide the most advanced security systems on the planet, even if it means annihilating the competition.

Nova Roma Syndicate Security Forces

"How can one describe the authority of a Sprawl? It isn't police, for police are sworn to defend and protect, and the authority of the Sprawls do neither. But neither could one call it an army, for an army implies some solid, unchanging chain of command, of which the authority of any Sprawl is decidedly not under. Instead, authority is fluid and at once primitive and complex – tribal warfare where might makes right, where the chariots and spears are armored cars and railguns, where the caves are steel and concrete and the losers go into economic instead of physical slavery. Authority is invested in a hundred different groups who fight each other with fervent hatred, and yet will unite in defiance of outsiders. If anything could be described of such an authority, it would be that they are the apex predators in an urban jungle."

- Excerpt from a BBC presentation on Sprawls

Structures

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Headquarters The Syndicate do not posses MCVs, so their headquarters structure cannot move. The Headquarters can be garrisoned by up to 8 troops, turning it into a fortress, but the troops cannot leave. The Headquarters is the drop-off point for ore collector trucks, and can build more as needed.
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Zero-Point Generator These cheap, small generators are built similarly to walls. Each provides a small amount of power but can be built in long rows for very cheap.
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Academy The Academy hires infantry units.
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Hall of Heroes The Hall of Heroes constructs battlesuits, heavy infantry constructs which function as the Syndicate's heavy hitters.
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Pharma Dispenser Heals all infantry in a radius to full health when activated. Costs money to use; you think medicine is free?
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Vulcans Forge The Vulcan Factory constructs the fleet of Syndicate ground vehicles.
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Aerodome The Aerodome constructs Syndicate air units.
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Marina The Marina constructs the Syndicate fleet.
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Black Market A structure dedicated to the generation of money and can build auxiliaries as a seperate build.
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Research Department Researches upgrades and projects tech levels.
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Cyclopean Forge In the Cyclopean Forge, the Typhon battlesuit is readied and authorized for the most vicious battles undertaken by legion security, and Minerva can be found hanging around these parts waiting for tasks to interest her.
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Digitech Aura Projector Any unit under the DigiTech Aura Projector's radius of effect gains huge bonuses to their aggressive, defensive and manoeuvring 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.
IconSyndicate.png Weather Control Machine This Offensive Superweapon 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 its damage is less than that of the other faction's superweapons.

Defences

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Company Housing A half finished building, the Company Housing blocks enemy units and artillery, and acts as the Syndicate equivalent of a wall. It also provides expansion radius, and can shelter your transport trucks in the event of an attack.
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Mono-Wire Wall 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.
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Acropolis These bunkers hold two squads and cannot be cleared by normal garrison clearing mechanisms.
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Gyro Turret 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 vulnerable to attack.
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Railgun Turret These automated weapons are similar in most respects to the Gyro Turret but they are instead armed with a high-powered railgun for anti-vehicle work.
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Missile Turret No airborne target can stand against the missile turret, which shares its weaknesses and strengths with the other Syndicate turrets.
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Hacker Tower Every machine has electronics of some kind and the Hacker Tower is its downfall. Jamming signals prevent the enemy from firing while virus uploads prevent their movement, though only one signal may be projected at a time.
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Brontes Tower Using technology similar to the weather control device super weapon, Brontes Towers can create thunder clouds over distant targets to cause damage over an area; their rather lackluster up front damage being made up for by some truly enormous range, ability to target aircraft, and the certainty of dealing at least some damage.
IconSyndicate.png Via Any unit, such as convoy trucks, travelling on a road is considerably sped up. Watch out, it works both ways!

Infantry

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War Wolf 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.
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Auxiliary Drug addicts recruited to serve as cannon fodder, these men and women charge enemy positions with machine pistols and pipe bombs. When faced with insurmountable obstacles, they can inject themselves with drugs that will make them temporarily invulnerable, with the side effect of killing them when the effects wear off.
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Legionary Armed with high powered gyrojet rifles, Legionary do more damage the further away they are from the enemy. In addition to the rifle, they also have grenades that can knock-back, slow, and damage enemies.
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Hoplite The Hoplite is a heavy infantry unit, armed with a long ranged railgun that can punch through multiple targets. Effective against armour, they can also inject themselves with adrenaline to increase their speed and rate of fire.
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Certaman Providing anti-air coverage for Syndicate forces, the Certaman fires intelligent, A.I. controlled missiles at passing aircraft. They can also plant powerful anti-air mines that leap into the air and detonate when triggered. While garrisoned, the Certaman will employ a rapid fire projectile weapon.
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Argonaut Men armed with explosive-tipped harpoon guns and oil slick charges, Argonauts wreak havoc against enemy boats, sea-based scouts and bases. They can wade slowly from the water to sneak attack enemy bases, but they are slow to move or fire on land. When their charges detonate, they not only damage the target but create a zone that kills enemy naval infantry and slows all ships. They are invisible on radar.
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Immune With their augmented brains, Immunes can capture structures from a distance, though this takes several seconds longer than normal. They can also repair buildings and construct Obelisks which provide large lines of sight. When garrisoned, they can begin accumulating additional funds via various methods.
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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 weight, Helios are excellent at keeping the enemy at arm's length where the long-ranged Syndicate are better equipped to deal with them.
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Satyr Freed from any and all possible inhibitions by surgery, Satyrs are lethal infiltrators and assassins. Armed with monomolecular wire implants that allow them to casually slice apart infantry and light vehicles at close range, they can also employ spring loaded leg projections to leap huge distances with ease.
IconSyndicate.png Centurion Officers of Legion Security, Centurions employ high calibre sniper rifles that can blow apart infantry and light vehicles with a single shot, and also possess thermo-optic cloaks that can grant them temporary invisibility. Additionally, any infantry around them will slowly heal themselves.
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Cohorts The Special Forces of Legion Security are the aptly named cohorts. Trained in stealth and special ops, Cohorts are cybernetically augmented and wear light battlesuits that don't require full wetware integration. The advanced mono-wire guns they carry have underslung railguns to quickly use against vehicles, while their explosives can take down structures in a hurry. They can also throw zero-point energy grenades to give them an opportunity to move past the now immobilized targets.

Battlesuits

Battlesuits (for all intents and purposes, Cyborgs) are uber-infantry, which have the combined features of 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 vulnerable to anti-tank weapons. They can garrison structures as well. Battlesuits requiring controlling monitors which keep close tabs on these expensive assets; you are limited to eight battlesuits per control node. Like infantry they gain bonuses from Auras.

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Praetorian Battlesuit These cyborg infantry are armed with a pair of oversized burst-fire pistols which are great against infantry. Their armour renders them resistant to small arms fire, allowing them to simply stride into structures and remove any hostile occupants.
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Bellerephon Heavy Armour Armed with a high powered railgun, the Bellerephon is an anti-armour battlesuit. Capable of blasting tanks to scrap from long range, the Hercules also possesses exceptional mobility and the ability to leap great distances, thanks to its piston legs and jetpack.
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Hector Suppression Armour Controlled by the brain, spine and upper torso of a drug addict, these machines are armed with heavy chain guns and sear gas launchers. By cutting off the soothing feeds of narcotics to the controlling wetware, a violent outburst can be induced, causing the Hector to charge forward, flipping over tanks and splattering enemies with its great strength. In normal movement the Hector can crush infantry.
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Harpy Air-Mobile Armour Battlesuits designed to be capable of flight, Harpies use EMP rifles to shut down and damage vehicles, as well as temporarily take buildings offline. Switching to their flechette cannons gives them decent anti-aircraft power.
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Achilles Defense Armor Made to be as tough as the legendary hero of the same name, the Achilles Defense armor utilizes multiple means of forcing attention to be drawn towards it as it soaks up weapons fire with ease; absorbing even anti-tank shells, and just like Achilles himself the machine is also incredibly swift. Its damage potential is however, rather pathetic; relying on a single long railgun tough enough to be used as a spear due to its bayonets. It can release a highly annoying burst of noise and light to immediately draw attention to itself and away from other, more fragile syndicate assets.
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Titan Security Armour Slow and melee ranged, the Titan's armour allows it to absorb heavy impacts, while its steel fists shatter bronze and bone alike. With its secondary, the Titan can also slam a rocket propelled fist into a target outside of its range.
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Medusa Anti-Air Armour Using a monomolecular wire gun launcher, the Brutus is especially well suited to tearing aircraft out of the air and serves as the Syndicate's most advanced ground based anti-air unit and can unleash "medusa's glare" with a withering electronic attack that can stop an enemy cold.
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Mars Artillery Armour With somewhat lacklustre damage compared to other artillery, the Mars is also hampered by the fact that it must deploy to fire. On the other hand, its massive quad railguns can simply fire through obstacles as though they weren't there, and by cycling through the railguns a decent rate of fire can be maintained.
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Spartan Battle Armour Controlled by a bare minimum of wetware, the mostly robotic Spartan sticks to rooftops and snipes targets with a large rapid fire canister, capable of killing just about any unit.
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Helen/Eros Command Armor Named for the greatest mortal beauty of the classical world are these suits whose designs have attracted accusations of immorality and female objectification towards the manufacturer, though it is worth noting that the Eros; the male equivalent, is roughly equally designed for "visual appeal". Heavily fitted with a large array of AURA systems, the Helen and Eros also augments the user's brain to bolster their ability to coordinate Syndicate troops, able to designate a target that for a brief while, no unit in their Aura field will be able to miss the target nor will they need to spend any time locking on. Helen and Eros suits are themselves fitted with heavy gyrojets that are effective against anything lighter than a tank's frontal armor.
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Dryad Support Armour This battlesuit is equipped with medical devices to heal infantry and repair other battlesuits and infantry.
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Hercules Assault Armor For the greatest hero of classical legend goes the greatest easily produced battlesuit in the Syndicate's arsenal before one gets into the Typhon. With two railguns and a pair of powerful mono-wire casters in a weapon suite known as the "Hydra bow" after Hecules' bow and arrow, the Hercules has potent damage against all targets, and it is remarkably formidable in melee, striking with a large monomolecular sword or its brute strength. Though as a word of warning, combat with a King Oni in melee is likely to end with the Hercules ripped apart. Exceedingly tough and durable, the Hercules can also activate the "blood of zeus" protocol and create a brief and small lightning storm over a designated area.

Vehicles

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Sisyphus Transport Truck The Sisyphus collects ore from faraway nodes, and can jump away from harm, though it loses the ore in the process.
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Hydra The Tennier-Elmpool 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 operated automatic gyrojets on ball mounts, allowing the damaging 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 its weapons, the Hydra can project the DigiTech manoeuvring aura, which increases the speed of nearby units.
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Testudo A heavy infantry carrier which can transport two squads of men, the Testudo is well armoured, amphibious, and fairly nimble for a vehicle of its 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 defences and overall health of nearby units, and can steal enemy turrets in this mode with it's forklift attachment. The Testudo is amphibious.
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Talos The Talos AFV is light, mobile and armed with an extremely high-powered railgun, which will put a 6mm spike through the armour of multiple vehicles without stopping. While the lightly armoured design is not designed to withstand much damage, its extreme range compensates for this. 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.
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Cerberus The Cerberus tank is a rather unique tank in that it is very poorly suited to defending itself while on the move but is tremendously capable if allowed to deploy into a defensive position. Armed with an anti-tank railgun turret, a secondary anti-personnel gyrojet turret and a tertiary anti-air missile turret, the Cerberus is destructive against virtually all targets save structures due to its complete lack of HE shells.
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Apollo Apollos serve Legion Security as light artillery, firing wire guided missiles that strike the top armor of their intended targets or explode into fragments above them depending on who they are firing at. Well suited to suppression duties, the Apollo's range is quite long, and it can bolster the range of other Syndicate units by stopping and projecting a Digitech Range aura that extends the range of Syndicate units.
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Hippocrates A recovery vehicle meant to both fix up destroyed vehicles and pull back lost ones to be repaired and reprocessed, the Hippocrates can also stop and project the Digitech restoration Aura to heal up nearby units of all kinds and keep them in the fight.
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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. Its 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.
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Paris Using what can best be described as a "railshotgun" the Paris is a devastating assault gun whose flechettes have an incendiery core that will ignite upon striking structures and of coure, can pulverize infantry. Quite long ranged for an assault gun, if fragile, the Paris can also support other units with an aura that feeds units data regarding incoming projectiles, giving them a higher ability to evade.
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Colossus Armed with a pair of massive Gladius missiles, the Colossus is an effective and fairly fast artillery piece whose slow-moving missiles are uniquely deadly. Just before impact, the Gladius splits apart into hundreds of tiny monomolecular flechettes 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. Its secondary function detonates the missiles early, losing their damaging effect to vehicles but killing infantry in a huge radius. Despite its 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 its long range.
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Midas A recycling facility on wheels, Midases unpack into special refineries that project an aura where anything that falls in that radius has a percentage of its value given to Legion Security as everything of value is stripped down and sold off or processed into raw materials for sale. When unpacked the Midas projects a smaller version of its recycling aura.
IconSyndicate.png Medusa A heavy duty convoy transport, the Medusa can carry three times the load of a regular Sisyphus. Additionally, its thick slabs of armour and huge wheels of the Medusa allow it to crush other vehicles with ease, while its massive zero-point energy gun freezes whole groups of targets to be crushed. It can also transport up to five squads of men, who can fire in limited firing arcs from the vehicle's sides; though not to the same degree of firepower offered by the Whetstone.

Aircraft

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Phoenix The anti-aircraft copter relies on its huge range to counteract its crippling lack of armour. Its enemy-seeking gyrojets strike rapidly, quickly knocking enemy craft from the air, but its lack of ability to shoot and move gives it a definite restriction against enemy craft. By activating its boosters, it can join a dogfight for a short amount of time, where its more effective flechette cannons give it more damage and splash. When it dies, gelled gasoline packets lining 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.
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Chariot Transport These twin-rotor craft are highly effective at transporting groups of infantry through the air. Capable of carrying three squads of men, it can also use its zero-point energy system, either to tow a friendly vehicle or to launch intelligent mines at enemies.
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Fury Combat Drone A tiny spinning drone, it's unclear exactly how the Fury stays airborne, but it does serve as the Syndicate's interceptor. The array of blades, drills and claws lining its body makes it a great deal more clear how it damages enemies. Diving into the fuselage 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 the 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 its underside. Unfortunately this tactic greatly decreases its chances of survival.
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Mercury Uplink Copter A helicopter with numerous wireless communication suites installed, the Mercury can pick up one AURA producing unit broadcast its AURA to nearby air units giving them access to this AURA.
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Alexander Private Jet Nothing says "class" quite like this extremely effective aircraft, and there is no better way for two squads of infantry to fly in style. The Alexander is incredibly fast and immune to most weapons due to its wide range of sensor disruptors and safety features; you can only harm it once it has touched down. There is no better way of ensuring a unit reaches its destination than the Alexander J-34 Private Jet, and that's a fact!
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Aristotle bulk transport A bulk transport helicopter, the Aristotle flies quite quickly while in the air and can lift even the heaviest of Syndicate assets, but it doesn't land to set them down; instead when units are ordered to evacuate they paradrop down to provide for rapid insertion over the enemy. The Aristotle's design lets it carry two of anything; including superheavies, though infantry squads only take up a third the room and thus six can fit inside. Military grade aristotles use heavy gyrojets to keep away people who'd interrupt the drop.
IconSyndicate.png Pegasus Combat Helicopter The strange spectacle of a three rotor combat helicopter is often the last sight of many enemies of the Syndicate; its huge payload 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.
IconSyndicate.png Zeus Gunship The closest equivalent to a strategic bomber in the Syndicate's arsenal is the Zeus, named for its ability to make use of weather control devices to bring down lightning upon the heads of anyone that Legion security has been contracted to kill today. While not particularly effective against swift moving enemies, the Zeus is capable of devastating large and slow moving formations and structures, and unlike most similar such aircraft it can handle aircraft as well. Its secondary starts up hailstorms around it, letting it do some small amounts of damage overtime to all ground units around it, giving it some uncharacteristic wide area of affect.

Watercraft

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Man O' War Portugese Man O' War jellyfish, sneakily cyberneticised and outfitted with brains in jars to obey the Syndicate. Those beasts emerge under their prey, animals and diving humans, when it's too late and rip them apart with their venomous tentacles. They are also armed with a gyrojet-based torpedo for long range attacks, though the reload time is quite long and after firing they have to stay emerged for a short time.
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Neptune Speedboat Three torpedo launchers line the front of this rapid moving vessel, allowing it to tangle with enemy boats with surprising skill. To deter pursuers it can throw chaff charges out the back which slow enemy ships.
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Scylla Speedboat The Scylla is a sea-based transport that can move up to six men extremely quickly over water. When on land, it becomes extremely fragile. It's armed with a flechette shotgun for self-defence against air and ground targets.
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ILIAD Platform The Intelligent Linked-Interface Air Defence platform, or ILIAD, is a ship armed with an immense cyclic railgun array. The array cannot be self-directed; the ILIAD has a massive contingent of spotter drones below decks that attach onto a prospective target, providing any ILIAD in the combat zone with the opportunity to turn the target (and the drone) into ash.
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Siren Sub This stealthed sub can smuggle vehicles into enemy territory, and has a special zero-point weapon which can pull ore collectors towards itself from a long range before breaking them open, stealing the cash and leaving them destroyed. It is very slow outside of water, however, and detonates spectacularly if destroyed on land.
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Terramerene Gunboat One of the heaviest ships used by the Syndicate, the Terramerene is technically a converted merchant vessel with hidden guns. By activating its civilian mode, the Terramerene changes its appearance to resemble an enemy ship, before converting back to gunship mode and letting loose with its sea-based railguns!
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Pluto Airmobile Submarine This heavy, tracking torpedo-armed "Submacopter" is notable for its built-in twin rotor system that can turn the submarine into a somewhat unusual flying machine. In the air, it uses its torpedoes to attack other aircraft as missiles, while dropping clusters of bomb mines onto unfortunate targets below.
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Jupiter Battleship Converted from aging WWII era ships sold off by the Alliance navies, the Aquila has been redesigned to have four railgun turrets that can fire at tremendous range and deal heavy damage to distant targets on land, using much heavier slugs than the average railgun so that the kinetic slugs can tear through structures or put holes in enemy formations, though they aren't quite as accurate as most syndicate railguns. But its most imposing ability is its ability to create a thunderstorm over a target which can cause damage over time without even needing the battleship to be there.
IconSyndicate.png Cadmus Escort Carrier The Cadmus-Class was designed to support the fleet with both an early defence system and a heavy anti-air platform. They form a Point Defence Network with Hecate joint strike helicopters that can engage surface and air targets alike and serve as a mothership for three other syndicate or friendly aircraft. The Cadmus can also activate a powerful AURA control radius around it to boost all AURA systems nearby at the expense of not being able to direct any aircraft.

Assassination Target

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Classics Limo A fancy ride for fancy people, when a Classics Limo is on the battlefield the Syndicate's bigwigs have taken a personal interest in the outcome of a battle. And needless to say, if the Limo is lost; someone is losing their heads. With a powerful omni-AURA system, the Limo can bolster the abilities of all units near it, and it is surprisingly well armoured; though all it can do to attack by itself is do a driveby shooting with a large number of Beretta Submachine guns; devastating to infantry but little else.


Commando and Epic Unit

IconSyndicate.png Minerva Wicked fast and unnaturally skilled with her gyrojet rifle and underslung grenade launcher, Minerva is highly effective against infantry and buildings. Enemies that get past the hail of gyrojet rounds will have to face her monomolecular blades, built directly into her fingers. Unfortunately, Minerva lacks the ability to swim, a grave restriction to an otherwise incredible warrior.
IconSyndicate.png Perseus Named for one of the only heroes of Classical Legend to get a happy ending, Perseus is by the standards of Syndicate mercenaries; positively polite and well adjusted. With equipment designed based on Perseus' selection of equipment, he is himself, stealthed and can see through the stealth of others and is capable of flight. His harpe in this case however; is a special blade made out of mono wires that can extend itself dramatically to cut through enemies; including aircraft. To attack ground units though, he must first land.
IconSyndicate.png Persephone Named after another person who goes through Greek mythology with a minimum of misfortune, Persephone is akin to a combination of a Dryad and a Helen suit, projecting all the AURAs at once. Mostly staying at a distance with her railgun, if approached she can start up the "rage of Demeter" and cause weather fluctuations that include hail and thunder to scatter enemies who would approach her.
IconSyndicate.png Orion With a special railgun, Orion considers himself a masterful hunter of men and machines. Though he does not camouflage himself, he has little need to as his range is enormous. His battlesuit can quickly feed energy into the railgun to allow it to fire faster than a weapon of his power needs should, but his true special ability comes from his ability to link up with own private satellite that lets him reveal a large area ahead and spot his targets for him.
IconSyndicate.png Diana Diana doesn't pilot her plane so much as she wires herself into the airframe for the duration of the mission. Naming herself after the goddess of hunters for a good reason; her range when using her airframe which shares her name is simply obscene thanks to the coordinated set of railguns she uses; picking aircraft out of the sky at extreme range with incredible precision without exposing herself to harm as she keeps well back and out of a fight. If her aircraft is forced into a close ranged fight however; it can unleash another secret, letting out clouds of monofilament to shred aircraft who would think to pursue hers in a dogfight.
IconSyndicate.png Theseus Named for the legendary slayer of the Minotaur, Theseus drives a special tank that is, rather ironically called the Minotaur. Carrying a special large railgun, the Minotaur not only fires abnormally large railgun slugs to put holes into just about any target that can cripple most vehicles from afar; acting as essentially a vehicle scale sniper, but also fire out clouds of monofilament to rip infantry into gory shreds, sweeping away lines of infantry like nothing. To prevent himself from getting overwhelmed, Theseus can activate the hacking suite on his vehicle to overtake the vehicles of enemy combatants to let the sly Tank ace get away to fight another day.
IconSyndicate.png Typhon class battlesuit The most dangerous and powerful battlesuits the syndicate has in its arsenal, the Typhon is a mecha sized monstrosity carries not one, nor two, nor even three quad railguns but a whopping four of them to quickly perforate any target put in front of it, along with a deadly array of gyrojets and monowire casters to quickly sweep away the trash. When truly pressed, the Typhon can create a localized lightning storm with which it can devastate large numbers of enemies all around it; allowing for the devastation of virtually anything legion security would desire eliminated when they call in these devastating if expensive assets. Due to the expense of creating one, only a single Typhon class suit can be allocated to any Legate at a time.