Hi there, following up to last week’s entry on Syndicate’s background here is part two, where we look at how this ancient faction of ruthless traders, slavers and manipulators play on the world map and in combat.
The Syndicate are extremely manipulative, specializing in both psionic attacks and covert operations. The Syndicate specialize in Cover Operations, the Cloak and Dagger doctrine gives them a huge boost to their operation strength, while One-Way Trust raises their operational defense, both against their enemies and any ally who is foolish enough to enter an intelligence sharing pact with them.
Their Deep Infiltration doctrine allows Syndicate spies to unearth detailed military data on their enemies, granting a damage bonus against them. The Bread and Circuses strategic operation allows the Syndicate to distract populations from their scheming and exploitation, boosting target colonies’ happiness.
The Sensor Infiltration operation let the syndicate mark an enemy army and tracks its position for 5 turns. While cloaking tech hides their own.
Here is a collage of some of their abilities:
Units
Using their extreme wealth, the Syndicate enjoyed a monopoly on so called "PsiTec", devices that allowed normal humans to make use of psychic energy. They build war machines such as the wraith tank that contained powerful PsiTec amplifiers, allowing human psionic potential to be raised to a terrifying degree.
The Subjugator is likely one of the biggest asshole units in the game. It has an Agony field that can break the mind of enemies. Its Control Collars can subsequently capture them; these poor souls will survive after combat as Indentured. To top it off they have the ability to bring dead Indentured back to life using their cerebral control collars. His chair is available as a Hero Vehicle Item, so your Commander can be an asshole too.
The Overseer, also is also a nasty piece of work. It has an ability to override the Cerebral Control Collars. This deals damage to the target unit, but it makes it regain their action points, gain stagger resistance and its HP can not be reduced below 1 until the start of next turn.
Guild Assassins play an important role in Syndicate Society as you can see by their description.
Next to Units, the Syndicate field an arsenal of terrifying Mods and Ops, allowing them to further subjugate enemies and keep their own forces in line on the battlefield.
Equipping Cerebral Control Collars Module makes humanoid units Indentured, making them immune to morale effects and grating +2 Psionic resistance and subject to Overseer buffs. Great for subdued races added to your empire.
The Cerebral Amplifier Module gives the unit and all Indentured units in the army a +25% critical hit + 2 shields and its Purging protocols dispel all negative status effects on target friendly units.
The Psi-Tec Cerebral Execution Combat Operation attempts to instantly kill a biological or cyborg unit, if it fails the unit is staggered.
Many syndicate units don’t like touching the filthy ground. All syndicates vehicles float, giving them excellent speed on the world map and giving them a huge advantage over the water, since they don't need to load their vehicles onto transports. They do have one less water unit because of this, however.
The Wraith is Teleporting Lev Tank.
The Sentinel is a combat summon.
The Mirage makes enemies see things that aren't there and makes units that are there harder to see.
The Zenith: The Pride and Joy of any Syndicate House. Demolishes filthy hovels from a far, while the glorious house anthem plays. The enemies spill out like fleeing rats, only to be captured captured as fresh indentured.
So. How would you play them? What Secret Tech combo's would you try?
Closing note: Planetfall is a couple of months away, why not check out the fantastic Imperator: Rome by our friends at PDS in the meantime. It launches today - Bonam fortunam!
A Syndicate Colony being attacked by .. other Syndicate. Business disagreements can lead to this.
Gameplay Style:
The Syndicate are extremely manipulative, specializing in both psionic attacks and covert operations. The Syndicate specialize in Cover Operations, the Cloak and Dagger doctrine gives them a huge boost to their operation strength, while One-Way Trust raises their operational defense, both against their enemies and any ally who is foolish enough to enter an intelligence sharing pact with them.
Their Deep Infiltration doctrine allows Syndicate spies to unearth detailed military data on their enemies, granting a damage bonus against them. The Bread and Circuses strategic operation allows the Syndicate to distract populations from their scheming and exploitation, boosting target colonies’ happiness.
The Sensor Infiltration operation let the syndicate mark an enemy army and tracks its position for 5 turns. While cloaking tech hides their own.
Here is a collage of some of their abilities:
Units
Using their extreme wealth, the Syndicate enjoyed a monopoly on so called "PsiTec", devices that allowed normal humans to make use of psychic energy. They build war machines such as the wraith tank that contained powerful PsiTec amplifiers, allowing human psionic potential to be raised to a terrifying degree.
The Subjugator is likely one of the biggest asshole units in the game. It has an Agony field that can break the mind of enemies. Its Control Collars can subsequently capture them; these poor souls will survive after combat as Indentured. To top it off they have the ability to bring dead Indentured back to life using their cerebral control collars. His chair is available as a Hero Vehicle Item, so your Commander can be an asshole too.
The Overseer, also is also a nasty piece of work. It has an ability to override the Cerebral Control Collars. This deals damage to the target unit, but it makes it regain their action points, gain stagger resistance and its HP can not be reduced below 1 until the start of next turn.
Guild Assassins play an important role in Syndicate Society as you can see by their description.
Next to Units, the Syndicate field an arsenal of terrifying Mods and Ops, allowing them to further subjugate enemies and keep their own forces in line on the battlefield.
Equipping Cerebral Control Collars Module makes humanoid units Indentured, making them immune to morale effects and grating +2 Psionic resistance and subject to Overseer buffs. Great for subdued races added to your empire.
The Cerebral Amplifier Module gives the unit and all Indentured units in the army a +25% critical hit + 2 shields and its Purging protocols dispel all negative status effects on target friendly units.
The Psi-Tec Cerebral Execution Combat Operation attempts to instantly kill a biological or cyborg unit, if it fails the unit is staggered.
Many syndicate units don’t like touching the filthy ground. All syndicates vehicles float, giving them excellent speed on the world map and giving them a huge advantage over the water, since they don't need to load their vehicles onto transports. They do have one less water unit because of this, however.
The Wraith is Teleporting Lev Tank.
The Sentinel is a combat summon.
The Mirage makes enemies see things that aren't there and makes units that are there harder to see.
The Zenith: The Pride and Joy of any Syndicate House. Demolishes filthy hovels from a far, while the glorious house anthem plays. The enemies spill out like fleeing rats, only to be captured captured as fresh indentured.
So. How would you play them? What Secret Tech combo's would you try?
Closing note: Planetfall is a couple of months away, why not check out the fantastic Imperator: Rome by our friends at PDS in the meantime. It launches today - Bonam fortunam!