Syndicate

Syndicates are groups of interest operating throughout the Origin System, separate from the Corpus or Grineer, and ally with the Tenno. These factions have their own ideologies and goals regarding the fate of the system, with some inevitably in disagreement with another syndicate. The Syndicate console on the Orbiter is unlocked once a player has reached Mastery Rank 3. Syndicates can be accessed earlier from a Relay through the Syndicate representatives there (only the Conclave and Ostron can be joined prior to reaching Mastery Rank 3).
Players can choose to perform various quests, missions and alerts for a particular syndicate, raising the player's Standing with that group and earning access to unique offerings. Raising familiarity with one group, however, can incur the anger of another group, and even lead them to launch hits against a player, so choosing which syndicate to gain standing with is important.
There are currently 18 known Syndicates, each with its own unique themes and goals. Every Faction syndicate has a particular relationship with the others: favorable, neutral, negative or hostile. Earning reputation with a particular group also earns reputation to a group they have favorable relationships with, but decreases reputation with another group that they oppose. A few Syndicates are also considered entirely Neutral, whom players are able to gain reputation with while not affecting reputation with other Syndicates.
==Syndicates==
===Faction Syndicates===
===Neutral Syndicates===
===Event Syndicates===
==Gaining Reputation and Ranking==
Rank	Minimum Standing	Maximum Standing
5 	0 	132,000
4 	0 	99,000
3 	0 	70,000
2 	0 	44,000
1 	0 	22,000
0 	-5,000 	5,000
-1 	-22,000 	0
-2 	-44,000 	0
Starting at Mastery Rank 0, the Daily Standing Cap gain for all Faction Syndicates will start at 16.000 and increase by 500 per rank. This cap will reset at 0:00 UTC every day.
===Faction===
To advance through Faction Syndicate rankings, players require Standing earned by forming a Pledge, which is done by interfacing with the Syndicate terminal in the Orbiter. 15% of accumulated Affinity is converted into Standing. Faction Standing can also be gained by completing daily Syndicate Alerts, or turning in Syndicate Medallions found in said missions.
Once earned, Standing can be spent to purchase offerings including Sigils and to rank up, which requires the maximum possible standing at the current rank and a sacrifice requested by a syndicate such as credits and resources. All of the Standing earned will be spent in the rank up. For every promotion players can pick a gift from the Syndicate. 
Demotion can occur when standing goes below the minimum value for the current rank. This can be caused by aiding an opposed or enemy syndicate. Since Update 16, Syndicates no longer require multiple sacrifices if players drop from a higher tier to a lower one. Players will only need to make one sacrifice when moving between tiers.
Standing with a syndicate can be negative, which occurs if a player has been performing favors for an opposing or enemy syndicate. There is a lower limit on how much negative standing a player can have with a syndicate, currently capped at -44,000 standing. A player can achieve two negative rankings within a Syndicate, should players wish to regain favor with a particular Syndicate: they must earn Standing for them, then provide sacrifices in order to escape from any negative ranks they have attained. To advance from -44,000 standing to the highest 132,000 using only medallions you would need at most 886 medallions (using only the ones that are worth ).
===Neutral===
All Neutral Syndicates have their own varied methods of obtaining standing. Unlike Factions, Neutrals cannot receive demotions or negative standing and each Neutral Syndicate has their own Daily Standing Cap.
==Death Squads==
When a Tenno has negative favor with a Syndicate, they are considered hated by that group, and the Syndicate in question will begin to send Death Squads consisting of a group of elite Eximus troops to hunt down said Tenno. Similar to Assassins like the Stalker, Death Squads can randomly appear in a mission, and will announce their presence via flickering lights, and a declaration from the Syndicate leader, though Death Squads will arrive immediately after a single transmission. Death Squad arrivals can be differentiated from normal Assassin arrivals by the entire squad being covered in a red light. Like Assassins, in the event the Death Squad succeeds in taking out their target Tenno, they will disappear. Unlike regular Assassins, Death Squads do not have Death Marks and players do not receive inbox messages from the opposing Syndicate as a warning, so players have no way of identifying whether they are currently eligible to be attacked by a Death Squad besides negative syndicate reputation.
Notably, killing off a Death Squad does nothing to discourage the syndicate that sent them, and has no impact upon standing either way. Other Tenno can freely assist their teammates assaulted by Death Squads without consequence to standing.
At Rank 1 of disfavor, Syndicates will send Eximus Squads, which consist of 3-5 Eximus units. If a player reaches Rank 2, Eximus Platoons will be sent in instead, consisting of 5-8 Eximus units. Like normal Eximus they possess Overguard to grant them immunity to crowd control effects like , , and until it is removed.
Upon elimination, each Eximus unit has a chance to drop a specter blueprint of their respective type.
Each syndicate's Death Squad always consist of one type of enemy with one specific Eximus type:
 	 	 	 	 	
Ancient HealerVolatile Eximus(New Loka)	ChargerVenomous Eximus(Red Veil)	Corrupted LancerArson Eximus(Arbiters of Hexis)	MOAArctic Eximus(The Perrin Sequence)	RollerEnergy Leech Eximus(Steel Meridian)	Shield OspreyShock Eximus(Cephalon Suda)
==Syndicate Alerts==
Syndicate Alerts are special Alert missions unlocked by attaining Rank 1 in a particular syndicate. Similar to regular Alerts, they act as an alternative mission on a node. In contrast, however, missions offered by Syndicates have a fixed expiration time of 24 hours which resets each day at the same time as sorties. The reward for completing this variation of the Alert is a large amount of standing in the Syndicate providing the mission (as well as the normal Standing changes in related Syndicates). This standing is independent of the daily limit, not contributing to nor being hindered by it. The Standing gained through Affinity during the mission is independent of the declared end reward. As Tenno are promoted in a Syndicate, the Alerts advertised increase in Standing rewards - but in difficulty as well.
Syndicate Alerts can be identified by their mission icons being represented by the Syndicate's emblem. Like with Quests and Alerts, Syndicate Alerts have their own tab in the World State panel in the Navigation Console of the Orbiter, which can be used to check for active alerts.
Three Alerts per Syndicate will be available each day. If the node an Alert is on has not been unlocked, it will be unavailable for the player until otherwise. Note that Tenno can receive Syndicate Alerts from multiple Syndicates simultaneously, with the normal requirement of Rank 1 in each said Syndicate.
Unlike regular Alerts, Syndicate Alerts can have Operatives, which are combat-capable NPC's representing the Syndicates that accompany the Tenno during the mission. Scaled to the level of their enemies, they have substantial health and shields, and wield the signature weapon of their Syndicate in higher level Alerts.
As a final note, Syndicate missions can and will ignore regular enemy spawn listings for the tileset. This can lead to encountering Hellions in the Grineer Asteroid set, and Anti MOAs outside of the Corpus Gas City. In addition Assassins will not spawn in Syndicate missions.
=== Syndicate Medallions ===
Syndicate Alerts will spawn Syndicate Medallions throughout the map, which can be gathered and redeemed in the Syndicate's Relay enclave for Standing. Like the alert rewards themselves, they do not count towards the daily Standing limit. Syndicate Alerts will always spawn 8 Syndicate Medallions on each mission, except for Defense and Interception missions, which will spawn 0 - 2 Syndicate Medallions depending on the tileset. Notable exceptions are the Grineer Sealab and Grineer Galleon tilesets, which will spawn 8 Syndicate medallions regardless of mission type.
To be able to find the medallions, players must have favorable standing with the syndicate that offered the Alert.
==Offerings==
Syndicates offer various items to players who achieve a certain rank. Each rank of offerings consists of Sigils and the items below. These items can be acquired through spending Standing points. Upon achieving the next rank, Syndicates will reward players an item of their choice of that new rank. However, Syndicate-exclusive weapons cannot be chosen as the free offering, and re-obtaining the rank after demotion will not allow you to choose another reward.
===Rank 1===
At Rank 1 in a Syndicate, Tenno can purchase Eximus Specters.
 	 	 	 	 	
RollerLeech Eximus Specter(Steel Meridian)	Corrupted LancerLeech Eximus Specter(Arbiters of Hexis)	Shield Osprey(1)Guardian Eximus Specter(Cephalon Suda)	MOABlitz Eximus Specter(The Perrin Sequence)	Charger(2)Parasitic Eximus Specter(Red Veil)	Ancient Healer(3)Sanguine Eximus Specter(New Loka)
1) Will provide significant increases in shield recharge time and recharge rates, along with a bonus 200 shield when connected. Allies will also receive immediate shield bonuses during each pulse by the Eximus regardless of the state of their shields. It is also armed with a laser rifle similar to the one on a Scavenger Drone.
2) Eximus of this type have no benefits other than generally being meat shields.
3) Despite being an Ancient Healer, it does not have the normal damage reduction aura of normal Eximus Healers of this type (requires more testing).
===Rank 2===
At Rank 2, Syndicates can offer a Syndicate Relic Pack consisting of 3 random Void Relics for Syndicate Standing.
Two of the relics will be random Lith Era Relic or Meso Era Relic, with the 3rd relic guaranteed to be either a random Neo Era Relic or Axi Era Relic.
===Rank 3===
At Rank 3, Tenno can purchase Large Team Bonus Consumables, which are reusable 10-pack blueprints.
 	 	 	
Squad Ammo Restore (Large)(Red Veil)	Squad Energy Restore (Large)(Perrin Sequence & Arbiters of Hexis)	Squad Health Restore (Large)(New Loka & Steel Meridian)	Squad Shield Restore (Large)(Cephalon Suda)
===Rank 4===
At Rank 4, Tenno can purchase Weapon Augment Mods, which are mods that are exclusive to an individual weapon. These mods usually have greater effects than mods of similar function, and may sometimes add unique functionality to a weapon. Equipping a Weapon Augment mod will also make the weapon earn Syndicate Points converted from any affinity that weapon earns, which fills up a gauge that shows up beside the weapon's ammo counter. When enough Syndicate Points are collected, the gauge will reset and the weapon will immediately release a special effect in battle, combining a radial elemental damage attack, a temporary stat buff, and a stat restore effect.
Syndicate	Effect Name	Damage Type	Restore Type	Temporary Buff
(Vaykor) 	Justice 	 	25% Health 	+15% Base Armor
(Telos) 	Truth 	 	25% Health 	+25% Parkour Maneuvers boost
(Synoid) 	Entropy 	 	25% Energy 	+25% Base Energy
(Secura) 	Sequence 	 	25% Shield 	+50% Base Shields
(Rakta) 	Blight 	 	25% Energy 	+10% Base Movement Speed
(Sancti) 	Purity 	 	25% Health 	+25% Base Health
===Rank 5===
====Warframe Augment Mods====
At Rank 5, each Syndicate sells a selection of Warframe Augment Mods, which are mods exclusive to individual Warframes that modify a particular Warframe ability in unique ways. Each Warframe is favored by two different Syndicates.
====Syndicate Weapons====
Special Syndicate Weapons also become available at this rank, which are modified versions of existing weapons with altered stats and, with the exception of the melee weapons, innate Syndicate effects identical to those provided by Weapon Augment Mods. Syndicate weapons can be traded between players, but only when the weapons are previously unused, unranked and unmodified with Forma or Orokin Catalysts. These weapons also have Mastery Rank restrictions.
 	 	 	 	 	
(Steel Meridian)	(Arbiters of Hexis)	(Cephalon Suda)	(The Perrin Sequence)	(Red Veil)	(New Loka)
 	 	 	 	 	
(Steel Meridian)	(Arbiters of Hexis)	(Cephalon Suda)	(The Perrin Sequence)	(Red Veil)	(New Loka)
 	 	 	 	 	
(Steel Meridian)	(Arbiters of Hexis)	(Cephalon Suda)	(The Perrin Sequence)	(Red Veil)	(New Loka)
In addition, unique decorative Syndicate Syandanas can be purchased at this rank. Syndicate Syandanas have energy colors that glow brighter each time a particular Syandana achieves an in-mission condition specific to that Syandana.
 	 	 	 	 	 	
Vaykor SyandanaDamage taken(Steel Meridian)	Telos SyandanaKills(Arbiters of Hexis)	Synoid SyandanaScans(Cephalon Suda)	Secura SyandanaCredits collected(The Perrin Sequence)	Asita Rakta SyandanaStealth finishers(Red Veil)	Sancti SyandanaAbilities used(New Loka)	Celestia SyandanaConclave challenges(Conclave)
Celestia Syandana decays per day rather than resetting for every mission, Telos Syandana has extra effects after certain numbers of kills
Finally, the Syndicate representative's entrance at any Relay will be redesigned with a bronze-like highlights.
==Tips==
*The more affinity you get (from kills, assists and abilities), the more standing you will receive for the Syndicate you have pledged allegiance to.
* There are 3 groups of syndicates that each consist of syndicates that are all non-hostile towards each other, which means you can be boosting relations with all syndicates within a group in parallel without losing standing with any other syndicate within the group:
** New Loka, The Perrin Sequence, Red Veil are all non-hostile towards each other.
***If you choose this group of syndicates you cannot get Rank 5 Warframe augment mods for , , , , , , and .
***If you chose this group of syndicates you can get the following archweapon(s), and .
** Arbiters of Hexis, Cephalon Suda, Steel Meridian are all non-hostile towards each other.
***If you choose this group of syndicates you cannot get Rank 5 Warframe augment mods for , , , , , , , and .
***If you chose this group of syndicates you can get the following archweapon(s), and .
** Red Veil, Steel Meridian is the smallest group, as each member is hostile to 2 different other syndicates.
***If you choose this group of syndicates you cannot get Rank 5 Warframe augment mods for , , , , , , , , , , , , , , , , and .
***If you chose this group of syndicates you can get the following archweapon(s), .
* Further, each of the 2 bigger groups can be expanded by one additional syndicate that while cannot be farmed directly and will be hampered by 2 of the 3 core group members, nevertheless can be slowly farmed as an ally of 1 of the 3 core group members:
** New Loka, The Perrin Sequence, Red Veil adds Steel Meridian as a catching-up syndicate (indirectly farmable via Red Veil).
***If you choose this group of syndicates you cannot get Rank 5 Warframe augment mods for and .
***You can however get Rank 5 Warframe augments for , , , , and from Steel Meridian, the catching up syndicate.
***If you chose this group of syndicates you can get the following archweapon(s), , , , and .
** Arbiters of Hexis, Cephalon Suda, Steel Meridian adds Red Veil as a catching-up syndicate (indirectly farmable via Steel Meridian).
***If you choose this group of syndicates you cannot get Rank 5 Warframe augment mods for , , and .
***You can however get Rank 5 Warframe augments for , , , and from Red Veil, the catching up syndicate.
***If you chose this group of syndicates you can get the following archweapon(s), , , , , and .
*There are three (3) other archweapons that come from syndicates, you cannot get them from any of the above combinations:
** and can be obtained from Arbiters of Hexis, New Loka, and The Perrin Sequence.
** can be obtained from Arbiters of Hexis, Cephalon Suda, and The Perrin Sequence.
* It is much harder to have Rank 5 with more than 4 syndicates as it would require tedious micromanagement (as shown in the table below).
* If you desire to farm the respective Death Squads, it is possible to have hated standing with 4 groups at once. Simply switch between Steel Meridian, and Red Veil until both are max. Each aids the other, but each reduce 2 of the remaining groups.
* Supporting a combination of various Syndicates can raise your reputation with four or five groups. There will be some amount of conflict, reducing the efficiency.
Supporting 	Result	Result	Result	Result	Result	Efficiency
(66.6%) (33.3%) 	 	 	 	 	 	88.9%
(66.6%) (33.3%) 	 	 	 	 	 	88.9%
(12.5%) (75%) (12.5%) 	 	 	 	 	 	87.5%
(75%) (12.5%) (12.5%) 	 	 	 	 	 	87.5%
(50%) (50%) 	 	 	 	 	 	66.7%
(68.75%) (6.25%) (25%) 	 	 	 	 	 	50%
(25%) (6.25%) (68.75%) 	 	 	 	 	 	50%
(50%) (12.5%) (37.5%) 	 	 	 	 	 	45.8%
(37.5%) (12.5%) (50%) 	 	 	 	 	 	45.8%
(11.76%) (41.18%) (17.65%) (29.41%) 	 	 	 	 	 	11.8%
(17.65%) (29.41%) (11.76%) (41.18%) 	 	 	 	 	 	11.8%
(41.86%) (18.6%) (32.56%) (6.98%) 	 	 	 	 	 	10.1%
(32.56%) (6.98%) (18.6%) (41.86%) 	 	 	 	 	 	10.1%
(21.4%) (28.6%) (28.6%) (21.4%) 	 	 	 	 	 	9.5%
(14.3%) (35.7%) (14.3%) (35.7%) 	 	 	 	 	 	9.5%
(28.16%) (17.48%) (7.77%) (32.03%) (14.56%)	 	 	 	 	 	3.2%
(32.03%) (7.77%) (14.56%) (28.16%) (17.48%)	 	 	 	 	 	3.2%
==Notes==
*Allied reputation gain/loss does not affect the reputation of other factions. For example, increasing reputation with Steel Meridian will increase reputation with the Red Veil, however, this Red Veil increase will not positively or negatively affect any of the factions associated with the Red Veil.
*Death Squads will be momentarily stunned by 's , but will otherwise be unaffected.
*Having a negative rank with a syndicate will summon Eximus death squads and the only way to avoid further confrontation with a particular syndicate is to restore the reputation back to neutral. Unlike Death Marks, death squads will not stop attacking the player until they get a neutral rank with that faction.
*Even when in a squad with a targeted player, Death Squads will not target players other than the targeted player, allowing the target to 'hide' whilst other players defeat the squad.
*At the end-of-mission screen, there are 4 syndicate standings visible in the Syndicate Standings tab, when an object is scanned for Cephalon Simaris in the mission (Helios scans do not give standing for Cephalon Simaris) its stats replace the stats of the syndicate opposed to the one you are doing a mission for/have a Pledge. However half the amount of standing you earn is still detracted from the opposed syndicate, even though it does not show.
==Bugs==
*There is a bug during Death Squad announcements where the Syndicate leader will appear on the player's screen, but without saying anything, and even if the player manages to defeat the Death Squad, the image of the Syndicate leader will still remain on the player screen. 
**Also happens at the start of syndicate missions.
*Sometimes the transmission portrait for the syndicate mission will show a background without the character there.
*Syndicate death squads may sometimes not spawn or have a long delay when inside the spy terminal room. They will appear normally as soon as you leave the room however.
*Ranking up right before an update makes the player stuck, because you can't buy anything when an update is available and you can't leave without getting the rank up reward. Closing the game manually and logging back in after the update is downloaded fixes the problem and you can still get the reward.
==Media==
DEsyndicates.png|DE Teaser for Syndicates
SyndicateRelationship.jpg|Chart showing the relationship between syndicates.
Expand Your Reputation|DE Teaser video showing the leaders of each Syndicate. 
Warframe Hints Tips - REPUTATION FARMING & SYNDICATES
Warframe Syndicate Rep 3.jpg| Simple Pic for understanding
==Patch History==
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