Syndicate

**THE CHARGE OF THE SYNDICATE BRIGADE**

BY AYLFRED, ADMIRAL TENNYOSON
> Half a light-year, half a light-year,
>
>
>
> Half a light-year onward,
>
> All in the station of Death
>
> Arrived the Syndicate.
>
> **Forward, the Syndicate brigade!
>
> Charge for the disk!** he said.
>
>
> Into the station of Death
>
> Charged the Syndicate brigade.
>
> **Forward, the Syndicate brigade!**
>
>
> Was there a man dismayed?
>
> Not though the operative knew
>
> Someone had blundered.
>
> Theirs not to make reply,
>
> Theirs not to reason why,
>
> Theirs but to do and die.
>
> Into the station of Death
>
> Charged the Syndicate brigade.
>
>
> **Death to Nanotrasen**
>
> the Syndicate proclaimed.
>
>
>
>

Excerpt from "The Charge of the Syndicate brigade" poem, created under "By the book:Antagonist" series.

## Description

**The Syndicate** is group of Companies with a sick obsession for wearing red and black. Their retinues, refered to as **Syndicate Agents,** or **“nukies”** by the less-informed civilians, despite the difference in equipment. Like most Modern Megacorps, all of the syndicate Companies use Galactic Common, meaning it’s possible for you mercs to understand them. Not that you should try to make peace with them, they’ll still want to kill you as much as we will if you attempt to switch sides.
This Maniacal Menace of Many Mad Megacorps Making Mass Murder is the main threat to Nanotrasen. This loose Coalition of enemy Companies are hell-bent on killing Nanotrasen, and by extension, you, with any means necessary. **All** sightings of their freelancers should be reported, preferably before you engage them. Remember, dead bodies can’t report hostiles!

## Gameplay

> Light infantry with small support of heavy armored cyborgs, operatives in hardsuits and borrowed sorcerers they are a fearsome force to reckon with at close range. They guard all roads of the location, patrol its perimeter and kill PMCs.
>
> NanoTrasen's guide to mercenarying.

This syndicate likes to use bullets. Both for the fact that while Raiding NT stations, stray bullets can break glass, and because they won’t have to stop to recharge. engaging at greater distance is advised, hit-and-run tactics are likely to get you shot on approach or while running away.
In a prolonged fight they tend to run out of ammunition and charge with their backup energy swords and/or their Sidearms.

### Syndicate Characters/Mobs

Their main loadouts diverse to fit different roles.

#### NPCs

##### In-game

 **Mob-type** | Advanced Human Mob

 **Spawn-rate** | 1/5 chance to spawn with regular force/horde.

 **Mob-type** | Advanced Human Mob

 **Mob-type** | Advanced Human Mob

 **Mob-type** | Advanced Human Mob

 **Mob-type** | Advanced Human Mob

 **Mob-type** | Simple Silicon Mob

#### Outpost vendors

 **Construction/Sentry** | deployable sentry (3), 4.6x30mm caseless large magazine (1),rapid construction device (1),rcd data disk(glass window) (1),rcd data disk(steel wall) (1),matter cartridge (1),device charger (2),industrial power cell (3), fully loaded toolbox (?),deployble barricade (1).

 **Underbarrel attachment** | angled grip (1),bipod (1),burst fire adapter (1),vertical grip (1).

*W=Weapon A=Ammo*

#### Player-controlled

 Weapons
 Ammo
 Utility

## Antagonist tactics

Disguised Death - Ditching syndicate outer armor/clothing and wearing random gear will effectively fool any player long enough for the antagonist to spray enough rounds to slow or kill them. - effective with weapons that deal high DPS in close quarters E.G Bulldog, SMP, C-20r SMG.