Syndicate

## Intro

The history of the Syndicate is that they are a Galactic Crime Organization that has its origins from Earth. They are responsible for 90% of the drug trade in the Alpha, Beta, and Charlie sectors of space. Many who are part of this mysterious organization are known to have great wealth and are very skillful. The Syndicate also deals with manufacturing goods and controlling people and places who have done the Syndicate wrong. If you come into contact with the Syndicate, you or someone you know on the station has done something terribly wrong to get these people to target you or your crew.

## Objective

The syndicate are a 3 man team of antagonists who are assigned the goal of eliminating all non-syndicate members.

## Syndicate Comms

When the Syndicate place their stash, they receive an exclusive chat channel for themselves and other connected members. This can also be accessed through S-Comms which can be purchased in the Devices and Tools tab of the stash and activated in inventory. S-comms may drop from a stash when destroyed. Be wary as Comms can be used by anyone, including enemies.

## Syndicate Occupations

Occupations are a randomised set of bonuses the syndicate players start with, they also provide items that are received when their stash is placed.

* Income: x1.5
* Ability to hack into the Marshalls office being able to corrupt the last recorded log.
* Ability to disable Station A-sec at the C.O.R.E terminal for 45 seconds.
* Ability to use all Door Pads to open and close High Sec doors
* Interacting with Door Pads will cause the next person to interact with it to receive an electric shock.
 Crimson Operative
* Income: x1.5
* Starts with 2 Syndi PJD's
* May use conduits around the station
* Stealth kits are 50% longer
* Recon rifle deals 15% more damage both cloaked and uncloaked
* Occular Sight genetic modification is 50% cheaper
* Syndi-Ops Dragoonsuit is 50% cheaper
 Director
* Income: x2.0
* Starts with 5 Extra Syndo-Crystals
* Starts with Duplicate Captains card
* Starts with 500 credits
* May purchase Syndicate Communication Relays much cheaper
 Disguiser
* Income: x1.5
* Starts with 1 Agent Mulligan
* You will assume the Colour and Name of the first player you kill, and the deceased will take yours. You will not take their job.
 Energy Weapon Specialist
* Income: x1.5
* Deals 20% more damage with all energy based weaponry.
 Executive
* Income: x2.0
* Starts with 250 credits
* Starts with 10 extra Syndo-Crystals
* While Alive, all Syndicate Members receive bonus income.
* When killed, all Syndicate Members lose income.
 Gunner
* Income: x1.5
* Starts with 4 Coropaks
* On use special upgrade that increases all weapon damage by 15% at any Weapon Bench
 Janitor
* Income: x1.5
* Starts with a Radio jammer, Syndikit-4000 and an S-K-S Backpack
* Can use Janitor and Syndikits to clean bodies for 2 Syndo-Crystals and 750 credits
 Pyromaniac
* Income: x1.5
* Starts with 2 Pulse Grenades
* increased stats when using fire based items and weaponry
* Longer thermal shield duration
* Immunity to the 'On Fire' debuff
 Saboteur
* Income: x1.5
* Starts with 4 thermite charges
* Can claim 2 free A.IED's from stash
* Can purchase cheaper explosives at stash
* Explosives deal 25% more damage
* Explosives have 20% increased radius
 Infiltration Android
 Mindwipe Slave
 Lone Agent
* Income: x1.5
* starts with and S-K-S backpack and a variety of syndicate equipment
* Cannot purchase weapons from syndicate Stash

## Syndicate Stash

The stash is a shop that can be placed by syndicate members. It is stealthed and they only get one, if it is killed it drops an S-comm.

## Sabotage

Each job has unique sabotages if researched by the appropriate player while also syndicate aligned. Similar to Alien infestations, these assist the syndicate in achieving their goal.

* Cap - sabotages reward the syndicate with income and crystals, makes scan inaccurate and makes vent gas significantly more damaging.
* Maj - Sabotages give syndicate access to Illegal mechs
* Sgt - Sabotages give syndicate access to weapon tiers faster and cheaper
* Dr - Sabotages cause zoo infestations, auto doc irradiation, bt crippling and worse healthcare
* Sec - Sabotages Cause turrets to do significantly more damage to bio and eventually prevents syndicate from being tagged
* Eng - Sabotages cause increased irradiation, quantum use lockout, electrocuting reactor doors and station detonation
* DSM - Sabotages cause the recycler to generate syndo-crystals for their team, also generates crystals through mining
Strategies

## Mindwiping

When a player is successfully mindwiped they become a slave. They win with the syndicate and share the goal of eliminating all non-syndicate aligned players.
Mindwiping currently cannot be reversed.
Slaves do not receive income bonuses and do not have s-comms or a stash either.