Post by Additional Pylons on Oct 4, 2011 16:59:05 GMT -5
Overview
The Oralis Syndicate, arising from the fragments of the Kel-Morian Combine, is still using the cheap and now significantly obsolete equipment that the Combine made do with. Already archaic at the start of the the Brood War, the remnants of the Combine's battlecruiser fleet has been frittered away. The Syndicate now has to utilize re-purposed freighters and upgraded carriers.
The Syndicate's ground infantry and armor are in a similar state. The traditional Marine armor is not actually constructed as per Confederate, let alone Dominion, standards. Instead, knockoff armor is currently in service. Their weaponry, the Gauss Rifle, C-12 Canister Rifle, and Tarsonis Industries Fragmentation Grenade are all likewise obsolete.
However, it is their mobile armor that is in the worst condition. Now they are restricted solely to the use of the Kel-Munitiary Rocket Mortar and the more common "Vulture" bikes.
Infantry Units:
Syndicate Enforcer:
Required Rank: Zergling
The Syndicates "Enforcer" is simply a new title for the run-of-the-mill Terran Marine. If anything, the Enforcers are a less trained, armed and armored version of the classic human soldier. The Combine did not spend a large amount of money on infantry, and relied mostly on mercenaries. However, this is somewhat of a mixed blessing; although the Enforcers are not well trained to cooperate with each other, every one of them is a veteran and experienced.
Besides their traditional Marine armor, the Enforcers are equipped with the standard Gauss rifle. As for a sidearm, they are issued with a hand-held fusion cutter. Though almost completely useless in a practical combat situation, the Enforcers would not relinquish their cutters for any reason. Serving as a multi-purpose cauterization, flare, and heating tool, the cutter is now as much a staple of the Enforcer as it is for the SCV.
Enforcer Unit Creation Form:
Syndicate Incendiary:
Required Rank: Hydralisk
Another throwback to the Great and Brood Wars, the "Incendiary" is but a revamp of the tried-and-true Terran Firebat. The Firebats earned a position of respect and awe due to their effectiveness against swarms of melee Zerg units. Their use of their dual flamethrowers has proven to be one of the few effective tactics against the feared "Zergling Rush" tactic that was used by the Swarm.
The Incendiaries, at first glance, appear to be greatly-improved Firebats, with one, extra-large flamethrower. On closer inspection, a few flaws are revealed: a lack of mobility, a limited fuel supply, and a deficiency in training. But at the absolute closest look, the Incendiaries are truly revealed to be an infantry elite; they are the most experienced of mercenaries, and although they are not well trained officially, most bands of Incendiaries are long since acclimatized to their comrades, having had their trust forged in white-hot fires.
As an interesting note, over 70% of Incendiaries are female.
Syndicate Scout
The Syndicate Scout fills a sniper and special operations roll, often deployed onto the battlefield to take out high priority enemies, provide support and cover fire for Syndicate ground forces, and complete tasks on the battlefield too important to be entrusted to lesser soldiers. These are the best trained and best equipped of the Syndicate infantry, sporting a C-20S sniper rifle. It retains full functinality, including the targeting laser for nukes, and its abillity to fire EMP rounds. It has been equipped with a silencer so as to allow Scouts to act covertly.
All Scouts are equipped with Ghost power armor, but without the psionic abillity of ghosts, they do not have the abillity to cloak, which is why silenced weapons are of the utmost importance. They are also given the P-45S PDW as a sidearm. This varient of the P-45 "Scythe" fires the same depleted uranium-238 rounds, but features an integrated silencer, a built in retractable wire stock, and an integrated fore grip so as to allow it to support fully automatic fire.
This rank is only given to experienced marksmen that have served the Syndicate for years. They work with a spotter, an enforcer that has recieved some special training and has been equipped with a silenced varient of the standard issue gauss rifle, and ghost power armor, so as to increase mobility. All Scouts were once spotters.
Vehicular Units:
Vulture
Required Rank: Zergling
The vulture is "a classic piece of engineering," as Jim Raynor once put it. Since the height of its usage, it has been replaced with newer designs, but it is still utilized by many mercenary companies today. Vulture pilots are a surly group, but their level of piloting expertise make them invaluable. Anyone can drive a hoverbike, but few can truly use one well on a battlefield. Making use of an AP2 grenade launcher, as well as spider mines, this light vehicle is deadly to infantry.
Loki
Required Rank: Hydralisk
The Loki, the precurser to the viking, was named as such due to it's amazing ability to fill two roles on the battlefield. On the ground, it is a capable assault walker, and in the air, it functions as a gunship. the vehicle is sluggish and unwieldly, but it's thick hull heps it absorb damage, and its lanzer torpedoes are good against enemy ships. On the ground, it is slow, but its dual gatling cannons make short work of enemy infantry and light vehicles. Onely one weapon can remain functional at a time, depending on which mode it is in, and the transformation process takes time, disabling all weapons and making the ship vulnerable.
In groups, when the Loki can seek cover while it transforms, this powerful weapon is a deadly asset. Alone on the battlefield, it is vulnerable and easy to take out, regardless of how strong it is.
The Oralis Syndicate, arising from the fragments of the Kel-Morian Combine, is still using the cheap and now significantly obsolete equipment that the Combine made do with. Already archaic at the start of the the Brood War, the remnants of the Combine's battlecruiser fleet has been frittered away. The Syndicate now has to utilize re-purposed freighters and upgraded carriers.
The Syndicate's ground infantry and armor are in a similar state. The traditional Marine armor is not actually constructed as per Confederate, let alone Dominion, standards. Instead, knockoff armor is currently in service. Their weaponry, the Gauss Rifle, C-12 Canister Rifle, and Tarsonis Industries Fragmentation Grenade are all likewise obsolete.
However, it is their mobile armor that is in the worst condition. Now they are restricted solely to the use of the Kel-Munitiary Rocket Mortar and the more common "Vulture" bikes.
Infantry Units:
Syndicate Enforcer:
Required Rank: Zergling
The Syndicates "Enforcer" is simply a new title for the run-of-the-mill Terran Marine. If anything, the Enforcers are a less trained, armed and armored version of the classic human soldier. The Combine did not spend a large amount of money on infantry, and relied mostly on mercenaries. However, this is somewhat of a mixed blessing; although the Enforcers are not well trained to cooperate with each other, every one of them is a veteran and experienced.
Besides their traditional Marine armor, the Enforcers are equipped with the standard Gauss rifle. As for a sidearm, they are issued with a hand-held fusion cutter. Though almost completely useless in a practical combat situation, the Enforcers would not relinquish their cutters for any reason. Serving as a multi-purpose cauterization, flare, and heating tool, the cutter is now as much a staple of the Enforcer as it is for the SCV.
Enforcer Unit Creation Form:
Name: Self-explanatory
Position: (one paragraph) Read the Syndicate Ranks section.
Abilities: (one paragraph) How does he aim? What are his reflexes like?
Personality: (one paragraph) Vital. Please, try to avoid clichés.
Biography: (two paragraphs, most vital bit) Your unit’s past. This is greatly important; it is how we will primarily judge your character. Keep in mind, all Enforcers are veteran mercenaries.
Syndicate Incendiary:
Required Rank: Hydralisk
Another throwback to the Great and Brood Wars, the "Incendiary" is but a revamp of the tried-and-true Terran Firebat. The Firebats earned a position of respect and awe due to their effectiveness against swarms of melee Zerg units. Their use of their dual flamethrowers has proven to be one of the few effective tactics against the feared "Zergling Rush" tactic that was used by the Swarm.
The Incendiaries, at first glance, appear to be greatly-improved Firebats, with one, extra-large flamethrower. On closer inspection, a few flaws are revealed: a lack of mobility, a limited fuel supply, and a deficiency in training. But at the absolute closest look, the Incendiaries are truly revealed to be an infantry elite; they are the most experienced of mercenaries, and although they are not well trained officially, most bands of Incendiaries are long since acclimatized to their comrades, having had their trust forged in white-hot fires.
As an interesting note, over 70% of Incendiaries are female.
Name: Self-explanatory
Position: (not applicable) See Syndicate Ranks section.
Abilities: (one paragraph) Same as the Marine, pretty much, but aim is less valuable and reflexes are more so.
Personality: (two paragraphs) Avoid the “strong silent type” cliché with these guys, or the "tough, capable chick" one.
Biography: (three paragraphs, most vital bit) Your unit’s past. This is greatly important; it is how we will primarily judge your character.
Syndicate Scout
The Syndicate Scout fills a sniper and special operations roll, often deployed onto the battlefield to take out high priority enemies, provide support and cover fire for Syndicate ground forces, and complete tasks on the battlefield too important to be entrusted to lesser soldiers. These are the best trained and best equipped of the Syndicate infantry, sporting a C-20S sniper rifle. It retains full functinality, including the targeting laser for nukes, and its abillity to fire EMP rounds. It has been equipped with a silencer so as to allow Scouts to act covertly.
All Scouts are equipped with Ghost power armor, but without the psionic abillity of ghosts, they do not have the abillity to cloak, which is why silenced weapons are of the utmost importance. They are also given the P-45S PDW as a sidearm. This varient of the P-45 "Scythe" fires the same depleted uranium-238 rounds, but features an integrated silencer, a built in retractable wire stock, and an integrated fore grip so as to allow it to support fully automatic fire.
This rank is only given to experienced marksmen that have served the Syndicate for years. They work with a spotter, an enforcer that has recieved some special training and has been equipped with a silenced varient of the standard issue gauss rifle, and ghost power armor, so as to increase mobility. All Scouts were once spotters.
Name: Self-explanatory
Position: (As you are in a two man team, just put "Scout/Sniper")
Abilities: (two paragraphs) Go into detail about their specific strengths, if possible. Keep in mind that they are Sniper/Scout, not Invincible commandoes.
Personality: (two paragraphs)
Biography: (four paragraphs, most vital bit) Your unit’s past. This is greatly important; it is how we will primarily judge your character. Crucial for Scouts.
Spotter:
Name: Self explanatory
Position: (As you are in a two man team, just put "Spotter")
Abillities: (One paragraph)
Personality: (One paragraph)
Biography: (Two paragraphs)
Vehicular Units:
Vulture
Required Rank: Zergling
The vulture is "a classic piece of engineering," as Jim Raynor once put it. Since the height of its usage, it has been replaced with newer designs, but it is still utilized by many mercenary companies today. Vulture pilots are a surly group, but their level of piloting expertise make them invaluable. Anyone can drive a hoverbike, but few can truly use one well on a battlefield. Making use of an AP2 grenade launcher, as well as spider mines, this light vehicle is deadly to infantry.
Name: Self-explanatory
Position: (Pilot only) Vulture drivers go in pairs.
Abilities: (one paragraph) Piloting/engineering skills are a must.
Personality: (one paragraphs) Avoid the “disobedient firebrand” cliché with these.
Biography: (two paragraphs, most vital bit) Your unit’s past. This is very important; it is how we will primarily judge your character.
Loki
Required Rank: Hydralisk
The Loki, the precurser to the viking, was named as such due to it's amazing ability to fill two roles on the battlefield. On the ground, it is a capable assault walker, and in the air, it functions as a gunship. the vehicle is sluggish and unwieldly, but it's thick hull heps it absorb damage, and its lanzer torpedoes are good against enemy ships. On the ground, it is slow, but its dual gatling cannons make short work of enemy infantry and light vehicles. Onely one weapon can remain functional at a time, depending on which mode it is in, and the transformation process takes time, disabling all weapons and making the ship vulnerable.
In groups, when the Loki can seek cover while it transforms, this powerful weapon is a deadly asset. Alone on the battlefield, it is vulnerable and easy to take out, regardless of how strong it is.
Name: Self-explanatory
Position: (Pilot only)
Abilities: (one paragraph) Piloting/engineering skills are a must.
Personality: (two paragraphs) Avoid the “ace pilot” cliché with these.
Biography: (three paragraphs, most vital bit) Your unit’s past. This is very important; it is how we will primarily judge your character.