A Private Forum for Roleplayers
 
HomePortalCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 Syndinet Corporation

View previous topic View next topic Go down 
AuthorMessage
FreelanceZero
Admin
avatar

Posts : 1367
Random Points Counter : 9969
Random Reputation System : 19
Join date : 2009-08-24
Age : 22
Location : Slinking around.

PostSubject: Syndinet Corporation   Sat Dec 24, 2011 9:17 pm



Centered System: Tau Ceti
Colonized Planets:
-Noshair (2.3x size of Earth) (Capital)
-Kululi (1.7x size of Earth)
-Venn (1.1x size of Earth)

Syndinet, originating from Earth before the Space Age, didn't get the boost they needed until they were contracted to terraform newly colonized worlds. Since then, they've been steadily increasing in power and influence. Now they're stronger than some system governments. The only human factions that could match Syndinet is most likely the Alpha Centauri Coalition and the Silver Star.
Syndinet's power lies in trade. It is the faction's heart and bloodlines, and without trade Syndinet would wither away. To protect that heart and bloodlines, Syndinet has developed an extremely powerful navy that places excellence and reliability above all other points as well as a strong military force to back them up. They currently are centered in Tau Ceti after the fall of Earth.



Standard Infantry/MP Unit
The base of Syndinet's armies. The infantry are very skilled for their level and are a well-organized, well-disciplined fighting force. MPs, on the other hand, are something closer to the officers of the armies. They may not have the official rank, but MPs keep the order in military emplacements and can lead squadrons of divisions at a moment's notice. For this, MP Units have a well-respected position in the Syndinet military.


AMX12-14 B Infantry Support Walker
A support machine 6' tall, armed with two machine guns and two light cannons. Its design allows the mech to add to infantry formations' firepower and anti-armor capabilities, though these walkers are easily crushed by tanks, quite literally. The cannons can be upgraded to light railguns, which bogs the machine down significantly but adds even more anti-armor capabilities and allows it to fight light and medium tanks. Can be set to operate automatically or remotely operated manually.


Goliath ATV MBT
This would look very familiar, because this is what the EER's old Gladiator tanks were modeled after. Though not as good as other tanks of its level, you cannot ask for more when you need a reliable, efficient, and inexpensive tank.


B-11 Viking Gunship
A versatile gunship that can accomplish many different sort of tasks. It has an incredible speed for a gunship and is suited for destroying anything on the ground with ease.


Lanner Fighter
One of the best fighter models built by Syndinet, the Lanner fighter has a unprecedented combination of speed and mobility. It is equally at home in an atmospheric environment as with a deep-space setting.


Storm Heavy Bomber
A sheer nightmare to face, a Storm Bomber is outfitted with several missiles and torpedoes and a formation of Storms can bring about the end of a small ship. On the ground, fighting a Storm is even worse; if outfitted with planetary bombing weapons, it can simply decimate the landscape itself. It is very weak against fighter and even gunship units because of its rather slow acceleration and turning rate.


Destroyer
An average destroyer that is most suitable for escort or support. Destroyers alone are not powerful, but they can work miracles for the life expectancy of your carriers.


Light Cruiser
The term "light" applies to its armor and shielding, which can be easily destroyed. Its long-range laser weaponry system, on the other hand, is anything but "light".


Battlecruiser
Extremely powerful, extremely larger warships capable of holding its own in many difficult situations. A Battlecruiser is fitted with several turrets and weapons as well as enough room for 200 small craft.


Carrier
Rather dwarfed by the size of the mighty Battlecruiser, it can still carry 300 small craft nonetheless. These carriers can be fitted with extra storage bays for supplies or extended hangers-at no cost to both the overall size of the ship or the amount of small craft it can initially carry.


Dreadnought
The crown jewels of the Syndinet fleets, the Dreadnought is a sight to behold and feared. Being just over 1.5km, the Dreadnought is armed to the teeth with some of the best weapons Syndinet can afford, as well as hanger bays for 500 small craft if not upgraded to have extended hangers.


Last edited by FreelanceZero on Sun Jul 08, 2012 3:18 pm; edited 6 times in total
Back to top Go down
View user profile
FreelanceZero
Admin
avatar

Posts : 1367
Random Points Counter : 9969
Random Reputation System : 19
Join date : 2009-08-24
Age : 22
Location : Slinking around.

PostSubject: Re: Syndinet Corporation   Mon Mar 05, 2012 3:00 pm


Speedstar Military 4WH Motor Vehicle
Though fast enough to be a scouting vehicle, the Speedstar is primarily reserved for use as transport for higher-ranking members of the military, including the Elite and Special Ops branches. The rear-mounted turret can easily do a 360 and is an intergrated 55cal machine gun and TOW missile launcher (You can either use the machine gun or the TOW missile at an given time). This is a highly reliable vehicle when under fire though not completely built for such a purpose, but the Syndinet elites cannot ask for a better quick transport vehicle than the Speedstar.


Mule IFV
The Mule is a highly mobile IFV that can navigate its way through some of the worst terrains that many other IFVs cannot traverse. IFVs can easily keep up with the Goliath MBT on an offensive and can carry up to 12 men, plus two drivers, one gunner and one loader totaling the amount of people able to be on the Mule at 16. Its main guns exceed at covering fire, decimating light vehicles, and keeping the gunships at bay.

_________________
I bid you a good welcome to the forum as the founder of Allurmage.
I hope that you are here to stay and enjoy our company as fellow roleplayers.
Back to top Go down
View user profile
FreelanceZero
Admin
avatar

Posts : 1367
Random Points Counter : 9969
Random Reputation System : 19
Join date : 2009-08-24
Age : 22
Location : Slinking around.

PostSubject: Re: Syndinet Corporation   Fri Jul 06, 2012 9:03 pm

3rd Brigade Special Operators
"Bond. Blood. Battle."
(Bond stands for the unity of operators/commandos,
Blood means that all operators/commandos are family,
Battle signifies that this formation exists for combat.)

The 3rd Brigade is an exclusive branch of Syndinet's elite infantry composed of 2,000 of the ground-based military's finest. The 3rd Brigade may lack the sheer technological power of the Alpha Centauri Coalition's Angels, nor the ruthless power of the Silver Star's Dark Empathy, but they are infamous for two different, yet deadly things: The number of incredible game-changer gadgets they have access to, as well as most probably one of the most skilled SpecOps commanders in all of human space.

Operators and Commandos of the 3rd Brigade are almost always seen wearing gas masks and dark, combat-ready uniforms. The gas-masks have been a symbol of the 3rd Brigade since a gas attack devastated the formation in the first years after they were legally armed with firearms. Since then, the gas masks have not only become a safety precaution and a face mask, but also as a symbol of who they are.

Interestingly enough, most of the 3rd Brigade composes of orphans or street urchins without homes. These men and women quite literally take the second "B" to a literal point.

History:
The 3rd Brigade originally started out as one of five of Syndinet's special forces, used to illegally harass and extort other companies. The 3rd Brigade performed exceedingly well in all of these tasks, even better than the supposedly-superior 2nd and 1st Brigades. But always, they were looking for greater challenges, repeatedly going against orders and going as far as to physically attack rival corporations.
Then, at the start of one year, Syndinet Command decided to employ a new figure, a former US Special Ops Commander by the name of Mr. Temple, in the hopes that he would straighten out the rebellious 3rd Brigade. Not only did he meet to the task and beyond, he completely changed the 3rd Brigade into a full Special Operations unit almost overnight.
Since then, the 3rd Brigade has elevated in status greatly. They now employ the best weapons and defense mechanisms that Syndinet can afford, as well as boasting to be one of the most efficient Special Operations units in existence with a failure rate of nearly zero.

Now, the units of the 3rd Brigade are divided into three categories:
~Vanguards, the elites that makes the backbone of the 3rd Brigade.
~Technicians, the engineering units of the 3rd brigade, the ones with access to ALL of Syndinet's toys.
~Titans, the most fearsome of the three, sporting the massive Titan power suits.


A 3rd Brigade Ghost Ops Commando accomplishing his task



Notable individuals within the 3rd Brigade Hierarchy:

~Mr. Temple, codenamed "Priest".
Extremely little is known of this individual, other than he has once worked as one of the commanders of the US Special Ops, in which he was a great genius at. Now, that genius is employed by Syndinet, and put to good use. He is a masterful ally and a very, very devastating foe.

~"Jason", nicknamed "Santa Clause".
A enigmatic figure never seen outside of his/her armor. He/she pioneered the 3rd Brigade's Titan program as well as being the person who developed the mighty Titan power suit and uses one himself/herself. He/She sports a massive chainsaw as a default weapon as well as an extra-large gatling gun, and wears a Santa hat on his/her head, for unknown reasons, which is where he/she got his/her nickname from. As well, "Jason" is one of Syndinet's best field scientists, with rumors that he/she uses himself/herself as a test subject for many of his/her own bio-augments. A figure to be avoided at all costs in combat.

_________________
I bid you a good welcome to the forum as the founder of Allurmage.
I hope that you are here to stay and enjoy our company as fellow roleplayers.


Last edited by FreelanceZero on Wed Aug 08, 2012 1:46 am; edited 1 time in total
Back to top Go down
View user profile
FreelanceZero
Admin
avatar

Posts : 1367
Random Points Counter : 9969
Random Reputation System : 19
Join date : 2009-08-24
Age : 22
Location : Slinking around.

PostSubject: Re: Syndinet Corporation   Mon Aug 06, 2012 6:12 pm


Titan Armor Mk. 1
A lighter but more agile variant of the Titan power armor, it can't take a heavy shell like its heavier Mk. 2 brother, but easily makes up for it with greatly heightened abilities, sometimes outperforming standard infantry units. These types are the ones to be careful of in close quarters and melee combat.
Notes from "Jason":
-"Too large and clunky initially. Little on he lightweight side now, but with the third-generation augments, agility is boosted. Success." -Log 2, "Jason"
-"Added a fourth-generation human durability augment. Ready for service." -Log 4, "Jason"
-"Attaching experimental external module for field testing. Results pending." -Log 59, "Jason"


Titan Armor Mk. 2
The heavier brother of the Mk. 1, the Mk. 2 is a total monster. It can withstand near-impossible amounts of damage and even then, it can stay within operational limits and continue to tear apart the enemy. Of course because of this massive addition of armor and modules, its agility is greatly hindered and requires heavy support from additional Mk. 1 Titan users or possibly a few squadrons of infantry. If properly supported and on the front lines, a single Mk. 2 Titan Armor Juggernaut is more than enough to turn the tide of battle.
Notes from "Jason":
-"Expensive and difficult to field. Upgrading the armor again." -Log 1, "Jason"
-"Heavy armor is too heavy for agility-based augments to have much effect." -Log 2, "Jason"
-"Added several new fourth-generation durability and strength augments. Ready for service." -Log 6, "Jason"

_________________
I bid you a good welcome to the forum as the founder of Allurmage.
I hope that you are here to stay and enjoy our company as fellow roleplayers.
Back to top Go down
View user profile
FreelanceZero
Admin
avatar

Posts : 1367
Random Points Counter : 9969
Random Reputation System : 19
Join date : 2009-08-24
Age : 22
Location : Slinking around.

PostSubject: Re: Syndinet Corporation   Wed Aug 08, 2012 1:43 am


"Jason"s G-12 Bio-Weapon
A cost-effective humanoid bio-weapon that often supports Titan units on the field. Though rarely armed with any sort of weapons, the G-12 is still very fearsome as it can withstand immense amounts of small-arms fire (Tanks shells can make short work of one or two) even to its exposed (and supposed-to-be-weakness) head. It may be slow and bulky at most times, but make sure to clear a wide berth around one. Its attack can send even armored men sprawling, and its two hands are all it needs to tear apart the form of a man.
Armed G-12s are classified as G-12-1 through 3. The G-12-1 carries swords, the G-12-2 carries high-caliber pistols, and the G-12-3 carries a high-powered Gauss rifle. Though anything beyond the G-12-2 is rarely seen, the pistol rounds are still powerful enough to pierce the toughest of body armors. A G-12-3 is very bad news, as it means a high-ranking Titan is in the nearby vicinity.
Overall, the "G" series is highly versatile and can be easily deployed anywhere. Their upkeep is very low and thus are great for spearhead attacks in the place of Titans themselves, as losing even one Titan is a major blow to the 3rd Brigade.

_________________
I bid you a good welcome to the forum as the founder of Allurmage.
I hope that you are here to stay and enjoy our company as fellow roleplayers.
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Syndinet Corporation   

Back to top Go down
 
Syndinet Corporation
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Death Corporation Toxic Compound H-72

Permissions in this forum:You cannot reply to topics in this forum
Allurmage :: General Roleplaying Purposes :: Factions & Races-
Jump to: