Syndicate

Syndicate

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Equipment

Given that diplomatic solutions are not terribly well developed in Syndicate, there is a need to find alternative methods of persuading enemy Syndicates that you insist on taking over their territory.

This page describes the variety of weaponry commonly available in Syndicate, including basic statistics for each weapon and small description. A picture is also shown plus the icon used for the weapon within the game.

Firearms

Pistol

Pistol

Large calibre hand gun. Medium range projectile weapon. Very cheap gun that is easily outclassed but useful as a backup weapon.

 

Shotgun

Shotgun

Pump action shotgun with a large spread of shell. Does more damage than the pistol, but let down by its lack of effective range. At close range however, this can inflict real hurt.

 

Persuadertron

Persuadertron

A short range weapon that fires a small dose of chemical which renders the target totally open to suggestion. When hit, the victims momentarily turn blue, lose all free will and follow the agent who fired around the mission zone like sheep. Civilians are always open to persuasion, and you need to persuade varying numbers of civilians before the Persuadertron has any effect on guards, police or enemy agents. Also, the effects of the Persuadertron are multiplied depending upon the version brain installed in the cyborg using it.

 

The chart below shows the number of civilians needed to persuade guards, police and enemy agents:

Version brain Civilian Guard Policeman Agent
Brain 0 A 4 8 32
Brain 1 A 2 4 16
Brain 2 A 1 3 11
Brain 3 A 1 2 8

(A = always persuaded)

Each category also has attached Persuasion Points. These work in combination with higher brain modifications and are as follows:

Example 1: With brain 0 you need 4 civilians to control a single guard. However, you only need 1 additional civilian to persuade a policeman, i.e.:

Brain 0 5 x civilians 1 x guard = 1 policeman
Persuasion Points 5 x 1 1 x 3 = 8

Example 2: Thanks to Persuasion Points, with a version 3 brain you don't need to persuade 8 civilians for an enemy agent. The following combination has the same effect:

Brain 3 1 x civilian 1 x guard 1 x police = 1 enemy agent
Persuasion Points 1 x 1 1 x 3 1 x 4 = 8

Note: Only persuaded enemy agents go into your Cryo Chamber, but you are paid for any other persuaded personnel which survive to the end of the mission.

Uzi SMG

Uzi

9mm automatic hand gun. Fast rate of fire and medium range. Plenty of ammunition and a relatively low cost make this weapon the mainstay of any offensive force.

 

Long Range Rifle

Long Range Rifle

Very long range and extremely accurate high velocity rifle. A single shot weapon designed for picking off individual targets at a distance. Useful for assassination attempts and long range support fire.

 

Support weapons:

Flame Thrower

Flame Thrower

Produces a stream of ignited jelly that sticks to the targets and burns. Very short range but devastating. An effective anti-vehicle weapon or for close crowd clearance.

 

Mini Gun

Mini Gun

Motor driven multi-barreled machine gun. Devastating rate of fire and a decent range make this an ideal support weapon for any squad. However, any unmodified agent attempting to carry more than one of these may encounter problems with the huge weight involved.

 

Laser Gun

Laser Gun

Small rifle that uses laser light to form a beam of high powered energy that cuts through its targets and anyone or anything foolish enough to get in the way. Extremely powerful with a very long range. Ideal anti-vehicle weapon and also effective for sniping.

 

Gauss Gun

Gauss Gun

Portable launcher with a supply of three rockets. The rockets themselves are long range high explosives, quite capable of destroying tanks or eliminating large groups of people.

 

Special Equipment:

Access Card

Access Card

Plastic card that allows some security doors to be opened that would otherwise prevent access to restricted areas of the city. Also identifies the agent as a Police officer which diverts Police units.

 

Scanner

Scanner

Energy scanner for detecting possible threats. When carried, this item displays all the people and vehicles in the surrounding area. Mission objectives are pinpointed by an identifier beam and emit a coded signal detectable by the scanner.

 

Time Bomb

Time Bomb

High powered explosive that comes complete with timer and detonator. Explodes after a set time period devastating the surrounding area. The explosive is not quite powerful enough to damage structures but readily destroys people and vehicles.

 

MediKit

Medikit

A small pack that contains everything required for minor field surgery. It restores a single agent's health but may only be used once

 

Energy Shield

Energy Shield

Personal force field generator. Completely covers the individual with a protective force wall that can withstand all projectile weapons. Due to the immense power drain, this item has a very short life span.