Syndicate

Syndicate

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Missions

Missions 21 to 30

Western Australia:

"XPPFG capture", equipment acquisition

Information costs: 400, 1200, 2000

Map enhancement costs: 500, 1000, 2000o, 4000a

Brief: Rumour has it that a rival syndicate has developed a personal protection field generator capable of resisting bullets whilst still being small enough to be carried by an agent. You need me to tell you the effect this will have in future confrontations and obviously we cant let this happen. Your squad is to penetrate the enemy complex and acquire the prototype.

Syndicate update: As this is such a revolutionary device expect resistance to be fierce. As far as the latest intelligence reports go we are looking at several enemy squads armed with uzis and mini guns. These squads roam the city attempting to intercept and eliminate enemy actions before the complex comes under threat.

Defence update: The security network of the city is fairly lax but the security forces around the target complex itself are a force to be reckoned with. We anticipate several guard units with light weaponry supported by almost inaccessible heavy weapon squads.

Tactics: Group together for maximum defence against the enemy syndicate squads. Once these are dispatched then you can concentrate on advancing to the complex. Attack the building itself from two sides forcing the defenders to split their firepower. Long range weaponry should pick off guards before they are in close range.

New South Wales:

"I shot the sheriff", combat sweep

Information costs: 200, 400

Map enhancement costs: 100, 400, 800

Brief: The police force in the local city has become increasingly corrupt and dangerous to our advertising efforts. After meetings with the local civic council we have decided to help out the hapless citizens by removing their corrupt and useless police force and replacing it with one of our own. Your squad is to head the clean up operation by eliminating all police officers from the city.

Syndicate update: One of the reasons for the amount of corruption was the fact that at least three enemy syndicates have got interests in the police. If they get wind of our plan then you can expect defence squads to be deployed.

Tactics: Deploy the whole squad and equip them with light automatics. If ammo starts to run low then use the equipment dropped by the policemen. The trick to this one is to make a methodical sweep through the city and not just blaze through any which way. Clear each house before moving on to the next.

Mauritania:

"Under guard", personnel acquisition.

Information costs: 200, 400, 700

Map enhancement costs: 100, 400o, 2500a

Brief: A renowned research scientist is working for the military weapons program in the area although she has no idea of the importance of her work. The military are anxious that she completes her research as soon as possible and consequently she is under heavy guard. Our research and design boys would dearly like to have a chat with her and find out what she knows. Your squad must <persuade> the notable scientist to come and see the R and D lads.

Defence update: Whilst she is working in the research building there is a very strong security presence. These guards are well equipped and very well trained although obviously not to our standards.

Target update: Rather than keep her locked away for all hours the target is occasionally allowed out for a walk now and again. This is definitely when she is at her most vulnerable. Even so there are still guards along the way.

Tactics: If ever there was a job for a sniper then this is it. Two agents should be deployed. One with a persuadertron and the other with a long range rifle. Make a detailed study of the area and specifically the guard points along the way before making your move. The agent with the long range rifle should pick off the guards from maximum range while the other agent moves in and <persuades> the target. Take care not to alert the guards as they may accidentally catch the scientist with a stray shot.

Nigeria:

"Body snatchers", personnel acquisition

Information costs: 500

Map enhancement costs: 300, 600, 900o

Brief: An activist is staying in the nearby city. She has already proved that she has great leadership abilities but better still is her network of underground communications. If we could <persuade> her to join our cause then she would be a valuable ally. Your squad will be deployed somewhere in the vicinity.

Tactics: A single agent stands the best chance of getting in quick with the minimum of fuss. If enemy syndicates are present and reports indicate that this is likely then you would be well advised to take in one or two further agents as backup. They can then provide cover fire as the first locates the target and <persuades> her.

Sudan:

"Vengeance", assassination

Information costs: 300, 400, 800

Map enhancement costs: 100, 400, 800

Brief: Two street punks from the nearby city have been acting as informers against us for an enemy syndicate. They have been passing on information regarding our training and scout activities in the area. This is obviously detrimental to our scope of operations in this area and so we have decided to take action against them. Your squad is to enforce a strict no information policy on the two people in question. Preferably with a lot of ammo.

Syndicate update: We believe that they know we are after them and that they have passed this information on to their contacts. You can expect to meet resistance from several enemy strike squads.

Target update: The targets have split up in an attempt to make your job harder. We suspect that they are holed up in individual buildings in the east and the south of the city.

Tactics: Try to deal with the enemy squads first as they will be too much of a distraction when it comes to the targets. When the enemy agents are destroyed then its up to you whether you pursue the targets one at a time or both at once. We only know the location of the first target at this time so its probably better to do it one after the other.

Zaire:

"The policemans ball", personnel acquisition

Information costs: 200, 400, 800

Map enhancement costs: 200, 400, 800o

Brief: The captain of the local police force is planning to retire after a long and glorious career in which he rarely strayed from the path of justice unless we asked him to. His replacement is reputed to be in the pocket of another syndicate and will obviously not be as helpful. Your squad is to <persuade> the new captain and bring him back to the landing zone so he can be taken to headquarters for a chat.

Syndicate update: The enemy syndicate has gotten wind of this plan and has despatched a defence squad for the protection of the captain.

Target update: The target is in the complex in the northwest sector of the city. He may be considerably harder to <persuade> than a normal civilian due to his police background. We also believe him to be armed.

Tactics: One or two agents with light automatics and at least one persuadertron should have no trouble with the captain. The enemy squad should take more consideration. If you deploy a few agents then keep them together for the best defence and let them watch each others backs. If you deploy a larger amount then try to lure the enemy squad into an ambush situation. Do not engage anybody near the target zone as this may endanger the target.

Kenya:

"Reds run", escort

Information costs: 400, 800

Map enhancement costs: 100, 400, 1700a

Brief: One of our undercover agents has had her cover blown by a mole in the department. At this time she is in a nearby city and several enemy syndicate acquisition squads have been dispatched to retrieve her. They must not get their hands on her as she has had access to some confidential information. Your squad will be dropped nearby and you must escort her to the rendezvous point.

Syndicate update: At the last count our scanners showed three drop ships heading towards the city. Previous information leads us to believe that each ship carries four agents for a total of twelve enemy agents in the city.

Tactics: Keep the enemy pinned at long range. Do not allow them to get close otherwise a stray shot could hit our agent. She is very resourceful and will find her own way out but she needs a fire support team to keep the enemy off her back. Two or three agents should be deployed with light automatics and long range weapons. Support and area of effect weapons should not be used as these too could endanger our agent.

Mozambique:

"The alleyway", equipment acquisition

Information costs: 1000, 2000, 5000o

Map enhancement costs: 1000, 2000

Brief: One of our army contacts has just informed us of a major weapon project that the army has been working on. The RLX 240 is an experimental portable rocket launcher and it is being developed in a science base in the desert. Reports show that it has just reached the prototype stage. Naturally our tech boys want this weapon and its down to you to get it.

Defence update: The base itself consists of a long alley from the entrance down to the main building at the far end. It is guarded by several security units with some quite heavy weaponry. We also believe that there are bunkers with heavy weapon emplacements in the main building itself. If this is the case then they would have an incredible field of fire and be able to take out anything that moved down the main alley.

Target update: The weapon itself is believed to be housed in a secure room on the roof of the far building.

Tactics: As resistance is going to be tough you should take in the most powerful squad you can muster. You will be attacked from both sides as you walk along the road so try to stick to one side. It may be worthwhile sending a lone agent around the side and try to reach the building that way. As nothing is known about the internal structure of the main building you are very much on your own when you enter it.

South Africa:

"Every formation a parade", assassination

Information costs: 100, 300, 800

Map enhancement costs: 100, 400, 1000o

Brief: A severe information leak from a mole in our intelligence department has found its way to a local official in charge of the military activities in the area. Since then the mole has been dealt with but that still leaves the problem of this information floating around. We have learned that the same official is to attend an inspection at the local barracks. Security around the barracks is too high for us to drop you into the complex itself so your squad will be deployed somewhere around the perimeter and you will have to find your own way inside. Once inside the official must be assassinated.

Target update: The target is being greeted by the base commander at the north side transport deck. As he has just arrived by car he may attempt to leave if he sees you.

Defence update: Being a military installation you can expect heavy defences. Most of the foot soldiers are equipped with light automatics but there are also some heavy weapons specialists. It is not known exactly how many men are present at this time but the figure is definitely in the thirties.

Tactics: The first task will be getting into the complex itself. Some form of transport is definitely required. Once there keep your team tight and keep your eyes open for ambushes. Concentrate fire on the heavy weapons specialists as they will provide the most danger to the squad. Once the target is eliminated an armoured transport will arrive to take you to the pickup point. It will not hang around so you have to be on your toes.

Alaska:

"Assault the fortress", assault

Information costs: 400, 1200

Map enhancement costs: 700, 1800

Brief: The military has constructed a small fortress close to one of our production plants. Reports indicate that an enemy syndicate is also using it as a stop off point for raids into the plant. An assault force is being dispatched to destroy the fortress. Your assault squad is to launch a preliminary attack and take out much of the defences as possible before withdrawing to allow the main strike force to attack. The primary target is the base commander who must not be allowed to leave the base. It is believed that there are two armoured personnel carriers in the complex and these must also be destroyed. Finally there is a medical rescue vehicle with some very interesting equipment on board. You must steal this and return to the drop zone for retrieval. Transport has been provided for this mission.

City update: There are two entrances to the fortress. The main gate is quite well defended and is only accessible by car. There is also believed to be a side entrance leading to the roof area. This is very heavily guarded as most of the guards are on the roof.

Tactics: A frontal attack using the vehicle provided to get through the blast doors would get you into the base with the minimum of fuss and exposure. All agents should be deployed and equipped with close and area of effect weapons. At least one should carry some support firepower and explosives for dealing with the A.P.Cs. The ambulance is your best bet for escaping so do not destroy it with the A.P.Cs.