The Sirius Syndicate is a mercenary guild, formed by people who are willing to do anything to survive in the harsh sector of Sirius. Consisting of mercenaries, hitmen, agents, businessmen and ex-soldiers providing their skills to anyone who is willing to pay a handsome price for them. The members of the guild are specialized in their own fields such as space combat, hand to hand combat, intel gathering, logistics and much more. Only the most elite and skilled mercenaries are allowed to join The Sirius Syndicate. The mercenaries gain multiple benefits from joining the Syndicate but every member must follow certain rules.
History
The Sirius Syndicate was established in 823. The faction was first created as a company on board of Barrier Gate in Coronado system. It was started by the Freeman brothers who still run it to this day. They invested every single credit from their passing parents into the companies economy. They tried organizing trade convoys from the Barrier Gate station being the middleman and gaining some money in the process. Obviously, that wasn’t enough to keep the business running and with some luck, they got their first funding. As soon as the private funders noticed the potential in the company they invested the first millions which were spent on purchasing space vessels. But the company and its employees realized at that point that combat spacecraft won’t be any use to them if they barely have any knowledge of combat. So they let the few men who had knowledge train the others but training with physical spacecraft wasn’t a very good idea. Not only was it a huge waste of money it was also a huge waste of time. With that in mind, the Sirius Syndicate asked the funders for a loan. With it, they purchased the “Connecticut” virtual reality training system. The Syndicate used it to train its first hitmen and mercenaries. And after a few months of intense everyday training, the mercenaries were ready to go into real space and use their gained skills to earn a profit. A year has passed and the Sirius Syndicate earned respect within the Barrier Gate complex and the started to gain momentum. All the loans were repaid and a few days ago they started tagging their ships.
Firstly a company of rookie businessmen now became a bond of highly-skilled mercenaries; freelancers united under the same banner. With one goal in mind: To make money.
Mercenary Rules
- Respect and aid the Syndicate and its recruits,
- Respect the rules given to you by your superiors,
- Try to make as much money as possible,
- Always offer your skills to the person/group who offers the most except as said below,
- Lawful contracts have a priority over the unlawful contracts,
- If you’re given the same amount of money by both sides in a fight, do not engage in combat and wait until one of the sides offers more than other,
- IF YOU THINK THE CONTRACT WILL SHINE BAD LIGHT ON THE REPUTATION OF THE SYNDICATE DO NOT ACCEPT IT,
- In some scenarios, the Syndicate can take a small percent of your profit if said so by the High Command (The biggest cut the syndicate can take is 5% of the total income unless you agree for it to be otherwise).
Syndicates Goals Short term goals:
- Aid all Syndicate members in any way possible
- Recruit more mercenaries
- Make The Sirius Syndicate a well known mercenary organization
- Make enough credits to achieve long term goals
- Become the biggest Freelancer organization in the Barrier Gate Complex
Long term goals:
- Gain influence over the Houses of Sirius,
- Construct a station and give the members a safe, luxurious place to stay,
- Become the biggest Freelancer organization in Sirius.
Ships in use
The Syndicate mainly uses civilian, border worlds and freelancer vessels fitting to their ID
Warships:
All civilian and border world Light, Heavy, Very Heavy and Super Heavy Fighters.
All civilian and border world Bombers.
All civilian and border world Gunboats and Gunships. (Only on High Commands Approval)
Logistics Vessels:
All civilian and border worlds Transports and Freighters.
Intelligence Vessels:
All civilian and border world Warships listed, including Yachts.
Special Vessels:
“Corvo”- class vessels can be used as an Intelligence Vessel if allowed by the High Command. “Bustard”- class vessels can be used as a Warship, Logistic or Intelligence vessel if allowed so by the High Command. “Mender”- Class vessels can be used as a repair ship to aid the Syndicate in battle. Any vessel specified as special by the High command. Usually because of using high-tech weaponry and/or equipment.
Diplomacy Friendly
Anyone who is willing to open their wallet wide enough
All lawfuls (not including Gallia)
Neutral
Fellow Freelancers
Everyone not listed
Less Neutral
All unlawfuls (not including Gallia)
Anyone who pays us a small amount for our services
Hostile
Gallic Lawfuls
Gammu Artificial Intelligence
Infected
Nomads
Naming: TSS|M-Name.Lastname - For all Mercenary Warships up to Bomber size
TSS|MG-Name.Lastname - For all Gunboat sized mercenary vessels
TSS|L-Name.Lastname - For all logistic vessels
TSS|I-Name.Lastname - For all Intelligence vessels
TSS|S-Codename - For all vessels classified as special
TSS|S-”Codename" - For all shared spacecraft
Ranks General - Maxwell (Max) Freeman , Daniel (Dani) Freeman Infernal(High Command) - Unknown Cerberus (High Command) - Unknown Hell Hound - Unknown Wolf - Jack Steel Pitbull - Unknown Member - Unknown Greenhorn - Unknown