RimWorld Mods

Syndicate Classic Mod

Author of the Syndicate Classic Mod: mlie

Syndicate Classic Mod adds the Syndicate and Greytide factions from Space Station 13, along with new guns, melee weapons, tools, armor, and shield equipment. The Syndicate is always hostile, while the Greytide can have varying relations with other factions.

Syndicate Classic Mod Features

The Syndicate

The Syndicate is not a single unified group, but a loose collection of companies, criminal families, and paramilitary organizations competing for power. Its most notable groups include Cybersun Industries, MI13, Tiger Cooperative, SELF, ARC, Gorlex Marauders, Donk Corporation, and Waffle Corporation.

The Syndicate is engaged in a war against Nanotrasen, but it is also willing to steal from, sabotage, and attack other organizations, settlements, and RimWorld colonies.

Syndicate strike teams

Syndicate strike teams use expensive and effective paramilitary equipment, including the infamous Energy Sword and Energy Shield. Operatives can be identified by their Blood Red Hardsuits, which allow them to deploy in extreme environments, including space boarding actions.

Strike team raids are usually focused on destroying settlements or structures, though some operatives may instead attempt to steal prisoners or valuable items.

Because many groups use Syndicate equipment, failed operations can result in this gear ending up in non-Syndicate hands. As a result, traders and caravans may sometimes offer Syndicate equipment for sale.

Explosive implants

Syndicate strike team members are fitted with explosive implants that can trigger when their lifesigns reach critical condition. These implants cause a small explosion that destroys the body and damages the operative’s equipment.

The implants are not perfect. Operatives can sometimes be killed before the implant receives the signal to detonate, and it is still possible to capture one by disabling movement or forcing them into a state of shock.

The Greytide

The Greytide is made up of mercenaries, assassins, freeloaders, and desperate workers left behind by the Nanotrasen unemployment crisis. Their members are rash, brutal, and unreliable, but they can be pleased with material rewards.

Greytiders attack in overwhelming numbers using melee weapons and tools. They ignore strategies such as sieging and sapping, charging directly into battle instead. If enough Greytiders fall, the rest will flee.

Weapons

  • L6 LMG.
  • Syndicate Revolver.
  • Prototype Saber SMG.
  • Stetchkin Pistol.
  • C20r.
  • M90gl.
  • Bulldog Shotgun.
  • Energy Sword.
  • Double Energy Sword.
  • Toolbox.
  • Wrench.
  • Crowbar.
  • Welder.
  • Medkit.
  • Chainsaw.
  • Pickaxe.
  • Screwdriver.
  • Improvised Spear.

Armor and apparel

  • Blood Red Hardsuit and Helmet.
  • Grey Jumpsuit.
  • Cake Hat.
  • Welding Helmet.
  • Gas Mask.

Compatibility notes

Syndicate Classic Mod is no longer being developed. Another version with new content is being developed by Maxiemo.

A new save is required for the added factions to take effect.

The Syndicate will not attack until 80 in-game days have passed, though they will respond to escaped prisoner incidents. They do not care about released captives, and there is no way to make them friendly without changing the faction XML.

When troubleshooting Syndicate Classic Mod:

  • See if the error persists if you only have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader.
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort to sort your mods.

Additional credits: Keekenox, Stealthkibbler, Maxiemo.

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