Code: 13316 View Stat Card(s) The Syntha have made numerous breakthroughs in Biomech technology and production in recent years, streamlining the process and greatly increasing its success rate resulting in the Achilles Class Biomech. These heavily augmented cyborgs are useful counter parts to the Hercules class offering short to medium range fire support.
Code: 13311 View Stat Card(s) The Syntha have made numerous breakthroughs in Biomech technology and production in recent years, streamlining the process and greatly increasing its success rate resulting in the Achilles Class Biomech. These heavily augmented cyborgs are useful counter parts to the Hercules class offering short to medium range fire support.
Code: 13324 View Stat Card(s) The Grape Gun loadout for the Androsynth provides some serious close combat and short range punch to the basic core troop choice for your Syntha Strike-Team. For close-assault play-style strike teams these would be an excellent core choice to supplement Achilles and Hercules class Biomechs.
Code: 13323 View Stat Card(s) The Androsynth is the standard fighting unit in Syntha forces. They are mass-produced but comfortably perform all conventional infantry roles. Because of their artificial brains- SPOMMs- they are completely fearless and are far stronger than a human, but they are somewhat predictable and can often lack flexibility on the battlefield.
Code: 13332 View Stat Card(s) Antropos is perhaps the ultimate Nyx class assassin biomech. She has the usual stealth programmes and photo-mimetic camouflage technologies, however her additional upgrades and natural skills in this field combine to make her an unparalleled covert killing machine.
Code: 13314 View Stat Card(s) Including state of the art multi-layered processing centres, the Artemis Alpha can instantaneously process the sensory relays from an entire force of SPOMM guided synths and respond with appropriate instructions. The Artemis Aplha is the ideal command figure for your Syntha Strike-Team.
Code: 13313 View Stat Card(s) Despite being lightly armed and armoured the Artemis is a deadly opponent, possessing unparalleled speed and a mastery of tactics through a combination of augmented reflexes, sophisticated neural implants and SPOMM-enhanced memory modules. Very useful forward observes and infiltrators.
Code: 13310 View Stat Card(s) Nicknamed the Mauler, the enhanced chassis of the Hercules Biomech with refined hydraulics and larger endoskeleton make him a terrifying prospect to would-be foes. An essential element if you want your Syntha force to have an outstanding close combat capability.
Code: 13326 View Stat Card(s) Nicknamed the Mauler, the enhanced chassis of the Hercules Biomech with refined hydraulics and larger endoskeleton make him a terrifying prospect to would-be foes. An essential element if you want your Syntha force to have an outstanding close combat capability.
Code: 13312 View Stat Card(s) The HK2800 model grav bike is a highly specialised weapons system, sporting an armoured carapace and powerful firepower in the form of a pair of rotary-barrelled cannons. A highly manoeuvrable and fast addition for Syntha forces; perfect for flank attacks as well as a fast response reserve element.
Code: 13327 View Stat Card(s) Plasma Launchers are powerful indirect fire support weapons. Plasma is formed in an electromagnetically shielded chamber that prevents the weapon being disintegrated by its own ammunition. On firing, a searing hot ball of plasma is released and shot out of the barrel by a linear accelerator, however, due to the inherently unstable nature of this “ammunition”, accuracy is affected at longer ranges.
Code: 13322 View Stat Card(s) Laying down suppressive fire while being able to withstand strikes by heavy ordinance. As such they are perfect for the role their name suggests, up front routing enemy advance positions.
Code: 13319 View Stat Card(s) The plasma projector variant of the Prometheus class M-Synth is designed for short range cleansing operations, coupled with its heavy armour it makes a very useful in close range anti-personnel roles.