Post by Strategic_CHIEF on Mar 12, 2015 22:27:16 GMT
Below are the de-classified documents of Project Synth.
Project Synth is a new project brought in by the City 45 Administrator to address the growing risk of rebel activity.
The project originated in City 08, where synthetic soldiers were being mass-produced. Some synths produced there are capable of speaking disembodied Japanese, along with their original English-speaking AI.
Here are the Synth squads, or "Packs" used in the city:
ELITE.SYNTH-ESU: The most powerful ground synth available, the ELITE is a walking tank, capable of dispensing powerful ammunition. Its right arm's grenade-launching attachment is capable of firing fragmentation grenades, flashbangs, and even Dark-Energy balls at its foes. It is also capable of using an AR3 on the field. {DISCONTINUED IN CITIES}
SOLDIER.SYNTH-CSU: The basic soldier synth, this synth has powerful augments that allow it to be a running, jumping, climbing warrior, capable of using any weaponry or tools given to it. It was created specifically for the Seven-Hour War, and was created based on human anatomy, which is why it was so effective during the war.
MORTAR.SYNTH-MAU: This Synth is a rarity, but still exists in the Combine ranks. While its mortar fire is quite ineffective long-range, its ability to relocate quickly and fire again makes up for said shortcoming. It can be destroyed by most weaponry, but UNION Mortar Protection teams should keep that from occurring.
CRAB.SYNTH-HWU: This is the most powerful tank synth. Its minigun is capable of releasing hundreds of hard-light projectiles in only a couple of seconds. Its thick outer-armor is almost impenetrable through standard means. Its only weakpoint would be the console and ventilation system located on its rear-end, but said end should be covered by other ground units.
DISPOSAL.SYNTH-ACU: Dubbed 'The Cremator,' these disposal units are deployed as both a way of cleaning material from the streets and as a counter-measure against the Resistance. Although it was once human, it is almost entirely comprised of synthetic metals and/or metallic substances, and can take a lot of punishment before falling. It is armed with a heavy flamethrower, which has a secondary function of firing what can only be described as 'localized dark-energy shockwaves', which immediately disintegrates any organic material it touches.
HUNTER.SYNTH-FFU: The fastest ground synth available, this synth can cover large distances quickly. It is mostly deployed for recon, but can be used to protect high-priority personnel. It is typically seen in packs of three to four, but are sometimes sent in singles as 'hitmen', taking down key targets with minimal infantry risk. The Hunter is armed with a flechete launcher, which fires glowing projectiles that explode approximately three to five seconds after impacting a hard surface.
STRIDER.SYNTH-HAU: The Strider is one of the most powerful synths created. It is capable of using a dark-matter energy cannon (AKA the warp cannon) to destroy enemy buildings and vehicles, as well as a powerful Heavy Pulse Machine gun to finish off stragglers. Only high explosives, Dark Energy weaponry, and heavy weaponry capable of breaching the outer protective plating of the Strider, while EMP blasts are capable of disabling its weapons systems momentarily. However, if a super-powerful EMP blast is issued, the Strider can be effectively 'shut-down', which could lead to the the Resistance capturing, re-programming, and re-purposing a vital weapon. Luckily, this event is beyond the capabilities of any non-UU device on still on Earth, and will most likely never be experienced now or in the future.
GUNSHIP.SYNTH-AAU: This synth is essentially a flying Strider, with nearly the same loadout. It's organic flight systems are much more powerful than the mechanical helicopter's. When near enemy ground targets, the Gunship can use a Dark Energy Cannon located near its underbelly to destroy large groups of infantry/ground vehicles, and effectively decimate Resistance targets, or alternatively, it can use its Heavy Pulse Machine gun, which fires at a faster rate and packs more of a punch than that of the Strider's. Typically, it is deployed to, as mentioned earlier, decimate key Resistance targets, but it can also function as an Anti-Air Unit, which is what its Pre-War purpose was. So far only Heavy Pulse Machine guns, RPG's, and certain EMP blasts are capable of damaging the Gunship.
DROPSHIP.SYNTH-RUD: This Rapid-Unit-Deployment synth is just as its name describes, a Dropship. It's bare loadout consists of no weapon, but when carrying a Personnel Containers in its undercarriage, soldiers inside may utilize the Container's Heavy Pulse Machine gun, which is the exact same model on the Hunter-Chopper units. During other emergency situations, the Dropship can also carry a single Strider into battle. It should be noted that the Strider is vulnerable and cannot defend itself or the Dropship while attached, which is why ground or other aerial support is crucial. No known weapon that the Resistance has used can penetrate the Personnel Containers, but RPG's and certain EMP blasts can damage or even cripple the Dropship's Synthetic Navigation Systems, which will lead to mechanical failure and crashes in about 73% of the cases.
Project Synth is a new project brought in by the City 45 Administrator to address the growing risk of rebel activity.
The project originated in City 08, where synthetic soldiers were being mass-produced. Some synths produced there are capable of speaking disembodied Japanese, along with their original English-speaking AI.
Here are the Synth squads, or "Packs" used in the city:
ELITE.SYNTH-ESU: The most powerful ground synth available, the ELITE is a walking tank, capable of dispensing powerful ammunition. Its right arm's grenade-launching attachment is capable of firing fragmentation grenades, flashbangs, and even Dark-Energy balls at its foes. It is also capable of using an AR3 on the field. {DISCONTINUED IN CITIES}
SOLDIER.SYNTH-CSU: The basic soldier synth, this synth has powerful augments that allow it to be a running, jumping, climbing warrior, capable of using any weaponry or tools given to it. It was created specifically for the Seven-Hour War, and was created based on human anatomy, which is why it was so effective during the war.
MORTAR.SYNTH-MAU: This Synth is a rarity, but still exists in the Combine ranks. While its mortar fire is quite ineffective long-range, its ability to relocate quickly and fire again makes up for said shortcoming. It can be destroyed by most weaponry, but UNION Mortar Protection teams should keep that from occurring.
CRAB.SYNTH-HWU: This is the most powerful tank synth. Its minigun is capable of releasing hundreds of hard-light projectiles in only a couple of seconds. Its thick outer-armor is almost impenetrable through standard means. Its only weakpoint would be the console and ventilation system located on its rear-end, but said end should be covered by other ground units.
DISPOSAL.SYNTH-ACU: Dubbed 'The Cremator,' these disposal units are deployed as both a way of cleaning material from the streets and as a counter-measure against the Resistance. Although it was once human, it is almost entirely comprised of synthetic metals and/or metallic substances, and can take a lot of punishment before falling. It is armed with a heavy flamethrower, which has a secondary function of firing what can only be described as 'localized dark-energy shockwaves', which immediately disintegrates any organic material it touches.
HUNTER.SYNTH-FFU: The fastest ground synth available, this synth can cover large distances quickly. It is mostly deployed for recon, but can be used to protect high-priority personnel. It is typically seen in packs of three to four, but are sometimes sent in singles as 'hitmen', taking down key targets with minimal infantry risk. The Hunter is armed with a flechete launcher, which fires glowing projectiles that explode approximately three to five seconds after impacting a hard surface.
STRIDER.SYNTH-HAU: The Strider is one of the most powerful synths created. It is capable of using a dark-matter energy cannon (AKA the warp cannon) to destroy enemy buildings and vehicles, as well as a powerful Heavy Pulse Machine gun to finish off stragglers. Only high explosives, Dark Energy weaponry, and heavy weaponry capable of breaching the outer protective plating of the Strider, while EMP blasts are capable of disabling its weapons systems momentarily. However, if a super-powerful EMP blast is issued, the Strider can be effectively 'shut-down', which could lead to the the Resistance capturing, re-programming, and re-purposing a vital weapon. Luckily, this event is beyond the capabilities of any non-UU device on still on Earth, and will most likely never be experienced now or in the future.
GUNSHIP.SYNTH-AAU: This synth is essentially a flying Strider, with nearly the same loadout. It's organic flight systems are much more powerful than the mechanical helicopter's. When near enemy ground targets, the Gunship can use a Dark Energy Cannon located near its underbelly to destroy large groups of infantry/ground vehicles, and effectively decimate Resistance targets, or alternatively, it can use its Heavy Pulse Machine gun, which fires at a faster rate and packs more of a punch than that of the Strider's. Typically, it is deployed to, as mentioned earlier, decimate key Resistance targets, but it can also function as an Anti-Air Unit, which is what its Pre-War purpose was. So far only Heavy Pulse Machine guns, RPG's, and certain EMP blasts are capable of damaging the Gunship.
DROPSHIP.SYNTH-RUD: This Rapid-Unit-Deployment synth is just as its name describes, a Dropship. It's bare loadout consists of no weapon, but when carrying a Personnel Containers in its undercarriage, soldiers inside may utilize the Container's Heavy Pulse Machine gun, which is the exact same model on the Hunter-Chopper units. During other emergency situations, the Dropship can also carry a single Strider into battle. It should be noted that the Strider is vulnerable and cannot defend itself or the Dropship while attached, which is why ground or other aerial support is crucial. No known weapon that the Resistance has used can penetrate the Personnel Containers, but RPG's and certain EMP blasts can damage or even cripple the Dropship's Synthetic Navigation Systems, which will lead to mechanical failure and crashes in about 73% of the cases.