The Domarian Syndicate - Units [V 2.0]
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The Domarian Syndicate - Units [V 2.0]
THE DOMARIAN SYNDICATE
Main theme
https://www.youtube.com/watch?v=0B-WbbkIZTI
COMMANDER UNITS
The driving force of the Domarian Syndicate. All commander units are feared by the enemy, well known for changing the tides of battle every time they are present and their ability to take on an entire army on their own. Most commanders operate outside of the area and very rarely will a commander throw themselves into the heat of battle, but when they do, they will always have such a significant impact.
Warlord Gabe
The leader of the Domarian Syndicate. His Mech, Titus-656.S, boasts insane armour and firepower. He himself is also a highly experienced and dangerous combatant. Both with his ranged weaponry and his close-combat fighting, he is the last person you will want to see in your sights, regardless of being in his Mech or not.
Commander Y’lotraak
An extra-terrestrial. Y’lotraak is Gabe’s first and most trusted commander in the field. She has plenty of experience in and out of the heat of battle, although she has a heavy preference for stealth and long-distance combat, although even when compromised in her normal battlesuit she can still fight like a warrior. The first sign you’ll most likely get of her is when the strongest unit in your team suddenly gets a crater-sized hole blasted through it from seemingly nowhere.
Commander Seron-8
A cyborg, with a Mech that’s frighteningly quick and hard to hit. His ability to cope with Mach speeds and his assistance with creating the engines for the supremely fast Domarian jetfighters is what earned him his nickname: “The Whirlwind”. Since his Mech can fly (along with his battlesuit), he can be an extremely dangerous threat to air units, and the grim reaper to unsuspecting flyers.
Commander Xorox
Another extra-terrestrial, who strongly admired the Domarian’s destructive and powerful force when they conquered his planet. His mech is known to be able to take tons of punishment whilst dishing out plenty of the same. Considering his mech is the largest of them all, he is also rather slow in comparison. Of all the commanders to fight against in battlesuits, Xorox’s size alone is proof that he should never be tempered.
Commander Birollo
The best Admiral the Domarians had ever seen, he was put in charge of training and creating some of the terrifying Naval units in the Domarian force. His specialty is naval/underwater combat, an area he cannot be defeated in. But that does not mean that he is any weaker on land. Often underestimated, he enjoys taking the enemy by surprise.
Commander 6433-X
A former prototype robot, which came to reality despite high production costs. Its ability to make countless calculations at once and its tactical brutality was what made Gabe suit it up in a battlesuit and a Mech to independently operate. The Mech itself does not have much in terms of firepower, but its ability to act as a diverse, mobile command post is what makes it so threatening.
INFANTRY
COMBAT
The infantry in the Domarian Syndicate are trained to be the perfect fighters – No emotion, no sense of fear or need to question orders, they fight and they fight to the death at all times. Considering their numbers, you would expect them to have many weaknesses, but they are covered in almost every area.
COMBAT
The infantry in the Domarian Syndicate are trained to be the perfect fighters – No emotion, no sense of fear or need to question orders, they fight and they fight to the death at all times. Considering their numbers, you would expect them to have many weaknesses, but they are covered in almost every area.
Assault
The core unit used in the Domarian Syndicate. They come equipped with very powerful assault rifles and armour made out of reinforced titanium alloys. They have superior accuracy compared to the soldiers of other enemy factions, although they are known to be a bit sluggish.
Heavy Assault
Larger and more powerful than the regular Assault troop. They come equipped with a heavy duty gatling gun, which is also able to cause problems for lightly armoured vehicles. Their hand-to-hand combat and power only makes them more of a danger if one gets too close.
CQC Assault
Similar to the standard Assault units, although they come equipped with light shields that rapidly regenerate. Their quad-barrelled shotguns can chew through metal walls pretty easily, plus they have heightened peripherals and go under intense training to hone their reactions.
Engineer
Engineers are able to both repair friendly Domarian vehicles rather easily and reliably, but can also cause a lot of damage to other enemy vehicles. They come equipped with a personal SMG and a missile launcher which can lock on to targets. Don't underestimate the power of their SMGs.
Vanguard
Vanguards are equipped with heavy-duty riot shields and a personal revolver, which can also do quite a lot of damage. They tend to cover friendly units who are under heavy fire. It's heavily advised to not take one of these on up close, they're known to be the most physical combatants in the Domarian Syndicate and have been reported to tear enemy limbs off as a means of "disarming the enemy"... literally.
Sniper
Arguably the most lethal of the infantry units now, thanks to special training and equipment given under the provision of Commander Y’lotraak. A shot from one of their heavy-duty sniper rifles could destroy a lightly armoured vehicle if hit in the right spot... there's no need to explain what kind of damage would be done against a flesh target.
Aerial Assault
Although they have light armour, their jetpacks allow them to traverse across the battlefield very quickly. Their ability to call in an airstrike makes these units a pain to fight against if you cannot hit them. Just make sure they aren't given the freedom to move around or you could be quickly shepherded into a trap.
Explosives specialist
Explosive specialists come armed with grenade launchers that can fire HE, toson, smoke or flashbang grenades at the enemy, with heavy-explosives trained units firing HE, Nuclear, Chemical and Biological rounds. They can also adjust how far the grenade travels before it detonates in mid-air, making these units a lot more dangerous than they used to be.
Torcher
Torcher units are known for their massive flamethrowers they carry around. The flamethrowers themselves can burn through most metals when at a close range and completely cook flesh within seconds. They don't provide the most glorified deaths to their enemies and, like the Heavy Assault and Vanguard troops, they're also fairly dangerous with their hands.
Typhoon
Typhoons carry the most dangerous infantry weapon known to man – the Typhorgan Cannon. Although they are rather slow and take a while to charge up, they are able to obliterate a heavily-armoured tank in one shot. Be very careful of these units, they may move around sluggishly, but they're extremely accurate with their Typhorgan cannons and have more than often been used as heavy-duty snipers against enemy vehicles/tanks.
Berzerker
An extra-terrestrial life form filled with chemicals that ignite a violent fit of rage. Equipped with light armour plates, a large sabre and a heavy-duty chainsaw which can cut through lighter armour. Since Berzerkers are so violent, they are dropped into the hot zone in their own personal drop shuttle, being allowed to cause their own brand of havoc. Any attempt to try and reason with one of these will only end up with an eviscerated body on the floor.
Marauder
Arguably the most intimidating unit in the Domarian Syndicate. Due to being lethal at range and being twice as dangerous in close-quarters combat, the Marauder’s reputation comes from its sheer brutality and beastly aggressiveness.
Hybrid
A mixture of traits from the other combat infantry units. They’re extremely rare and are mostly used as bodyguards for the commanders, but with their advanced arsenal and vast array of abilities, they can turn the tides of a battle upon their arrival.
INFANTRY
SUPPORT/OTHER
Supporting infantry will always be a frustration for the enemy. Considering how well they can orchestrate, predict and out-think their opponents, they’re far more than just extra numbers on the outskirts of battle. Even in a battle, they can all hold their own.
SUPPORT/OTHER
Supporting infantry will always be a frustration for the enemy. Considering how well they can orchestrate, predict and out-think their opponents, they’re far more than just extra numbers on the outskirts of battle. Even in a battle, they can all hold their own.
Field Officer
In charge of managing a squadron of soldiers on the field of battle. They are relatively well armoured and come equipped with a personal ray gun and a combat sabre. They are also in direct charge of what Strike Support calls in and when. They can be fairly violent when attacked, so don't assume they're easy targets.
Field support
Field support units are similar in size to a Heavy Assault troop, although have lighter armour and instead of carrying a heavy-duty weapon, carry supplies for their allied troops. They come equipped with dual SMGs, which only really serve as anti-personnel weapons, plus a shield generator which covers 4 metres in diameter.
Strike support
Strike support units are responsible for calling in a variety of support and strike options when the Field Officer demands it. Drop ships, air support, orbital strikes, mobile turret deployments and more can come into play, making Strike support teams very dangerous. Come armed with their own personal revolver.
Stealth/sabotage
These units are infamous for being very sneaky and causing a lot of problems for enemies. They keep on top of their stealth/infiltration technology so that no matter what, no defences can ever detect them.
VEHICLES
COMBAT
Like all units in the Domarian Syndicate, the tanks are especially more superior than those of their enemies. Their long-range cannons with their tough armour and decent speed makes them a force to be reckoned with. Most of the weaponry (particularly anti-infantry weapons) can operate automatically, but due to the QME’s genius way of outdoing automated machinery, they have relied more on pilots nowadays.
COMBAT
Like all units in the Domarian Syndicate, the tanks are especially more superior than those of their enemies. Their long-range cannons with their tough armour and decent speed makes them a force to be reckoned with. Most of the weaponry (particularly anti-infantry weapons) can operate automatically, but due to the QME’s genius way of outdoing automated machinery, they have relied more on pilots nowadays.
Blitz-023
A light anti-infantry tank. They have lighter armour but, considering that they are the smallest tanks available, they are quick and agile, meaning that it’s very challenging to escape from one of these if you are found out by them. 4 Pilots, one driving, two manning the anti-infantry chain guns, the last mounting the rapid-fire anti-infantry cannon, which can also do decent damage to lightly armoured enemy vehicles.
Blitz-29 AA
An AA light tank. Using a similar chassis to the 023 model, just with lighter armour panels and a flak turret built on top. Has 3 pilots, one driving, one manning the the anti-infantry chain gun, the other operating the flak cannon. The flak cannon can function automatically, but only when the vehicle is deployed and at a complete stop.
Roka-I.20
A light tank, mainly used for support with friendly infantry units. They’re similarly quick and agile to the Blitz models, but their main use is taking out heavier infantry units and punching through defences. Have 4 pilots, one driving, two manning the anti-infantry chain guns, the last mounting the turret.
Roka-I.04
A medium tank, and the most commonly used tank in the Domarian Syndicate. They have upgraded armour to the I.20 light tank, despite being slower and heavier. These tanks are mainly used for taking out light enemy armour and mechanoids. Have 3 pilots, one driving, one manning the heavy-duty chain gun and the last mounting the turret.
Blitz-T.59 AA
Heavier armour than the other blitz models, built in with a mobile SAM launcher that are very effective at taking out enemy aircraft of all varieties. They can fire both swarm missiles and hunter missiles, both of which have their advantages and uses. Has 4 pilots, 1 operating the anti-infantry chain gun, the last two operating the missile launcher pods.
PRR.40 TS
Has medium/heavy armour, although instead of having cannons it is armed with a single, long-distance beam cannon. Since the cannon has an almost unlimited distance, the Beam Tank is mostly used away from combat as a sniper of some sort. However, due to the fact that it has numerously been used in the heat of the battle and recently been equipped with AA defences too, it still holds its own as a proper combat vehicle. Has 3 pilots, one driving, one manning the beam cannon and the other operating the AA defences.
Moradon-499
A high-powered, heavy-duty tank. Equipped with a heavy duty rail gun that has superior distance and damage compared to other tanks within its class. It is fairly mobile for a heavy-duty tank, although it has no defences against faster enemies or infantry, In some cases, this tank can be classed as an artillery weapon.
Koppa-224.G
A heavy tank, with noticeably tougher and bigger weaponry than the Roka series plus have a personal shield. Heavy tanks are also able to take out other enemy heavy armour and are more effective against infantry than the much heavier mammoth tank. Has 5 pilots, 1 driving, 2 operating the anti-infantry chain guns, 1 operating the secondary turret and the last operating the main turret.
Tovor 888-9F
A very heavy tank, even bigger and heavier than the Koppa series and with even more firepower to boast. They can take out buildings, practically ignore lighter infantry and are mainly used for when the enemy brings in its bigger guns. Has 6 pilots, 1 driving, 2 operating the heavy-duty infantry chain guns, 2 operating the tertiary and secondary turrets and the last operating the main cannon.
R.A.G.E
Uses a smaller Tovor chassis, with similar armour and almost twice the shields. It carries a large gamma emitter that can destroy buildings and heavy armour around it, although it does take a while to charge up and must be stationary. Fully automated vehicles, considering how volatile the explosion is when they are destroyed.
Mako 004
A heavy-duty drill tank, equipped with one massive drill on the front which can deflect enemy fire. They come with a shield on the back, which is used to protect supporting units that follow the drill tank through a wall or other fortified position. They are fully automated machines, but they do not have any other defence mechanisms, similar to the R.A.G.E tank.
R.900 Govora
The biggest tank in the Domarian Syndicate, and also arguably the biggest tank ever made. Named in recognition of the Worh’jhana and their immense power as allies, it has 6 cannons – 3 light cannons for taking out lighter armour, 2 heavy cannons for taking out heavier armour, and one Gauss Cannon, which practically eliminates whatever it shoots at.
VEHICLES
SUPPORT/OTHER
Despite the Domarians often taking a very aggressive approach to battles, they know themselves that not all the time will they be the ones with the upper hand. This is where their support vehicles come in, which can provide great cover to all friendly units on the battlefield. On multiple occasions have these units been able to help turn the tides of the battle. Never overlook them.SUPPORT/OTHER
Yov-11
A small, lightly armoured yet very mobile Personal Armoured Carrier. These things can only carry up to 4 people at once, although they are mainly used in rescue/capture missions when the target has been rescued/captured and a quick getaway is needed. Equipped with an anti-infantry machine gun mounted on the back which is mounted by the fourth man.
K4-KR
A lighter armoured, quick and mobile Armoured Personnel Carrier. They can carry up to 10 troops and come equipped with cloaking systems, jamming devices and a single automated anti-infantry turret.
K4-YR
A larger, slower and more armoured version of the KR APC. These can carry an extra 8 troops (18 total) and, despite not having jamming devices nor cloaking systems, they have two automated anti-infantry turrets for defence. They’re mostly used for guarding objectives due to their size, ability to provide good cover and ability to withstand a fair amount of enemy fire.
K6-NN5
A heavily armoured Armoured Personnel Carrier, dissimilar to the previous K4 models. They carry up to 32 troops, but are more than often used for transporting other kinds of goods or items/weapons of high importance. If you see one of these, you’ll definitely need to be on your guard – they never travel without support. Also equipped with an automated anti-infantry turret.
307/D Luther
A standard artillery unit, mobile and capable of travelling at surprisingly quick speeds. It doesn’t need to deploy in order to fire its gun and can manoeuvre itself around to avoid enemy artillery fire, making these artillery tanks a first choice when it comes to fire support against enemy artillery. They’re fairly well armoured too and have a firing distance of 4 kilometres. Equipped with an automated anti-infantry turret.
390/I Luther
Larger, more powerful but less mobile than its little brother, the 307. It can fire over distances of up to 20 kilometres and is capable of levelling a house with just one artillery shell. Despite the fact it has tougher armour, it is also slower and has to deploy in order to fully utilise the gun attached to the top of the chassis. Because they can’t really protect themselves against infantry due to having no other weapons on board, they always travel with support.
Ordhun-555
A fairly well armoured, large and heavy light mech transporter. Considering how Ordhuns are larger than houses, coupled with their armour prioritising being lighter instead of providing protection, these are equipped with their own personal shield generators, which expand fairly widely around the unit. This is because it has to deploy mechanoids safely and effectively into combat, otherwise the entire transporter along with all of the mech units would be easily destroyed. Armed with two high-powered Toson batteries.
R-FFY TX
A long range dedicated tank hunter, but has found other uses as a heavy-duty sniper. Although the TX is a tank, it doesn’t share the same properties that a proper combat tank in the Domarian army would have: a rotating turret, a moderate firing rate, a manoeuvrable chassis. Instead, this tank hunter is a large gun installed onto the chassis, making it very heavy and hard to destroy, the downside to this being that it’s very heavy and very slow. The TX is capable of destroying even the heaviest of armoured vehicles/tanks.
MECHANOID UNITS
Although not as mobile as their Q.M.E rivals, the Domarian Syndicate’s mechs are known to be bulky, bruising pieces of armour that can sure as hell dish out the firepower when it’s needed. Their advanced weaponry and their superior armour gives them the upper hand against most of their opponents, plus the scale of some of the mechs would be enough to have you think the engineers are just insane.
Although not as mobile as their Q.M.E rivals, the Domarian Syndicate’s mechs are known to be bulky, bruising pieces of armour that can sure as hell dish out the firepower when it’s needed. Their advanced weaponry and their superior armour gives them the upper hand against most of their opponents, plus the scale of some of the mechs would be enough to have you think the engineers are just insane.
IMP-1331
A fairly small droid, similar in size to a large dog. In terms of weaponry they’re only equipped with a single laser turret, but they also have omni-radar, infra-red, cloaking systems, tracking devices and the ability to hack into telecommunications. They’re always used when intel is required alongside scouting units in the infantry, Which can both make a very efficient team.
IMP-4111 “Handyman”
The exact same build as its brother, the IMP-1231, only instead of being equipped with various technology used for reconnaissance, they’re instead equipped with a variety of gadgets and tools that include repairs, breaking locks, a torch for cutting through chains/links and kit for disarming explosives, hence the nickname “Handyman”. They do have a laser turret as well, so they aren’t completely defenceless either.
KORD-401
A well-armoured dedicated infantry hunter, also nicknamed “Wolfhound”. They’re a scaled down version of the old MechPanther, but instead of carrying a vast arsenal of ranged weapons, they instead rely on sharpened, refined and extremely tough titanium claws and teeth. Considering how they’re larger than a Marauder and just as dangerous and powerful, they’re only used when enemy infantry needs to be cut down in the case of fighting against large numbers.
DRACO-131.V
Small but powerful, the Draco is a special missile bot which houses a variety of different missiles and rockets, making the mech a very well-rounded unit in terms of firepower. It can serve as an artillery platform, an anti-air unit, an anti-armour or bunker buster, the potential for it is almost limitless.
BOLSKER
A heavy mech, mainly found in Domarian prisons and slave compounds. Although it isn’t large and as mobile as other Domarian mechs, it is a lot bulkier, heavier and armed with some very dangerous weapons: A napalm launcher, a flamethrower, a heavy-duty chainsaw, a large grinder and even a high-voltage tesla rod to provide “extra motivation”. They aren’t the most well-made machines, however, considering how the prisoners are the ones who manufacture these mechs.
ZHEID-900
The lightest and most mobile of the WarMec units. Since WarMec is a separate branch of the Domarian Syndicate, the mechs have a slightly different appearance to the standard Domarian. They are slightly sleeker, consist of carbon-fibre outer panelling (titanium alloy panels underneath) instead of a matte black finish, and also use slightly different AI systems to those used in other automated machinery. The Zheid is fairly well armoured for a light-armour hunter, plus has the weaponry to easily take out groups of infantry with little to no problems.
HALVO-1010
The standard model of the WarMec units. They are fairly well equipped with decent armour and come equipped with weaponry that can take on more than just infantry, they’re able to tackle vehicles, lighter armoured tanks, they could even shoot down aerial units considering how they are the most accurate in their class and use weapons that are all designed for accuracy over power.
REAPER-RFR.300
The hunter unit of the mechs, equipped with light but effective armour and thrusters to enable quicker movement. What makes the Reaper a cut above the rest is its ability to both cloak itself and activate infra-red scanners at the same time. These are fairly small mechs in comparison to the other units, but they’re capable of taking out fairly-well armoured targets with little hassle and can be a nightmare for slow or unsuspecting units of any kind.
GATOS-3300
A heavy mech, capable of taking on a well-armed platoon of infantry and tanks all on its own. They’re more diversely armed than the biggest of the WarMecs, making them a more popular choice when heavy support is called upon. The GATOS can easily withstand heavy firepower and destroy vehicles with heavier armour, plus their unlikely mobility makes them a true force to be reckoned with.
CRONOSS-RN5000
A big, bulky mech armed with four tri-barreled ion cannons. They’re capable of destroying the heaviest of enemy armour and, as you would expect from them, can take an incredible amount of damage. They’re just as well armoured as a Mordeka mech despite being smaller and less powerful, so never try and take one of these on alone. T
E-199191.PT “MORDEKA”
A titanic mech unit, capable of wiping out an entire army or destroying an entire military base on its own, it earned its name during the siege of Fort Mordeka on Gaol-4, where it was the only unit that Commander Xorox confidently saw fit to employ the use of. Mordeka units could be classed as experimental units, considering their size, the power of their arsenal and the damage threshold their armour provides, but they were immediately put into production after it was realised that the mechs aren’t as heavy on resources as Warlord Gabe originally assumed.
Last edited by |]_/-_|| on Sun Nov 09, 2014 10:33 am; edited 11 times in total
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Re: The Domarian Syndicate - Units [V 2.0]
Well, here it is. A heavily revised list of the Domarian Syndicate units.
SO FAR I only have the main infantry units and the primary commanders, but don't worry, there is still a lot more to add yet. New units featuring here are the Aerial Assault, Berzerker, Field officer, Field support and Strike support units.
Still to come:
Turrets/Defences
Vehicles (Combat and Support)
Mechanoids
Aerial units
Naval units
Space ships
Experimental units
Elite/Super units
Non-Domarian units (Aka. Units from allied factions)
No longer active/missing units
SO FAR I only have the main infantry units and the primary commanders, but don't worry, there is still a lot more to add yet. New units featuring here are the Aerial Assault, Berzerker, Field officer, Field support and Strike support units.
Still to come:
Turrets/Defences
Aerial units
Naval units
Space ships
Experimental units
Elite/Super units
Non-Domarian units (Aka. Units from allied factions)
No longer active/missing units
Last edited by |]_/-_|| on Sun Oct 19, 2014 9:19 am; edited 2 times in total
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Re: The Domarian Syndicate - Units [V 2.0]
Updates (6 June)
- Added Combat Vehicles.
- Added Berzerker unit to Combat Infantry.
- Moved Stealth/Sabotage unit to Support Infantry.
- Added brief paragraph on the different classes of units.
- Added Combat Vehicles.
- Added Berzerker unit to Combat Infantry.
- Moved Stealth/Sabotage unit to Support Infantry.
- Added brief paragraph on the different classes of units.
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Re: The Domarian Syndicate - Units [V 2.0]
UPDATES 13/09/2014
- Removed statistics, as they seemed redundant.
- Added the main theme for the Domarian Syndicate (at the top of the page).
- Modified/added a few descriptions for the different units that are currently up.
- Removed statistics, as they seemed redundant.
- Added the main theme for the Domarian Syndicate (at the top of the page).
- Modified/added a few descriptions for the different units that are currently up.
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Re: The Domarian Syndicate - Units [V 2.0]
UPDATES 21/09/2014
- Added Support Vehicle units.
- Added Gabe's speech of the Domarian Syndicate at the top of the page.
- Added Support Vehicle units.
- Added Gabe's speech of the Domarian Syndicate at the top of the page.
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Re: The Domarian Syndicate - Units [V 2.0]
UPDATES 18/10/2014
- Added Mechanoid Units
- Added Mechanoid Units
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