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Tau Station Player's Guide

Unofficial player's guide to Tau Station

This page is part of the Unofficial Player’s Guide to Tau Station.

Syndicates

A Syndicate is a group of players with a common agenda teaming up. They are roughly equivalent to guilds or teams of other games.

Table of Contents

Formation Process

To form a syndicate, the designated leader must fulfill these requirements:

Having fulfilled these requirements, a player can go to a government center of the respective government, spend the 100,000 credits, and use this to found the syndicate. It needs a name, a three-letter shorthand (limited to a-z, A-Z, 0-9) and a description (up to 300 characters).

A syndicate can specify a minimal player level and a required genotype for members.

Within the next 5 days, a syndicate needs three more co-signers. The three co-signers need only fulfill the genotype and level requirements of the syndicate (if any), there are no reputation or monetary requirements for the co-signers or other syndicate members.

Membership Management

Once a syndicate has its three co-signers, it is fully formed. The co-signers automatically become applicants at the syndicate.

The owner can then approve or reject applicants, and configure whether the syndicate is recruiting or not. If it is recruiting, players can apply independently of location.

A syndicate starts with slots for 10 members. This limit can be extended by spending bonds:

Extension to Cost in bonds cumulative costs
15 990 990
20 1290 2280
25 1790 4070
30 3090 7160
35 6190 13350
40 13890 27240

A syndicate also earns one slot for each tier-up (so every 5 levels). Membership capacity is limited to 40. When a syndicate gains a slot through advancing a tier, the bond cost for the final slots decrease (but you also get fewer, since the limit stays at 40).

The syndicate founder can approve applicants, kick members, and even ban them from re-applying. They can also give other members the same privilege by applying the Membership Management role.

Banking

Syndicates have a separate bank account. Members can donate bonds and credits to the syndicate.

There is also a 5% tax by default on any credits that members get or deposit into the bank, and this 5% is diverted to the syndicate bank account.

This tax rate can be changed to any integer number between 0 and 100% inclusive by the syndicate members with the “Money management” role.

Communication

Syndicate members are clearly marked on their profile page as being a member of a syndicate, and the chat shows the three-letter shorthand.

Syndicates get a private chat room.

At level 4 Syndicates get a private forum.

Syndicate members can also send broadcast in-game-mails to all members of the syndicate.

Experience

Syndicates gain experience points through member activity, and level up when the experience counter reaches 100%.

So far, it is unclear what syndicate experience or levels are good for, except that syndicate levels are also grouped in tiers, and the syndicate gets another slot when ascending to another tier.

Storage

Each Syndicate automatically gets a shared, insecure storage unit in the Ruins area of the station where it was founded.

It is a small storage with 50 slots, which can be extended to 150 slot for 484 bonds, or to 500 slots for 1209 bonds.

Every member can donate items to the syndicate by putting them into the storage, and members with the Inventory Management role also can take out items.

Campaigns

Every syndicate member with the Campaign management role can start a campaign at the Ruins, in the Wilds sub-area. The campaign manager can select the difficulty, with difficulty availability depending on syndicate level. She can also select among the syndicate member’s tier for opponent tiers. For example if a syndicate contains tier 1 through tier 3 members, any combination of tier 1, tier 2 and tier 3 opponents is possible.

Everybody who wants to participate in a campaign must come to the station where the campaign was started.

A campaign consists of several waves of opponents that syndicate members have to defeat in combat. A wave contains roughly equal number of fighters of each selected tier. Defeating all opponents of a wave unlocks the next wave (or for the last wave, successfully terminates the campaign).

Any syndicate member present at the starting station can attack any opponent of the current wave that hasn’t been defeated yet, and that isn’t currently engaged in combat. A syndicate member who attacked an opponent and then fled (or was sent to Sick Bay or Brig) can only attack the same opponent again (and not other opponents), unless another syndicate member continues the attack.

The waves of opponents contain progressively stronger fighters, both in skill level and physical stats.

The number of opponents is based on the number of syndicate members (but assuming at least 5 for small syndicates), multiplied by a factor for the campaign difficulty:

Difficulty Factor Unlocked by level Number of Stims awarded
easy 2   1
normal 4 3 2
hard 8 5 3
extreme 12 7 4

Campaign Loot

Once all opponents are defeated, each syndicate member who participated in the campaigns gets stims as personal rewards for participating in the campaign, directly added to the player’s inventory.

The number of stims depends on the campaign difficulty as shown in the table above. The stims tier is at most the minimum of your own tier and the max enemy tier of the campaign.

The syndicate also gets loot, which is deposited into its insecure syndicate storage at the syndicate’s home station.

This loot is typically similar to the rewards from look for trouble and discreet work on the same station:

System Station Typical Loot
Sol Nouveau Limoges Bonds, Tier 2 rations, Tier 1 weapons
Alpha Centauri Yards of Gadani G-SAG1E, Paris Sabre, Fire Fu of firefu
L 726-8 A Orwell Stronghold Spidersilk Suit Jacket, Illuminated Spade
L 726-8 A Spirit of Tianjin Stims
YZ Ceti Cape Verde SH Enhanced Arc Dancer’s Suit, T4 rations
YZ Ceti Spirit of NYC Stims

Epic Campaign Loot Items

In addition, if the campaign difficulty is at least hard and you include the highest tier opponents that are available to you, you get epic weapons and armors as loot. From a hard campaign and 25-30 members, you get two epic items, and three for a hard campaign an 34-35 members. For extreme campaigns, these numbers are roughly twice as high. For normal and easy campaigns, epic items can drop, but it’s not reliable.

The items seem to be more or less randomly selected from the tiers that are part of the campaign. For example, you might get a tier 1 and a tier 5 item for a hard tier 1 through 5 campaign. Some of these items are available for sales from NPC vendors for bonds, and some items are not available any other way.

The following epic items have been observed to drop from syndicate campaigns:

Tier Type Item
1 Armor Bar Brawler’s Blouse
1 Armor Gaule Training Vest
1 Armor Ruins Rat’s Pyjamas
1 Shotgun Joanna
1 Rifle Ajax Systems Flame Dispenser
1 Rifle Sloane 6000
2 Handgun Reaper’s Little Helper
2 Rifle The Ayy-Kii 47
2 Armor Anti-Energy Harness
2 Armor Hippocratic Vest
2 Armor Ranger Vest
2 Armor Rumble Jacket
2 Armor Thief’s Second Skin
3 Armor Ajax Systems Tactical Vest
3 Armor Bloody Battle Jacket
3 Armor Brig Warden’s Stab Suit
3 Armor Aurorahunter
3 Blade Barman’s Caltrop
3 Blade Battle Blade: Trailblazing Blazers
3 Blade Modified Shanker
3 Handgun Pistol: Trailblazing Blazers
3 Handgun Blaster: Trailblazing Blazers
3 Handgun Thowan 89
3 Sniper rifle ALNA-MODEX
3 Sniper rifle Sniper Rifle: Trailblazing Blazers
4 Armor Battered Jerkin
4 Armor Consortium Catsuit
4 Armor Heavy Explorer’s Coat
4 Armor Nomad’s Robes
4 Armor Wanderer’s Jumpsuit
4 Blade Modified Shanker Deluxe
4 Blade Rusted Skin Slicer
5 Armor Armure Bodysuit
5 Armor Stylish Jacket
5 Armor Magnus Burnshield
5 Armor Water Miner’s Jumpsuit
5 Blade Katana: Trailblazing Blazers
5 Blade Machete
5 Blade Well-Worn Machete
5 Short Barrel Rifle Blue Steel
5 Rifle Mudskipper
5 Shotgun The Burke & Hare

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