Star Wars Roleplay: Chaos

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Approved NPC Helix Syndicate Enforcers

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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
COMBAT INFORMATION
  • Deployment: Mass
  • Availability: Common
TRAITS
  • [Strength] Competent - Unlike most hired thugs, Enforcers are trained and relatively disciplined. They follow orders to the letter, see all jobs through to completion, and can handle themselves fairly well in a fight. Enforcers are taught to take pride in their work and the opportunities afforded to them, and so they take their job somewhat more seriously than other criminal lackeys might.
  • [Strength] Well Paid - Working for the Syndicate, even at the ground floor, has its benefits. Discounts negotiated with retailers, health benefits, and a high rate of pay (compared to generic security guards or other criminal thugs) do a lot to keep them loyal and honest towards their employer.
  • [Weakness] But Not That Well Paid - That said, benefits are of no use to the dead. Enforcers may not be as vulnerable to temptation as their peers, but they are still affected by demoralization. They don't frighten easily, but signs that a fight might be turning against them or seemingly unstoppable opponents will cause them to make a tactical retreat if stronger leadership isn't available.
  • [Weakness] Dullards - Many Enforcers are just simple, barely educated individuals trying to make their way in the universe. Their upbringings are not typically ones that celebrate or reward intelligence, and so many people find that Enforcers are rather easily deceived, dumbfounded, and otherwise disoriented.
DESCRIPTION

Enforcers come from a variety of backgrounds, generally working class or poor. A significant portion of them are recruited from former law enforcement officers or those who flunked out of police academy for a multitude of reasons. A larger portion are derived from criminals and thugs looking for a more lucrative career. But the vast majority are the simple working class – those who would have just as easily ended up working general blue-collar jobs in manufacturing or construction.

Nearly all Enforcers are human or near-human men. There are no official policies in place prioritizing human or male hires, though, and this is mostly a reflection of social and demographic factors in the Pentastar Alignment – the region where most of the Enforcers are recruited from. All Enforcers are expected to be capable of working in teams and the capacity to reliably follow orders. Recruits who lack these qualities, exhibit extreme sadism, or regularly hinder groups are typically phased out of their ranks.

The training received by Enforcers before they are placed in the field mirrors that of a well-funded, well-equipped police department. All Enforcers are trained with an emphasis on squad collaboration and teamwork. Some Enforcers will undergo specialist training to better support their peers – such as in engineering, piloting, or first aid. These specialists are rarely very useful when compared to actual experts or people with more formal training… But they get the job done where needed.

Enforcers are given Class C clearance in the Helix Syndicate’s extensive armory, though they rarely need to make use of everything they have access to. Most are sent out to pursue their more casual debt objectives in helmet-less HSAS Tactical Armor, armed only with a stun baton, sidearm, or both. As a rule of thumb, Enforcers won’t don helmets or heavy weapons unless things get really, really bad for them.

Enforcers are the bread and butter of the Helix Syndicate’s personnel – the backbone of the entire organization. Without them, the Syndicate’s primary operations would either grind to a halt or be left completely unprotected. They are an incredibly versatile lot, though what follows is their primary uses.

Enforcers can be found at virtually every important Syndicate property, acting as a precaution against any rabble-rousers or attacks from rivals. Whether they’re guarding prisoners or diffusing fights between drunken gamblers, Enforcers offer the Syndicate, its customers, and occasionally its victims, reliable protection from the unexpected.

After security, debt collecting is the most common role for Enforcers. They regularly roam worlds that host a Collections Center, tracking down those who owe money to the Syndicate and reminding them of their obligations – violently, if necessary. Enforcers may also be charged with abducting delinquent debtors for transport to one of the Syndicate’s many Debtor Mines. Or if they have something of value, seizing their property and loading it onto speeder trucks.

Select squads of Enforcers may occasionally be charged with tracking down bounties in their area as well, depending on the priority level of the bounty. Itinerant bands can also be found with some frequency in the rest of the Pentastar Alignment, and more rarely even outside of it. They, too, will either be pursuing outstanding debts, debtors, or bounties.

When criminal gangs or other petty, rival outfits are deemed an obstruction to the Helix Syndicate’s goals, it is usually the Enforcers who get called in to clear them out. This is something of a rarity nowadays, as few in the Alignment dare to make themselves that much of a target to the Helix Syndicate.
 
[member="Helix Syndicate"]
Easy peezy item first: you need to list type. The Classification can stay as is, since it doesn't really answer the type. These guys are infantry, I believe, so you'd put "Type: Infantry" in somewhere.

Cybernetic implants aren't something that I would really view as common among soldiers. Their availability should be listed as uncommon, rather than common, because of the cybernetics, and based on their role as enforcers, meaning they aren't your basic grunt soldiers.

Other than that, I think it looks pretty good.

Let me know when you're done or have any questions.
 
[member="Darth Ignus"]

Enforcer is just a title. For all intents and purposes, they are meant to serve as rank and file soldiers.

These are based on the Guavian Death Gang, which was a smaller or equal sized organization to canon, which were able to outfit them in much the same way without any issues. The heart-cybernetic is also no longer standard issue, so I don't think it should be an issue.
 
[member="Helix Syndicate"]
The originals were private security forces for the actual crime bosses, so there wouldn't have been a ton of them. The clarification that they're just rank and file infantry, coupled with the decreased usage of the heart cybernetic does seem feasible.

One other thing I'd like is information on the Helix Syndicate. If it is a faction or company on the site, could you please provide a link to it in the submission? If it is not, could you add a short blurb as to its activities and reach? This is pertinent information for knowing what common means in regards to the unit. Common in 5 systems is quite different from common throughout Galactic Alliance space, as an example.
 
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