Basic infantry. The best early defender.
Use this unit in an attacking force or defending garrison. Choose its damage category against the enemy's defenses, and compare its protection with the attacks you expect to face.
Its highest per-unit defense is against energy attacks; its lowest is against kinetic. Reinforce the weaker matchup with suitable defenders instead of assuming one troop type covers every threat.
For a different attack category in this Race's roster, compare Rail Guard, Siege Foundry, Giga-Mech. Mixing categories changes which enemy defenses matter; it is not a free damage bonus.
Train at ⚔️ Barracks. The baseline for one unit is 64 seconds at trainer level 1, or 49 seconds at level 10, before labor and other training modifiers.
Higher trainer levels shorten the queue but do not remove recruitment costs. This unit's listed recruitment inputs are raw resources, so it does not need a component stockpile. Keep the hourly upkeep listed below funded as the force grows.
Compare this unit with the rest of its Race roster. Its statistics and mission role determine its strengths; there is no blanket racial damage-vulnerability multiplier.
📸 Screenshot wanted: the Syndicate Vanguard card in the Barracks training list (portrait, stats and cost visible), playing The Human Directorate.
| Stat | Value |
|---|---|
| Race | The Human Directorate |
| Role | Combat |
| Training tier | T1 |
| Trained at | ⚔️ Barracks |
| Offense | 60 (Kinetic melee) |
| Kinetic defense | 53 |
| Energy defense | 75 |
| Ordnance defense | 64 |
| Speed | 90 tiles/hour |
| Carry capacity | 50 |
| Training time | 64 s per unit |
| Cost per unit | 120 Silicates, 100 Metals, 40 Gas |
| Component cost per unit | None |
| Upkeep per hour | 1 Gas |
Key: syndicate_conscript