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Hiring SyndicateOperatives from Ticker in Fortuna on Venus using credits or Railjack resources. Prices vary by up to a factor of two in either direction based on the player's standing (allied or opposed for a discount or price gouge respectively) with the NPC's Syndicate.
Players start with 3 crew member slots and additional slots can be purchased with 20 Platinum 20 up to a maximum of 33 crew member slots. Alternatively, players can end their contracts with their crew to free up slots, which will prompt the player to type RELEASE to confirm.
Interface[]
Players can access their Railjack crew via the Dry Dock in Tier 2 or 3 Relays or the Clan Dojo, or while browsing Ticker's wares and selecting "Contracts". Here they can switch out and dismiss crew members, assign competency points, change appearances, swap weapons, and view contract duration (counts up from hire date).
Mechanics[]
Roles[]
Up to three crew members can join a Railjack squad and can be assigned roles which affects their behavior priorities:
Defender: Defends the Railjack against enemy raiders
Pilot: Takes control of the Railjack
Gunner: Operates a Swivel Turret against enemy attackers
Engineer: Repairs the Railjack
Roles can be changed mid-mission via the Tactical Menu, but will revert to their original role once the mission is completed.
Converted Kuva Liches and Sisters of Parvos are restricted to the Defender role.
Competency Points[]
There are five competencies which affect the performance of each crew member, each of which has five ranks. Crew members initially have 8, 10 or 12 points randomly distributed between these competencies, depending on if they were hired with credits (8 points), Railjack resources (10 points), or if they are an Elite Crewmate (12 points).
Piloting: Determines maximum Railjack speed when crewmate is piloting. +0 / 5 / 10 / 15 / 20 / 25% Speed.
Gunnery: Determines accuracy and heat accretion when crewmate mans the Railjack swivel turrets. -0 / 10 / 20 / 30 / 40 / 50% Heat Accretion and +15 / 30 / 45 / 60 / 75% Accuracy. Does not apply to on-board combat.
Combat: Determines crewmate's combat damage against enemy raiders (no effect on enemy ships). +0 / 40 / 80 / 120 / 160 / 200% Damage. Damage is additive with other damage mods.
Endurance: Determines crewmate's Health and Shield ratings. +0 / 300 / 600 / 900 / 1200 / 1500 Health and +0 / 100 / 200 / 300 / 400 / 500 Shields.
As players increase their Command Instrinsics rank, they can earn up to three additional competency points per crew member which can be applied by clicking the TRAIN button.
Intrinsics Command[]
Higher ranks of the Intrinsics Command allow for additional bonuses:
Rank 2/4/6: Gain 1 Competency Point to assign to crew's stats.
Rank 8: Allows converted Kuva Liches and Sisters of Parvos to be crew members. They cannot be given another weapon, cannot operate Railjack systems, do not have Competency Points, and can only be given the Defender role, but have significantly higher health and shields than maxed Endurance crew members.
Rank 9: Allows assigning On Call status for one crew member and grants the player the On Call CrewGear item to summon the assigned crew member temporarily in non-Railjack missions for 3 minutes. The gear item has infinite uses with a 10 minute cooldown.
Rank 10: Elite crew members become available for recruitment from Ticker. They have the highest amount of initial Competency Points, at 12, and a random trait.
Plexus[]
Each crew member will use a copy of the player's Plexus Integrated loadout, including the Plexus Aura mod. However, crew will not use Battle or Tactical abilities.
Randomized Stats[]
Health and shield stats of crew members are randomized within a set range. Higher ranks of Kuva Liches and Sisters of Parvos will have higher health and shield stats.
Currently, all Syndicates seem to have a set health range of 2000-3000, and a set shield range of 200-700. These values are not taking the Endurance stat into account.
Elite Crew Trait[]
Elite Crewmates have a random trait based on which of their Competencies have the most points.
Competency
Bonus
Piloting
+25% speed for Vidar/Lavan/Zetki engines
Gunnery
+50% damage for Vidar/Lavan/Zetki turrets
Repair
Gain 50% Movement Speed for 10 seconds after repairing
Repair
Heal all teammates for 1000 Health when this crew member drops below 30% Health (Cooldown: 5 min)
Combat
Increase Critical Damage by 300% while Health is below 50%
Combat
+150% Critical Chance bonus with Rifles/Pistols (stacks additively with mods like Point Strike)
Endurance
Activates a protective shield when taking near lethal damage (60 second cooldown)
Endurance
Killing an enemy heals all nearby allies by 500 over 10 seconds
Customization[]
Syndicate crew members can be given one copy of the player's owned rifle, shotgun, or secondary weapon (but not spearguns, bows, thrown, or arm-cannons) which uses the weapon's current mod configuration. You cannot give the same weapon to two crew members. Mods with conditional player-exclusive actions (e.g. aiming with Argon Scope or casting abilities) will have no effect. Riven Mods will take effect during Empyrean missions, but are not applied when summoned using the On Call Crew gear item.
Players can also change the crew's suit color, attach armor cosmetics and Syandanas, and the appearance of their equipped weapon.
The flavor text for crew members is created using a combination of three different sentences to form the full flavor text. Below are multiple examples of some possible outcomes.
Finds it difficult to respect anyone she could easily defeat.
Eats only raw food.
View Examples List▾▾
Cloned from supposedly prime officer stock later discovered to have been sourced via Darvo Bek. Came to the aid of a beleaguered Tenno operative and was told of the existence of Steel Meridian. Is planning to make contact with and liberate others like herself.
Judged possibly defective shortly after decanting and considered for extermination. Surrendered to Tenno operatives during raid on a Grineer facility and was allowed to affiliate to Steel Meridian. Feels guilty for having attempted to destroy the Silver Grove.
One of the many Grineer troops bred on Sedna within earshot of the Rathuum. Came to the aid of a beleaguered Tenno operative and was told of the existence of Steel Meridian. When alone in quarters, listens to Skeg music played extremely loudly.
Billeted among the Arid regiments on Mars. Surrendered to Tenno operatives during a raid on a Grineer facility and was allowed to affiliate to Steel Meridian. Is convinced she knows the date of her own death.
Judged possibly defective shortly after decanting and considered for extermination. Hijacked a Grineer crewship and defected to Steel Meridian. Can be overheard counting the hours until her next fight.
"Defective" genes deliberately introduced by unknown saboteur. Refused to execute a captive, was imprisoned for insubordination, overpowered guard, and escaped. Appears to believe that machines have souls.
Arbiters of Hexis
View First Sentence List▾▾
Changed his name and renounced his entire former life to join the Arbiters.
Condemned his own family as "impure" and abandoned them.
Recruited from impoverished agricultural family.
Believed by the Scholars of Hexis to be a reincarnation of an Arbiter of former times.
Rescued from Grineer attack by a Tenno; obsessed with them ever since.
Presided over an Arbitration that left him haunted for the rest of his days.
Encountered a Tenno in his youth and believed himself blessed.
Placed in the care of the Arbiters of Hexis by his family when they could not afford to feed him.
Impressed a visiting Arbiter with his insight when still young.
Travelled from settlement to settlement acting as an impartial judge.
Trained in Preceptory of Hexis from boyhood.
Memorized the entire Dissertation on the Seven Principles.
Amazed the Scholars of Hexis by translating texts from an unknown language.
Was rendered unconscious for three days after touching a 'shiny rock' that proved to be an Ayatan Star.
Reported disturbingly accurate dreams of the Orokin Era.
Attempted a pilgrimage across the entire System.
Grew up immersed in legends of the Tenno.
Born under a supposedly auspicious stellar configuration.
Was forced to reveal a Truth that humbled and degraded him.
Was considered a prodigy.
View Second Sentence List▾▾
Discovered that a person in whom he had placed complete trust was unworthy of it, and never fully recovered.
Went missing from the Preceptory and was discovered five years later, delirious and raving, wearing only animal skins.
Almost died from a fever in which he suffered nightmarish hallucinations.
Spent his life in pursuit of a holy vision, but has not yet achieved it.
Had to choose between Truth and Love, and chose Truth.
Joined the Arbiters of Hexis with seven companions but was the only one to persist through all of the trials of full initiation.
Defended his Preceptory against the Infestation along with the rest of the initiates. Was the sole survivor.
Refused a settled Seat of Judgement in favor of a life of travel, bringing Arbitration to the System.
Accidentally tore a page of the Pronouncements of Hexis while taking his initiatory oath and has lived with crushing guilt ever since.
Has spent years in the Hexis archive, reading nothing but sacred texts, living on only bread and fermented hoffka.
Entered an Orokin ruin and was never the same again.
Is beginning to grow weary of the fight to purge the System.
Condemned an innocent after hearing false testimony and has never forgiven himself.
Believes he has been chosen for some great duty and is waiting for the Universe to tell him what it is.
Was forced to pass sentence on his own beloved mentor, and sometimes doubts the rightness of his actions.
View Third Sentence List▾▾
Sincerely believes that "the truth will be out" no matter how long it takes.
Scorns any form of pretence or affectation.
Fanatical about hygiene.
Enjoys luxury but feels guilty about it.
Prays for the souls of those he has killed, and never forgets their names, once he has learned them.
Hopes to be given access to the Leverian, the better to understand the Tenno.
Bellows in empty rooms to test the acoustics.
Considers no duty beneath him.
Despises the Infestation above all other enemies.
Fasts on bread and water when the urge takes him.
Fascinated by Ayatans.
Hopes to one day die gloriously in the defense of Truth.
Has seen too much unkindness to want to practice it himself.
Has a combined dread of, and yearning for, the Void.
Sleeps on the bare floor, refusing even a bedroll.
Fond of Kavats.
Chants versicles along to the throb of a ship's engines.
Passionately interested in hearing the stories others have to tell.
View Examples List▾▾
Condemned his own family as "impure" and abandoned them. Went missing from the Preceptory and was discovered five years later, delirious and raving, wearing only animal skins. Sincerely believes that "the truth will out" no matter how long it takes.
Recruited from impoverished agricultural family. Went missing from the Preceptory and was discovered five years later, delirious and raving, wearing only animal skins. Scorns any form of pretence or affectation.
Condemned his own family as "impure" and abandoned them. Spent his life in pursuit of a holy vision, but has not yet achieved it. Prays for the souls of those he has killed, and never forgets their names, once he has learned them.
Believed by the Scholars of Hexis to be a reincarnation of an Arbiter of former times. Almost died from a fever in which he suffered nightmarish hallucinations. Fanatical about hygiene.
Cephalon Suda
View First Sentence List▾▾
Former Corpus technician; sustained brain injury during Tenno assault.
Suffered synaptic damage attempting to access the Weave unshielded.
Injured in docking accident.
Attempted to Cephalize herself with disastrous results.
Anthropologist forced to retire after unknown virus infection.
Discovered dormant in a cryopod by salvage team.
Solitary musician.
Independent scientist.
Former data entry operative.
Relay worker, critically injured during Fomorian attack.
Failed minerals prospector.
Fascinated from childhood with how things work.
Former Phazene energy lab assistant.
Runaway.
Always related more to machines than to people.
Attacked and left for dead by Grineer troops during a raid.
Former archaeologist, critically injured by Orokin Tower defence system.
Found wandering the Orb Vallis with apparent total memory loss.
Raised in archive environment.
View Second Sentence List▾▾
Volunteered for Cephalon Suda's brain augmentation program.
Rapidly promoted from Cephalon Suda Junior Info Scout to full Operative and duly augmented.
Accepted near-total physical reconstruction as a benefit of affiliation to Cephalon Suda.
Received bodily and mental augmentation from Cephalon Suda.
Impressed Cephalon Suda by making contact with her remotely through the Weave, and was recruited.
Contracted by Cephalon Suda and offered researcher role.
Fitted with brainstem datalink in the Suda hub.
Offered services to Cephalon Suda in exchange for augmentation.
Enrolled in Cephalon Suda's field operative program.
Solved complex puzzles planted by Cephalon Suda as a recruitment tool; was duly contacted, recruited and augmented.
Invited Cephalon Suda's knowledge-sharing seminars, and soon affiliated.
Bequeathed own remains to Cephalon Suda for study, in exchange for Syndicate membership privileges.
Recruited by Cephalon Suda as an 'ordinary Operative'; true rank and capabilities classified.
Selected for Cephalon Suda operative duty and offered augmentation package; accepted.
Recruited by Cephalon Suda due to 'intriguing, possibly unique cerebral qualities'.
Selected for recruitment by Cephalon Suda, seemingly at random, as a 'control exercise'.
View Third Sentence List▾▾
Keenly interested in human death rituals.
Wishes to research machine learning.
Likes to dismantle items recreationally.
Aspires to explore abandoned structures.
Acclaimed entomologist.
Exponent of the Foxx-Webb theory of synthetic positivism.
Former Corpus technician, sustained brain injury during Tenno assault. Rapidly promoted from Cephalon Suda Junior Info Scout to full Operative and duly augmented. Keenly interested in human death rituals.
Suffered synaptic damage attempting to access the Weave unshielded. Accepted near-total physical reconstruction as a benefit of affiliation to Cephalon Suda. Wishes to research machine learning.
Injured in docking accident. Accepted near-total physical reconstruction as a benefit of affiliation to Cephalon Suda. Likes to dismantle items recreationally.
Suffered synaptic damage attempting to access the Weave unshielded. Accepted near-total physical reconstruction as a benefit of affiliation to Cephalon Suda. Aspires to explore abandoned structures.
Attempted to Cephalize herself with disastrous results. Received bodily and mental augmentation from Cephalon Suda. Acclaimed entomologist.
Suffered synaptic damage attempting to access the Weave unshielded. Impressed Cephalon Suda by making contact with her remotely through the Weave, and was recruited. Exponent of the Foxx-Webb theory of synthetic positivism.
Former freelance desert assassin. Recruited by Palladino directly, after a 'chiming whisper' had told her his name. Has deleted almost all of his own records.
Unrepentant vigilante. Shared a prison block with a Red Veil member, who recruited him after they were both freed. Believes he is being personally hunted by the Grineer.
"Troubled adolescent." Shared a prison block with a Red Veil member, who recruited him after they were both freed. Insists that he is working on 'something big' which he will unveil when the time is right.
Former Hexenon gas platform worker. Was trapped in a bombed-out ruin with a Red Veil member, who persuaded him to join. Prizes loyalty.
Unrepentant vigilante. Saved the life of a comrade who proved to be a Red Veil adherent and sponsored his recruitment. Snores extremely loudly.
Crews from Steel Meridian, the Perrin Sequence and New Loka may or may not have masks covering their mouths, altering their voices in the process. Cephalon Suda crews never wear masks, and Arbiters of Hexis and Red Veil crews will always wear masks.
Syndicate Crews can experience bleedout. However, Converted Liches and Sisters do not, making them unrevivable in missions.
Syndicate Crews can revive players or other crew from bleedout.
Syndicate Crews have innate health regeneration. Converted Liches and Sisters however, do not.
Syndicate Crews and Converted Liches/Sisters cannot be healed with Squad Renew and Form Up.
When crew members are replaced by joining players, if a player leaves mid-mission or the host experiences internet connection loss, the replaced crew will reappear in the mission.
Engineers, while effective in automatically repairing hazards, notably take longer to do so than players.
Pilots will hold position if a player charges the Forward Artillery or enters the Archwing Slingshot.
Pilots will maneuver and destroy objectives that require outside assistance, such as Grineer point of interest external radiators.
While non-Defenders may combat boarding parties, they will always prioritize their primary directives before defending themselves: Pilots will never leave the pilot seat (unless a Player takes over), Gunners will only exit the turrets when not attacking enemy fighters, and Engineers will only engage in combat after fixing all hazards.
Tips[]
Crew members are replaced in the following order when other players join your mission: Slot 3, Slot 2, Slot 1. As such, when playing with others having crew with a relatively even spread between Gunnery, Repair, and/or Endurance can allow mid-mission reassigning easier. You may wish to use the first crew slot for a high priority role, such as your Engineer.
Gunners and Engineers with a high Combat and/or Endurance stat can replace a dedicated Defender.
Converted Sisters will revive downed crew members and players, while Converted Liches can only revive players. While not their first priority they will detect downed crew and attempt to reach them eventually, and instantly revive them when they get near. Sisters with Renewal have no effect currently however, as the ability does not heal at all due to it being bugged.
Trivia[]
Crewmember's idle animation changes depending on their highest stat.
New Loka crew members make idle chatter that is frequently religious in nature, such as prayers for good food free of rot and good health, and a notable disdain for Cephalon Cy.
Perrin Sequence crew members make idle chatter related to money, exploration, and they usually seem to be a bit more cheerful yet nervous.
Steel Meridian crew members make idle chatter about admitting to eating other clones as a necessity, making threats by the Worm about turning members into "Slurry" likely fact rather than a scare tactic, making cannibalism possibly common among Grineer.
Similarly, Red Veil crewmembers will mention cannibalism as a form of punishment for others, and brag about being carnivorous.
Syndicate crew members share the same gender with their Syndicate leaders.