Syndicate wars: declare on any Syndicate, and a Final Battle decides it
Any Syndicate, of any size, can declare war on one that is not at war or resting. Raids score for 24 hours, then a Final Battle decides it, and the game shows your odds throughout.

Commanders,
Since 28 October, any Syndicate in Field Ops can declare war on any other, whatever its size, as long as the target is not already at war or resting. Here is how a war runs, start to finish.
Who declares, and what everyone else does
Your Syndicate's strongest Commander leads it: the member with the highest shuttle power. The leader declares from the Syndicates screen, in the list of the field's Syndicates, and the game asks a second time before anything is sent. It tells you the war's terms and your chance now, as a percentage.
Everyone else in the Syndicate helps by raiding the other side once the war is on.
The war
- An hour's notice: the war starts one hour after it is declared.
- 24 hours of raids: raids between the two Syndicates score war points. A raid scores the ore it takes, and a raid repelled scores 40 for the defenders.
- Short shields: after a rig is raided in a war it is shielded, and it can be raided again 2 hours later.
The Final Battle
When the 24 hours end, odds decide it, not points alone. Each side has a strength, and strength is ground plus air:
- Ground: your army, the members' battle units.
- Air: your ships and defences: shuttle power (including power bought in the Supply Store), plus Raiders, Guards and the Shield Generator.
The Syndicates screen shows both sides' ground, air and strength, with your chance now, so you can see what raises it.
Out-raiding the other side counts too: your share of the war points can raise your side's strength in the odds by up to double (x2). The chance of winning is held between 5% and 95%, so nothing is certain.
The roll is drawn when the war is settled and kept on the record, so a result can be checked.
After the war
The victor's Syndicate gets a crate for each member: 400 composites, 150 scrap and 40 chits, made bigger when the weaker side wins, up to almost double. It comes only if both sides' war points together reached 200, so two Syndicates that never raided cannot trade wins. The loser gets nothing.
Each Syndicate fights one war at a time. The same two wait a day before fighting again. A Syndicate that was declared on rests for 48 hours after the war ends: nobody can declare on it again until the rest is over, and the Syndicates screen shows "resting" until then.
See you in the lanes.