General[]
The Mayhem Syndicate, also known as TMS, referred to as the Syndicate Order during its early days by Cadets, is an organized independent agency of assassins, snipers, agents, and warlords. Sworn enemies of the Pinewood Builders Security Team, against whom they often fight a continuous recondite war for the Pinewood Builders Computer Core.
Whereas the Pinewood Builders Security Team seeks to remain loyal to PB and save the core from imminent danger by maintaining control over the different sectors, The Mayhem Syndicate fights to ensure that the core either melts or freezes while wreaking havoc to the facility, as it allows for the generation of a new core, and the increase in stability of power usage in the World of Roblox, following into the Pinewood Conspiracy of Power.
When TMS was created, its purpose was to develop a strategy that would use intelligence and analysis to devise plans to overthrow the core and the staff. Today its primary goal is to collect, analyze, evaluate, and gather intelligence to perform covert actions to raid and melt/freeze the PBCC facility.
Uniform[]
As of February 2023, there are various different uniforms that can be purchased and worn. The uniforms are required to be worn while one is on TMS duty in all facilities where a giver for it is present. The uniform sets were designed by WickyTheUnicorn, who has designed multiple PB uniforms in the past.
The uniforms are displayed here: Uniforms
The uniform giver in PBCC is currently located at the TMS Hideout at the cargo area right by the Nuke/Cargo train spawns at the Pinewood Builders Computer Core. There are also uniform givers at the PBDSF and Rynver Stronghold. In addition, running the command “!tmsuniform” gives you the standard TMS uniform. In PBCC, wearing the hazmat, firesuit (with or without the TMS uniform), or the core suit, all count as valid uniforms as well.
Ranks[]
Within The Mayhem Syndicate, members are organized by their place in a larger hierarchy of ranks and roles. These roles signify a member's power within the group, their ability to host raids, and access to specific weapons, listed below:
Recruit[]
- Requires 0 marks.
- Is the default rank, given upon joining the group. No points or evaluations are required to obtain this rank.
- Recruits only have access to a Baby Crowbar via the Recruit Loadout.
- Recruit is considered an LR in the rank structure.
Recruit Loadout[]
The TMS Recruit Loadout is a loadout given to members who are Recruit in the TMS group. The loadout consists of the following:
- Baby Crowbar
Name | Weapon type | Firing mode | Damage/Effects | Clip size |
---|---|---|---|---|
Baby Crowbar | Melee | - | 3 (slash), 5 (swing) | - |
Trooper[]
- Requires 40 marks and an evaluation.
- Granted access to the Trooper Loadout, which contains the Recruit loadout's items along with a TMS Pistol, Nerve Gas, and a Crowbar with increased damage.
- Trooper is considered an LR in the rank structure.
Trooper Evaluation[]
Evaluations are tests with multiple phases that test the evaluee's skills, knowledge of the group's handbook and behavior.
- Phase 1
- Complete Tall Towers at the PBSTAC in under 60 seconds
- Phase 2
- Successful completion of either Level 1 Sword Bots or Level 1 Gun Bots combat arenas. The bots have a cooldown of 7 seconds and you are given 175 health for Sword Bots and 125 for Gun Bots.
- Phase 3
- Survive 30 seconds of Level 1 Juggernaut. You are granted 150 health to dodge the Juggernaut bot's incoming fire.
- Phase 4
- Get 7 out of 8 questions correct in a basic questionnaire about The Mayhem Syndicate's duties and handbook.
- Phase 5
- Pass a minor Instructor consensus.
Trooper Loadout[]
The Trooper Loadout is a loadout given to members who are Trooper in the TMS group. The loadout consists of the following:
- Crowbar
- TMS Pistol
- Nerve Gas
Name | Weapon type | Firing mode | Damage/Effects | Clip size |
---|---|---|---|---|
Crowbar | Melee | - | 13 (slash), 19.5 (swing) | - |
TMS Pistol | Gun | Semi-Automatic | Body Damage Range: 15-20
Head Damage Range: 25-35 |
15 |
Nerve Gas | Deployable | - | Gives those affected a blurred screen and inverted movement.
It can also be set on fire to create a fire. |
1 |
Operative[]
- Requires 120 marks and an evaluation. You must be a Trooper for 3 weeks before requesting an Operative evaluation.
- Granted access to the Operative Loadout, which contains the Trooper loadout's items along with a TMS Rifle.
- Operative is considered an MR in the rank structure.
Operative Evaluation[]
- Phase 1
- Complete Tall Towers at the PBSTAC in under 45 seconds.
- Phase 2
- Get atleast 15 hits in the firing range within 75 seconds. There are 10 targets in the arena at once with 100 health and a spawn cooldown of half a second.
- Phase 3
- Successful completion of either Level 2 Sword Bots or Level 2 Gun Bots combat arenas. The bots have a cooldown of 7 seconds and you are given 175 health for Sword Bots and 125 for Gun Bots.
- Phase 4
- Pass a minor Instructor consensus.
Rank Permissions[]
- Granted Access to the Operative+ EAS System. Users must be in the Communication Server to get access. The EAS system gives Operatives+ up to 5 minutes to join a raid early, but only if the raid host pings the EAS.
- Allowed to request official NSRs (No Survivor Runs) from an Inquisitor+
Operative Loadout[]
The Operative Loadout is a loadout given to members who are Operative in the TMS group. The loadout consists of the Trooper Loadout with the addition of a TMS Rifle. The loadout consists of the following:
- Crowbar
- TMS Pistol
- TMS Rifle
- Nerve Gas
Name | Weapon type | Firing mode | Damage/Effects | Clip size |
---|---|---|---|---|
Crowbar | Melee | - | 13 (slash), 19.5 (swing) | - |
TMS Pistol | Gun | Semi-Automatic | Body Damage Range: 15-20
Head Damage Range: 25-35 |
15 |
TMS Rifle | Gun | Semi-Automatic | Body Damage Range: 45-55
Head Damage Range: 50-70 |
10 |
Nerve Gas | Deployable | - | Gives those affected a blurred screen and inverted movement.
It can also be set on fire to create a fire. |
1 |
Sentinel[]
- Requires either applying to the Sentinel program if you're a Captain (Application process is to be set up at a later date. Currently Inquisitors+ must nominate and vote you in for the role), or being handpicked to enter the program by an Instructor (if you’re an Operative) and taking the Sentinel evaluation.
- Sentinel is a secondary role and is therefore not considered a rank.
Sentinel Evaluation[]
- Phase 1
- Get accepted into the program by a majority of Inquisitors and Instructors.
- Phase 2
- Answer a 3-part questionnaire; the first part contains experience-related questions, the second part contains situation-related questions, and the third part contains rapid decision questions.
- Phase 3
- Pass a major Instructor consensus.
Rank Permissions[]
- Can be chosen to assist a raid host in leading a raid
- Said raid cannot be a patrol raid
Current Sentinels[]
Name | Promotion Date |
---|---|
Kamil29873 | April 10, 2023 |
dsaw36242 | May 27, 2023 |
herobrine22xx | June 17, 2023 |
Snorlaxspfz | June 17, 2023 |
OriginalA64 | June 29, 2023 |
SupaIceBlock | July 9, 2023 |
pro_hdkendjhe | July 28, 2023 |
InnovatWoodScientist | August 22, 2023 |
Horseman12141 | September 23, 2023 |
Lastr0s | September 25, 2023 |
LesserAlex70 | October 3, 2023 |
miastar789 | December 17, 2023 |
the_freedom | January 6, 2024 |
ScriptedByLua | June 10, 2024 |
Captain[]
- Requires 200 marks and an evaluation. You must be an Operative for 3 weeks before requesting a Captain evaluation.
- Granted access to the Captain Loadout, which contains the Operative loadout's items along with a TMS Sub. Gun.
- Is given a lot more authority within TMS, being able to host Patrol Raids and Gamenights as well as restrict core-related rooms, give KoS orders, and request deductions on players.
- Captain is considered an MR in the rank structure.
Captain Evaluation[]
- Phase 1
- Complete a level 1 juggernaut. You are given 150 health for this.
- Phase 2
- Fight your evaluator 3 times with weapons of your choosing. Based on your choice, two of these rounds will be the weapons you chose and the third the one you did not choose.
- Phase 3
- Answer a questionnaire that contains 5 questions regarding more technical knowledge of raids and their operation.
- Phase 4
- Pass a major Instructor consensus.
Rank Permissions[]
- Request deductions on players behind the scenes
- Issue official TMS KoS on members in a server
- Restrict core-related rooms to TMS only
- This includes launch silos
- Host official Patrol Raids
- Use a custom colored uniform
- Allowed to host gamenights in the Communications server with the approval of an Instructor+ (Only one Captain gamenight can be hosted a day)
Captain Loadout[]
The Captain Loadout is a loadout given to members who are Captain in the TMS group. The loadout consists of the Operative Loadout with the addition of a TMS Sub. Gun. The loadout consists of the following:
- Crowbar
- UPG TMS Pistol
- TMS Rifle
- TMS Submachine gun
- Nerve Gas
Name | Weapon type | Firing mode | Damage/Effects | Clip size |
---|---|---|---|---|
Crowbar | Melee | - | 13 (slash), 19.5 (swing) | - |
UPG TMS Pistol | Gun | Semi-Automatic | Body Damage Range: 25-35
Head Damage Range: 38-45 |
15 |
TMS Rifle | Gun | Semi-Automatic | Body Damage Range: 45-55
Head Damage Range: 50-70 |
10 |
TMS Sub. Gun | Gun | Automatic | Body Damage Range: 8-15
Head Damage Range: 10-15 |
15 |
Nerve Gas | Deployable | - | Gives those affected a blurred screen and inverted movement.
It can also be set on fire to create a fire. |
1 |
Inquisitor[]
- Requires invitation by an Instructor to take the evaluation. You may be invited at any rank, but being a Captain helps your chances.
- Granted access to the Inquisitor Loadout, which contains the Captain loadout's items along with an UPG TMS Pistol and Rifle, a Katana, and a Damage Field.
- Inquisitor is considered an HR in the rank structure.
Inquisitor Evaluation[]
- Questionnaire
- Answer 6 questions regarding raid leadership, core operation, and game mechanics.
- Evaluation Raid
- Host a Level 2 raid (marks are distributed by an Instructor).
Rank Permissions[]
- Request deductions on players behind the scenes
- Issue and revoke official TMS KoS orders on members in a server
- Restrict core and objective-related rooms to TMS only
- This includes launch silos
- Override KoS orders from captains
- Override Room Restrictions from captains
- Host official Leveled Raids (0-2)
- Host official Patrol Raids
- Host a server during a MEGA raid
- Access the TMS smartlog
- View handbook violator reports
- Given commands that assist in hosting of events
- Have Moderator powers in the Communications server
- Have Moderator powers at the Rynver Stronghold
- Have read access to the TMS mark database
- Create & edit their own TMS SmartLogs in the TMS SmartLog database
- Use custom uniforms; must be approved by Instructor+
- Host game nights/special events in the Communications server; must be approved by Instructor+
- Have a direct line of communication with all subgroup event hosts
- Have a direct line of communication with all subgroup HRs
- Not wear a uniform
Inquisitor Loadout[]
The Inquisitor Loadout is a loadout given to members who are Inquisitor in the TMS group. The loadout consists of the Captain Loadout with the addition of a Katana, UPG TMS Pistol & Rifle along with a Damage Shield. The loadout consists of the following:
- Katana
- Crowbar
- UPG TMS Pistol
- UPG TMS Rifle
- TMS Sub. Gun
- Nerve Gas
- Damage Shield
Name | Weapon type | Firing mode | Damage/Effects | Clip size |
---|---|---|---|---|
Katana | Melee | - | 24 (slash), 39 (lunge) | - |
Crowbar | Melee | - | 13 (slash), 19.5 (swing) | - |
UPG TMS Pistol | Gun | Semi-Automatic | Body Damage Range: 25-35
Head Damage Range: 38-45 |
15 |
UPG TMS Rifle | Gun | Semi-Automatic | Body Damage Range: 59-70
Head Damage Range: 70-85 |
10 |
TMS Sub. Gun | Gun | Automatic | Body Damage Range: 8-15
Head Damage Range: 10-15 |
15 |
Nerve Gas | Deployable | - | Gives those affected a blurred screen and inverted movement.
It can also be set on fire to create a fire. |
1 |
Damage Field | Deployable | - | Player Damage: 35 (per second)
Tool Health: 1000 |
- |
Instructor[]
- Requires being handpicked by an Instructor and voted in by a majority of Instructors. You can be handpicked from any rank, but being an Inquisitor helps your chances.
- Granted access to the Instructor Loadout, which contains the Inquisitor loadout’s items along with a UPG TMS Sub. Gun, Area Shield, and Portable Sentry.
- Instructor is considered Leadership in the rank structure.
Rank Permissions[]
- Host official MEGA/Level 3 mark-raids
- Host official TMS trainings
- Host any other miscellaneous events
- Host gamenights
- Evaluate players to determine whether they should get a certain rank or not and vote players into HR ranks
- Use helpful commands for raid hosting
- Override and issue KoS/room restriction with much higher authority
- This includes launch silos
- Use Administrator powers in the TMS Discord server
- Use Global Moderator powers at all PB facilities.
- They have Administrator powers at the PBDSF and the Rynver Stronghold.
- Have full authority over all members below them for situations regarding handbook violations, conflicts, etc
- Have full read & edit access to the TMS Mark Database
- Use custom uniforms
- Accept or deny handbook violator reports
- Vote on changes to TMS
- Have a direct line of communication with all subgroup event hosts
- Have a direct line of communication with all subgroup HRs
- Have a direct line of communication with all subgroup leaderships
- Have a direct line of communication with all PIA moderators
- Not wear a uniform
Instructor Loadout[]
The Instructor Loadout is a loadout given to members who are Instructor in the TMS group. The loadout consists of the Inquisitor Loadout with the addition of an UPG Pistol, UPG Sub. Gun and Portable Sentry. Instructors are free to grab the Damage Shield from the Inquisitor Loadout if they wish to. The loadout consist of the following:
- Katana
- Crowbar
- UPG TMS Pistol
- UPG TMS Rifle
- UPG TMS Sub. Gun
- Nerve Gas
- Damage Field
- Area Shield
- Portable Sentry
Name | Weapon type | Firing mode | Damage/Effects | Clip size |
---|---|---|---|---|
Katana | Melee | - | 24 (slash), 39 (lunge) | - |
Crowbar | Melee | - | 13 (slash), 19.5 (swing) | - |
UPG TMS Pistol | Gun | Semi-Automatic | Body Damage Range: 25-35
Head Damage Range: 38-45 |
15 |
UPG TMS Rifle | Gun | Semi-Automatic | Body Damage Range: 59-70
Head Damage Range: 70-85 |
10 |
UPG TMS Sub. Gun | Gun | Automatic | Body Damage Range: 10-16
Head Damage Range: 12 16 |
15 |
Nerve Gas | Deployable | - | Gives those affected a blurred screen and inverted movement.
It can also be set on fire to create a fire. |
1 |
Damage Field | Deployable | - | Player Damage: 35 (per second)
Tool Health: 1000 |
- |
Area Shield | Deployable | - | Healing Property: 10 (per second), prevents players inside it from taking damage from disasters.
Tool Health: 1000 |
- |
Portable Sentry | Deployable | Automatic | Player Damage: 7.5 (per second)
Tool Health: 500 |
200 |
The Fabricator[]
This rank is held by LENEMAR (Csdi is also now ranked as The Fabricator) and is named as a reference to his leadership of the official Pinewood development group, XYLEM Technologies. This rank is not actively involved in TMS.
The Ape King[]
This rank is held by former Architect Irreflexive, who got the rank after returning to Pinewood as a Facilitator. The rank name likely refers to Irreflexive’s former Architect rank and the fact that apes are an inside joke in TMS and to an extent Pinewood as a whole when referring to TMS. Like the Fabricator, this rank is not actively involved in TMS.
The Architect[]
The Architect is the leader who is a single person who oversees all of TMS. They have authority over the entire group.
The current Architect is Coasterteam.
This role was inactive for a period of time following events that took place in late-July 2019.
Owner[]
The Owner is the group holder and overseer of Pinewood Builders as a whole. This rank is reserved for the owner and founder of Pinewood Builders. - Tokaisho.
List of TMS HRs[]
Rank | Name |
---|---|
Owner | Tokaisho |
The Architect | Coasterteam |
The Fabricator | LENEMAR , Csdi |
The Ape King | Irreflexive |
Instructor | StrikingWithYou |
Instructor | Nohryk |
Instructor | Kam10thegreat |
Instructor | LordOfDisco |
Instructor | Axembix |
Instructor | seaneleven11 |
Instructor | NavySerray |
Instructor | NeonicNoir |
Instructor | pokemonlegendpoop1 |
Inquisitor | Asayix |
Inquisitor | weakguy1 |
Inquisitor | ckstlr_2 |
Inquisitor | V_Vinegar |
Inquisitor | 4_nas |
Inquisitor | Lord_SuperSucc |
Inquisitor | bokibatora |
Inquisitor | fricc_man |
Inquisitor | GIR_2001 |
Inquisitor | SolarMathew |
Inquisitor | Vojtisekczech |
Inquisitor | Voided_20 |
Inquisitor | ZappyZooms |
Events[]
Raids[]
In raids, TMS attack a PB facility (usually PBCC) and attempt to cause chaos inside it through a variety of objectives, such as causing a meltdown or freezedown. Below lists the various types of raids that can be scheduled and details about them.
Patrol Raids[]
- Can be hosted by Captains+
- No marks are given to attendees; they are meant to be fun raids on PBST/PET/joint patrols.
- It runs on a separate schedule from normal raids, allowing them to run at the same time as normal raids. These raids also have no cooldown time following them, but only 1 patrol raid can be hosted at a time as they cannot overlap. These do not follow the normal hosting permissions.
Practice Raids[]
- Can be hosted by Inquisitors+
- These raids are meant to be practice, so no marks are given to attendees. 1 mark is possible as a bonus, but not required to be given.
Level 1 Raids[]
- Can be hosted by Inquisitors+
- Up to 2 marks can be earned by default. A bonus mark is given to one member if the raid host believes that member performed extraordinarily well.
Level 2 Raids[]
- Can be hosted by Inquisitors+
- Up to 4 marks can be earned by default. A bonus mark is given to one member if the raid host believes that member performed extraordinarily well.
Dynamic Raids[]
- These raids can take any level, but generally occur during level 2 raids.
- Dynamic raids are a fun and unique change to a raid. Some changes can consist of simply altering the map, subgroup loadouts, and more.
- "Dynamic objectives" are sometimes done during patrol raids, but dynamic raids only really occur during leveled raids when an Inquisitor+ makes a change to how PBCC is played.
MEGA Raids[]
- Organized by Instructors+, Inquisitors+ can host a server in these multi-server (typically 6 servers) raid.
- While Instructors do have the power, the Architect is always the one that organizes a MEGA raid.
- Up to 8 marks can be earned by default. A bonus mark is given to six members (one per server raided) that the server raid hosts believe performed extraordinarily well in their respective server.
- MEGA raids are rare and are typically only hosted once every two to three months.
Incursions[]
- Can be hosted by Inquisitors+
- Up to 4 marks can be earned by default. A bonus mark is given to one member if the raid host believes that member performed extraordinarily well.
- In these raids, the objective is to control 2-3 districts in PBCC selected by the raid host for the duration of the raid.
Mayhem Strikes[]
- Can be hosted by Inquisitors+
- 1 mark max is usually given to attendees at the host's discretion, once TMS' objective has been reached.
- These are unscheduled raids in which a TMS Inquisitor posts their profile link in the TMS Backup Channel in the Communications Server. It is advised to join the server for Mayhem Strikes to know when they happen. Must be 13+ to join the server.
- Mayhem Strikes are meant to bring back the old charm of the Syndicate, in which a small group of TMS raids a public server and the public server players themselves are the resistance.
Reverse Raids[]
- Can be hosted by Instructors+
- Up to 4 marks can be earned by default. A bonus mark is given to one member if the raid host believes that member performed extraordinarily well.
- In these raids, the roles of PBST, TMS, and PET are switched; PBST and PET must melt or freeze the core while TMS must protect the core.
Mega Freezedowns/10x Meltdowns[]
- Can be hosted by Instructors+
- Up to 10 marks (one per melt/freeze) can be earned by default.
- In these raids, TMS must get 10 meltdowns or freezedowns depending on the event. Unlike other raids, there is no time limit and the raid only ends once 10 meltdowns/freezedowns have been achieved.
Trainings[]
This category of events is hosted by Instructors+ and usually take place at the PBST Activity Center or Pinewood Builders Computer Core. Similar to trainings in other subgroups, they usually involve attendees completing activities chosen by the host. After training, members who came will receive 0-5 marks based on how they did in the activities and their behavior. If a member was disruptive, broke handbook rules, did not follow directions, or did not participate, then an instructor can issue zero or negative marks. On the other side, if a member performs extraordinarily they may receive 5 marks. There are also different types of trainings that have different focuses. Below list the other different types of trainings.
Raid Tips and Tricks Trainings[]
In these trainings, attendees are taught the basics of raiding PBCC. Combat activities are occasionally sprinkled in. Getting points in this training is a combination of attendance/participation and completing activities.
Combat Trainings[]
In these trainings, all of the activities are combat activities, such as team deathmatches and free for alls.
Joint Trainings[]
In these trainings, a Special Defense/Marshall+ co-hosts a training with an Instructor with PBST/PET attendees and TMS attendees. Activities are decided in an alternating fashion by the co-hosts.
Arena Practice[]
In arena practices, an Instructor+ allows attendees to practice for ranked evaluations by activating the arenas and modifying them according to normal evaluation settings. Unlike other events, no marks are given for attending it.
Group Photo[]
In group photos, TMS gather up in a facility selected by the Architect to take a groupwide photo. This occurs roughly once every year.
Lore: The Raid of Fire[]
This lore is unofficial and was written by DrBablox/MojaveTrooper.
The Raid of Fire, also known as the Battle of Pinewood Computer Core, or as the Great Raid of Fire, was a major raid of the Great Raid War that lasted almost 3-5 hours and led to the destruction of the first core. It was a crippling and big fall to the PB and one of the Mayhem Syndicate's first major victories. It all started when the Syndicate sent a large force against PB.
The Syndicate’s large force that was sent consisted of armies of skilled recruits and troopers, supported and led by the elite pilots and trainers. An analysis of the plans stolen from the PBDSF identified a weakness in the computer core, placed there by the PB Chairman, a small thermal exhaust port that led to different lasers that surround the core itself and served the purpose of heating and cooling the core, since leading to the main reactor core which would allow access to a point that could cause a chain reaction that would destroy the entire facility and consequently the entire desert. All they had to do was get in the core, keep the lasers on, and prevent any security forces from stopping them.
During the raid, Syndicates in the facility, including pilots and agents who were left behind watched the huge swarm battle from the admin center, along with the numerous TMS Troopers, Operatives, and Instructors, along with the army of recruits battled, and tallied the Syndicate casualties as they occurred during the raid. Meanwhile, some of the TMS was keeping on lasers, off to coolants and fans, and kept the security from attacking them. which eventually led to the core being unstable and causing a meltdown, which is the evacuation of the PB and the Syndicates, and the knifing blow to the PBST.
Weapon Looks[]
- TMS Weapons have simlar paint/design to Credit/OP weapons with the Red neons replacing Credit's Orange/OP's Yellow and having a TMS Logo on the sides
- UPG TMS Weapons have simlar design to that of TMS's default weapons but with a Lavender-esque neon added to them