Synthesis

From AoW: Planetfall
Jump to navigation Jump to search

Synthesis manipulates AIs to their advantage, hacking and compromising systems for their own gain.

SecretTech Synthesis.png
  • Starting Unit: Hacker
  • Deploy AI daemons in battle
  • Hack and override enemy mechanical units
  • Bolster strategic operations
  • Integrate the populace into the network
  • Uses the Damage Arc.png and Damage Kinetic.png weapon groups

Origin[edit | edit source]

Synthesis was developed by the Omega group, a dark subculture of hacktivists within the Spacer faction of the Star Union. The group rebelled against CORE's oppression by hacking into the NexusNet and turning its systems against CORE and the Star Union. They developed technology to manipulate the AI's within NexusNet, going as far as transferring their own consciousnesses into the network, merging with the AI.

Mechanics[edit | edit source]

Synthesis has several recurring terms.

  • An Integrated unit is a unit that has Synthesis's unique brand of technology installed. Most Synthesis beneficial support abilities require the target units to be integrated. All Mechanical and Cyborg units are Integrated by default. Biological units become integrated when they install Synthesis mods that clearly mark them as such. There are also other sources of integration: for example, Kir'ko hackers integrate nearby friendly units when they teleport.
  • A Subroutine is a Synthesis operation that affects friendly Integrated units.
  • Compromised is a debuff that inflicts 2Arc weakness, -1 to resistances from other damage channels, and -1 level of stagger resistance. Some Synthesis operations have effects conditional on the target being Compromised.
  • Daemon is an effect, malicious or beneficial, inflicted by the abilities of Synthesis units marked as such. The wording is generally "target unit is forcibly infected with a hostile Daemon" for debuffs and "sends a Daemon to interface with" for buffs. Counterintuitively, summoned units called "daemons" are not actually daemons.

Commander Loadout[edit | edit source]

If the player has chosen assault equipment as one of their starting perks, then they will receive the following weapons at the beginning of the game:

Name Stats Tier Description
Weapon Synthesis HasherSMG.png Hasher SMG
  • 90% Attribute Accuracy.png 11 Damage Arc.png 7 Attribute Range.png
  • AP Repeating.png
1

Overwatch


SecondaryWeapon Arc ArcGrenade.png Arc Grenade
  • 100% Attribute Accuracy.png 8 Damage Arc.png 3 Attribute Range.png
  • AP SingleUse.png
    Once per battle
1
  • Does damage in a 1 hex radius. Only affects ground targets.
  • High impact stagger units
  • Ignores line of sight

Hero Skills[edit | edit source]

Skill Skill Point.png Requirements Effects
HeroSkill AI DisruptingHack.png Disrupting Hack 2 Level 1 Active Ability: Single action AP SingleUse.png 100% Attribute Accuracy.png 5 Attribute Range.png Cooldown 2 turns

Send a disrupting wave to hack an area, compromising mechanical and cyborg units in that area.

HeroSkill AI OverrideDaemon.png Override Daemon 6 Level 4 Active Ability: Single action AP SingleUse.png 100% Attribute Accuracy.png 0 Attribute Range.png Once per battle

Target enemy mechanical or cyborg unit is forcibly infected with a hostile Daemon that attempts to wrest control of the unit. They have a strength 8 Strength arc.png chance to become mind controlled and switch allegiance until end of combat. On failure, the unit is disabled instead.

HeroSkill AI AssistedBreach.png Assisted Breach 5 Level 6 Attacks by units in this hero's army bypass 1 Attribute Shields.png and 1 Attribute Armor.png. Only functions when the hero is the army's commander.
HeroSkill AI CompromiseExploitation.png Compromise Exploitation 4 Level 8 Units in this hero's stack have an 8 Strength arc.png chance to apply electrified when attacking compromised units. Only functions when the hero is the army's commander.


Units[edit | edit source]

Name Tier Type Damage Stats Cost Research Source
Malware Daemon I Tactical
Summons
8 Damage Arc.png 25 Attribute HP.png 32 Movement General.png 1 Attribute Armor.png 1 Attribute Shields.png AP SingleUse.png Autonomous Malware Mod: Deployable Malware Daemon
Reconstructed Daemon I Tactical
Summons
8 Damage Arc.png 25 Attribute HP.png 32 Movement General.png 1 Attribute Armor.png 1 Attribute Shields.png AP FullAction.png Information Control Assembly Hacker
Hacker II Skirmisher 11 Damage Arc.png ^ 40 Attribute HP.png 32 Movement General.png 1 Attribute Shields.png ^ 70 Interface Energy.png 250 Interface Production.png Information Control Military Skirmisher Barracks
Network Link II Skirmisher 10 Damage Kinetic.png 40 Attribute HP.png 32 Movement General.png 2 Attribute Armor.png 1 Attribute Shields.png 90 Interface Energy.png 270 Interface Production.png Network Connectivity Specialist Training Center
Avatar III Elite 15 Damage Arc.png 15 Damage Arc.png 60 Attribute HP.png 32 Movement General.png 3 Attribute Armor.png 2 Attribute Shields.png 105 Interface Energy.png 400 Interface Production.png 20 Interface Cosmite.png Neural Integration Elite Military Facility

^ varies by faction


Technology[edit | edit source]

Technology Tier Group Prerequisites Interface Knowledge.png Unlocks
MilitaryResearch Synthesis SynthesisIntegration.png Synthesis Integration 1 Tactical 100
  • Guardian Daemon Shell
  • Targeting Daemon Shell
  • Integrated Military Networks
MilitaryResearch Synthesis DaemonDeployment.png Daemon Deployment 2 Strategic MilitaryResearch Synthesis SynthesisIntegration.png Synthesis Integration 150
  • Internal System Overload Hack
  • Deploy Maintenance Daemons
  • Zero-Day Vulnerability
MilitaryResearch Synthesis InformationControl.png Information Control 3 Forces MilitaryResearch Synthesis SynthesisIntegration.png Synthesis Integration 300
  • Unit: Hacker
  • Equipment: Hasher SMG
MilitaryResearch Synthesis CombatSubroutines.png Combat Subroutines 3 Tactical MilitaryResearch Synthesis SynthesisIntegration.png Synthesis Integration 300
  • Compromise Module
  • Autonomous Repair Subroutines
  • Aegis Subroutines
MilitaryResearch Synthesis MotionDisruption.png Motion Disruption 4 Tactical MilitaryResearch Synthesis CombatSubroutines.png Combat Subroutines 520
  • Incapacitate Daemon Shell
  • Disruption Virus Pulse
  • Motion Control Hack
MilitaryResearch Synthesis NetworkConnectivity.png Network Connectivity 5 Forces MilitaryResearch Synthesis InformationControl.png Information Control 800
  • Unit: Network Link
  • Equipment: Type-S Mobile Network
MilitaryResearch Synthesis BasiliskNetwork.png Basilisk Network 5 Strategic MilitaryResearch Synthesis MotionDisruption.png Motion Disruption 800
  • Cyber Attack
  • Basilisk Node
MilitaryResearch Synthesis AutonomousMalware.png Autonomous Malware 6 Tactical MilitaryResearch Synthesis MotionDisruption.png Motion Disruption 1200
  • Deployable Malware Daemon
  • Skirmish Subroutine
MilitaryResearch Synthesis SystemsRegulation.png Systems Regulation 7 Strategic MilitaryResearch Synthesis AutonomousMalware.png Autonomous Malware 1700
  • Reactive Imperial Androids
  • Cascading System Failure
MilitaryResearch Synthesis NeuralIntegration.png Neural Integration 8 Forces MilitaryResearch Synthesis NetworkConnectivity.png Network Connectivity 2200
  • Unit: Avatar
  • Equipment: Disruption Relay
MilitaryResearch Synthesis PacificationCypher.png Pacification Cypher 9 Tactical MilitaryResearch Synthesis AutonomousMalware.png Autonomous Malware 2750
  • Total Network Integration
  • Localized System Shutdown
MilitaryResearch Synthesis BasiliskSingularity.png Basilisk Singularity 10 Strategic MilitaryResearch Synthesis SystemsRegulation.png Systems Regulation 3600
  • The Singularity


Doctrine[edit | edit source]

Technology Tier Prerequisites Interface Knowledge.png Unlocks
SocietyResearch Synthesis CyberOptimisation.png Cyber Optimization 3 Tier 1 doctrine 300
  • Organized Cyber Divisions
  • Worker Integration
  • Doctrine Development V
SocietyResearch Synthesis CyberSociety.png Cyber Society 7 Tier 5 doctrine or economic research 1700
  • Society 2.0
  • Total War Automation


Strategy[edit | edit source]

Synthesis uses ubiquitous artificial intelligences and advanced hacking to enhance friendlies and hinder enemy mechanicals and cyborgs.

  • Network friendly troops together to apply battlefield-wide buffs.
  • Dominate enemy mechanicals and cyborgs with offensive debuffs.

Synthesis technology has excellent synergy with factions that widely employ cyborgs and mechanicals. Synthesis units also use Arc damage, so they benefit from a faction with access to Arc weapons research. Both of these conditions are filled perfectly by the Assembly. Predominately biological factions such as the Amazon and Kir'Ko will find Synthesis tech comparatively less useful.

Tier 1 Synthesis technology gives access to Guardian Daemon Shell and Targeting Daemon Shell. These mods are very cheap and beneficial for early game. For game plans entirely reliant on faction tech and want a secret tech that can be forgotten about entirely, it's hard to go wrong with Synthesis. However, there are a lot of interesting options deeper in the tree for the intrepid hacktivist.

Synthesis is generally very defensive. Its offensive options, including their trademark brand of mind control, are mainly aimed against Cyborgs and Mechanical units — the latter also having an innate weakness to Arc damage.

Hackers have decent damage (generally 11Damage Arc.png repeating) for its tier and have the most per-faction variety out of any secret tech unit, which makes it hard to give a blanket statement on their usefulness. It does shoot way up if the faction used has access to the Arc weapon tree, due to the obvious value of stagger or even stun on a repeating attack. Be aware that hackers' debuff abilities have a noticeably shorter range than their SMG.

Network links look like your standard support with two once-per-battle abilities and one full action; however, once a network link has used its once-a-battle ability to reset a friendly unit's cooldowns, it can eat a corpse to use it again. This can be done indefinitely as long as corpses are available and, given the strength of many once-per-battle abilities, they're rarely in short supply. The subroutine and daemon extension reset of a network link should be underestimated: many effects inflicted by Synthesis units are caused by daemons, and by extending their duration the network link extends the duration of the respective buffs and debuffs.

Avatars are generally not worth it at all, unless your enemy is very machine-heavy. For best use, pair them with a network link to be able to use mind control several times per battle and increase the Amplify Daemon buff duration.

Total Network Integration is an expensive mod that can be used to protect your expensive toys. Make sure to heal them after resurrection so that you don't simply lose them again. Stagger immunity is also very valuable, especially on units with Full Action abilities.