Synthesis
Synthesis manipulates AIs to their advantage, hacking and compromising systems for their own gain.
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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 2
, -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 | |
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Hasher SMG | 1 |
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Arc Grenade | 1 |
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Hero Skills[edit | edit source]
Skill | ![]() |
Requirements | Effects | |
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Disrupting Hack | 2 | Level 1 | Active Ability: Single action ![]() ![]() ![]() Send a disrupting wave to hack an area, compromising mechanical and cyborg units in that area. |
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Override Daemon | 6 | Level 4 | Active Ability: Single action ![]() ![]() ![]() 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 |
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Assisted Breach | 5 | Level 6 | Attacks by units in this hero's army bypass 1 ![]() ![]() |
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Compromise Exploitation | 4 | Level 8 | Units in this hero's stack have an 8 ![]() |
Units[edit | edit source]
Name | Tier | Type | Damage | Stats | Cost | Research | Source |
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Malware Daemon | I | Tactical Summons |
8 ![]() |
25 ![]() ![]() ![]() ![]() |
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Autonomous Malware | Mod: Deployable Malware Daemon |
Reconstructed Daemon | I | Tactical Summons |
8 ![]() |
25 ![]() ![]() ![]() ![]() |
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Information Control | Assembly Hacker |
Hacker | II | Skirmisher | 11 ![]() |
40 ![]() ![]() ![]() |
70 ![]() ![]() |
Information Control | Military Skirmisher Barracks |
Network Link | II | Skirmisher | 10 ![]() |
40 ![]() ![]() ![]() ![]() |
90 ![]() ![]() |
Network Connectivity | Specialist Training Center |
Avatar | III | Elite | 15 ![]() ![]() |
60 ![]() ![]() ![]() ![]() |
105 ![]() ![]() ![]() |
Neural Integration | Elite Military Facility |
^ varies by faction
Technology[edit | edit source]
Technology | Tier | Group | Prerequisites | ![]() |
Unlocks | |
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Synthesis Integration | 1 | Tactical | 100 |
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Daemon Deployment | 2 | Strategic | ![]() |
150 |
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Information Control | 3 | Forces | ![]() |
300 |
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Combat Subroutines | 3 | Tactical | ![]() |
300 |
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Motion Disruption | 4 | Tactical | ![]() |
520 |
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Network Connectivity | 5 | Forces | ![]() |
800 |
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Basilisk Network | 5 | Strategic | ![]() |
800 |
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Autonomous Malware | 6 | Tactical | ![]() |
1200 |
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Systems Regulation | 7 | Strategic | ![]() |
1700 |
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Neural Integration | 8 | Forces | ![]() |
2200 |
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Pacification Cypher | 9 | Tactical | ![]() |
2750 |
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Basilisk Singularity | 10 | Strategic | ![]() |
3600 |
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Doctrine[edit | edit source]
Technology | Tier | Prerequisites | ![]() |
Unlocks | |
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Cyber Optimization | 3 | Tier 1 doctrine | 300 |
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Cyber Society | 7 | Tier 5 doctrine or economic research | 1700 |
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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 11 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.