This is to help you see what perks you get for each tech.
Promethean
The Prometheans are planetary exterminators, eradicating threats with their PyrX fires.
- Create weapons of mass destruction
- Employ powerful incendiary weapons
- Settle in inhospitable places
- Shield units and colonists from Armageddon
- Uses the Thermal and Kinetic damage channels.
The Tech:
1) Tactical Protection (100 Sci):
- Purification Field (T1, Defense Mod – Armor) Ability (Free action): Restore 10 HP and remove any non-psionic Status Effects from this unit or target adjacent unit. (Can only be used once per battle) Additionally, this mod grants +1 Armor . This Mod can be applied to any unit except Animals.
- Emergency Shielding (T1, Tactical Operation (Instant)): Deploy a protective shield on a target unit, granting the unit +10 Shield and Thermal Immunity for 2 turns. The unit cannot move for the duration of the effect. Priming Cost: 25 ENG 1 COV
2) Phoenix Op Station (150 Sci):
- Plasmoid Deployment (T2, Strategic Operation (Summon)): Summon a Plasmoid unit onto the strategic map. Stats: Plasmoid (T1, Skirmisher): 35 HP 40 Movement 2 Armor. Abilities: Lash Out (12 Incendiary), Mechanical, Light Unit) Priming Cost: 60 ENG 6 COV.
- Incineration Strike (T2, Strategic Operation (Instant)): A strike drone showers the enemy in napalm. Deals damage equal to 20% of their current HP, and weakens their Incendiary resistance by 3 in combat for 1 Strategic round. On failure, will only deal damage to equal of 20% of their current HP. Priming Cost: 80 ENG, 8 COV
3) Purifier Corps (270 Sci)
- Equipment: Purifier Gun (T2, Hero Equipment, Primary, Single Action) Stats: 90% ACC, 20 Incendiary DMG, 5 Range. Plasma Blast: Fire a burst of ignited plasma at a target setting the hex on fire for 2 turns. Effects: Incendiary 8 Fire Status strength chance to apply Burning to non-Etheral and non Mineral targetsa for 3 turns. Affected by line of sight rules.
- Unit: Purifier (T3, Unit Unlock, Varied Race) Stats: Purifier (T2, Skirmisher) 40 HP 32/32 Movement 2 Armor. Abilities: Plasma Blast (20 Incendiary), Launch Plasma Bombs (14 Incendiary), Light Unit, Infantry, Varied Race Type.
4) Biosphere Subjugation (270 Sci)
- Firestorm Projectile (T3, Tactical Operation (Instant)): Call in an airstrike that deals 25 Incendiary damage to a target with High Impact. The projectile also deals 10 Incendiary damage to all adjacent enemy units and leaves a PyrX Hazard on all affected hexes for 2 turns. Priming Cost: 30 ENG 2 COV.
- Thermal Targeting Relay (T1, Offensive Mod): Unit Gains 10% accuracy on all attacks. This unit’s attacks get +10% accuracy and +20% damage against Burning or Immolated targets. Additionally, this mod grants the unit 10% increased damage on all abilities. This Mod can be applied to any unit except Animals.
5) Advanced Aegis Shielding (480 Sci)
- Aegis Protection Field (T4, Tactical Operation (Instant)): All friendly units gain Aegis Protection, granting them +3 Shield, as well as +2 Incendiary and +2 Bio resistance for 1 turns. Priming Cost 60 ENG 5 COV.
- PyrX Absorption Panels (T2, Defense Mod – Armor): When standing in Thermal Hazards, the unit deals +20% damage, and it heals for 20% of their max HP at the start of each turn. Unit also gains +3 Incendiary resistance and immunity to Thermal Status Effects and Hazards. Additionally, this mod grants the unit +1 Armor. This Mod can only be applied to Cyborg and Mechanical units.
- Hazmat Protection (T2, Defense Mod – Armor): Provides the unit with a protective system, granting them +4 Bio resistance and Hazard Immunity. Additionally, this mod grants the unit +1 Armor. This mod can only be applied to non-Animal and Non-Ethereal units.
6) PyrX Inception (700 Sci)
- PyrX Fumigation Protocols (T5, Strategic Operation (Timed)): Floods a non-Promethean enemy colony with PyrX gas for 10 turns, which increases in strength as you build more PyrX Refineries. On failure apply Civil Unrest to the colony, which causes 12 Unhappiness for 3 turns. Level 1 – All income is reduced by 30%, Level 2 – Non-Promethean player units have -5 Incendiary resistance. Level 3 – Furthers less resistance by applying choking, Pyrx fires now appear in combat. Priming Cost: 120 ENG, 12 COV.
- PyrX Refinery (T5, Colony Upgrade): The PyrX Refinery unlocks the PyrX Fumigation Protocols Doomsday Weapon. Each additional PyrX Refinery you build increases the level of the weapon, making it stronger. Only one PyrX Refinery may be built per Colony. Cost: 50 Cosmite, 200 Energy, 800 Production.
7) Aegis Tank Corps (1100 Sci)
- Vehicle: Aegis Tank (T3, Hero Equipment, Vehicle, Unit (T6), Specialist) Stats: 60 HP, 24 Movement, 3 Armor. Abilities: Force Projector (22 Kinetic DMG), Wide Force Blast (14 Kinetic DMG), Mechanical, Heavy Unit. Cost: 130 ENG, 40 Cosmite.
8) PyrX Sector Preparations (1500 Sci)
- Plasma Ray Defense (T7, Strategic Operation (Sustained)): Target friendly colony is defended by a Superheated Plasma Ray. During combat, 3 to 5 random non-Mineral and non-Etheral units have a strength 12 fire chance become Immolated every turn. Priming Cost: 100 ENG 12 COV, Upkeep 16 ENG.
- PyrX Flash Strike (T7, Strategic Operation (Instant)): Fire a rapid-ignition missile at the target sector that damages enemy units for 20% of their current HP and turns the sector into a volcanic sector. If this operation targets an enemy Colony Core, it removes 3-5 Colonists from the target. On failure, only deals 10% of current HP and kills 1 Colonist. Priming Cost: 200 ENG, 20 COV.
9) Thermal Surge Modules (1500 Sci)
- Backlash Projectors (T3, Defense Mod- Armor): When damaged, this unit pulses fire around itself, dealing 12 Incendiary damage to all adjacent enemy units. Additionally, this mod grants the unit +2 Armor. This mod can only be applied to non-Animals and non-Ethereal units.
- Superheated Plasma Actuators (T3, Offensive Mod): Plasma attacks with Burning now apply Immolation instead, dealing 12 Incendiary damage per turn. Immolation lasts for 3 turns. Additionally, this mod grants the unit 30% increased damage on all abilities. This mod can only be applied to units with a plasma ability.
10) Phoenix Walker Corps (2000 Sci)
- Vehicle Phoenix Walker (Hero Equipment, Vehicle, T3, Elite) Stats: 60 HP, 32 Movement, 4 Armor. Abilities: Plasma Cutter (14 Incendiary DMG), Firestorm (18 Incendiary DMG), Torrent of Flame (14 Incendiary DMG), Mechanical, Heavy Unit. Cost: 130 ENG, 40 Cosmite.
11) Phoenix Rising (2500 Sci)
- PyrX Bomb (T9, Tactical Operation (Instant)): Drops a bomb in tactical combat that disperses a PyrX cloud in a 3 hex radius area. Biological and Cyborg ground units caught in the cloud are inflicted with Choking. After 1 turn, the cloud explodes, dealing 30 Incendiary damage with Massive Impact. Priming Cost: 100 ENG, 9 COV.
- Phoenix Bomb Launchers (T3, Defense Mod – Armor) Ability (Full Action, 90% Accuracy, 26 Incendiary DMG, 2-9 Range): Fire a Phoenix Bomb, dealing damage in a 1 hex radius area and leaving behind a burning Hazard for 2 turns. Immolate 8 Fire strength chance to apply Immolated to non-Mineral or non-Ethereal targets for 3 turns. If resisted apply Burning instead. Ignores line of sight penalties. Cooldown 1 turn. Additionally, this mod grants the unit +2 Armor. This Mod can only be applied to Infantry and mounted units.
12) Planetary Purification (3250 Sci)
- Planetary Purification (T10, Doomsday Finisher Operation): The final step in the Promethean plan floods the entire world’s atmosphere with PyrX. Requires PyrX Fumigation Protocols level 3. This operation will trigger victory after 10 turns. Priming Cost: 500 ENG, 50 COV.
Synthesis
Synthesis manipulates AIs to their advantage, hacking and compromising systems for their own gain.
- Deploy AI daemons in battle
- Hack and override enemy mechanical units
- Bolster strategic operations
- Integrate the populace into the network
- Uses the Arc and Kinetic damage channels
The Tech:
1) Synthesis Integration (100 Sci):
- Integrated Military Networks (T1, Empire Upgrade): All Mechanical and Cyborg units are Integrated, allowing them to interface with Synthesis Technology. All militia units you control become Integrated.
- Targeting Daemon Shell (T1, Offensive Mod): The unit gains 10% accuracy and 10% critical hit chance. They also become Integrated, allowing them to interface with Synthesis technology. Additionally, this mod grants the unit 10% increased damage on all abilities. This Mod can only be applied to Biological, Cyborg and Mechanical units.
- Guardian Daemon Shell (T1, Defense Mod – Armor): The unit is 25% harder to hit by ranged attacks. They also become Integrated, allowing them to interface with Synthesis technology. Additionally, this mod grants the unit +1 Armor. This Mod can only be applied to Biological, Cyborg and Mechanical units.
2) Daemon Deployment (150 Sci)
- Zero-Day Vulnerability (T2, Strategic Operation (Timed)): Target enemy colony has their operational defense reduced by 5 and their happiness reduced by 8 for 10 turns. On failure, apply Civil Unrest to the colony, which causes 12 unhapiness for 3 turns. Priming Cost: 80 ENG, 8 COV.
- Deploy Maintenance Daemons (T2, Strategic Operation (Instant)): All Integrated units in target friendly army heal to full and gain Finely-tuned for 1 strategic turn, granting them +10% accuracy and +10% damage. Priming Cost: 80 ENG, 8 COV.
- Internal System Overload Hack (T2, Strategic Operation (Instant)): All Mechanical and Cyborg units in target enemy army take 20% of their current HP in DMG. Units damaged this way are Compromised at the start of every battle for 1 strategic turn. On failure, all Mechanical and Cyborg units take 20% of their current HP in DMG. Priming Cost: 60 ENG, 6 COV.
3) Information Control (270 Sci)
- Equipment: Hasher SMG (T1, Hero Equipment, Primary, Repeating) Stats: 90% Accuracy, 11 ARC DMG, 7 Range. Abilities: Affected by line of sight rules. Has Overwatch.
- Unit: Hacker (T2, Varied Race, Skirmisher): Stats: 40 HP, 32 Movement, 1 ARM, 1 SHL. Abilities: Hasher SMG (11 ARC DMG) Reconstructed Daemon, Scrambling Virus (8 ARC DMG), Light Unit, Infantry, Cyborg.
4) Combat Subroutines (270 Sci)
- Aegis Subroutines (T3, Tactical Operation (Battlefield)): Uploads protective subroutines to all Integrated units. They receive 2 SHL for 2 turns. Priming Cost: 30 ENG, 2 COV.
- Autonomous Repair Subroutines (T3, Tactical Operation (Battlefield)): Uploads repair subroutines to all friendly Integrated units. They heal for 10% of their maximum HP at the end of each turn for 2 turns. Priming Cost: 30 ENG, 2 COV.
- Compromise Module (T1, Offensive Mod): Weapon attacks now have a strength 8 ARC chance to apply Compromised to Mechanical and Cyborg Units. Additionally this mod grants the unit 10% increased damage on all abilities. This Mod can be applied to any unit Except Animals.
5) Motion Disruption (480 Sci)
- Motion Control Hack (T4, Tactical Operation, instant): Send out a targeted hacking signal to interfere with enemy Mechanical and Cyborg units in a 2 hex area of effect, staggering all units with Massive Impact. In addition, they have a strength 4 ARC chance to become Immobilized for 1 turn. Priming Cost: 45 ENG, 4 COV.
- Disruption Virus Pulse (T4, Tactical Operation, Instant): Target enemy unit takes 22 ARC DMG. If this ability targets Mechanical or Cyborg unit, it has a strength 8 ARC chance to cause the target to become Compromised. This ability jumps up to 2 times to other enemy units within 2 hexes. Priming Cost: 45 ENG, 4 COV.
- Incapacitate Daemon Shell (T2, Defense Mod – Armor): Provides the unit with a Daemon Shell containing an Incapacitate Daemon that they can deploy to disrupt enemy units. They also become Integrated allowing them to interface with Synthesis technology. Ability (Single Action), 100% Accuracy, 5 Range. Infect target enemy Mechanical or Cyborg unit with a hostile Daemon. This causes the unit to have a 8 ARC strength change to be stunned for 1 turn. On failure, the unit is staggered instead. Cooldown 3 turns. Additionally, this mod grants the unit +1 ARM. This Mod can only be applied to Biological, Cyborg and Mechanical units.
6) Network Connectivity (700 Sci):
- Equipment: Type-S Mobile Network (T2, Hero Equipment, Secondary, Single Action) 100% accuracy, 7 Range. Ability: Upload AC Data, Upload an artificial conscious to a susceptible unit. This resets target friendly Integrated unit’s cooldowns and once per battle abilities. Can only be used once per battle.
- Unit: Network Link (T2, Specialist) Stats: 40 HP, 32 Movement, 2 ARM, 1 SHL. Abilities: Defensive Turret (10 Kinetic DMG), Upload AC Data, Reset Save State Daemon, Data Integrity Enforcement, Mechanical, Light Unit.
7) Basilisk Network (700 Sci)
- Cyber Attack (T5, Strategic Operation, Timed): Launch a cyber attack on a non-Synthesis enemy colony. Infiltrating their systems and linking them up to the Basilisk network for 10 turns. This ability causes greater havoc the more Basilisk Nodes you build. On failure, apply Civil Unrest to the colony, which causes 12 unhappiness for 3 turns. Level 1 – Knowledge income reduced by 50%. Synthesis player gains this knowledge instead. Level 2 – Synthesis player units gain +20 Accuracy, and +10% critical hit chance. Level 3 – Non-Synthesis player units which are Compromised have a 8 ARC strength chance to be infected with Incapcitate or Haywire Daemon each turn. Duration 10 turns. Priming Cost: 120 ENG, 12 COV.
- Basilisk Node (T5, Colony Upgrade): The Basilisk Node unlocks the Cyber Attack Doomsday Weapon. Each additional Basilisk Node that you build increases the level of the weapon, making it stronger. Only one Basilisk Node may be built per colony. Cost: 50 Cosmite, 200 ENG, 800 Production.
8) Pacification Cypher (1100)
- Skimirsh Subroutines (T6, Tactical Operation, Battlefield): Uploads combat subroutines to all friendly Integrated units. They gain + 1 Impact resistance and deal +20% damage for 2 turns. Priming Cost: 60 ENG, 5 COV.
- Total Network Integration (T2, Defense Mod – Armor): The unit is immune to stagger and all status effects. If the unit dies in combat, they are revived with 15% of their maximum HP at the start of their next turn. By Creating an emergency backup of this unit’s consciousness, they also become Integrated, allowing them to interface with Synthesis technology. Additionally, this mod grants the unit +1 ARM. This Mod can only be applied to Biological, Cyborg and Mechanical units, except the Assembly Wrecker.
9) Systems Regulation (1500)
- Cascading System Failure (T7, Strategic Operation, Instant): Target enemy colon’s income is reduced by 25% for 10 turns. On failure apply Civil Unrest to the colony, which causes 12 unhappiness for 3 turns. Duration 10 turns. Priming Cost: 200 ENG, 20 COV.
- Reactivate Imperial Androids (T7, Strategic Operation, Summon): Reactivating local imperial androids can provide quick reinforcements in the field. Summon a single android unit at a target location. Can only summon a T1 or a T2 unit. Priming Cost: 100 ENG, 10 COV.
Written by Miraculous Bat
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