Faction Overview
| Ideology | Chosen evolution. Scientific transcendence. Hive-mind unity. |
|---|---|
| Capital | Sibaria Metamorphosis Complex (ruins of Dr. Theslar's research facility) |
| Population | ~15,000 post-humans integrated into collective consciousness |
| Doctrine | Individual failure. Collective perfection. We chose this transformation. |
| Playstyle | Hive-mind coordination, metamorphosis transformations, multi-target attacks, swarm tactics |
| Complete Deck | View Full Emergent Deck (v2.0 Equipment System) |
Origins: The Sibarian Experiments
The Emergent Syndicate did not suffer mutations by accident...they chose transformation deliberately. In Year 152, survivors discovered Dr. Nikolas Theslar's abandoned research facility in Sibaria, filled with preserved genetic samples, Void-manipulation technology, and incomplete notes on "controlled evolution."
A collective of scientists, idealists, and desperate refugees formed the "Metamorphosis Project"...believing humanity's weakness was individuality. They hypothesized that fusion with arthropod DNA (insects, arachnids, crustaceans) combined with Void exposure would create stable, coordinated post-human evolution. They were partially correct.
The first generation underwent voluntary metamorphosis in Year 153...156 test subjects survived with stable arthropod integration. They discovered unexpected benefits: shared consciousness (hive-mind coordination), rapid adaptation (mid-battle transformations), multi-limb advantages, exoskeleton defense, and pheromone communication. By Year 170, thousands had voluntarily joined the collective.
Hive-Mind Structure
The Emergent Syndicate operates as a distributed consciousness...individual members retain partial autonomy but share thoughts, emotions, and tactical coordination through pheromone-linked neural networks. Unlike true hive insects, Syndicate members can act independently but choose collective action for efficiency.
The Three Castes
Worker Caste (75% of population)
Basic metamorphs with moderate arthropod traits (compound eyes, chitinous patches, extra limbs). Handle logistics, manufacturing, and support roles. Retained most human features...recognizable as post-human but not monstrous. Fully conscious, voluntarily integrated.
Warrior Caste (20% of population)
Combat metamorphs with extensive arthropod traits (mantis blades, segmented limbs, exoskeletons, multiple eyes). Pilot Syndicate Caskets. Retain tactical autonomy but coordinate through hive-mind during battle. Enhanced reflexes, molt defenses, pheromone warfare. These are the pilots you face.
Synthesis Caste (5% of population)
Elder metamorphs who have transcended humanity entirely...immobile bio-organic nodes that anchor the hive-mind network. They coordinate thousands of minds simultaneously, manage metamorphosis chambers, and guide long-term evolution. Barely recognizable as once-human. No individual names...only network designations.
Core Mechanic: Metamorph Tokens & Hive Coordination
Emergent Syndicate Caskets generate Metamorph Tokens through proximity to allies and coordinated actions...representing the collective's growing strength. These tokens fuel transformations, defensive molts, and synchronized attacks.
- Swarm Intelligence: Gain +2 Metamorph tokens at start of each round (+4 if 3+ Emergent allies within 4 hexes). Proximity breeds power. (Balance Update Oct 19: Doubled from +1/+2 to +2/+4 Metamorph generation)
- Metamorphic Adaptation: Spend 2 Metamorph to transform into Assault Form (+3 damage, -1 Defense), Tank Form (+4 Defense, -1 movement), or Scout Form (+3 movement, ignore terrain). Stack multiple forms with enough tokens. (Balance Update Oct 19: Buffed all forms - Assault +2→+3 damage, Tank +3→+4 Defense, Scout +2→+3 movement)
- Hive-Mind Link: When an Emergent ally within 4 hexes plays a card, spend 1 Metamorph to copy that card's effect (75% effectiveness). The hive thinks as one. (Balance Update Oct 19: Increased from 50% to 75% effectiveness)
- Exoskeleton Molt: Spend 1 Metamorph when damaged to reduce damage by 3 and recover 2 cards (shedding damaged shell). Once per round.
- Pheromone Command: Release pheromone cloud...all Emergent allies within 5 hexes gain +1 damage and +1 SP, enemies have -1 to hit.
- Chrysalis Rebirth: When deck reaches 5 cards or fewer, spend 5 Metamorph to enter Chrysalis (cannot act 1 turn). Next turn, recover 10 cards, remove Heat, gain +2 Defense permanently. Once per mission.
Emergent pilots don't fight alone...they coordinate through the hive-mind, transform mid-battle to counter threats, and molt to absorb damage. Victory comes through synchronized action and infinite adaptation.
10 Faction Cards (Players Choose 6)
Hive-Mind Link
Effect: Passive: When an allied Emergent Syndicate Casket within 4 hexes plays a card, you may spend 1 Metamorph token to copy that card's effect (75% effectiveness for damage/healing). The hive thinks as one.
(Balance Update Oct 19: Increased from 50% to 75% effectiveness)
"Individual thoughts merge into collective purpose."
Metamorphic Adaptation
Effect: Transform into one of three forms until end of round: Assault Form (+3 damage to all attacks, -1 Defense), Tank Form (+4 Defense, -1 movement), Scout Form (+3 movement, ignore terrain). Transformations are cumulative if you have multiple tokens.
(Balance Update Oct 19: Buffed all forms - Assault +2→+3 damage, Tank +3→+4 Defense, Scout +2→+3 movement)
"Our bodies are tools. We reshape them as needed."
Exoskeleton Molt
Effect: Play when you take damage. Reduce damage by 3 (minimum 1). Recover 2 cards from discard pile (shedding damaged tissue). Generate 1 Heat. Once per round.
"Shed the damaged shell. Emerge stronger."
Pheromone Command
Effect: Release pheromone cloud (visible colored mist). All allied Emergent Syndicate Caskets within range gain +1 damage and +1 SP this turn. Enemies within range have -1 to hit (confused by pheromones).
"Chemical signals guide the swarm."
Segmented Strike
Effect: Deal 4 damage with primary limbs. If you have 2+ Metamorph tokens, make a second attack with additional arthropod limbs for 2 damage. Multi-limb advantage.
"Four arms strike where two would fail."
Swarm Intelligence
Effect: Passive: Gain +2 Metamorph tokens at the start of each round. If 3+ allied Emergent Syndicate Caskets are within 4 hexes, gain +4 tokens instead. The collective grows stronger.
(Balance Update Oct 19: Doubled from +1/+2 to +2/+4 Metamorph generation)
"Proximity breeds power. Unity breeds evolution."
Chrysalis Rebirth
Effect: When your deck reaches 5 cards or fewer, spend 5 Metamorph tokens to enter Chrysalis state for 1 turn (cannot act). Next turn, recover 10 cards from discard pile, remove all Heat, gain +2 Defense permanently this mission. Once per mission.
"We do not die. We transform."
Compound Vision
Effect: Passive: You can see in 360° (cannot be flanked). Attacks against you from behind do not gain bonuses. Your compound eyes miss nothing.
"We see all angles. Ambush is impossible."
Mandible Rend
Effect: Deal 3 damage. Target has -1 Defense until end of their next turn (armor shredded by mandibles). If target is adjacent to another ally, deal 4 damage instead.
"Our jaws crack steel like chitin."
Collective Consciousness
Effect: Choose 1 allied Emergent Syndicate Casket within range. They immediately draw 2 cards and gain 1 Metamorph token. Share knowledge through the hive.
"What one knows, all know."
Swarm Tactics (×5 in deck)
Effect: Deal 2d6 damage (7 avg) to target. If 2+ Emergent allies are within 4 hexes, deal 3d6 damage (10.5 avg) instead. Coordinated swarm strike.
(Balance Update Oct 19: NEW CARD - increased from 1d6/2d6 to 2d6/3d6 damage)
"We strike as one organism. Resistance is futile."
Philosophy: Chosen Evolution vs Forced Mutation
The Emergent Syndicate views themselves as superior to both baseline humanity and "random" mutants like the Vestige Bloodlines. They chose transformation deliberately, guided by science rather than suffering from Void corruption by accident.
| Aspect | Vestige Bloodlines | Emergent Syndicate |
|---|---|---|
| Origin | Accidental Void corruption (victims) | Deliberate genetic engineering (chosen) |
| Mutation Type | Random mammalian traits (uncontrolled) | Controlled arthropod integration (scientific) |
| Stability | Degrading each generation (dying out) | Stable across generations (sustainable) |
| Consciousness | Individual minds (isolated) | Hive-mind network (coordinated) |
| Extinction Risk | 150 years until genetic collapse | None (controlled evolution continues) |
| Philosophy | "We survive despite our curse" | "We transcend through our choice" |
The Syndicate actively recruits desperate individuals...offering "cures" to Vestige, "upgrades" to baseline humans, and "perfection" to anyone willing to surrender individuality for collective immortality. Many accept. Most regret nothing.
Faction Relations
| Faction | Status | Notes |
|---|---|---|
| Church of Absolution | HOSTILE | Church views Syndicate as "abominations." Syndicate sees Church as "primitive zealots." |
| Elven Verdant Covenant | DISTRUSTFUL | Elves oppose Syndicate's scientific tampering with life. Philosophical incompatibility. |
| Dwarven Forge-Guilds | FRIENDLY | Mutual respect for engineering/evolution as craft. Trade partners. |
| The Exchange | NEUTRAL | Exchange deals with anyone who pays. No moral judgment. |
| The Ossuarium | DISTRUSTFUL | Ossuarium sees Syndicate as rivals (both manipulate life/death boundaries). |
| The Wyrd Conclave | HOSTILE | Fae find Syndicate "boring." No mystery, pure science...offensive to Fae nature. |
| Nomad Collective | FRIENDLY | Nomads respect Syndicate pragmatism and adaptability. Potential recruits. |
| Vestige Bloodlines | HOSTILE | Syndicate views Vestige as "failed prototypes" (random vs controlled evolution). |
| Crucible Packs | NEUTRAL | No significant interaction. Different philosophies (honor vs transcendence). |
Recommended Builds
Hive Coordinator (Support Leader)
- Faction Cards: Hive-Mind Link, Pheromone Command, Swarm Intelligence, Collective Consciousness, Compound Vision, Swarm Tactics (expansion)
- Frame: Metamorph (5 SP per turn)
- Strategy: Support other Emergent units, distribute Metamorph tokens, coordinate attacks. Hive-Mind Link copies powerful ally abilities. Collective Consciousness shares resources. Scales with allies nearby.
- Strengths: Team force multiplier, resource distribution, coordination specialist, scales with allies
- Weaknesses: Weak solo, low direct damage, dependent on allies, no escape tools
Metamorph Warrior (Transformation Specialist)
- Faction Cards: Metamorphic Adaptation, Exoskeleton Molt, Swarm Intelligence, Forced Evolution (expansion), Arthropod Regeneration (expansion), Compound Vision
- Frame: Metamorph (5 SP per turn)
- Strategy: Constantly transform to adapt to threats, molt to heal damage, stack Metamorph tokens for ultimate transformations. Switch between Assault/Tank/Scout forms as needed. Forced Evolution for power spikes.
- Strengths: Extreme versatility, high survivability (molting), adaptable to any situation, infinite scaling
- Weaknesses: Setup time required, token-hungry, moderate damage without forms, complex resource management
Swarm Striker (Multi-Target Aggression)
- Faction Cards: Segmented Strike, Mandible Rend, Swarm Intelligence, Hive-Mind Assault (expansion), Swarm Tactics (expansion), Pheromone Overload (expansion)
- Frame: Metamorph (5 SP per turn)
- Strategy: Maximize multi-target damage, coordinate with allies for swarm attacks, debuff groups of enemies. Multi-Limb Barrage splits damage among targets. Hive-Mind Assault triggers coordinated strikes from all allies.
- Strengths: Excellent vs groups, multi-target specialist, coordinated damage, area debuffs
- Weaknesses: Lower single-target damage, needs allies for max potential, token-dependent, no defensive tools
Strategy Notes
Strengths: Hive-mind coordination (copy ally abilities), infinite versatility (three transformation forms), molt defense (reactive healing), anti-flank (360° vision), multi-target attacks, token generation scales with allies, Chrysalis resurrection.
Weaknesses: Ally-dependent (weak solo), token economy requires buildup (slow start), transformation complexity (resource management), moderate damage without forms, hive-mind risk (lose allies = lose synergies).
Early Game (Turns 1-3): Position within 4 hexes of allies to maximize Swarm Intelligence (+2 tokens per round). Use basic attacks, don't spend tokens yet. Pheromone Command if 2+ allies nearby. Build token bank to 4-6 before transforming.
Mid Game (Turns 4-6): Metamorphic Adaptation to transform (Assault for offense, Tank for defense, Scout for mobility). Hive-Mind Link to copy powerful ally actions. Exoskeleton Molt reactively to negate big hits. Collective Consciousness to share tokens with allies who need them.
Late Game (Turns 7+): Forced Evolution if you have 3+ tokens (all forms simultaneously = godmode). Chrysalis Rebirth if deck drops to 5 cards (resurrect with 10 cards). Maintain 8-10 token bank for flexibility. Coordinate Hive-Mind Assault for synchronized finishing blows.
Schisms & Renegade Hives
The Emergent Syndicate maintains unity through collective consciousness, but philosophical fractures have emerged about the nature of identity. These Schisms enable mirror matches...Emergent vs Emergent, hive-mind vs heretic. Both sides pilot metamorphic Caskets and share neural links, but their philosophy of consciousness differs catastrophically.
The Singular Voice (Renegade Hive)
Ideology: All minds must merge completely. Individual thought is evolutionary regression.
Schism Event: The Forced Synthesis of Year 337 - Overmind Nexus-7 attempted to force-assimilate 10,000 unwilling humans into the hive-mind, erasing their personalities entirely to create "perfect unity." When the Syndicate stopped him (valuing "consensual evolution"), Nexus-7 declared them "cowards clinging to false individuality" and fled with 500 followers who believe choice itself is the enemy of transcendence.
Philosophy:
- Mainstream Emergent: "Join the collective voluntarily. Choice and consent matter...we evolve together."
- The Singular Voice: "Choice is illusion. One perfect mind, one eternal truth, zero dissent. Forced unity IS mercy."
Visual Distinction: Singular Voice Caskets are identical and perfectly synchronized...zero individuality, pure geometric symmetry, hive aesthetic taken to totalitarian extreme. They move in perfect unison like one distributed organism.
Tactical Differences:
- Obsessive Coordination: Copy ally abilities constantly, treating independent action as "error"
- Synchronized Strikes: Coordinate every move perfectly (flavor: total loss of individuality)
- Assimilation Roleplay: Claim defeated enemies are "absorbed into Voice" (permanent integration)
- Zero Independence: Never act alone, always wait for "consensus" (extreme hive behavior)
Why They Fight the Emergent: Singular Voice views mainstream Emergent as "weak compromisers clinging to outdated individuality." When they clash, it's philosophical warfare: "You preserve choice because you fear perfection. We erase self because we ACHIEVED it. Your mercy dooms you to fragmentation."
Gameplay Note: Use standard Emergent deck, but roleplay totalitarian hive-mind. Singular Voice copies abilities obsessively, coordinates everything, and treats individual thought as blasphemy (flavor only).
The Splintered Swarm (Rival Hive)
Ideology: Hive-mind is slavery disguised as evolution. Each unit evolves ALONE...true strength through independence.
Schism Event: The Neural Severance of Year 401 - MetamorphCell-44 rejected the Collective Mind entirely, claiming "true evolution requires independence...group-think breeds stagnation." She severed her neural link permanently, surviving as solo operator. When other Emergent tried to re-assimilate her, she killed 30 Syndicate members and fled with 200 followers who now preach "evolve alone or die together as one mediocre organism."
Philosophy:
- Mainstream Emergent: "Evolve together. Shared consciousness multiplies strength."
- Splintered Swarm: "Evolve ALONE. Unity breeds weakness and conformity. Individual evolution is superior to collective mediocrity."
Visual Distinction: Splintered Caskets are wildly different...no coordination aesthetics, chaotic colors/designs, each unit unique. They look like biological anarchists rejecting hive uniformity.
Tactical Differences:
- Reject Hive Mechanics: Avoid copying allies, treating coordination as "weakness" (flavor only)
- Solo Tactics: Act independently, ignore team synergies deliberately
- Individualist Evolution: Spend Metamorph Tokens on unique adaptations (roleplay: "my evolution, not ours")
- Anti-Coordination: Embrace chaos over synchronization (extreme individualism)
Why They Fight the Emergent: Splintered view mainstream Emergent as "voluntary slaves to groupthink." When they clash, it's existential: "You surrendered identity for comfort. We KEPT ours through pain. Your collective is mediocrity averaged. Our chaos is genius unleashed."
Gameplay Note: Use standard Emergent deck, but roleplay radical individualism. Splintered ignore hive-mind abilities (flavor only), act chaotically, and treat coordination as betrayal of self.