Ascended Nexus
"Shed the flesh. Become the current."
Lore
“Shed the flesh. Become the current.”
The Ascended Nexus are seekers of radiant transcendence. They believe biological life is not something to preserve, but something to refine, dissolve, and rebuild into higher energetic form.
Their armies are not raised in the traditional sense. They are awakened through a growing radiant web of Gateways, Phase Arrays, Resonance Anchors, Battery Nodes, Relay Towers, and transfer circuits. Every battle is a ritual of escalation. Every structure becomes part of a living circuit. Every unit represents a stage along the Path of Ascension.
The Nexus begins fragile and resource-hungry, but as its Energy network expands, its units become faster, harder to kill, and more dangerous. The faction rewards careful infrastructure placement, Energy routing, timing windows, and decisive bursts of radiant power.
The Ascended Nexus does not simply build an army.
It builds a machine made of light.
1.1 The Path of Ascension
The Nexus views all beings as stages of becoming.
|
Stage |
Battlefield Form |
Role |
|---|---|---|
|
Spark |
Labor husks and maintenance shells |
Workers |
|
Disciple |
Newly awakened zealots |
Core infantry |
|
Conduit |
Philosophically aligned warriors |
Elite specialists |
|
Crucible Engine |
Near-Ascendants bound inside war engines |
Heavy assault |
Ascended Conflux Radiant will given form Ultimate unit
1.2 Battlefield Identity
The Ascended Nexus is an Energy-network faction built around:
- Energy Token generation and storage
- Energy Fields projected by buildings
- Energy transfer between structures
- Fragile early workers
- Strong scaling infantry
- Elite specialists tied to Path alignments
- Crystal-heavy technology
- Powerful shield and movement bursts
- Volatile Energy weapons
- High late-game payoff through the Ascended Conflux
1.3 Strategic Style
The Ascended Nexus wins by building and protecting a radiant infrastructure web.
They are strongest when they can:
- Establish Energy generation through the Gateway
- Build Battery Nodes for Supply and Energy storage
- Secure Crystal Nodes with Resonance Anchors
- Expand Energy Fields using Relay Towers
- Align Phase Arrays to specialist Paths
- Spend Energy at decisive moments instead of wasting it early
- Use Conduits and vehicles to break open the midgame
- Incubate an Ascended Conflux in the late game
They are weakest when enemies:
- Destroy Battery Nodes
- Contest Crystal Nodes
- Kill Sparks early
- Fight outside Energy Fields
- Force Energy to be spent defensively
- Rush the Nexus before its network stabilizes
- Destroy Relay Towers and isolate forward structures
- Attack the Gateway during Conflux incubation
Mechanics Summary
2.1 Ascended Nexus Core Infrastructure
The Ascended Nexus uses the following replacement Command Center.
| Core Role | Ascended Nexus Name | Notes |
|---|---|---|
| Command Center | Gateway | Core Infrastructure. Replaces the normal Command Center. |
- Is not included in the Deployment List
- Costs 0 Deployment Points
- Is always available as Command Center Infrastructure
- May be rebuilt if destroyed, following normal Command Center rebuilding rules
- Does not permanently enter the Destroyed Zone
2.2 Ascended Nexus Workers
Sparks are Workers.
Sparks are not Core Infrastructure.
Each Ascended Nexus player may always have up to 3 Sparks on the battlefield. These first 3 Sparks cost 0 Deployment Points.
Additional Spark capacity must be purchased in the Deployment List. Each additional Spark costs 5 Deployment Points and increases the player's Worker Limit by 1.
If a Spark is destroyed while its controller has 3 or fewer Sparks on the battlefield, it does not permanently enter the Destroyed Zone. The Nexus player may train back up to 3 Sparks if they have the resources, Supply, and production capacity.
If a Spark is destroyed while its controller has more than 3 Sparks on the battlefield, one purchased Spark capacity is moved to the Destroyed Zone. That capacity no longer increases the player's Worker Limit unless a rule returns it.
Sparks have Presence 0. They never control objectives, contest objectives, or contribute Presence.
2.3 Starting Force
An Ascended Nexus player begins with:
- 1 Gateway
- 3 Sparks
- 5 maximum Supply
- 50 Carbon
- 0 Crystals
The 3 starting Sparks use 3 of the starting 5 Supply.
2.5 Nexus Presence Philosophy
The Ascended Nexus does not control territory through mass labor or conventional occupation. It controls territory through awakened will.
As a result:
- Sparks have Presence 0.
- Sparks never control or contest objectives.
- Disciples and Conduits are the faction’s main objective-control units.
- Energy Fields can improve Presence through specific abilities.
- Buildings do not normally contribute Presence.
- Ascended Confluxes exert powerful Presence disruption.
2.6 Destroyed Zone Rules
Ascended Nexus assets follow the normal Destroyed Zone rules.
Destroyed non-Worker units enter the Destroyed Zone.
Destroyed non-Core buildings enter the Destroyed Zone.
Destroyed Gateways remain available through Command Center Infrastructure.
Destroyed non-Worker, non-Core assets cannot normally be used again unless a rule returns them.
Sparks follow the Worker Limit rules.
2.7 Supply
Ascended Nexus Supply costs follow the core defaults unless a datasheet says otherwise.
| Unit Type | Supply Cost |
|---|---|
| Worker | 1 |
Field Unit 1
Heavy Unit 2
Special Unit 3
Buildings do not cost Supply unless their datasheet says otherwise.
Unit Roster
Command Infrastructure
| Asset | DP |
|---|---|
| Gateway | 0 |
Workers
| Asset | DP |
|---|---|
| First 3 Sparks | 0 |
| Additional Spark capacity | 5 each |
Buildings
| Asset | DP |
|---|---|
| Relay Tower | 10 |
| Battery Node | 15 |
| Resonance Anchor | 20 |
| Purity Turret | 25 |
| Phase Array | 35 |
| Aether Sanctum | 35 |
| Ascension Forge | 55 |
Field, Heavy & Special Units
| Asset | DP |
|---|---|
| Disciple Squad | 20 |
| Still Flame Conduits | 45 |
| Burning Hand Conduits | 45 |
| Dawning Light Conduits | 45 |
| Photon Skimmer | 55 |
| Crucible Engine | 65 |
| Ascended Conflux | 100 |
Faction Resources
Mechanics & Rules
3. Faction Resource: Energy Tokens
3.1 Energy Tokens Are Stored on Buildings
Energy Tokens are not stored in a single global pool.
Instead, Energy Tokens are placed on Ascended Nexus buildings with Energy Storage.
Each building lists its maximum Energy Storage.
A building cannot store Energy above its maximum. Excess Energy is lost unless a rule allows it to be moved or stored elsewhere.
3.2 Generating Energy
During your Command Phase, active Nexus buildings generate Energy as listed on their datasheets.
Generated Energy is placed on the building that generated it unless a rule says otherwise.
3.3 Spending Energy
A Nexus unit may spend Energy only if it is within a friendly Energy Field.
When a unit spends Energy, remove the spent Energy Tokens from one of the following:
- The building projecting the Energy Field the unit is within
- A friendly active Nexus building within 6 inches of the unit
- A friendly active Nexus building within 12 inches of the unit if the unit is within the Energy Field of a Relay Tower
A Nexus building may spend Energy stored on itself unless the ability says otherwise.
Unless a rule says otherwise, a unit or building may spend a maximum of 3 Energy Tokens on a single ability.
3.4 Energy Transfer
During your Command Phase, after generating Energy, each active Nexus building may transfer 1 Energy Token to another active friendly Nexus building within 6 inches.
Relay Towers extend this range:
- A building may transfer Energy to or from a Relay Tower within 12 inches.
- A Relay Tower may transfer Energy to another building within 12 inches.
The Gateway has a stronger transfer rule listed on its datasheet.
3.5 Energy Fields
Many Nexus buildings project an Energy Field.
A unit within one or more friendly Energy Fields is Energized.
Energized units may:
- Spend Energy for abilities
- Benefit from abilities that require Energy Fields
- Receive Energy-based buffs
- Trigger Path effects from certain Conduits and technologies
Unless a datasheet says otherwise, an Energy Field does not block line of sight, does not provide cover, and does not protect units by itself.
3.6 Energy Field Radius
Building Energy Field Radius
Gateway 6 inches
Phase Array 4 inches
Battery Node 3 inches
Relay Tower 6 inches
Resonance Anchor 3 inches
Aether Sanctum 4 inches
Ascension Forge 4 inches
Purity Turret 3 inches
3.7 Energy Collapse
The Ascended Nexus is powerful when its network is intact and brittle when its network breaks.
If a Nexus building with stored Energy is destroyed, remove all Energy Tokens from it.
Some buildings, such as Battery Nodes, may trigger additional effects when destroyed with stored Energy.
4. Ascended Nexus Statuses and Keywords
4.1 Energized
A Nexus unit is Energized while within a friendly Energy Field.
Energized units may spend Energy and may benefit from abilities that require Energy Fields.
4.2 Radiant Mark
Some Nexus rules apply Radiant Mark to enemy units.
A Radiant Mark lasts until the start of the Nexus player’s next Command Phase unless the rule says otherwise.
Attacks made by friendly Ascended Nexus units against a Radiant Marked target gain +1 to Hit Checks.
If an ability says the target is Deep Marked, attacks against it also gain +1 to Wound Checks.
The normal modifier cap still applies.
4.3 Phase-Touched
A Phase-Touched unit may move through friendly units and Difficult Terrain this turn.
It may not move through enemy units or Impassable Terrain unless another rule allows it.
4.4 Overcharged
Some Nexus abilities cause a unit or building to become Overcharged.
An Overcharged asset gains the listed benefit, then suffers 1 Cohesion damage during its controller’s next Status Phase.
This damage cannot be reduced by Shielded.
4.5 Volatile Energy
Some Nexus buildings channel unstable Energy through weapons.
When a rule instructs you to make a Volatile Energy roll, roll the listed number of d6.
If any of those dice roll a 1 or 2, the affected unit or building suffers 1 Cohesion damage after the attack or ability is fully resolved.
This damage cannot be reduced by Shielded.
5. Ascended Nexus Tags
Tag Meaning
Ascended Nexus Belongs to the Ascended Nexus faction.
Worker Can mine Carbon, construct, repair, interact with Worker-eligible mission objects, and rebuild Command Centers. Workers have Presence 0.
Builder Can perform Construct and Repair Actions.
Infantry Standard infantry unit.
Heavy Infantry Elite infantry with stronger Body Values or Supply cost.
Field Basic battlefield unit, usually 1 Supply.
Heavy Stronger battlefield unit, usually 2 Supply.
Special Powerful elite unit, usually 3 Supply.
Vehicle Mechanical or energy-driven war machine.
Hover Hovering vehicle.
Walker Ground-based heavy vehicle.
Flyer Flying unit.
Commander Command unit with strategic abilities.
Building Structure.
Command Center Core base structure.
| Production | Produces units. |
|---|---|
| Supply | Increases maximum Supply. |
| Extractor | Mines Crystals. |
| Relay | Extends Energy transfer or Energy Fields. |
| Defense | Defensive weapon building. |
| Tech | Researches upgrades. |
| Unique | Only one copy may be included unless a scenario says otherwise. |
6. Core Command Center Datasheet
6.1 Gateway
“From this place, we ascend.”
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
| Tags | Ascended Nexus, Building, Command Center, Relay |
| Deployment Point Cost | 0 |
| In-Game Cost | 175 Carbon, 75 Crystals |
| Emergency Rebuild Cost | 175 Carbon |
| Construction Time | 3 counters |
Toughness 5
Cohesion 16 (16)
Melee Skill 0
Armor 5
Presence 0
Supply Provided 5
Energy Storage 6
Energy Field 6 inches
Produces Sparks, Ascended Conflux incubation
Abilities
Core Command Center
This is the Ascended Nexus Command Center. It follows all normal Command Center and Core Infrastructure rules.
Energy Core
During your Command Phase, roll 1d3. Generate that many Energy Tokens and place them on this building, up to its Energy Storage maximum.
Energy Transfer Protocol
During your Command Phase, this building may transfer 1 Energy Token each to up to 2 active friendly Nexus buildings within 6 inches.
Worker Production
May perform the Produce Action to train Sparks.
Conflux Incubation Chamber May begin Ascended Conflux incubation if you have an available Ascended Conflux in your Deployment List and meet its requirements.
Emergency Reformation If you control no active Gateway, you may rebuild a Gateway for its Emergency Rebuild Cost instead of its normal in-game cost.
Upgrade: Nexus Overload Core
| Field | Value |
|---|---|
| Deployment Point Cost | 30 |
| In-Game Cost | 125 Carbon, 50 Crystals |
| Research or Upgrade Time | 2 counters |
| Requirement | Gateway or Aether Sanctum |
Gateway generates 1d6 Energy instead of 1d3.
If the Gateway generates 5 or more Energy from this roll, it becomes Overcharged.
Upgrade: Enhanced Transfer Arrays
| Field | Value |
|---|---|
| Deployment Point Cost | 20 |
| In-Game Cost | 100 Carbon, 25 Crystals |
| Research or Upgrade Time | 1 counter |
| Requirement | Gateway or Aether Sanctum |
Effect: Gateway may transfer up to 2 Energy Tokens each to up to 2 active friendly Nexus buildings within 9 inches.
Gateway Energy Field increases to 8 inches.
7. Worker Datasheet
7.1 Spark
"The Spark serves."
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
| Tags | Ascended Nexus, Worker, Builder, Infantry, Field |
| Deployment Point Cost | First 3 cost 0; additional copies cost 5 each |
| In-Game Cost | 50 Carbon |
| Production Building Required | Gateway |
| Production Time | 1 counter |
| Supply Cost | 1 |
| Movement | 5 |
| Toughness | 2 |
| Cohesion | 4 (2) |
| Ranged Skill | 0 |
Melee Skill 9
Armor 2
Presence 0
| Weapon | Range | Strength | AP | Attacks | Damage | Traits |
|---|---|---|---|---|---|---|
| Arc-Spanner | Melee | 4 | 0 | 1 | 1 | Anti-Armor |
Worker Unit
May mine Carbon, construct buildings, repair buildings, place extraction structures, interact with Worker-eligible mission objects, and rebuild Gateways.
No Objective Control
This unit never controls objectives, contests objectives, or contributes Presence.
Worker Limit
This unit follows the normal Worker Limit rules.
Radiant Constructor
When this unit performs the Construct Action while Energized, you may spend 1 Energy. If you do, place 1 fewer construction counter on the building being constructed, to a minimum of 1 counter.
A building can benefit from Radiant Constructor only once per turn.
Phase Glide
When this unit Advances while Energized, you may spend 1 Energy. If you do, it may still perform an Action this turn, but it cannot attack this turn.
Low Will
This unit has Presence 0. It can never control objectives or contest objectives.
8. Building Datasheets
8.1 Battery Node
“Containment is temporary.”
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
| Tags | Ascended Nexus, Building, Supply |
| Deployment Point Cost | 15 |
| In-Game Cost | 50 Carbon, 25 Crystals |
| Construction Time | 1 counter |
| Movement | 0 |
| Toughness | 4 |
| Cohesion | 5 (5) |
| Ranged Skill | 0 |
| Melee Skill | 0 |
| Armor | 2 |
| Presence | 0 |
| Energy Storage | 6 |
| Energy Field | 3 inches |
| Supply Provided | Variable |
Battery Supply
This building provides +2 maximum Supply while active.
It provides +1 additional maximum Supply for each Energy Token stored on it.
Maximum Supply from this building is +8.
Stored Energy Supply Provided
0 +2
1 +3
2 +4
3 +5
4 +6
5 +7
6 +8
Energy Capacitor
This building may store up to 6 Energy Tokens.
Energy Generator
During your Command Phase, this building generates 1 Energy.
Radiant Explosion
When this building is destroyed with at least 1 Energy Token stored on it, roll 2d6.
On an 11+, it explodes.
If it explodes, all units and buildings, friendly and enemy, within 4 inches are hit by an Area Effect attack.
Strength AP Damage Traits
8 + stored 2 Stored Energy, maximum 4 Ignores Cover Energy
After resolving the explosion, remove all Energy Tokens stored on this building.
Upgrade: Containment Lattice
Field Value
Deployment Point Cost 15
In-Game Cost 75 Carbon, 25 Crystals
Upgrade Time 1 counter
Effect:
This building’s Cohesion becomes 7 (7).
Radiant Explosion triggers only on a 12 instead of 11+.
This building may transfer 2 Energy Tokens during Energy Transfer instead of 1.
8.2 Relay Tower
“The Path flows through us.”
Field Value
Faction Ascended Nexus
Tags Ascended Nexus, Building, Relay
Deployment Point Cost 10
In-Game Cost 50 Carbon, 25 crystals
Construction Time 1 counter
Movement 0
Toughness 3
Cohesion 4 (4)
Ranged Skill 0
Melee Skill 0
Armor 3
Presence 0
Energy Storage 3
Energy Field 6 inches
Supply Provided 0
Abilities
Relay Node This building extends Energy transfer range to 12 inches for transfers to or from itself.
Field Projector Projects a 6-inch Energy Field.
Fragile Lattice This building cannot benefit from Heavy Cover.
Upgrade: Overwatch Capacitor
| Field | Value |
|---|---|
| Deployment Point Cost | 15 |
| In-Game Cost | 100 Carbon |
| Upgrade Time | 1 counter |
Effect: This building gains the following weapon and may perform the Overwatch Action.
| Weapon | Range | Strength | AP | Attacks | Damage | Traits |
|---|---|---|---|---|---|---|
| Capacitor Arc | 8 | 7 | 1 | 1 | 1 | Short Range, Ignores Cover |
| Field | Value |
|---|---|
| Deployment Point Cost | 20 |
| In-Game Cost | 50 Carbon, 25 Crystals |
| Upgrade Time | 1 counter |
Select one friendly Ascended Nexus unit within 6 inches.
That unit gains:
- Shielded X, where X equals Energy spent
- +1 Armor until the start of your next Command Phase if 2 or more Energy was spent
8.3 Resonance Anchor
"The crystal sings."
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
| Tags | Ascended Nexus, Building, Extractor |
Deployment Point Cost 15
In-Game Cost 50 Carbon
Construction Time 1 counter
Placement Must be built on a Crystal Node
Movement 0
Toughness 3
Cohesion 6 (6)
Ranged Skill 0
Melee Skill 0
Armor 2
Presence 0
Energy Storage 6
Energy Field 3 inches
Supply Provided 0
Abilities
Crystal Resonance
During your Resource Phase, if this building is active gather Crystals from that node.
This building gathers:
- 50 Crystals
- +25 Crystals if it has 2 or more Energy stored
- +50 Crystals if it has 4 or more Energy stored
Maximum Crystals gathered by this ability is 100 Crystals per Resource Phase.
Subtract gathered Crystals from the node’s remaining total as normal.
Distant Resonance
If this building is more than 24 inches from your active Gateway and not within 6 inches of a Relay Tower, Crystals gathered by this building are delayed and gained during your next Resource Phase instead.
You may spend 1 Energy from this building to ignore this delay for the current Resource Phase.
Upgrade: Harmonic Bore
| Field | Value |
|---|---|
| Deployment Point Cost | 20 |
| In-Game Cost | 75 Carbon, 75 Crystals |
| Research Time | 1 counter |
| Requirement | Aether Sanctum |
Crystal Resonance maximum increases to 150 Crystals per Resource Phase.
After this upgrade is complete, this building gathers:
- 50 Crystals
- +25 Crystals for every 2 Energy stored on this building
This building ignores Distant Resonance if it has at least 2 Energy stored.
8.4 Phase Array
“Will becomes light.”
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
Tags Ascended Nexus, Building, Production
Deployment Point Cost 35
In-Game Cost 100 Carbon, 50 crystals
Construction Time 2 counters
Movement 0
Toughness 5
Cohesion 8 (8)
Ranged Skill 0
Melee Skill 0
Armor 3
Presence 0
Energy Storage 4
Energy Field 4 inches
Supply Provided 2
Produces Disciples, aligned Conduits
Abilities
Infantry Production
May perform the Produce Action to train Disciples from your Deployment List.
Energised Production
You may spend 2 energy per counter from this or connected buildings to speed up production of units. This can allow units to be produced the same turn they are queued.
Phase Deployment
When production is complete you may spend 1 energy to instead deploy the unit at any point within a connected power field
Path Alignment
During your Action Phase, this building may begin aligning to one Path.
| Path | Produces |
|---|---|
| Still Flame | Still Flame Conduits |
| Burning Hand | Burning Hand Conduits |
| Dawning Light | Dawning Light Conduits |
Place 1 alignment counter on this building.
During your next Command Phase, remove the alignment counter.
When the alignment counter is removed, the Phase Array becomes aligned to the chosen Path.
While alignment is in progress, this building cannot produce units.
Once aligned, this building produces the chosen Conduit type.
Change Alignment
An aligned Phase Array may change to a different Path by repeating Path Alignment.
Upgrade: Resonant Lattice Expansion
| Field | Value |
|---|---|
| Deployment Point Cost | 20 |
| In-Game Cost | 100 Carbon |
| Upgrade Time | 1 counter |
Effect: This building may maintain a production queue of up to 2 units.
During your Command Phase, remove 1 production counter from each unit in this building’s queue instead of only the first unit.
Upgrade: Dual-Harmonic Core
| Field | Value |
|---|---|
| Deployment Point Cost | 25 |
| In-Game Cost | 125 Carbon, 50 Crystals |
| Upgrade Time | 2 counters |
| Requirement | Aether Sanctum |
It may still only begin one Produce Action per turn unless another rule allows otherwise.
Its Energy Storage becomes 6.
8.5 Aether Sanctum
“Thought becomes architecture. Architecture becomes law.”
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
| Tags | Ascended Nexus, Building, Tech |
| Deployment Point Cost | 35 |
| In-Game Cost | 100 Carbon, 75 Crystals |
| Construction Time | 2 counters |
|---|---|
| Movement | 0 |
| Toughness | 4 |
| Cohesion | 8 (8) |
| Ranged Skill | 0 |
| Melee Skill | 0 |
| Armor | 2 |
| Presence | 0 |
| Energy Storage | 5 |
| Energy Field | 4 inches |
| Supply Provided | 0 |
Research Ascension
May perform the Research Action to research Ascended Nexus upgrades from your Deployment List.
Stabilize Current
Once per turn, when Energy would be lost because a building is at maximum Energy Storage, you may move 1 excess Energy Token to this building if it is within 9 inches of the overloaded building.
Ritual Calculation
Once per turn, when you spend Energy for a unit ability, you may reroll one die involved in that ability.
8.6 Ascension Forge
“The flesh ends here.”
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
| Tags | Ascended Nexus, Building, Production, Tech |
| Deployment Point Cost | 55 |
| In-Game Cost | 200 Carbon, 100 Crystals |
| Construction Time | 3 counters |
| Movement | 0 |
| Toughness | 5 |
| Cohesion | 10 (10) |
| Ranged Skill | 0 |
| Melee Skill | 0 |
| Armor | 3 |
| Presence | 0 |
| Energy Storage | 5 |
| Energy Field | 4 inches |
| Supply Provided | 0 |
| Produces | Photon Skimmers, Crucible Engines |
Abilities
Heavy Fabrication May perform the Produce Action to manufacture Photon Skimmers and Crucible Engines from your Deployment List.
Radiant Integration Protocol When this building begins producing a Heavy unit, you may spend 1 Energy stored on this building. If you do, place 1 fewer production counter on that unit, to a minimum of 1 counter.
Integrated Energy Plating Heavy units produced by this building enter the Battlefield Energized until the end of that turn, even if they are not within an Energy Field.
Upgrade: Accelerated Integration Vat
| Field | Value |
|---|---|
| Deployment Point Cost | 20 |
| In-Game Cost | 100 Carbon, 75 Crystals |
| Upgrade Time | 2 counters |
| Requirement | Aether Sanctum |
This building's Energy Storage becomes 7.
8.7 Purity Turret
"Purity fires. Fire purifies."
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
Tags Ascended Nexus, Building, Defense
Deployment Point Cost 25
In-Game Cost 100 Carbon, 75 Crystals
Construction Time 2 counters
Movement 0
Toughness 5
Cohesion 8 (8)
Ranged Skill 6
Melee Skill 0
Armor 4
Presence 0
Energy Storage 6
Energy Field 3 inches
Supply Provided 0
Weapon: Radiant Lance Array
The Radiant Lance Array scales with Energy stored on this building.
For this weapon, count a maximum of 3 stored Energy unless a rule says otherwise.
| Weapon | Range | Strength | AP | Attacks | Damage | Traits |
|---|---|---|---|---|---|---|
| Radiant | 12 | 6 + stored | 1 + half stored | 1 + stored | 2 | Precise, |
Lance Array | Energy | Energy, rounded down | Energy, maximum 3 | Ignores Cover
Abilities
Automated Defense May fire during your Ranged Phase even though it is a building.
Energy Weapon Platform This building does not spend Energy to improve its Radiant Lance Array. The weapon uses stored Energy at the moment it attacks.
Volatile Capacitor Each time this building fires a weapon, count the number of Energy Tokens stored on this building before the attack is resolved.
After the attack is fully resolved, roll 1d6 for each Energy Token counted this way.
If any of those dice roll a 1 or 2, this building suffers 1 Cohesion damage.
This damage cannot be reduced by Shielded.
Radiant Cataclysm Once per game, during your Ranged Phase, this building may spend all Energy stored on itself.
Before removing the Energy, record how many Energy Tokens were stored on this building.
Make one attack with the following profile.
| Weapon | Range | Strength | AP | Attacks | Damage | Traits |
|---|---|---|---|---|---|---|
| Radiant Cataclysm | 14 | 10 + Energy spent | 3 + half Energy spent, rounded down | 1 | 2 + half Energy spent, rounded down | Deadly, Ignores Cover, Stun |
Then this building becomes Overcharged.
9. Infantry and Field Unit Datasheets
9.1 Disciple Squad
"The first step is surrender."
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
| Tags | Ascended Nexus, Infantry, Field |
| Deployment Point Cost | 20 |
| In-Game Cost | 50 Carbon, 25 Crystals |
| Production Building Required | Phase Array |
| Production Time | 1 counter |
| Supply Cost | 1 |
| Movement | 5 |
| Toughness | 3 |
| Cohesion | 6 (3) |
| Ranged Skill | 6 |
| Melee Skill | 9 |
| Armor | 2 |
| Presence | 1 |
| Weapon | Range | Strength | AP | Attacks | Damage | Traits |
|---|
Radiant Rifle 10 7 0 1 1 Rapid Fire, Short Range
Abilities
Zeal of the Initiate
While this unit is Energized:
- Once per Ranged Phase, it may reroll one failed Hit Check.
- Its Presence becomes 2 instead of 1.
Ignite the Path
Once per game, during your Action Phase, if this unit is Energized, you may spend 1 Energy.
Until the end of this turn:
- This unit gains +1 to Ranged Hit Checks.
- Its Radiant Rifle gains Stealth Detection.
- Its Radiant Rifle gains +1 Attack total, not per model.
9.2 Still Flame Conduits
"The quiet light reveals all weakness."
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
| Tags | Ascended Nexus, Infantry, Heavy Infantry, Heavy, Stealth |
| Deployment Point Cost | 45 |
| In-Game Cost | 75 Carbon, 100 Crystals |
| Production Building Required | Phase Array aligned to Still Flame |
| Production Time | 2 counters |
| Supply Cost | 2 |
| Movement | 6 |
|---|---|
| Toughness | 5 |
| Cohesion | 4 (2) |
| Ranged Skill | 5 |
| Melee Skill | 7 |
| Armor | 3 |
| Presence | 2 |
| Weapon | Range | Strength | AP | Attacks | Damage | Traits |
|---|---|---|---|---|---|---|
| Stillfire Long Carbine | 16 | 7 | 2 | 1 | 2 | Long Range, Precise, Stealth Detection |
Still Flame Discipline
While this unit is Energized, attacks against it from more than 8 inches away suffer -1 to Hit Checks.
Phase Vanish
During your Action Phase, if this unit is Energized, you may spend 1 Energy.
This unit may immediately perform Dodge and remains Stealth even if it attacked this turn.
Silent Targeting
If this unit did not move this turn, attacks it makes against Radiant Marked targets gain +1 AP.
9.3 Burning Hand Conduits
"Light does not plead. It hunts."
Field Value
Faction Ascended Nexus
Tags Ascended Nexus, Infantry, Heavy Infantry, Heavy
Deployment Point Cost 45
In-Game Cost 75 Carbon, 100 Crystals
Production Building Required Phase Array aligned to Burning Hand
Production Time 2 counters
Supply Cost 2
Movement 6
Toughness 5
Cohesion 4 (2)
Ranged Skill 5
Melee Skill 5
Armor 4
Presence 2
| Weapon | Range | Strength | AP | Attacks | Damage | Traits |
|---|---|---|---|---|---|---|
| Phase Carbine | 10 | 7 | 1 | 1 | 1 | Assault, Short Range |
Radiant Blade Melee 7 2 1 2 Deadly
Abilities
Radiant Mark
If this unit scores one or more hits against an enemy unit, that enemy unit becomes Radiant Marked until the start of your next Command Phase.
Deep Burn
When this unit applies Radiant Mark while Energized, you may spend 1 Energy. If you do, the target becomes Deep Marked instead.
Hunter’s Conversion
If this unit destroys an enemy unit while Energized, you may move 1 Energy Token from a friendly building within 6 inches to another friendly building within 6 inches.
9.4 Dawning Light Conduits
“Mercy is only another form of transformation.”
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
| Tags | Ascended Nexus, Infantry, Heavy Infantry, Heavy |
| Deployment Point Cost | 45 |
| In-Game Cost | 75 Carbon, 100 Crystals |
| Production Building Required | Phase Array aligned to Dawning Light |
| Production Time | 2 counters |
| Supply Cost | 2 |
| Movement | 6 |
| Toughness | 5 |
|---|---|
| Cohesion | 4 (2) |
| Ranged Skill | 5 |
| Melee Skill | 6 |
| Armor | 3 |
| Presence | 2 |
Weapon Range Strength AP Attacks Damage Traits
Dawnshard Carbine 12 6 1 1 1 Poison 2, Precise
Abilities
Radiant Mend
During your Action Phase, select one friendly Ascended Nexus unit within 3 inches. Restore D3 Cohesion to that unit.
A unit cannot be healed above its starting Cohesion.
Overbright Restoration
When this unit uses Radiant Mend while Energized, you may spend 1 Energy. If you do:
- Restore D6 Cohesion instead of D3.
- Remove one of the following statuses from the target: Burning, Poisoned, Slowed, Suppressed, or Immobilized.
Dawning Presence
Friendly non-Worker Ascended Nexus units within 3 inches of this unit gain +1 total Presence while within an Energy Field.
This bonus is not multiplied by remaining models.
10. Heavy and Special Unit Datasheets
10.1 Photon Skimmer
“Speed is purity.”
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
| Tags | Ascended Nexus, Vehicle, Hover, Heavy |
| Deployment Point Cost | 55 |
| In-Game Cost | 200 Carbon, 50 Crystals |
| Production Building Required | Ascension Forge |
| Production Time | 2 counters |
| Supply Cost | 2 |
| Movement | 8 |
| Toughness | 5 |
| Cohesion | 6 (6) |
| Ranged Skill | 4 |
| Melee Skill | 7 |
| Armor | 3 |
| Presence | 3 |
| Weapon | Range | Strength | AP | Attacks | Damage | Traits |
|---|
Photon Spear 10 8 2 2 2 Precise, Short Range, Ignores Array Cover
Abilities
Hover Movement Ignores Difficult Terrain while moving.
Hit and Fade After this unit makes a ranged attack, it may move up to 3 inches. This movement cannot move it into engagement.
Photon Surge During your Movement Phase, if this unit is Energized, you may spend up to 2 Energy.
This unit gains +2 Movement per Energy spent this phase.
Energy Barrier Plating If Energy Barrier Plating has been researched, this unit gains the listed upgrade ability.
10.2 Crucible Engine
"The fire is the key."
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
| Tags | Ascended Nexus, Vehicle, Walker, Heavy |
| Deployment Point Cost | 65 |
| In-Game Cost | 250 Carbon, 100 Crystals |
| Production Building Required | Ascension Forge |
| Production Time | 2 counters |
| Supply Cost | 2 |
|---|---|
| Movement | 5 |
| Toughness | 6 |
| Cohesion | 10 (10) |
| Ranged Skill | 5 |
| Melee Skill | 6 |
| Armor | 4 |
| Presence | 3 |
Weapon Range Strength AP Attacks Damage Traits
Crucible Core Emitter 10 10 2 2 2 Blast, Assault, Ignores Cover
Abilities
Radiant Surge
During your Ranged Phase, if this unit is Energized, you may spend up to 3 Energy before attacking with Crucible Core Emitter.
For each Energy spent, the weapon gains +1 Strength for this phase.
If 2 or more Energy was spent, it also gains +1 AP for this phase.
If 3 Energy was spent, this unit becomes Overcharged.
Crucible Bulk
This unit ignores the first point of AP from attacks with Strength 5 or lower.
Energy Barrier Plating
If Energy Barrier Plating has been researched, this unit gains the listed upgrade ability.
10.3 Ascended Conflux
"We are the doorway beyond it."
| Field | Value |
|---|---|
| Faction | Ascended Nexus |
| Tags | Ascended Nexus, Special, Unique |
| Deployment Point Cost | 100 |
| In-Game Cost | 50 Carbon, 100 Crystals, plus incubation |
| Production Building Required | Gateway |
| Deployment Method | Incubation Protocol |
| Supply Cost | 3 |
| Movement | 8 |
| Toughness | 6 |
| Cohesion | 10 (10) |
| Ranged Skill | 3 |
| Melee Skill | 3 |
| Armor | 6 |
| Presence | 5 |
Incubation Protocol
To begin incubation, you must:
- Control an active Gateway
- Have an Ascended Conflux available in your Deployment List
- Pay 50 Carbon and 100 Crystals
- Place the Ascended Conflux in incubation with 3 incubation counters
During your Command Phase, after Energy generation and Energy transfer, you may spend 6 Energy from your Gateway or from friendly Nexus buildings within 6 inches of your Gateway.
If you spend the required Energy, remove 1 incubation counter.
If you cannot or choose not to spend the required Energy, incubation stalls and no counter is removed that Command Phase.
When the last incubation counter is removed, deploy the Ascended Conflux within 1 inch of the Gateway and not within 1 inch of an enemy unit.
Only one Ascended Conflux may be active at a time.
Weapons
| Weapon | Range | Strength | AP | Attacks | Damage | Traits |
|---|---|---|---|---|---|---|
| Radiant Devastation Array | 12 | 12 | 4 | 3 | 3 | Blast, Precise, Ignores Cover |
| Pulse Claws | Melee | 10 | 3 | 2 | 3 | Stun, Deadly |
Abilities
Unbound Form
This unit ignores Difficult Terrain and may move through friendly and enemy units. It may not end movement overlapping another unit.
Radiant Immunity
This unit is immune to Poisoned, Stunned, and Suppressed.
Conflux Pulse
Enemy units within 3 inches suffer -1 total Presence.
This effect cannot reduce a unit below 0 total Presence.
Radiant Cataclysm
Once per game, during your Ranged Phase, if this unit is Energized, you may spend 3 Energy.
All enemy units within 6 inches are hit by an Area Effect attack.
Strength AP Damage Traits
14 3 2 Ignores Cover, Deadly
After resolving this ability, this unit becomes Overcharged.
11. Technologies and Upgrades
15.1 Weapons Upgrade
| Field | Value |
|---|---|
| Deployment Point Cost | 0 |
| In-Game Cost | 50 Carbon, 50 Crystals |
| Research Time | 2 counters |
| Requirement | Aether Sanctum |
All Nexus units get +1 AP and +2 strength on their weapons
15.1 Armor Upgrade
| Field | Value |
|---|---|
| Deployment Point Cost | 0 |
| In-Game Cost | 50 Carbon, 50 Crystals |
Research Time 2 counters Requirement Aether Sanctum
All Nexus units get +1 armor and +1 toughness
11.1 Field Harmonization
Field Value
Deployment Point Cost 20
In-Game Cost 75 Carbon, 50 Crystals
Research Time 1 counter
Requirement Aether Sanctum
Effect:
Energy Fields from Nexus buildings increase by 1 inch. This does not affect temporary Energy Fields or fields created by mission objects.
11.2 Spark Ascension Protocols
Field Value
Deployment Point Cost 15
In-Game Cost 50 Carbon, 50 Crystals
Research Time 1 counter
Requirement Aether Sanctum
Effect: Sparks remain Presence 0 and still cannot control or contest objectives.
While Energized, Sparks gain the following benefits:
- Radiant Constructor may also repair 1 Cohesion on the building they are constructing if it is already damaged.
- When a Spark performs the Repair Action while Energized, you may spend 1 Energy to restore +1 additional Cohesion.
- Sparks ignore Hazardous Terrain damage on a 4+.
11.3 Energy Barrier Plating
Field Value
Deployment Point Cost 30
In-Game Cost 150 Carbon, 75 Crystals
Research Time 2 counters
Requirement Ascension Forge or Aether Sanctum
Effect: Photon Skimmers and Crucible Engines gain the following ability:
Energy Barrier Plating When this unit would suffer damage while Energized, you may spend up to 2 Energy. Reduce the incoming damage by 1 for each Energy spent, to a minimum of 0.
11.4 Phase-Woven Rifling
Field Value
Deployment Point Cost 25
In-Game Cost 100 Carbon, 50 Crystals
Research Time 2 counters
Requirement Aether Sanctum
- Disciple Radiant Rifles gain +1 Range.
- Still Flame Conduits gain +1 to Hit Checks when attacking from within an Energy Field.
- Burning Hand Conduits gain +1 Strength on Phase Carbines.
11.5 Radiant Overclock Doctrine
Field Value
Deployment Point Cost 25
In-Game Cost 75 Carbon, 75 Crystals
Research Time 2 counters
Requirement Aether Sanctum
Effect:
Once per turn, when a Nexus unit becomes Overcharged, choose one:
- That unit gains Shielded 1.
- That unit gains +1 Movement until the end of the turn.
- That unit gains +1 total Presence until the start of your next Command Phase.
This Presence bonus cannot be applied to Workers.
11.6 Conduit Philosophies
Deployment Point Cost 30
In-Game Cost 100 Carbon, 100 Crystals
Research Time 2 counters
Requirement Aether Sanctum and an aligned Phase
Array
Effect: Choose one Path when this upgrade is researched.
| Path | Effect |
|---|---|
| Still Flame | Still Flame Conduits may reroll one Hit Check when attacking from more than 10 inches away. |
| Burning Hand | Burning Hand Conduits gain +1 Attack with Radiant Blade while Energized. |
| Dawning Light | Dawning Light Conduits may use Radiant Mend at 5 inches instead of 3 inches. |
Each time, choose a different Path.
11.7 Battery Stabilization
| Field | Value |
|---|---|
| Deployment Point Cost | 20 |
| In-Game Cost | 75 Carbon, 75 Crystals |
| Research Time | 1 counter |
| Requirement | Aether Sanctum |
Battery Nodes still provide +1 additional maximum Supply per stored Energy.
Maximum Supply from each Battery Node becomes +10.
Stored Energy Supply Provided with Battery Stabilization
0 +4
1 +5
2 +6
3 +7
4 +8
5 +9
6 +10
11.8 Ascension Efficiency
Field Value
Deployment Point Cost 35
In-Game Cost 100 Carbon, 150 Crystals
Research Time 2 counters
Requirement Aether Sanctum and Gateway
Effect:
Ascended Conflux incubation requires 5 Energy per counter instead of 6.
The Ascended Conflux deploys with Shielded 2.
Ascended Conflux incubation requires 5 Energy per counter instead of 6. The Ascended Conflux deploys with Shielded 2.
11.9 Crystal Song Algorithms
Field Value
Deployment Point Cost 25
In-Game Cost 100 Carbon, 50 Crystals
Research Time 2 counters
Requirement Aether Sanctum and Resonance Anchor
Effect:
Resonance Anchors may reroll one Resource Phase die or random effect connected to Crystal harvesting.
Once per Resource Phase, after a Resonance Anchor gathers Crystals, you may move 1 Energy from that Resonance Anchor to a Battery Node within 12 inches.
12. Deployment Point Reference
12.1 Command Center Infrastructure
Asset DP Cost
Gateway 0
12.2 Workers
Asset DP Cost
First 3 Sparks 0
Additional Spark capacity 5 each
12.3 Buildings
Asset DP Cost
Relay Tower 10
Battery Node 15
Resonance Anchor 20
Purity Turret 25
Phase Array 35
Aether Sanctum 35
Ascension Forge 55
12.4 Field, Heavy, and Special Units
Asset DP Cost
Disciple Squad 20
Still Flame Conduits 45
Burning Hand Conduits 45
Dawning Light Conduits 45
Photon Skimmer 55
Crucible Engine 65
Ascended Conflux 100
12.5 Building Upgrades
Upgrade DP Cost
Containment Lattice 15
Overwatch Capacitor 15
Spark Ascension Protocols 15
Phase Shield Projector 20
Resonant Lattice Expansion 20
Enhanced Transfer Arrays 20
Harmonic Bore 20
Accelerated Integration Vat 20
Dual-Harmonic Core 25
Nexus Overload Core 30
12.6 Technologies
| Technology | DP Cost |
|---|---|
| Field Harmonization | 20 |
| Battery Stabilization | 20 |
| Phase-Woven Rifling | 25 |
| Radiant Overclock Doctrine | 25 |
| Crystal Song Algorithms | 25 |
| Energy Barrier Plating | 30 |
Conduit Philosophies 30
Ascension Efficiency 35
13. Suggested Deployment Lists
These are example lists, not mandatory builds.
Each list assumes the first 3 Sparks are included for 0 DP.
13.1 Skirmish — 250 DP
A compact Energy network list with basic infantry and early Crystal access.
| Asset | Copies | DP Each | Total |
|---|---|---|---|
| Battery Node | 2 | 15 | 30 |
| Relay Tower | 2 | 10 | 20 |
| Resonance Anchor | 2 | 15 | 30 |
| Phase Array | 1 | 35 | 35 |
| Dawning Light Conduits | 1 | 45 | 45 |
| Purity Turret | 1 | 25 | 25 |
| Disciple Squad | 3 | 20 | 60 |
Total 250
Game Plan
Extracted images (64):
Datasheets
- Ascended Confluxunit
- Conduitsunit
- Disciplesunit
- Sparksunit
- Gatewaycommand_infrastructure