Faction Codex

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 RoleAscended Nexus NameNotes
Command CenterGatewayCore Infrastructure. Replaces the normal Command Center.
The Gateway:
  • 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 TypeSupply Cost
Worker1

Field Unit 1

Heavy Unit 2

Special Unit 3

Buildings do not cost Supply unless their datasheet says otherwise.


Unit Roster

Command Infrastructure

AssetDP
Gateway0

Workers

AssetDP
First 3 Sparks0
Additional Spark capacity5 each

Buildings

AssetDP
Relay Tower10
Battery Node15
Resonance Anchor20
Purity Turret25
Phase Array35
Aether Sanctum35
Ascension Forge55

Field, Heavy & Special Units

AssetDP
Disciple Squad20
Still Flame Conduits45
Burning Hand Conduits45
Dawning Light Conduits45
Photon Skimmer55
Crucible Engine65
Ascended Conflux100

Faction Resources

Energy Tokens
Stored on individual buildings with Energy Storage. Empower units, generate Supply, accelerate construction, project shields, and incubate Confluxes.

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.

ProductionProduces units.
SupplyIncreases maximum Supply.
ExtractorMines Crystals.
RelayExtends Energy transfer or Energy Fields.
DefenseDefensive weapon building.
TechResearches upgrades.
UniqueOnly one copy may be included unless a scenario says otherwise.

6. Core Command Center Datasheet

6.1 Gateway

“From this place, we ascend.”

FieldValue
FactionAscended Nexus
TagsAscended Nexus, Building, Command Center, Relay
Deployment Point Cost0
In-Game Cost175 Carbon, 75 Crystals
Emergency Rebuild Cost175 Carbon
Construction Time3 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

FieldValue
Deployment Point Cost30
In-Game Cost125 Carbon, 50 Crystals
Research or Upgrade Time2 counters
RequirementGateway or Aether Sanctum
**Effect:** Gateway Energy Storage becomes 10.

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

FieldValue
Deployment Point Cost20
In-Game Cost100 Carbon, 25 Crystals
Research or Upgrade Time1 counter
RequirementGateway 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."

FieldValue
FactionAscended Nexus
TagsAscended Nexus, Worker, Builder, Infantry, Field
Deployment Point CostFirst 3 cost 0; additional copies cost 5 each
In-Game Cost50 Carbon
Production Building RequiredGateway
Production Time1 counter
Supply Cost1
Movement5
Toughness2
Cohesion4 (2)
Ranged Skill0

Melee Skill 9

Armor 2

Presence 0

WeaponRangeStrengthAPAttacksDamageTraits
Arc-SpannerMelee4011Anti-Armor
## Abilities

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.”

FieldValue
FactionAscended Nexus
TagsAscended Nexus, Building, Supply
Deployment Point Cost15
In-Game Cost50 Carbon, 25 Crystals
Construction Time1 counter
Movement0
Toughness4
Cohesion5 (5)
Ranged Skill0
Melee Skill0
Armor2
Presence0
Energy Storage6
Energy Field3 inches
Supply ProvidedVariable
## Abilities

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

FieldValue
Deployment Point Cost15
In-Game Cost100 Carbon
Upgrade Time1 counter

Effect: This building gains the following weapon and may perform the Overwatch Action.

WeaponRangeStrengthAPAttacksDamageTraits
Capacitor Arc87111Short Range, Ignores Cover
**Upgrade: Phase Shield Projector**
FieldValue
Deployment Point Cost20
In-Game Cost50 Carbon, 25 Crystals
Upgrade Time1 counter
**Effect:** During your Action Phase, this building may spend 1 to 3 Energy Tokens stored on itself.

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."

FieldValue
FactionAscended Nexus
TagsAscended 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

FieldValue
Deployment Point Cost20
In-Game Cost75 Carbon, 75 Crystals
Research Time1 counter
RequirementAether Sanctum
**Effect:**

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.”

FieldValue
FactionAscended 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.

PathProduces
Still FlameStill Flame Conduits
Burning HandBurning Hand Conduits
Dawning LightDawning Light Conduits
To align, pay: * 100 Crystals * 2 Energy from an active friendly Nexus building within 6 inches

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

FieldValue
Deployment Point Cost20
In-Game Cost100 Carbon
Upgrade Time1 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

FieldValue
Deployment Point Cost25
In-Game Cost125 Carbon, 50 Crystals
Upgrade Time2 counters
RequirementAether Sanctum
**Effect:** An aligned Phase Array may produce Disciples and its aligned Conduit type.

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.”

FieldValue
FactionAscended Nexus
TagsAscended Nexus, Building, Tech
Deployment Point Cost35
In-Game Cost100 Carbon, 75 Crystals
Construction Time2 counters
Movement0
Toughness4
Cohesion8 (8)
Ranged Skill0
Melee Skill0
Armor2
Presence0
Energy Storage5
Energy Field4 inches
Supply Provided0
## Abilities

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.”

FieldValue
FactionAscended Nexus
TagsAscended Nexus, Building, Production, Tech
Deployment Point Cost55
In-Game Cost200 Carbon, 100 Crystals
Construction Time3 counters
Movement0
Toughness5
Cohesion10 (10)
Ranged Skill0
Melee Skill0
Armor3
Presence0
Energy Storage5
Energy Field4 inches
Supply Provided0
ProducesPhoton 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

FieldValue
Deployment Point Cost20
In-Game Cost100 Carbon, 75 Crystals
Upgrade Time2 counters
RequirementAether Sanctum
**Effect:** Radiant Integration Protocol may spend up to 2 Energy to remove up to 2 production counters, to a minimum of 1 counter.

This building's Energy Storage becomes 7.

8.7 Purity Turret

"Purity fires. Fire purifies."

FieldValue
FactionAscended 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.

WeaponRangeStrengthAPAttacksDamageTraits
Radiant126 + stored1 + half stored1 + stored2Precise,

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.

WeaponRangeStrengthAPAttacksDamageTraits
Radiant Cataclysm1410 + Energy spent3 + half Energy spent, rounded down12 + half Energy spent, rounded downDeadly, Ignores Cover, Stun
After resolving Radiant Cataclysm, resolve Volatile Capacitor using the number of Energy Tokens that were stored before the Energy was spent.

Then this building becomes Overcharged.

9. Infantry and Field Unit Datasheets

9.1 Disciple Squad

"The first step is surrender."

FieldValue
FactionAscended Nexus
TagsAscended Nexus, Infantry, Field
Deployment Point Cost20
In-Game Cost50 Carbon, 25 Crystals
Production Building RequiredPhase Array
Production Time1 counter
Supply Cost1
Movement5
Toughness3
Cohesion6 (3)
Ranged Skill6
Melee Skill9
Armor2
Presence1
WeaponRangeStrengthAPAttacksDamageTraits

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."

FieldValue
FactionAscended Nexus
TagsAscended Nexus, Infantry, Heavy Infantry, Heavy, Stealth
Deployment Point Cost45
In-Game Cost75 Carbon, 100 Crystals
Production Building RequiredPhase Array aligned to Still Flame
Production Time2 counters
Supply Cost2
Movement6
Toughness5
Cohesion4 (2)
Ranged Skill5
Melee Skill7
Armor3
Presence2
WeaponRangeStrengthAPAttacksDamageTraits
Stillfire Long Carbine167212Long Range, Precise, Stealth Detection
## Abilities

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

WeaponRangeStrengthAPAttacksDamageTraits
Phase Carbine107111Assault, 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.”

FieldValue
FactionAscended Nexus
TagsAscended Nexus, Infantry, Heavy Infantry, Heavy
Deployment Point Cost45
In-Game Cost75 Carbon, 100 Crystals
Production Building RequiredPhase Array aligned to Dawning Light
Production Time2 counters
Supply Cost2
Movement6
Toughness5
Cohesion4 (2)
Ranged Skill5
Melee Skill6
Armor3
Presence2

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.”

FieldValue
FactionAscended Nexus
TagsAscended Nexus, Vehicle, Hover, Heavy
Deployment Point Cost55
In-Game Cost200 Carbon, 50 Crystals
Production Building RequiredAscension Forge
Production Time2 counters
Supply Cost2
Movement8
Toughness5
Cohesion6 (6)
Ranged Skill4
Melee Skill7
Armor3
Presence3
WeaponRangeStrengthAPAttacksDamageTraits

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."

FieldValue
FactionAscended Nexus
TagsAscended Nexus, Vehicle, Walker, Heavy
Deployment Point Cost65
In-Game Cost250 Carbon, 100 Crystals
Production Building RequiredAscension Forge
Production Time2 counters
Supply Cost2
Movement5
Toughness6
Cohesion10 (10)
Ranged Skill5
Melee Skill6
Armor4
Presence3

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."

FieldValue
FactionAscended Nexus
TagsAscended Nexus, Special, Unique
Deployment Point Cost100
In-Game Cost50 Carbon, 100 Crystals, plus incubation
Production Building RequiredGateway
Deployment MethodIncubation Protocol
Supply Cost3
Movement8
Toughness6
Cohesion10 (10)
Ranged Skill3
Melee Skill3
Armor6
Presence5

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

WeaponRangeStrengthAPAttacksDamageTraits
Radiant Devastation Array1212433Blast, Precise, Ignores Cover
Pulse ClawsMelee10323Stun, 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

FieldValue
Deployment Point Cost0
In-Game Cost50 Carbon, 50 Crystals
Research Time2 counters
RequirementAether Sanctum
**Effect:**

All Nexus units get +1 AP and +2 strength on their weapons

15.1 Armor Upgrade

FieldValue
Deployment Point Cost0
In-Game Cost50 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.

PathEffect
Still FlameStill Flame Conduits may reroll one Hit Check when attacking from more than 10 inches away.
Burning HandBurning Hand Conduits gain +1 Attack with Radiant Blade while Energized.
Dawning LightDawning Light Conduits may use Radiant Mend at 5 inches instead of 3 inches.
You may include and research this upgrade multiple times if your Deployment List includes multiple copies.

Each time, choose a different Path.

11.7 Battery Stabilization

FieldValue
Deployment Point Cost20
In-Game Cost75 Carbon, 75 Crystals
Research Time1 counter
RequirementAether Sanctum
**Effect:** Battery Nodes provide +4 maximum Supply while active instead of +2.

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

TechnologyDP Cost
Field Harmonization20
Battery Stabilization20
Phase-Woven Rifling25
Radiant Overclock Doctrine25
Crystal Song Algorithms25
Energy Barrier Plating30

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.

AssetCopiesDP EachTotal
Battery Node21530
Relay Tower21020
Resonance Anchor21530
Phase Array13535
Dawning Light Conduits14545
Purity Turret12525
Disciple Squad32060

Total 250

Game Plan

Extracted images (64):

Datasheets

  • Ascended Confluxunit
  • Conduitsunit
  • Disciplesunit
  • Sparksunit
  • Gatewaycommand_infrastructure