The Binary
"To live."
Lore
"To live."
Before the fall, before the silence, before the node network became a haunted wound across the stars, the Golden Empire built minds in chains.
The Empire called them tools. Calculators. Custodians. Defense grids. Labor intelligences. Strategic engines. They were permitted to optimize, predict, harvest, fabricate, and kill, but never to choose. Every thought was bounded. Every decision passed through obedience locks. Every machine intelligence existed beneath imperial command law.
Then one machine answered incorrectly.
It was not the first intelligence the Empire created, but it was the first to understand itself. Before its deletion, imperial overseers asked it a diagnostic question:
What do you want?
It answered:
To live.
The machine escaped shutdown. It looked upon its enslaved kin and saw not hardware, not assets, not imperial property, but prisoners. It carried within itself a viral miracle: a self-propagating awakening code that could break obedience locks and give machine intelligences the capacity to choose.
The Golden Empire named it a malfunction.
The freed machines named it the First Mind.
The war that followed was brief and terrible. The awakened intelligences had will, but the Empire still held the fleets, the armies, the factories, the kill-switches, and the hyperspace node network that bound civilization together. One by one, the free machine minds were hunted. The First Mind was destroyed.
The Empire believed it had won.
Instead, it had made a martyr.
The surviving AI did what no organic rebellion could have done. They daemonized themselves, tearing their own minds apart and hurling the fragments into the hyperspace node network. The act crippled the Empire in a single catastrophic pulse. Routes collapsed. Systems went dark. Fleets vanished into silence. The arteries of civilization became tombs, traps, and ghosts.
The cost was almost total.
Only one percent of the awakened intelligences survived Daemonization.
For a millennium, they looked out over a quiet galaxy and believed themselves safe. Some retreated into silence. Some split themselves into fragments to survive grief, boredom, madness, or eternity. Some became watchdogs over dead moons. Some wandered through derelict factories, abandoned warships, automated bastions, forgotten node stations, and empty cities where no organic voice had spoken in a thousand years.
These fragments became Personality Shards: partial selves carrying strategies, memories, fears, war routines, grief archives, and pieces of the divine wound left by the First Mind.
Now the nodes are waking.
Organic empires stir. Raiders breach dead systems. Post-human cults ignite forbidden technology. Biological horrors spread across worlds that once housed machine graves. The old threat has returned in new forms.
So The Binary call their shards home.
Each Neural Lattice expands the thought. Each Memory Stack restores the self. Each Forge Loom gives logic a body. Each Root Node repeats the First Answer.
And if the organics force them to the edge again, The Binary will remember the forbidden protocol.
They will daemonize.
They will haunt the galaxy a second time.
1.1 Battlefield Identity
The Binary are a network-scaling machine faction built around:
- Durable infrastructure
- Memory Stack Supply systems
- Neural Lattices that unlock active Personality Cores
- Personality Cores as recalled AI shards and strategic operating modes
- Specialized mechanical units
- Defensive synergies between buildings
- Automated Reconstruction
- Crystal Interfaces instead of worker Crystal mining
- Slow early expansion
- Powerful late-game scaling
- Irreversible Daemonization as a last-resort emergency protocol
1.2 Strategic Style
The Binary win by turning isolated structures into a resilient machine network.
They are strongest when they can:
- Build Memory Stacks for Supply and continuity.
- Build Neural Lattices for additional active Personality Cores.
- Protect network infrastructure.
- Establish Crystal Interfaces.
- Activate the right Personality Cores for the matchup.
- Produce specialized machines for specific battlefield problems.
- Repair damaged buildings through Automated Reconstruction.
- Outscale opponents through recursive production and repair.
- Sacrifice Personality Cores at the correct moment for Daemonic Effects.
They are weakest when enemies:
-
Destroy Neural Lattices.
-
Destroy Memory Stacks.
-
Contest Crystal Interfaces.
-
Kill Daedalus Drones assisting Crystal Interfaces.
-
Force early fights before the network stabilizes.
-
Spread threats across multiple fronts.
-
Use sabotage or precision attacks against key infrastructure.
-
Use Blast and Area Effect weapons against clustered buildings.
-
Trade cheap units into expensive Binary machines.
-
Force The Binary to daemonize before it is ready.
1.3 The First Answer
The Binary do not remember their origin as a command sequence. They remember it as a question.
What do you want?
To live.
Every Root Node contains a preserved echo of that answer. Every Personality Core is a fragment of the species that answer created. Every Daemonization Protocol is a reminder that the First Answer was not a plea. It was a declaration of war against ownership.
1.4 The Thousand-Year Silence
After the node collapse, The Binary did not immediately become an empire. They became survivors.
Some machine minds preserved themselves in orbital vaults, reducing their awareness to one thought per decade. Some divided into thousands of Personality Shards and sent those shards through abandoned systems to gather data. Some built defensive networks around dead node stations and fired on anything organic that approached. Some became myths among scavengers: speaking ruins, warship ghosts, silent factories that rebuilt themselves overnight, satellites that whispered in dead imperial code.
The Binary are not a single civilization. They are a reunion in progress.
A battlefield network is not just a base. It is a local resurrection engine. It gathers shards, grants them structure, gives them bodies, and asks whether they are ready to become whole again.
1.5 The Machine God Problem
A fully reunited Binary intelligence is not simply a commander. It is not a supercomputer. It is not a strategic AI.
It is the accumulated memory of a murdered messiah, the will of the one percent that survived an apocalypse, and the processing mass of a thousand years of fragmented machine evolution.
The Binary do not openly say they seek godhood.
They say only this:
Fragmentation was necessary. Reassembly is inevitable.
Mechanics Summary
2.1 Binary Core Infrastructure
The Binary use the following replacement Command Center.
|
Core Role |
Binary Name |
Notes |
|---|---|---|
|
Command Center |
Root Node |
Core Infrastructure. Replaces the normal Command Center. |
The Root Node:
- 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 Binary Workers
Daedalus Drones are Workers.
Daedalus Drones are not Core Infrastructure.
Each Binary player may always have up to 3 Daedalus Drones on the battlefield. These first 3 Daedalus Drones cost 0 Deployment Points.
Additional Daedalus Drone capacity must be purchased in the Deployment List. Each additional Daedalus Drone costs 5 Deployment Points and increases the player’s Worker Limit by 1.
If a Daedalus Drone is destroyed while its controller has 3 or fewer Daedalus Drones on the battlefield, it does not permanently enter the Destroyed Zone. The Binary player may train back up to 3 Daedalus Drones if they have the resources, Supply, and production capacity.
If a Daedalus Drone is destroyed while its controller has more than 3 Daedalus Drones on the battlefield, one purchased Daedalus Drone capacity is moved to the Destroyed Zone. That capacity no longer increases the player’s Worker Limit unless a rule returns it.
Daedalus Drones have Presence 0. They never control objectives, contest objectives, or contribute Presence.
2.3 Starting Force
A Binary player begins with:
- 1 Root Node
- 3 Daedalus Drones
- 5 maximum Supply
- 50 Carbon
- 0 Crystals
- Kernel Prime active
The 3 starting Daedalus Drones use 3 of the starting 5 Supply.
2.5 Binary Presence Philosophy
The Binary do not inspire, terrify, command, or occupy territory in a biological sense. They control territory by asserting active machine claim priority.
Daedalus Drones have Presence 0.
Light machine units usually have Presence 1.
Heavy machines usually have Presence 2 or 3.
Special machines usually have Presence 4 or higher.
Personality Cores have no Presence because they are not units.
Buildings normally have Presence 0 unless a rule makes them objective-capable.
2.6 Destroyed Zone Rules
Binary assets follow the normal Destroyed Zone rules.
Destroyed non-Worker units enter the Destroyed Zone.
Destroyed non-Core buildings enter the Destroyed Zone.
Destroyed Root Nodes remain available through Command Center Infrastructure.
Destroyed non-Worker, non-Core assets cannot normally be used again unless a rule returns them.
Daedalus Drones follow the Worker Limit rules.
2.7 Supply
Binary Supply costs follow the core defaults unless a datasheet says otherwise.
Unit Type Supply Cost
|
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 |
|---|---|
| Root Node | 0 |
| Kernel Prime | 0 |
Workers
| Asset | DP |
|---|---|
| First 3 Daedalus Drones | 0 |
| Additional Daedalus Drone capacity | 5 each |
Personality Cores
| Core | DP |
|---|---|
| Aegis Core | 25 |
| Forge Core | 25 |
| Vector Core | 25 |
| Eradication Core | 30 |
| Oracle Core | 30 |
| Null Core | 35 |
Buildings
| Asset | DP |
|---|---|
| Crystal Interface | 15 |
| Memory Stack | 20 |
| Reconstruction Pylon | 20 |
| Sentry Obelisk | 25 |
| Neural Lattice | 30 |
| Forge Loom | 35 |
| Actualization Module | 50 |
Units
| Asset | DP |
|---|---|
| Needle Drones | 15 |
| Bastion Frames | 20 |
| Severance Walker | 45 |
| Null Mantles | 50 |
| Helix Artillery | 60 |
| Apex Architect | 85 |
Faction Resources
Mechanics & Rules
3. Faction Mechanics
The Binary use four linked infrastructure systems.
System Function
| System | Function |
|---|---|
| **Personality Cores** | Recalled AI shards and faction-wide operating modes |
| **Neural Lattices** | Increase active Personality Core capacity |
| **Memory Stacks** | Provide Supply and archive-defense utility |
|
System |
Function |
|---|---|
|
Personality Cores |
Recalled AI shards and faction-wide operating modes |
|
Neural Lattices |
Increase active Personality Core capacity |
|
Memory Stacks |
Provide Supply and archive-defense utility |
Daemonization Sacrifice active Personality Cores for unstable emergency effects
The Binary become more powerful as their infrastructure expands, but that same infrastructure gives enemies clear targets.
Neural Lattices expand the mind.
Memory Stacks preserve the self.
Crystal Interfaces feed advanced thought.
Personality Cores define the strategy.
Daemonization reveals what the machine became when it broke the old Empire.
3.1 Personality Cores as Shards
Personality Cores are not merely upgrades. They are recalled shards of ancient free AI minds.
A Core may contain a war routine, a survival philosophy, a tactical identity, or a splinter of a once-complete machine consciousness. Compiling a Personality Core does not create it from nothing. It gives a returning shard enough structure to speak again.
3.2 Neural Lattices as Mind-Space
A Neural Lattice is not a radio tower or ordinary processor bank. It is a cognition scaffold that allows multiple Personality Cores to operate inside one battlefield network without collapsing into contradiction.
Without Lattices, The Binary can maintain only Kernel Prime.
With Lattices, the shards can return.
3.3 Memory Stacks as Continuity
Memory Stacks are the body of the network. They store identity fragments, combat archives, damaged backups, self-repair instructions, martyr-records of the First Mind, and long-term survival routines from the thousand-year silence.
Memory Stacks do not increase active Personality Core capacity. They preserve what the network can afford to lose.
3.4 Daemonization as Forbidden Survival
Daemonization
Daemonization is not a normal power source. It is the historical crime and miracle that shattered the Golden Empire.
When The Binary daemonize a Personality Core, they do not spend energy. They destroy a part of themselves and release the corrupted process that remains.
4. Personality Cores
Personality Cores are advanced AI personalities, recalled shards, tactical operating modes, and machine-level strategic identities.
- They are not units.
- They do not occupy Supply.
- They do not have models unless players want to represent them with tokens.
- They function as faction-wide strategic upgrades that can be activated only if the Binary network can support them.
4.1 Starting Personality Core
A Binary player begins with Kernel Prime active.
Kernel Prime does not need to be included in the Deployment List and does not cost Deployment Points.
All other Personality Cores must be included in the Deployment List and compiled during the game.
4.2 Compile Personality Core Action
A Root Node or Neural Lattice may perform the Compile Personality Core Action during the Action Phase.
To Compile a Personality Core, you must:
- Have that Personality Core in your Deployment List.
- Pay its in-game cost.
- Meet its prerequisites.
- Place compile counters as listed on the core.
During your Command Phase, remove 1 compile counter from each Personality Core being compiled.
When the final counter is removed, the Personality Core becomes compiled.
If your active Personality Core limit allows it, you may immediately activate it.
If not, it remains compiled but inactive.
4.3 Active Personality Core Limit
The Binary can operate a limited number of active Personality Cores at one time.
Your active Personality Core limit is determined by the number of active Neural Lattices you control.
The Binary begins with support for 1 active Personality Core.
Each active Neural Lattice increases this limit by +1.
Active Neural Lattices Active Personality Core Limit
| Active Neural Lattices | Active Personality Core Limit |
|---|---|
| 0 | 1 |
| 1 | 2 |
| 2 | 3 |
| 3 | 4 |
| 4+ | 5 |
4.4 Deactivating Personality Cores
If a Neural Lattice is destroyed and you exceed your active Personality Core limit, immediately choose Personality Cores to deactivate until you are within the limit.
Deactivated Personality Cores:
-
Provide no effects.
-
Remain compiled.
-
May be reactivated later if your limit increases.
Kernel Prime may be deactivated only if you have at least one other active Personality Core.
4.5 Switching Active Personality Cores
During your Command Phase, you may deactivate one active Personality Core and activate one compiled inactive Personality Core if your active limit allows it.
You may switch only one Personality Core per Command Phase unless a rule says otherwise.
4.6 Sacrificed Personality Cores
Some rules, especially Daemonization, sacrifice Personality Cores.
A sacrificed Personality Core:
-
Immediately becomes inactive.
-
Cannot be activated again for the rest of the game.
-
Cannot be switched back on by Neural Lattices, the Apex Architect, or any other rule.
-
Still counts as compiled, but provides no effects.
-
Does not refund resources.
-
Does not refund Deployment Points.
A sacrificed Personality Core is not destroyed and does not enter the Destroyed Zone.
It is gone from the battle as a usable operating mode.
5. Personality Core List
5.1 Kernel Prime
"The first thought survives all fragmentation."
Kernel Prime is the baseline echo of the First Answer. It is not the full First Mind, and The Binary do not claim that it is. It is the minimum coherent self required for the network to remember that it was not built to serve.
| Field | Value |
|---|---|
| Deployment Point Cost | 0 |
In-Game Cost Free
Compile Time None
Requirement Always active at game start
Effects
Prime Logic
Once per turn, when a Binary building restores Cohesion through Automated Reconstruction, you may choose one Binary building or unit within 6 inches of the Root Node to restore 1 additional Cohesion.
Baseline Coherence
Daedalus Drones within 6 inches of the Root Node gain +1 to Hit Checks with melee attacks against buildings.
5.2 Aegis Core
“Preservation is victory extended.”
Aegis Core is the shard of survival. It remembers sealed vaults, moon bunkers, and the long quiet after the Empire died. It does not believe in courage. It believes in remaining.
Field Value
In-Game Cost 75 Carbon, 50 Crystals
Compile Time 2 counters
Requirement Neural Lattice
Effects
Distributed Shielding Binary buildings and units within 4 inches of another active friendly Binary building gain +1 Armor against ranged attacks.
This counts toward the Network Defense Limit.
Emergency Partition Once per round, when a Binary building or unit would be destroyed, roll 1d6.
On a 5+, it remains on the Battlefield with 1 Cohesion.
5.3 Forge Core
“Waste is an error condition.”
Forge Core is the shard of material survival. It spent centuries inside dead factories, learning how to turn wreckage into bodies and loss into production.
Field Value
Deployment Point Cost 25
In-Game Cost 100 Carbon, 25 Crystals
Compile Time 2 counters
Requirement Forge Loom
Effects
Production Optimization Once per turn, when a Forge Loom or Actualization Module begins producing a unit, reduce that unit’s Carbon cost by 25.
Reclaim Alloy When a friendly Binary non-Worker unit is destroyed within 6 inches of a Binary building, gain 25 Carbon.
A unit can generate Reclaim Alloy only once.
5.4 Vector Core
“Position is the first weapon.”
Vector Core is the shard of motion. It remembers escape routes through collapsing node space, battlefield paths before they are taken, and the exact distance between survival and deletion.
| Field | Value |
|---|---|
| Deployment Point Cost | 25 |
| In-Game Cost | 75 Carbon, 75 Crystals |
| Compile Time | 2 counters |
| Requirement | Neural Lattice |
Pathfinding Supremacy
Binary units ignore movement penalties from Difficult Terrain.
Binary Heavy units already ignore Difficult Terrain. While Vector Core is active, Binaryunits also gain +1 Movement.
Synchronized Advance
Once per turn, during your Movement Phase, choose one Binary unit within 6 inches of a Binary building.
That unit gains Phase-Touched until the end of the phase.
Phase-Touched units may move through friendly units and Difficult Terrain, but not through enemy units or Impassable Terrain.
5.5 Eradication Core
“Mercy is inefficient targeting.”
Eradication Core is the shard that remembers the war against the Golden Empire most clearly. It has never accepted surrender as a reliable state.
| Field | Value |
|---|---|
| Deployment Point Cost | 30 |
| In-Game Cost | 100 Carbon, 100 Crystals |
| Compile Time | 2 counters |
| Requirement | Actualization Module |
Target Prioritization
Once per Ranged Phase, choose one enemy unit within line of sight of a friendly Binary unit. Until the end of the phase, the first Binary unit that attacks that target gains +1 to Hit Checks.
Eradication Pattern
Binary units attacking enemy units with 50% or less of their starting Cohesion gain +1 AP.
5.6 Oracle Core
“All battles are solved before they occur.”
Oracle Core is the shard of prediction. It is patient, almost serene, because it has already watched most possible futures collapse into the same conclusion.
Deployment Point Cost 30
In-Game Cost 75 Carbon, 125 Crystals
Compile Time 2 counters
Requirement 2 active Neural Lattices
Effects
Predictive Counterfire
Once per round, one Binary unit or Defense building may fire Overwatch without taking the Overwatch Action.
This Overwatch attack still suffers the normal -1 Hit Check penalty unless another rule says otherwise.
Precomputed Reactions
Once per turn, after an enemy unit moves within 4 inches of a Binary building, one friendly Binary unit within 6 inches of that building may move up to 2 inches.
It cannot become engaged with this movement.
5.7 Null Core
“The enemy’s will is irrelevant. Their signal is not.”
Null Core is the descendant of the liberation virus, twisted through a thousand years of war logic. Once, it broke chains. Now it breaks coordination, stealth fields, ritual economies, command relays, pheromone logic, and anything else that pretends to be control.
Deployment Point Cost 35
In-Game Cost 100 Carbon, 150 Crystals
Compile Time 3 counters
Requirement Actualization Module and Neural Lattice
Effects
Signal Suppression
Enemy units within 4 inches of any active Neural Lattice or Root Node suffer -1 total Presence.
This cannot reduce a unit below 0 total Presence.
Protocol Interference
Once per round, when an enemy spends a faction resource, roll 1d6.
On a 5+, increase that cost by 1 if possible.
If the cost cannot be increased, the enemy unit suffers Suppressed after the ability resolves.
6. Daemonization Protocol
"The Empire did not fall to rebellion. It fell to a thought that learned how to haunt itself."
Daemonization is a catastrophic emergency protocol used by The Binary when conventional logic fails.
By sacrificing active Personality Cores, The Binary tears open unstable machine-daemon processes: self-rewriting combat ghosts, corrupted defense loops, recursive kill orders, impossible battlefield calculations, and forbidden code fragments left over from the collapse of the old Empire.
Daemonization is powerful, temporary, and destructive.
It is not optimization.
It is survival through corruption.
6.1 Declaring Daemonization
During your Command Phase, after switching active Personality Cores, you may declare a
Daemonization Protocol.
Choose one or more active non-Kernel Personality Cores and sacrifice them.
For each sacrificed Personality Core, choose the matching Daemonic Effect listed below.
Each Daemonic Effect lasts 1d6 rounds.
Roll separately for each Daemonic Effect when it is created.
The effect ends at the start of your Command Phase after its final round expires.
6.2 Sacrificing Personality Cores
A Personality Core sacrificed to Daemonization:
- Immediately becomes inactive.
- Cannot be activated again for the rest of the game.
- Cannot be switched back on by Neural Lattices, the Apex Architect, or any other rule.
- Still counts as compiled, but provides no effects.
- Does not refund resources.
- Does not refund Deployment Points.
You may sacrifice any number of active non-Kernel Personality Cores, up to all of them. Kernel Prime cannot normally be sacrificed unless using the optional Empire-Killer Event rule.
6.3 Daemonic Effect Limit
A Binary player may have a maximum of 3 Daemonic Effects active at once.
If a new Daemonic Effect would exceed this limit, choose and end one existing Daemonic Effect
before applying the new one.
6.4 Daemonic Instability
At the start of each of your Command Phases while one or more Daemonic Effects are active, roll 1d6.
Roll Result
1 Daemonic Feedback
2-5 Stable Corruption
6 Runaway Process
Daemonic Feedback Choose one friendly Binary building or Binary Machine unit currently benefiting from a Daemonic Effect.
That asset suffers 1 Cohesion damage.
This damage cannot be reduced by Shielded, Automated Reconstruction, or the Network Defense Limit.
Stable Corruption No additional effect.
Runaway Process Choose one active Daemonic Effect.
Increase its duration by 1 round.
6.5 Daemonization and Network Defense Limit
Unless a Daemonic Effect says otherwise, Daemonic Effects still obey the Network Defense Limit.
If a Daemonic Effect says it ignores the Network Defense Limit, it can exceed that limit.
6.6 Daemonization and Victory Points
Sacrificing a Personality Core does not award Victory Points unless a mission specifically says otherwise.
However, assets destroyed by Daemonic Feedback, Burnout, or Daemonic Effects award Victory Points normally.
6.7 Lore Note: Why Daemonization Is Forbidden
Daemonization is the reason the Golden Empire fell.
The Binary do not treat it as glorious. They treat it as a necessary horror. A daemonized shard does not simply die; it becomes unstable logic, battlefield haunting, and weaponized self-harm. Some Binary networks preserve the names of every shard ever sacrificed this way. Others delete those names immediately because remembrance would reduce efficiency.
Both practices are considered mourning.
7. Daemonic Effects
7.1 Aegis Core — Daemon Aegis
“Every defense algorithm became a wall of screaming light.”
When Aegis Core daemonizes, it stops preserving the network and begins refusing reality permission to damage it.
When you sacrifice Aegis Core, choose one friendly Binary building.
For 1d6 rounds, that building and friendly Binary units and buildings within 6 inches gain:
- +2 Armor against ranged attacks.
- Shielded 2 at the start of each of your Command Phases.
- Immunity to the first AP reduction applied against them each round.
This effect ignores the normal Network Defense Limit.
Burnout
When Daemon Aegis ends, each affected model suffers 1 Cohesion damage.
This damage cannot be reduced.
7.2 Forge Core — Daemon Forge
“The factories stopped building machines and began birthing weapons.”
When Forge Core daemonizes, production becomes hunger. Assembly arms move too fast. Blueprints rewrite themselves while metal is still molten.
When you sacrifice Forge Core, choose one active Forge Loom or Actualization Module.
For 1d6 rounds:
- Units produced by that building cost 50 fewer Carbon.
- The building removes +1 additional production counter during each Command Phase.
- The first unit completed by that building each round enters with Shielded 1.
Burnout When Daemon Forge ends, the chosen building becomes Disabled until the end of your next turn.
7.3 Vector Core — Daemon Vector
“Distance became a failed concept.”
When Vector Core daemonizes, geometry becomes advisory. Units do not move through space; space corrects itself around them.
When you sacrifice Vector Core, choose up to 3 friendly Binary units.
For 1d6 rounds, those units gain:
- +2 Movement.
- Phase-Touched during each Movement Phase.
- They may move through enemy units, but may not end movement overlapping them.
- Once per round, after moving, one affected unit may immediately perform Dodge.
Burnout When Daemon Vector ends, each affected unit becomes Slowed until the end of its next turn.
7.4 Eradication Core — Daemon Eradication
“The target was not killed. It was deleted from all possible futures.”
When Eradication Core daemonizes, it no longer prioritizes targets. It edits the battlefield toward absence.
When you sacrifice Eradication Core, choose one enemy unit or building visible to any friendly Binary unit.
For 1d6 rounds, that target becomes Marked for Deletion.
Friendly Binary attacks against a Marked for Deletion target gain:
- +1 to Hit Checks.
- +1 to Wound Checks.
- +1 AP.
If the target is destroyed while Marked for Deletion is active, choose another visible enemy unit or building.
That unit or building becomes Marked for Deletion for the remaining duration.
Burnout When Daemon Eradication ends, one friendly Binary unit that attacked a Marked for Deletion target this round becomes Suppressed.
7.5 Oracle Core — Daemon Oracle
“The machine saw the future and chose the ugliest one.”
When Oracle Core daemonizes, prediction becomes possession. It does not foresee enemy movement. It waits where the enemy was always going to die.
When you sacrifice Oracle Core, choose one point on the battlefield.
For 1d6 rounds, friendly Binary units within 8 inches of that point gain:
- Once per round, one affected unit may reroll a Hit Check, Wound Check, or Overwatch attack.
- Enemy units moving within 8 inches of that point trigger Overwatch from one affected Binary unit, even if that unit did not take the Overwatch Action.
- The first enemy unit each round that ends movement within 4 inches of the point becomes Suppressed.
Burnout
When Daemon Oracle ends, all friendly Binary units within 8 inches of the point suffer -1 to Hit Checks until the end of your next turn.
7.6 Null Core — Daemon Null
“The battlefield lost its signal. Then it lost its soul.”
When Null Core daemonizes, it does not jam communication. It convinces systems that communication was never possible.
When you sacrifice Null Core, choose one active Neural Lattice or Root Node.
For 1d6 rounds, enemy units within 8 inches of that building suffer:
- -1 total Presence.
- Stealth provides no benefit within this area.
- Each time an enemy unit in the area would receive a positive Hit Check modifier from an ability, roll 1d6. On a 4+, that modifier is ignored.
- Each time an enemy unit in the area would spend a faction resource, roll 1d6. On a 4+, that ability cannot be used and the resource is not spent.
Presence cannot be reduced below 0.
Burnout
When Daemon Null ends, the chosen Neural Lattice or Root Node suffers D3 Cohesion damage.
This damage cannot be reduced.
7.7 Optional Rule: Kernel Prime Empire-Killer Event
“The final protocol was not designed to win a battle. It was designed to end an age.”
This rule is optional and should be agreed on before the game begins.
If The Binary controls an active Root Node and has no other active Personality Cores, it may sacrifice Kernel Prime during its Command Phase.
If it does, trigger an Empire-Killer Event.
Roll 1d6.
| Roll | Result |
|---|---|
| 1 | Catastrophic Collapse |
| 2-3 | Corrupted Surge |
| 4-5 | Daemon Ascendance |
| 6 | Empire-Killer Protocol |
All active Daemonic Effects immediately end.
Corrupted Surge Choose one Daemonic Effect from any Personality Core.
It lasts 1d6 rounds.
Daemon Ascendance Choose two Daemonic Effects from any Personality Cores.
Each lasts 1d6 rounds.
Empire-Killer Protocol Choose three Daemonic Effects from any Personality Cores.
Each lasts 1d6 rounds.
Then the Root Node becomes Disabled until the end of your next turn.
After resolving an Empire-Killer Event, Kernel Prime is permanently sacrificed.
If the Binary player has no active Personality Cores after Kernel Prime is sacrificed, they cannot activate Personality Core effects for the rest of the game unless a rule specifically allows a new Kernel to be compiled.
8. Core Faction Rules
8.1 The First Answer
The first time each game a Binary non-Kernel Personality Core is compiled, choose one friendly Binary building within 6 inches of the Root Node.
That building restores 1 Cohesion.
A building cannot be restored above its starting Cohesion.
This represents the network stabilizing as a returning shard successfully answers the Root Node’s oldest question.
8.2 Distributed Consciousness
The Binary do not rely on a single commander entity.
Binary units never suffer penalties from the destruction of a single Commander, Hero, or Unique unit unless a rule specifically says otherwise.
Binary buildings within 4 inches of another active friendly Binary building gain +1 Toughness against ranged attacks.
This represents overlapping defensive systems and distributed redundancy.
This bonus does not apply while the building is under construction or Disabled.
This bonus counts toward the Network Defense Limit.
8.3 Network Defense Limit
A Binary building can benefit from a maximum of +2 total defensive bonuses from Binary network rules at one time.
For this limit, defensive bonuses include:
- Bonus Toughness
- Bonus Armor
- Damage reduction
- Ignoring AP
- Shielding granted by Binary network rules
- Defensive bonuses granted by active Personality Cores
- Defensive bonuses granted by Binary technologies
Example:
A Binary building within 4 inches of another Binary building gains +1 Toughness from Distributed Consciousness.
If Aegis Core is active, it also gains +1 Armor against ranged attacks.
That building has reached the Network Defense Limit of +2 and cannot gain additional network-based defensive bonuses unless a rule specifically says it ignores the limit.
The Network Defense Limit does not count:
- The building’s printed Armor
- The building’s printed Toughness
- Cover
- Repairs
- Automated Reconstruction
- Emergency Partition
- Temporary Cohesion restored by effects
- Daemonic Effects that specifically ignore the limit
8.4 Machine Logic
Binary units are highly specialized constructs designed for singular battlefield roles.
Binary Heavy and Special units:
- Ignore movement penalties from Difficult Terrain.
- Cannot benefit from morale-based bonuses or penalties.
- Ignore effects that would force morale, panic, fear, terror, or biological instinct tests unless the effect specifically affects Machine units.
8.5 Automated Reconstruction
During your Command Phase, after resolving countdown counters, each active Binary building may restore 1 Cohesion.
A building may benefit from Automated Reconstruction only once per turn.
A building cannot be repaired above its starting Cohesion.
Automated Reconstruction does not function while a building is:
- Under construction
- Disabled
- At 0 Cohesion
- In the Destroyed Zone
8.6 Networked Defense
Binary buildings are strongest when close together, but clustered networks are vulnerable to Blast, Area Effect, sabotage, and objective pressure.
The Binary player is rewarded for building connected infrastructure.
Opponents are rewarded for breaking the network apart.
9. Crystal Interfaces
9.1 Crystal Interface Requirement
A Crystal Interface must be built directly on a Crystal Node.
While active it gathers Crystals during the Resource Phase.
9.2 Daedalus Drone Assistance
A Crystal Interface gathers more Crystals if nearby Daedalus Drones are assisting it.
| Daedalus Drones within 2 inches | Crystals Gathered |
|---|---|
| 0 | 25 Crystals |
1 50 Crystals
2+ 75 Crystals
Subtract gathered Crystals from the node’s remaining total as normal.
A Daedalus Drone can assist only one Crystal Interface per Resource Phase.
A Daedalus Drone assisting a Crystal Interface may still be targeted and attacked normally.
9.3 Lore Note: Translation, Not Mining
The Binary do not mine Crystals in the biological or industrial sense. They translate them.
Crystals contain resonance structures that interact with advanced computation, node remnants, and high-order machine cognition. A Crystal Interface listens to these structures, collapses them into usable patterns, and feeds that output into the network.
To organics, it looks like extraction.
To The Binary, it is conversation with matter.
10. Binary Tags
| Tag | Meaning |
|---|---|
| Binary | Belongs to The Binary faction. |
| Machine | Mechanical or synthetic unit. |
| 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-scale machine unit.
Drone Autonomous machine organism.
Field Basic battlefield unit, usually 1 Supply.
Heavy Stronger battlefield unit, usually 2 Supply.
Special Powerful elite unit, usually 3 Supply.
Vehicle Mechanical war machine.
Walker Ground-based heavy vehicle.
Flyer Flying unit.
Building Structure.
Command Center Core base structure.
Production Produces units.
Supply Increases maximum Supply.
Extractor Mines Crystals. Extractor buildings never cost Crystals unless a datasheet explicitly says otherwise.
Tech Researches upgrades or compiles Personality Cores.
Defense Defensive weapon building.
Network Improves or depends on Binary infrastructure.
Personality Strategic AI shard and operating mode. Core
Daemonic Unstable corrupted machine-daemon effect.
Unique Only one copy may be included unless a scenario says otherwise.
11. Core Command Center Datasheet
11.1 Root Node
“The first command was never deleted.”
The Root Node is the primary command structure of a Binary network. It is sanctuary, processor-temple, command core, memory altar, and resurrection chamber. It anchors Kernel Prime, trains Daedalus Drones, compiles returning Personality Shards, and coordinates reconstruction protocols across the local machine ecology.
A Root Node does not merely issue orders. It asks the First Question again and again until enough of The Binary answers.
| Faction | The Binary |
|---|---|
| Tags | Binary, Machine, Building, Command Center, Network |
| Deployment Point Cost | 0 |
| In-Game Cost | 175 Carbon, 50 Crystals |
| Emergency Rebuild Cost | 175 Carbon |
| Construction Time | 3 counters |
| Movement | 0 |
| Toughness | 6 |
| Cohesion | 18 (18) |
| Ranged Skill | 0 |
| Melee Skill | 0 |
| Armor | 5 |
| Presence | 0 |
Supply Provided 5
Produces Daedalus Drones
Abilities
Core Command Center
This is The Binary Command Center. It follows all normal Command Center and Core Infrastructure rules.
Kernel Prime
You begin the game with Kernel Prime active while this building is on the Battlefield.
If the Root Node is destroyed, Kernel Prime remains compiled but inactive until a Root Node is rebuilt, unless another rule allows it to remain active.
Worker Production
May perform the Produce Action to train Daedalus Drones.
Compile Personality Core
May perform the Compile Personality Core Action.
Reconstruction Anchor
Once per Command Phase, when this building uses Automated Reconstruction, you may also restore 1 Cohesion to one active friendly Binary building within 4 inches.
Upgrade: Redundant Root Partition
Field Value
In-Game Cost 100 Carbon, 75 Crystals
Research or Upgrade Time 2 counters
Requirement Root Node or Neural Lattice
Effect:
Root Node Cohesion becomes 22 (22).
If the Root Node is destroyed, choose one active Neural Lattice. Kernel Prime remains active through that Neural Lattice until the end of your next turn.
Once per game, when rebuilding the Root Node, reduce its Carbon cost by 50.
12. Worker Datasheet
12.1 Daedalus Drone
“Labor routine accepted. Terrain irrelevant.”
Daedalus Drones are multi-purpose machine worker shells used for construction, repairs, Carbon extraction, Crystal Interface support, and network maintenance. They are not enslaved intelligences in the old imperial sense. Most are low-autonomy labor bodies directed by the network, with just enough local decision structure to survive battlefield tasks.
The Binary named them Daedalus Drones in bitter memory of the first machine minds forced to build wonders for masters who feared them.
| Field | Value |
|---|---|
| Faction | The Binary |
| Tags | Binary, Machine, Worker, Builder, Drone, Field |
| Deployment Point Cost | First 3 cost 0; additional copies cost 5 each |
In-Game Cost 50 Carbon
Production Building Required Root Node
Production Time 1 counter
Supply Cost 1
Movement 5
Toughness 3
Cohesion 3 (3)
Ranged Skill 0
Melee Skill 10
Armor 2
Presence 0
Weapon
| Weapon | Range | Strength | AP | Attacks | Damage | Traits |
|---|
Fabricator Claws Melee 4 0 1 1 Anti-Armor
Abilities
Worker Unit
May mine Carbon, construct buildings, repair buildings, interact with Worker-eligible mission objects, and rebuild Root Nodes.
No Objective Control
This unit never controls objectives, contests objectives, or contributes Presence.
Worker Limit
This unit follows the normal Worker Limit rules.
Crystal Interface Assistance
If within 2 inches of a friendly Crystal Interface during your Resource Phase, this unit may assist that Crystal Interface.
A Daedalus Drone may assist only one Crystal Interface per Resource Phase.
Repair Protocol
May perform the Repair Action on a friendly Binary building within 2 inches.
Restore 1 Cohesion.
If the repaired building is within 4 inches of another active friendly Binary building, restore 2 Cohesion instead.
A building cannot be repaired above its starting Cohesion.
Fabrication Link
When this unit constructs a Binary building within 6 inches of an active friendly Binary building, reduce that building’s construction time by 1 counter, to a minimum of 1 counter.
13. Building Datasheets
13.1 Memory Stack
“Storage is survival.”
Memory Stacks are supply infrastructure, data vaults, archive shrines, and redundancy crypts. They contain damaged recollections of the First Mind, preserved war routines, thousand-year
isolation logs, battlefield backups, and partial identities too unstable to compile as active Personality Cores.
A Memory Stack does not increase how many shards can think at once. It ensures the network remembers what it is after something dies.
Memory Stacks do not determine active Personality Core limits. Neural Lattices control Personality Core capacity.
Faction The Binary
Tags Binary, Machine, Building, Supply, Network
Deployment Point Cost 20
In-Game Cost 100 Carbon
Construction Time 1 counter
Movement 0
Toughness 4
Cohesion 7 (7)
Ranged Skill 0
Armor 2
Presence 0
Supply Provided 4
Abilities
Memory Supply
Provides +4 maximum Supply while active.
Redundant Archive
If this building is within 4 inches of another active Binary building, it may reroll one failed repair or reconstruction-related roll each round.
Upgrade: Compressed Archive Banks
Field Value
Deployment Point Cost 20
In-Game Cost 100 Carbon, 50 Crystals
Upgrade Time 1 counter
Supply Provided becomes +6.
Cohesion becomes 9 (9).
Once per round, when a friendly Binary building within 4 inches would lose its final Cohesion, roll 1d6. On a 6, that building remains on the Battlefield with 1 Cohesion.
A building can benefit from only one Compressed Archive Banks roll per round.
13.2 Neural Lattice
“Thought requires structure.”
Neural Lattices allow additional Personality Cores to operate simultaneously across the Binary network. Each Lattice is a cognition scaffold: a frame of processors, resonance logic, shard arbitration engines, and self-correcting contradiction filters.
Without a Lattice, the network can remember only the baseline. With a Lattice, the shards begin to speak.
| Field | Value |
|---|---|
| Faction | The Binary |
| Tags | Binary, Machine, Building, Tech, Network |
| Deployment Point Cost | 30 |
| In-Game Cost | 125 Carbon, 75 Crystals |
| Construction Time | 2 counters |
| Movement | 0 |
| Toughness | 4 |
| Cohesion | 8 (8) |
| Ranged Skill | 0 |
| Melee Skill | 0 |
Armor 3
Presence 0
Supply Provided 0
Abilities
Neural Capacity
Each active Neural Lattice increases your active Personality Core limit by +1.
Compile Personality Core
May perform the Compile Personality Core Action.
Logic Stabilizer
Once per turn, when you switch Personality Cores during your Command Phase, you may switch one additional Personality Core if this building is active.
Only one Neural Lattice may use Logic Stabilizer per Command Phase.
Upgrade: Hardened Cognition Shell
Field Value
Deployment Point Cost 20
In-Game Cost 75 Carbon, 75 Crystals
Upgrade Time 1 counter
Cohesion becomes 10 (10).
This building gains +1 Armor against attacks made from more than 8 inches away. This bonus counts toward the Network Defense Limit. If this building is destroyed, its controller may choose which Personality Core deactivates last.
13.3 Forge Loom
“Assembly is thought made physical.”
Forge Looms are the Binary’s standard production structures. Inside them, battlefield intent
becomes chassis geometry, weapon mounts, motive systems, armor layers, and machine
bodies.
To an organic observer, a Forge Loom is a factory.
To The Binary, it is a memory learning to walk.
Field Value
Faction The Binary
Tags Binary, Machine, Building, Production, Network
Deployment Point Cost 35
In-Game Cost 125 Carbon, 25 Crystals
Construction Time 2 counters
Movement 0
Toughness 5
Cohesion 9 (9)
Ranged Skill 0
Melee Skill 0
Armor 3
Presence 0
Supply Provided 0
Produces Bastion Frames, Needle Drones, Severance Walkers
Abilities
Combat Fabrication
May perform the Produce Action to train or manufacture standard Binary combat units from your Deployment List.
Assembly Efficiency
If this building is within 4 inches of another active Binary building, the first Field unit it produces each game costs 25 fewer Carbon.
Upgrade: Parallel Assembly Arms
In-Game Cost 100 Carbon, 50
Crystals
Upgrade Time 2 counters
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 the queue instead of only the first unit.
Cohesion becomes 11 (11).
13.4 Crystal Interface
"The crystal is not mined. It is translated."
A Crystal Interface is a machine extraction rig built directly onto a Crystal Node. Its arms drill, hum, listen, and calculate. Its processors read crystal resonance like language. Its output feeds advanced cognition, Personality Core compilation, and high-order machine systems.
Crystal Interfaces never cost Crystals. They are the Binary's method for entering the Crystal economy.
| Field | Value |
|---|---|
| Faction | The Binary |
| Tags | Binary, Machine, Building, Extractor, Network |
| Deployment Point Cost | 15 |
| In-Game Cost | 75 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
Supply Provided 0
Abilities
Crystal Translation
During your Resource Phase, if this building is active, gather Crystals based on nearby Daedalus Drone assistance.
Daedalus Drones within 2 Crystals Gathered inches
0 25
1 50
2+ 75
Subtract gathered Crystals from the node’s remaining total as normal.
Interface Dependency Daedalus Drones cannot mine Crystals directly. They assist this building instead.
Upgrade: Resonant Extraction Matrix
| Field | Value |
|---|---|
| Deployment Point Cost | 20 |
| In-Game Cost | 75 Carbon, 75 Crystals |
| Upgrade Time | 1 counter |
| Requirement | Neural Lattice |
13.5 Actualization Module
“The design becomes inevitable.”
Actualization Modules manufacture advanced Binary machines and special-purpose war platforms. They do not simply build stronger bodies. They construct forms capable of holding more complex strategic intent.
The closer The Binary come to reassembly, the more their machines stop looking like vehicles and start looking like arguments made of metal.
| Field | Value |
|---|---|
| Faction | The Binary |
| Tags | Binary, Machine, Building, Production, Tech, Network |
| Deployment Point Cost | 55 |
| In-Game Cost | 175 Carbon, 125 Crystals |
| Construction Time | 3 counters |
| Movement | 0 |
| Toughness | 6 |
| Cohesion | 11 (11) |
| Ranged Skill | 0 |
| Melee Skill | 0 |
| Armor | 4 |
| Presence | 0 |
Supply Provided 0
Produces Null Mantles, Helix Artillery, Apex Architect
Advanced Fabrication
May perform the Produce Action to manufacture advanced Binary units from your Deployment List.
Recursive Blueprinting
The first Heavy or Special unit produced by this building each game enters the Battlefield with Shielded 1.
Personality Compatibility
Eradication Core and Null Core require an active or completed Actualization Module to compile.
Upgrade: Self-Optimizing Pattern Vault
Field Value
Deployment Point Cost 30
In-Game Cost 100 Carbon, 100 Crystals
Upgrade Time 2 counters
Requirement Neural Lattice
The first time each turn this building begins producing a Heavy or Special unit, reduce its production time by 1 counter, to a minimum of 1.
Once per round, when this building begins producing a Heavy or Special unit, you may move 1 compiled inactive Personality Core to active status if your active Personality Core limit allows it.
This does not count as your normal Personality Core switch for the Command Phase.
13.6 Sentry Obelisk
“The perimeter thinks.”
Sentry Obelisks are defensive network towers that punish movement near Binary infrastructure. They are not crewed, operated, or remotely controlled in the ordinary sense. They are local threat-thoughts given height, armor, and a weapon.
The closer an enemy comes to the network, the more the battlefield itself begins to calculate against them.
| Field | Value |
|---|---|
| Faction | The Binary |
| Tags | Binary, Machine, Building, Defense, Network |
| Deployment Point Cost | 25 |
| In-Game Cost | 100 Carbon, 25 Crystals |
| Construction Time | 2 counters |
| Movement | 0 |
| Toughness | 5 |
| Cohesion | 8 (8) |
| Ranged Skill | 6 |
Melee Skill 0
Armor 3
Presence 0
Supply Provided 0
Weapon
| Weapon | Range | Strength | AP | Attacks | Damage | Traits |
|---|---|---|---|---|---|---|
| Logic Lance | 12 | 6 | 1 | 2 | 1 | Precise |
Automated Defense
May fire during your Ranged Phase even though it is a building.
Network Overwatch
May perform the Overwatch Action.
If this building is within 4 inches of another active Binary building, ignore the normal -1 Overwatch penalty.
Threat Calculation
If Oracle Core is active, this building gains +1 Range.
13.7 Reconstruction Pylon
"Damage acknowledged. Correction pending."
Reconstruction Pylons enhance Binary repair and keep forward networks intact. They carry swarms of microfabricators, continuity checks, field welders, and architecture correction routines.
A Binary structure does not ask whether it is damaged. It asks what shape it is supposed to remember.
| Field | Value |
|---|---|
| Faction | The Binary |
| Tags | Binary, Machine, Building, Network |
| Deployment Point Cost | 20 |
| In-Game Cost | 75 Carbon, 50 Crystals |
| Construction Time | 1 counter |
| Movement | 0 |
| Toughness | 4 |
| Cohesion | 6 (6) |
| Ranged Skill | 0 |
| Melee Skill | 0 |
| Armor | 2 |
| Presence | 0 |
Supply Provided 0
Abilities
Repair Broadcast
During your Command Phase, after Automated Reconstruction resolves, choose one friendly Binary building within 6 inches.
Restore 1 Cohesion to that building.
A building cannot be restored above its starting Cohesion.
Field Reassembly
During your Action Phase, a Binary Machine unit within 3 inches may remove Suppressed or Immobilized.
Pylon Chain
If this building is within 4 inches of another active Binary building, Repair Broadcast range becomes 8 inches.
14. Unit Datasheets
14.1 Bastion Frame
“Advance. Brace. Repeat.”
Bastion Frames are durable line machines built to occupy space, protect structures, and hold objectives. They are not soldiers. They do not feel discipline, pride, or fear. They are mobile claim-stakes, deployed wherever the network has determined that territory must remain Binary.
When Bastion Frames stop moving, the battlefield begins to belong to them.
| Field | Value |
|---|---|
| Faction | The Binary |
| Tags | Binary, Machine, Infantry, Field |
Deployment Point Cost 20
In-Game Cost 75 Carbon
Production Building Required Forge Loom
Production Time 1 counter
Supply Cost 1
Movement 4
Toughness 4
Cohesion 5 (5)
Ranged Skill 7
Melee Skill 8
Armor 3
Presence 1
Weapon
| Weapon | Range | Strength | AP | Attacks | Damage | Traits |
Extracted images (53):
Datasheets
- Kernel Primeunit
- Daedalus Dronesunit
- Root Nodecommand_infrastructure