Faction Codex

Concordant Empire

"Order did not die with the Empire. It simply slumbers."

Lore

“Order did not die with the Empire. It simply slumbers.”

The Golden Empire is dead.

The Concordant Empire refuses to accept this as relevant.

When the node network collapsed and the old galactic order shattered, most worlds experienced abandonment. Fleets vanished. Governors declared independence. Rebel cells became provisional states. Pirate kings crowned themselves in stolen docks. Machine systems went silent. Post-human cults rose from forbidden laboratories. Biological horrors rooted in forgotten warzones. Every isolated system invented a reason to call itself free.

The Concordant call this period what it is:

An interregnum.

A procedural delay.

A failure of communications.

Not the end of lawful authority.

The Concordant Empire descends from surviving imperial command structures, loyalist fleets, military academies, orbital stations, fortress worlds, archive-courts, officer dynasties, and bureaucratic survival enclaves that never renounced the Golden Empire’s mandate. They preserved fleet codes, civil registers, battle doctrines, taxation records, military oaths, succession theories, command rites, and the imperial belief that civilization exists only where order can be enforced.

They do not claim to be a new empire.

They claim to be continuity.

To the Concordant, the Golden Empire did not fall because order was wrong. It fell because order became weak, corrupt, decentralized, indulgent, and too hesitant to discipline its own fractures. The lesson was not humility. The lesson was enforcement.

The galaxy is wounded because too many people were allowed to choose local survival over imperial unity.

The Concordant intend to correct that error.

Their armies descend from orbit with sealed warrants, armored convoys, satellite targeting grids, conscript labor columns, fortified depots, relay crawlers, siege walkers, and gunships bearing the old imperial starburst altered only slightly by time and necessity.

They do not raid like the Ordarn.

They do not transcend like the Nexus.

They do not spread like the BioMeld.

They do not calculate freedom like The Binary.

They occupy.

Where others improvise, the Concordant plan.

Where others bargain, the Concordant issue terms.

Where others flee, the Concordant fortify.

Where others break, the Concordant endure.

The Concordant Empire is the Golden Empire’s will after the body has died.

And will, properly commanded, does not surrender.

1.1 The Inheritors of the Golden Empire

The Concordant do not use the phrase “Golden Empire” with nostalgia alone. To them, the Golden Empire was not merely a state. It was proof that humanity could impose order on the stars.

That order had flaws.

Those flaws are recorded.

Those records are classified.

Those classifications are enforceable.

Concordant doctrine teaches that the old Empire failed in four ways:

  1. It tolerated local corruption.
  2. It allowed unauthorized autonomy to become culture.
  3. It spread command authority across too many civilian institutions.
  4. It forgot that civilization depends on force being available before persuasion fails.

The Concordant Empire claims to preserve what mattered: law, hierarchy, logistics, orbital command, military discipline, technological continuity, and the belief that history has a rightful chain of command.

They are not ashamed of being imperial.

They are ashamed the first Empire allowed itself to die.

1.2 Battlefield Identity

The Concordant Empire is a fortified combined-arms control faction built around:

  • Command Point generation.
  • Fragile Satellite Array relay networks.
  • Orbital abilities projected through battlefield relays.
  • Strong defensive expansion.
  • Reliable infantry formations.
  • Garrisoned objective control.
  • Conscript reassignment between labor and combat roles.
  • Heavy late-game war machines.
  • Air superiority and precision strikes.
  • Fortified occupation rather than fast raiding.
  • The return of imperial law by force.

1.3 Strategic Style

The Concordant win by turning the battlefield into an imperial operating grid.

They are strongest when they can:

  • Secure Carbon and Crystal nodes.
  • Build Supply Depots, Bunkers, and Satellite Arrays.
  • Establish safe firing lanes.
  • Illuminate priority targets.
  • Spend Command Points at the right time.
  • Garrison infantry inside key structures.
  • Advance behind durable fortifications and relay vehicles.
  • Use orbital power to punish clustered or exposed enemies.
  • Hold objectives through disciplined Presence.
  • Transition into heavy war engines and air support.

They are weakest when enemies:

  • Destroy Satellite Arrays.
  • Fight away from Concordant relays.
  • Contest Crystal Nodes early.
  • Rush melee units into firing lines.
  • Collapse Supply Depots and Bunkers.
  • Kill Forward Observers.
  • Force CP to be spent defensively.
  • Pressure the Orbital Command.
  • Attack from multiple angles before the grid stabilizes.

1.4 The Concordant Creed

Every Concordant officer learns the Creed of Continuity:

The Empire is not a throne.

The Empire is not a person.

The Empire is not a planet.

The Empire is the lawful arrangement of civilization.

Where the chain of command survives, the Empire survives.

Where the Empire survives, disorder is temporary.

1.5 The Price of Order

The Concordant are not naïve.

They understand that many worlds do not want imperial restoration. They understand that many free cities, convoy states, rebel colonies, machine enclaves, cult systems, and frontier settlements would rather die than accept Concordant rule.

The Concordant consider this tragic.

They do not consider it decisive.

To them, consent is valuable when it can be obtained. Compliance is acceptable when consent fails. Occupation is necessary when compliance fails. Bombardment is regrettable when occupation fails.

Civilization must continue.

Individuals may object.

Mechanics Summary

2.1 Concordant Core Infrastructure

The Concordant Empire uses the following replacement Command Center.

Core Role

Concordant Name

Notes

Command Center

Orbital Command

Core Infrastructure. Replaces the normal Command Center.

The Orbital Command:

  • 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 Concordant Workers

Laborer Conscripts are Workers.

Laborer Conscripts are not Core Infrastructure.

Each Concordant player may always have up to 3 Laborer Conscripts on the battlefield. These first 3 Laborer Conscripts cost 0 Deployment Points.

Additional Laborer Conscript capacity must be purchased in the Deployment List. Each additional Laborer Conscript costs 5 Deployment Points and increases the player’s Worker Limit by 1.

If a Laborer Conscript is destroyed while its controller has 3 or fewer Laborer Conscripts on the battlefield, it does not permanently enter the Destroyed Zone. The Concordant player may train back up to 3 Laborer Conscripts if they have the resources, Supply, and production capacity.

If a Laborer Conscript is destroyed while its controller has more than 3 Laborer Conscripts on the battlefield, one purchased Laborer Conscript capacity is moved to the Destroyed Zone. That capacity no longer increases the player’s Worker Limit unless a rule returns it.

Laborer Conscripts have Presence 0. They never control objectives, contest objectives, or contribute Presence.

2.3 Starting Force

A Concordant player begins with:

  • 1 Orbital Command
  • 3 Laborer Conscripts
  • 5 maximum Supply
  • 50 Carbon
  • 0 Crystals
  • 0 Command Points

The 3 starting Laborer Conscripts use 3 of the starting 5 Supply.

2.5 Concordant Garrison Presence

The Concordant Empire specializes in occupation warfare.

A friendly non-Worker Concordant Infantry unit garrisoned inside a friendly Concordant building contributes Presence from that building’s footprint if the building has one of the following tags:

  • Command Center
  • Supply
  • Fortification
  • Relay
  • Transport

When determining objective control, treat the garrisoned unit as being within range of an objective if any part of the building is within the objective’s control range.

A garrisoned unit does not contribute Presence if:

  • The building is under construction.
  • The building is Disabled.
  • The building is destroyed.
  • The unit is Stunned.
  • The garrisoned unit is a Worker.
  • A mission specifically forbids garrisoned units from controlling objectives.

Buildings themselves still contribute 0 Presence unless their datasheet says otherwise.

2.6 Concordant Presence Philosophy

The Concordant Empire controls territory through occupation, fortification, and recognized authority.

Laborer Conscripts have Presence 0.

Soldier Conscripts provide cheap Presence.

Legionnaire Fireteams provide elite objective pressure.

Praetor Marshals project command authority.

Bunkers and Supply Depots allow infantry to hold objectives from fortified positions.

Vehicles provide moderate Presence but are primarily used to extend the command grid, break enemy positions, and project imperial force.

2.7 Concordant Destroyed Zone Rules

Concordant assets follow the normal Destroyed Zone rules.

Destroyed non-Worker units enter the Destroyed Zone.

Destroyed non-Core buildings enter the Destroyed Zone.

Destroyed Orbital Commands remain available through Command Center Infrastructure.

Destroyed non-Worker, non-Core assets cannot normally be used again unless a rule returns them.

Laborer Conscripts follow the Worker Limit rules.

2.8 Concordant Supply

Concordant 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

AssetDP
Orbital Command0

Workers

AssetDP
First 3 Laborer Conscripts0
Additional Laborer Conscript capacity5 each

Buildings

AssetDP
Mining Depot15
Satellite Array15
Supply Depot20
Aegis Battery25
Bunker30
Armory35
Strategium35
Landing Pad45
Reliquary55

Infantry & Field

AssetDP
Soldier Conscript Squad10
Medic20
Forward Observer25
Legionnaire Fireteam40
Praetor Marshal55

Heavy & Special

AssetDP
Bulwark Relay Crawler50
Hunter-Killer55
Icaran Devastator60
Liberator Gunship90

Faction Resources

Command Points
Generated by Orbital Command and relay infrastructure. Spent on orbital abilities projected through Satellite Arrays.

Mechanics & Rules

3. Faction Resource: Command Points

The Concordant Empire uses Command Points, abbreviated CP.

Command Points represent orbital authorization, fleet attention, tactical bandwidth, artillery windows, encrypted target locks, chain-of-command approval, priority logistics, command authority, and the old imperial truth that the battlefield below exists inside a larger war above.

The Concordant do not simply fight on the battlefield.

They fight from orbit.

3.1 Generating Command Points

During your Command Phase, if you control an active Orbital Command, generate CP as follows.

Source

CP Generated

First active Orbital Command

+1 CP

Fortified Uplink Core upgrade

+1 CP

Each active Satellite Array

+1 CP

Praetor Marshal on the Battlefield

+1 CP

First active Orbital Command +1 CP Fortified Uplink Core upgrade +1 CP Each active Satellite Array +1 CP Praetor Marshal on the Battlefield +1 CP

You may generate a maximum of 5 CP per Command Phase.

3.2 Storing Command Points

Unspent CP persists between turns.

You may store a maximum of 8 CP.

Any CP gained beyond your storage maximum is lost.

The Battlefield Calculus technology increases your CP storage maximum to 10.

3.3 No Active Orbital Command

If you control no active Orbital Command:

  • You do not generate CP.
  • Satellite Arrays do not generate CP.
  • You cannot activate Orbital Abilities.
  • Existing stored CP remain stored, but cannot be spent.

Once you control an active Orbital Command again, you may generate and spend CP normally.

3.4 Command Priority

Command Points are not magic, faith, or inspiration. They are access.

A Concordant commander who spends CP is not merely ordering a strike. They are convincing the orbital chain of command that this battlefield deserves attention, ammunition, shield windows, dropship access, or targeting time.

The Concordant player should feel powerful when the command grid is intact and starved when it breaks.

4. Orbital Relays

4.1 Standard Orbital Relays

The following Concordant assets are Orbital Relays while active:

  • Orbital Command
  • Supply Depot
  • Satellite Array
  • Bunker
  • Armory
  • Strategium
  • Reliquary
  • Landing Pad
  • Bulwark Relay Crawler, while Stabilized Relay is active
  • Forward Observer, for limited Orbital Abilities only

A building under construction is not an active Orbital Relay.

A Disabled building is not an active Orbital Relay.

4.2 Relay Targeting Range

Unless an ability says otherwise, an Orbital Ability must target a point within 12 inches of a valid Orbital Relay.

If the relay is a Satellite Array, the ability may target a point within 15 inches of that Satellite Array instead.

If using hexes, treat each inch of range as 1 hex unless the players agreed to a different conversion.

4.3 Relay Targeting Does Not Require Line of Sight

Orbital Abilities require relay access, not line of sight.

A Concordant player does not need line of sight from the relay to the target point unless the ability specifically says otherwise.

4.4 Orbital Ability Limits

Unless a rule says otherwise:

  • Each named Orbital Ability may be used once per turn.
  • A Concordant player may use a maximum of 3 Orbital Abilities per turn.
  • Orbital Abilities cannot target points outside the battlefield.
  • Orbital Abilities cannot be used while the Concordant player controls no active Orbital Command.

5. Satellite Arrays

5.1 Fragile Relay Rules

All Satellite Arrays have the following rules.

Exposed Lattice

A Satellite Array cannot benefit from:

  • Cover
  • Shielded
  • Garrison effects
  • Orbital Shielding
  • Friendly defensive auras

Signal Mast

A Satellite Array never blocks line of sight.

Critical Hardware

Whenever a Satellite Array suffers Cohesion damage from any source, increase the damage suffered by 1.

Example: If a Satellite Array would suffer 1 damage, it suffers 2 damage instead.

Sabotage Target

An enemy non-building unit within 1 inch of a Satellite Array may perform the Interact Action to sabotage it.

Roll 1d6.

Roll

Result

1-2

No effect.

3-5

The Satellite Array suffers 2 damage. Apply Critical Hardware.

6

The Satellite Array is destroyed.

Emergency Burst

When a Satellite Array is destroyed, its controller gains 1 CP.

This CP cannot be spent until the start of that player’s next Command Phase.

5.2 Lore Note: Why Arrays Are Fragile

A Satellite Array is not a fortification. It is a moment of imperial arrogance made visible.

Its signal mast, exposed dishwork, stabilizer vanes, and target-correction lenses must remain open to the sky. Armoring them would make them less useful. Hiding them would weaken the link. Shielding them would distort the uplink.

So the Concordant build them anyway.

The Empire requires eyes.

Eyes are vulnerable.

6. Concordant Status: Illuminated

Some Concordant rules cause enemy units to become Illuminated.

An Illuminated unit suffers the following effects:

  • Attacks targeting it gain +1 to Hit Checks.
  • It cannot benefit from Light Cover.
  • Heavy Cover against it is reduced to Light Cover.
  • Stealth units that are Illuminated may be targeted from normal range, but attacks against them still suffer the normal Stealth penalty unless the attacker has Stealth Detection.

Illuminated lasts until the start of the Concordant player’s next Command Phase unless the rule says otherwise.

The total modifier cap from the core rules still applies.

7. Concordant Formations

7.1 Formation Lore

Concordant infantry are drilled to become part of a grid rather than a mob of individual soldiers. A rifle squad near a relay does not simply hear orders faster. It knows where the fleet is watching, where the fire lanes are, where the garrisons are, where the next supply drop may fall, and where retreat becomes desertion.

Their courage is not personal.

It is procedural.

8. Orbital Abilities

8.1 Orbital Targeting Array — 2 CP

Select a point within 12 inches of a valid Orbital Relay, or within 15 inches if the relay is a Satellite Array.

Enemy units within 3 inches of that point become Illuminated until the start of your next Command Phase.

8.2 Orbital Bombardment — 3 CP

Select a point within 12 inches of a valid Orbital Relay, or within 15 inches if the relay is a Satellite Array.

This is an Area Effect ability.

Roll 1d6 for each unit, friendly or enemy, within 3 inches of that point.

Roll

Result

1-2

No effect.

3-5

The unit suffers 1 damage and becomes Suppressed.

6 The unit suffers 2 damage and becomes Suppressed.

Buildings suffer +1 damage from Orbital Bombardment.

Satellite Arrays apply Critical Hardware if damaged by Orbital Bombardment.

8.3 Orbital Reinforcements — 2 CP

Use this ability once per round.

Choose one eligible unit from your Deployment List:

  • Laborer Conscript
  • Soldier Conscript Squad, if you control an active Armory
  • Medic, if you control an active Strategium
  • Forward Observer, if you control an active Strategium

Pay the unit’s normal in-game cost.

Deploy the unit within 1 inch of one of the following active buildings:

  • Orbital Command
  • Supply Depot
  • Bunker
  • Armory
  • Bulwark Relay Crawler, if Stabilized Relay is active

The deployed unit:

  • Must be available in your Deployment List.
  • Must obey Supply limits.
  • Cannot be placed within 1 inch of an enemy unit.
  • Cannot move, attack, Interact, construct, repair, use abilities, or perform Actions until your next turn.

If the selected unit is a Worker, it follows normal Worker rules if later destroyed.

8.4 Orbital Shielding — 2 CP

Select a point within 12 inches of a valid Orbital Relay, or within 15 inches if the relay is a Satellite Array.

Friendly Concordant units and buildings within 3 inches of that point gain:

  • Shielded 1.
  • +2 Armor against ranged attacks.

These effects last until the start of your next Command Phase. Satellite Arrays cannot benefit from Orbital Shielding.

8.5 Precision Strike — 3 CP

Select one enemy unit or building within 6 inches of a valid Orbital Relay. Roll 2d6.

Roll Result

2-5 No effect.

6-9 Target suffers D3

damage.

10+ Target suffers D6

damage.

If the target is Illuminated, you may reroll one die. Precision Strike does not require line of sight.

8.6 Supply Drop — 2 CP

Use this ability once per round.

Select one active relay.

Deploy one Supply Cache within 3 inches of that relay and not within 1 inch of an enemy unit.

A friendly Concordant Infantry or Worker unit may use its Action to claim the cache by ending

movement within 1 inch of it.

When claimed, choose one:

  • Gain 50 Carbon.
  • Gain 25 Crystals.
  • Remove Suppressed, Slowed, or Shaken from the claiming unit.

The cache disappears at the end of the second round after it is deployed if unclaimed.

8.7 Fleet Interdiction — 2 CP

Select a point within 12 inches of a valid Orbital Relay, or within 15 inches if the relay is a Satellite Array.

Enemy units within 3 inches of that point suffer the following until the start of your next Command Phase:

  • They cannot Advance.
  • Their Movement is reduced by 2, to a minimum of 1.
  • Flying units in the area cannot gain bonus Movement from abilities.

8.8 Emergency Extraction — 1 CP

Select one friendly Concordant Infantry unit within 3 inches of one of the following:

  • Bunker
  • Supply Depot
  • Orbital Command
  • Bulwark Relay Crawler

Move that unit directly into that building or transport as a garrison, if it has capacity.

This is not normal movement and does not trigger Overwatch.

A unit that uses Emergency Extraction cannot leave the garrison until your next Movement Phase.

Workers cannot use Emergency Extraction.

8.9 Orbital Scan — 1 CP

Select one active Orbital Relay.

Until the end of this turn, friendly Concordant units within 6 inches of that relay gain Stealth Detection.

If the selected relay is a Satellite Array, increase the range to 9 inches.


9. Concordant Tags

TagMeaning
ConcordantBelongs to the Concordant Empire 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.

Field Basic battlefield unit, usually 1 Supply.

Heavy Stronger battlefield unit, usually 2 Supply.

Special Powerful elite unit, usually 3 Supply.

Vehicle Mechanical or crewed war machine.

Walker Ground-based walking 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 Valid Orbital Relay.

Fortification Defensive structure.

DefenseDefensive weapon building.
TechResearches upgrades.
TransportCan carry units.
UniqueOnly one copy may be included unless a scenario says otherwise.

10. Core Command Center Datasheet

10.1 Orbital Command

“All that descends from orbit must first be authorized here.”

The Orbital Command is the Concordant replacement Command Center: a fortified command bunker, orbital uplink shrine, landing-control station, military court, logistics vault, and symbol of lawful imperial continuity.

Most Orbital Commands include a massive satellite dish or signal crown angled toward the fleet above. To outsiders, it is a target. To Concordant troops, it is proof they are not abandoned.

The Golden Empire fell when worlds lost contact with command.

The Concordant intend to make sure that never happens again.

FieldValue
FactionConcordant Empire
TagsConcordant, Building, Command Center, Relay
Deployment Point Cost0
In-Game Cost175 Carbon, 50 Crystals
Emergency Rebuild Cost175 Carbon

Construction Time 3 counters

Cohesion 18 (18)

Melee Skill 0

Armor 4

Presence 0

Supply Provided 5

Produces Laborer Conscripts

Abilities

Core Command Center

This is the Concordant Command Center. It follows all normal Command Center and Core Infrastructure rules.

Orbital Uplink

Generates 1 CP during your Command Phase if active.

Command Relay

Acts as an Orbital Relay.

Worker Production

May perform the Produce Action to train Laborer Conscripts.

Upgrade: Fortified Uplink Core

Deployment Point Cost 30

In-Game Cost 75 Carbon, 75 Crystals

Research or Upgrade Time 2 counters Requirement Orbital Command or Strategium

Effect:

Orbital Command Cohesion becomes 22 (22).

Orbital Command generates +1 additional CP during your Command Phase.

Your CP storage maximum increases by 1.

11. Worker Datasheet

11.1 Laborer Conscript

"You are not a person. You are potential."

Laborer Conscripts are the lowest recognized battlefield class in the Concordant war machine. They dig trenches, mine Carbon, repair buildings, carry ammunition, raise fortifications, install relay hardware, and die in numbers that become administrative records before they become names.

A Laborer Conscript is not useless.

The Concordant would never waste a useless body.

They are potential: potential labor, potential rifleman, potential casualty, potential proof that the Empire still has hands.

FieldValue
FactionConcordant Empire
TagsConcordant, Worker, Builder, Infantry, Field
Deployment Point CostFirst 3 cost 0; additional copies cost 5 each

Production Building Required Orbital Command

Production Time 1 counter

Toughness 3

Cohesion 3 (1)

Ranged Skill 0

Melee Skill 9

Armor 1

Presence 0

Weapon

Weapon Range Strength AP Attacks Damage Traits

Fusion Cutter Melee 3 2 1 1 Ignores Cover

Worker Unit

May mine Carbon, construct buildings, repair buildings, place extraction structures, interact with Worker-eligible mission objects, and rebuild Orbital Commands.

No Objective Control

This unit never controls objectives, contests objectives, or contributes Presence.

Worker Limit

This unit follows the normal Worker Limit rules.

Repair May perform the Repair Action on a friendly building within 2 inches. Restore 1 Cohesion.

A building cannot be repaired above its starting Cohesion.

Conscript Reassignment During your Action Phase, if this unit is within 1 inch of an Armory or Bunker, you may pay 25 Carbon to replace it with an available Soldier Conscript Squad from your Deployment List.

The new unit:

  • Must obey Supply limits.
  • Enters the Battlefield with damage equal to any damage already suffered by this Laborer Conscript, up to its maximum Cohesion.
  • Cannot perform another Action this turn.

12. Building Datasheets

12.1 Supply Depot

“Beneath every battlefield lies a vault of forgotten power.”

Supply Depots are fortified logistical anchors. They store ammunition, ration bricks, field batteries, relay spares, spare rifles, sealed orders, and enough bureaucratic paperwork to turn a battlefield into a district.

A Supply Depot does not merely feed an army.

It declares that the army intends to stay.

FieldValue
FactionConcordant Empire
TagsConcordant, Building, Supply, Relay
Deployment Point Cost20
In-Game Cost75 Carbon
Construction Time1 counter

Cohesion 8 (8)

Armor 2

Presence 0

Supply Provided 4

Abilities

Supply Reserve

Provides +4 maximum Supply while active.

Garrison Access

May hold 1 non-Worker Infantry or Field unit.

Garrisoned units:

  • Cannot be targeted directly.
  • Contribute Presence using Concordant Garrison Presence.
  • May exit during the Movement Phase.

Orbital Relay

Acts as an Orbital Relay.

Upgrade: Deep Logistics Vault

Deployment Point Cost 15

In-Game Cost 75 Carbon, 25 Crystals

Upgrade Time 1 counter

Effect:

Supply provided becomes +8.

Cohesion becomes 10 (10).

May hold 2 non-Worker Infantry or Field units.

Supply Drop may choose 50 Crystals instead of 25 Crystals.

12.2 Satellite Array

“If they can see the sky, we can see them.”

Satellite Arrays are exposed battlefield uplinks used to tie local ground forces to the orbital command grid. They are fragile, obvious, and essential.

A Concordant commander who orders an Array raised understands it will draw enemy fire.

That is acceptable.

The Empire has always required people to die near antennas.

FieldValue
FactionConcordant Empire
TagsConcordant, Building, Relay
Deployment Point Cost15
In-Game Cost50 Carbon, 50 Crystals
Construction Time1 counter
Movement0
Toughness3
Cohesion3 (3)

Ranged Skill 0

Melee Skill 0

Armor 1

Presence 0

Supply Provided 0

Abilities

Command Uplink Generates 1 CP during your Command Phase if you control an active Orbital Command.

Orbital Coverage Acts as an Orbital Relay. Orbital Abilities measured from this building may target points within 15 inches instead of 12 inches.

No Cost Reduction This building does not reduce the CP cost of Orbital Abilities.

Exposed Lattice Cannot benefit from cover, Shielded, garrison effects, Orbital Shielding, or friendly defensive auras.

Signal Mast Never blocks line of sight.

Critical Hardware Whenever this building suffers Cohesion damage, increase the damage suffered by 1.

Sabotage Target An enemy non-building unit within 1 inch may perform the Interact Action to sabotage this building. Roll 1d6.

Roll Result

1-2 No effect.

3-5 This building suffers 2 damage. Apply Critical Hardware.

6 This building is destroyed.

Emergency Burst When destroyed, gain 1 CP. This CP cannot be spent until your next Command Phase.

Upgrade: Burnout Transmitter Protocols Field Value

Deployment Point Cost 15

In-Game Cost 50 Carbon, 50 Crystals

Research Time 1 counter

Requirement Strategium

Effect:

When a Satellite Array is destroyed, place a Burnout marker where it stood.

Until the end of your next turn, that marker remains a valid Orbital Relay.

A Burnout marker:

  • Does not generate CP.
  • Cannot be targeted.
  • Cannot be repaired.
  • Cannot be garrisoned.
  • Cannot be protected.

12.3 Mining Depot

“Crystals fuel the fleet. Dig deep. Dig fast.”

Mining Depots are fortified extraction bunkers placed over Crystal Nodes. They are not delicate mining operations. They are military seizures of strategic resources.

A Concordant Mining Depot is the Empire’s answer to local ownership claims.

Field Value

Faction Concordant Empire

Tags Concordant, 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 4

Cohesion 7 (7)

Ranged Skill 0

Melee Skill 0

Armor 2

Presence 0

Supply Provided 0

Abilities

Crystal Harvesting

During your Resource Phase, if this building is active gather 50 Crystals from the node.

Labor Augmentation

If a Laborer Conscript is garrisoned inside this building, gather +25 additional Crystals from that node.

Garrison Access

May hold 1 Worker, Infantry, or Field unit.

Workers garrisoned inside this building still do not contribute Presence.

Upgrade: Fortified Excavation Bay

FieldValue
Deployment Point Cost15
In-Game Cost50 Carbon, 50 Crystals
Upgrade Time1 counter

Effect:

Cohesion becomes 9 (9).

Armor becomes 3.

May hold 2 Worker, Infantry, or Field units.

Garrisoned non-Worker units may fire out, but their weapon Range is limited to 10 inches and attacks suffer -1 to Hit Checks.

12.4 Bunker

“We don’t retreat. We reload.”

Bunkers are the physical expression of Concordant doctrine. They are built to turn claimed ground into occupied ground, and occupied ground into legal territory.

To the Concordant, a Bunker is not defensive cowardice.

It is administrative confidence poured into armor.

FieldValue
FactionConcordant Empire
TagsConcordant, Building, Fortification, Relay
Deployment Point Cost30
In-Game Cost125 Carbon
Construction Time2 counters
Movement0
Toughness6
Cohesion10 (10)
Ranged Skill0
Melee Skill0
Armor3
Presence0
Supply Provided0
## Abilities

Forward Garrison

May hold 1 non-Worker Infantry or Field unit.

Garrisoned units:

  • Cannot be targeted directly.
  • May fire out normally.
  • Contribute Presence using Concordant Garrison Presence.
  • May exit during the Movement Phase.

If an Area Effect, Blast, or Deadly attack targets the Bunker, the garrisoned unit is not affected unless the attack destroys the Bunker or a rule specifically affects garrisoned units.

Orbital Relay

Acts as an Orbital Relay.

Firing Ports

A garrisoned unit firing from this Bunker treats the Bunker as its point of origin for line of sight and range.

Upgrade: Reinforced Bay Hatch

FieldValue
Deployment Point Cost20
In-Game Cost50 Carbon, 50 Crystals
Upgrade Time1 counter
**Effect:**

Cohesion becomes 12 (12).

May hold 2 non-Worker Infantry or Field units.

Garrisoned units gain +1 to Hit Checks against targets within 8 inches.

12.5 Armory

"Discipline is forged, not taught."

The Armory is an infantry production structure, weapons vault, drill yard, punishment station, reassignment office, and indoctrination hall. It turns bodies into units and units into formations.

The Concordant do not pretend every soldier is brave.

They make bravery unnecessary.

FieldValue
FactionConcordant Empire
TagsConcordant, Building, Production, Relay
Deployment Point Cost35
In-Game Cost100 Carbon
Construction Time2 counters

Movement 0

Toughness 5

Cohesion 10 (10)

Ranged Skill 0

Melee Skill 0

Armor 2

Presence 0

Supply Provided 0

Produces Soldier Conscripts, Medics, Forward Observers, Legionnaire Fireteams, Praetor Marshal

Abilities

Infantry Production May perform the Produce Action to train one eligible Infantry unit from your Deployment List.

Reinforcement Hub Valid destination for Orbital Reinforcements.

Orbital Relay Acts as an Orbital Relay.

Upgrade: Command Lockers

FieldValue
Deployment Point Cost20
In-Game Cost50 Carbon, 50 Crystals
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.

Cohesion becomes 12 (12).

12.6 Strategium

“Every battle is already over. The enemy simply has not received the report.”

The Strategium is the mind of a Concordant operation: a war-room, legal archive, target analysis chamber, officer sanctum, doctrine engine, and command court.

Inside, maps are not used to understand the battlefield.

They are used to decide what the battlefield is allowed to become.

FieldValue
FactionConcordant Empire
TagsConcordant, Building, Tech, Relay
Deployment Point Cost35
In-Game Cost100 Carbon, 50 Crystals
Construction Time2 counters
Movement0
Toughness5
Cohesion9 (9)
Ranged Skill0
Melee Skill0

Armor 2

Presence 0

Supply Provided 0

Abilities

Research Doctrine

May perform the Research Action to research Concordant upgrades from your Deployment List.

Orbital Relay

Acts as an Orbital Relay.

Command Analysis

Once per turn, after you roll for Precision Strike, Orbital Bombardment, or Satellite Array sabotage, you may spend 1 CP to reroll one die.

12.7 Reliquary

“We do not build weapons. We awaken them.”

The Reliquary is an advanced war-engine facility built around ancient imperial patterns, sealed fabrication rites, dormant armored cores, and sacred maintenance law. Some Reliquaries contain machines older than the Concordant itself.

The Concordant do not merely manufacture heavy armor.

They restore rightful instruments of imperial consequence.

FieldValue
FactionConcordant Empire
TagsConcordant, Building, Production, Tech, Relay
Deployment Point Cost55
In-Game Cost150 Carbon, 100 Crystals
Construction Time3 counters

Cohesion 12 (12)

Armor 3

Presence 0

Supply Provided 0

Produces Bulwark Relay Crawler, Icaran Devastator, Hunter-Killer

Abilities

Heavy Fabrication

May perform the Produce Action to manufacture Heavy units from your Deployment List.

Awakened War Engines

The first time each Heavy unit produced by this Reliquary attacks, it gains +1 to Hit Checks for that attack.

Orbital Relay

Acts as an Orbital Relay.

12.8 Landing Pad

“The sky burns. Let ours burn brighter.”

Landing Pads coordinate gunship deployment, fuel windows, approach vectors, and orbital descent permissions. A Landing Pad does not ask for air support. It proves the battlefield has become important enough to receive it.

Faction Concordant Empire

Tags Concordant, Building, Production, Relay

Deployment Point Cost 45

In-Game Cost 100 Carbon, 100 Crystals

Construction Time 2 counters

Requirement Active Reliquary

Movement 0

Toughness 4

Cohesion 8 (8)

Ranged Skill 0

Melee Skill 0

Armor 2

Presence 0

Supply Provided 0

Abilities

Call Down: Liberator Gunship — 4 CP

During your Action Phase, deploy one Liberator Gunship from your Deployment List within 1 inch of this Landing Pad.

The Liberator Gunship:

  • Must be available in your Deployment List.

  • Must obey Supply limits.

  • May not be placed within 1 inch of an enemy unit.

  • May act starting next turn.

Only 1 Liberator Gunship may be active per Landing Pad.

If the Liberator Gunship is destroyed, it enters the Destroyed Zone as normal.

Orbital Relay Acts as an Orbital Relay.

12.9 Aegis Battery

“The Empire does not ask the enemy to stop advancing. It teaches them.”

Aegis Batteries are fixed defensive weapons used to protect strongpoints, punish assaults, and create disciplined lanes of denial. They are not subtle. They are not mobile. They are not meant to be.

They are the answer to anyone who mistakes fortification for passivity.

FieldValue
FactionConcordant Empire
TagsConcordant, Building, Defense
Deployment Point Cost25
In-Game Cost100 Carbon, 50 Crystals
Construction Time2 counters
Movement0
Toughness5
Cohesion8 (8)
Ranged Skill6
Melee Skill0

Armor 3

Presence 0

Supply Provided 0

Weapon

WeaponRangeStrengthAPAttacksDamageTraits
Aegis Lance Battery18(6)6121Suppressive, Artillery
**Abilities**

Automated Defense May fire during your Ranged Phase even though it is a building.

Prepared Overwatch May perform the Overwatch Action. If the target is Illuminated, this building ignores the normal -1 Hit Check penalty for Overwatch.

Fixed Emplacement This building is not an Orbital Relay.

13. Infantry and Field Unit Datasheets

13.1 Soldier Conscript Squad

“A rifle, a number, and a reason to obey.”

Soldier Conscripts are the mass infantry of the Concordant Empire. They are not elite troops. They are processed citizens, penal recruits, drafted frontier populations, loyalist militia, laborers reassigned to rifle duty, and descendants of military households that have served longer than some planets have had names.

A Soldier Conscript is expendable.

A formation is not.

Field

FieldValue
FactionConcordant Empire
TagsConcordant, Infantry, Field
Deployment Point Cost10
In-Game Cost50 Carbon
Production Building RequiredArmory or Orbital Reinforcements
Production Time1 counter
Supply Cost1
Movement5
Toughness3
Cohesion6 (2)
Ranged Skill7
Melee Skill9
Armor1
Presence1
## Weapon
WeaponRangeStrengthAPAttacksDamageTraits
Standard Issue Rifle85011Short Range

Abilities

Mass Discipline

If this unit is within 3 inches of an Orbital Relay, it gains +1 to Rally, morale, or mission checks that use Presence-style discipline.

Conscript Reassignment

During your Action Phase, if this unit is within 1 inch of an Orbital Command or Supply Depot, you may replace it with an available Laborer Conscript.

The new Laborer Conscript:

  • Must obey Supply limits.
  • Enters with damage equal to any damage already suffered by this unit, up to its maximum Cohesion.
  • Cannot perform another Action this turn.

13.2 Medic

"You are not allowed to die until the Empire says so."

Concordant Medics are battlefield stabilizers, triage officers, stimulant technicians, and casualty accountants. They do not save lives out of mercy alone. They preserve imperial assets until those assets have completed their assigned function.

In Concordant doctrine, survival is not kindness.

It is efficiency.

FieldValue
FactionConcordant Empire
TagsConcordant, Infantry, Field
Deployment Point Cost20
In-Game Cost50 Carbon, 50 Crystals
Production Building RequiredArmory
Production Time1 counter

Toughness 3

Cohesion 4 (4)

Ranged Skill 9

Melee Skill 9

Armor 1

Presence 1

Weapon

Weapon Range Strength AP Attacks Damage Traits

Sidearm 6 3 0 1 1 Short Range

Abilities

Combat Triage

During your Command Phase, restore 1 Cohesion to a friendly Concordant Infantry or Field unit within 3 inches.

Emergency Stabilizer

Once per turn, when a friendly Concordant Infantry or Field unit within 3 inches would suffer damage, reduce that damage by 1, to a minimum of 0.

Medical Relay

If this unit is garrisoned in a Bunker, Supply Depot, or Bulwark Relay Crawler, increase Combat Triage range to 5 inches.

Upgrade: Field Hardening Protocol

Deployment Point Cost 20

In-Game Cost 75 Carbon, 50 Crystals

Research Time 1 counter

Requirement Strategium

Effect:

Medics gain Cohesion 6 (6).

Emergency Stabilizer may be used twice per round, but not more than once per attack.

13.3 Forward Observer

"Coordinates confirmed. The sky has accepted your request."

Forward Observers are the human edge of the orbital grid. They crawl through rubble, mark targets, confirm enemy movement, correct bombardments, and whisper coordinates into systems old enough to remember the Golden Empire at its height.

A Forward Observer does not kill you.

They introduce you to something above them.

FieldValue
FactionConcordant Empire
TagsConcordant, Infantry, Field
Deployment Point Cost25
In-Game Cost75 Carbon, 25 Crystals
Production Building RequiredArmory
Production Time1 counter

Supply Cost 1

Movement 5

Toughness 3

Cohesion 4 (2)

Ranged Skill 8

Melee Skill 6

Armor 2

Presence 1

Weapon

WeaponRangeStrengthAPAttacksDamageTraits
Marker Carbine84011Precise
**Abilities**

Designate Target During your Action Phase, choose one enemy unit within 10 inches and line of sight.

That unit becomes Illuminated until the start of your next Command Phase.

Portable Uplink If this unit did not move this turn, it counts as an Orbital Relay only for Orbital Targeting Array, Fleet Interdiction, Orbital Scan, and Orbital Shielding.

Call the Shot If this unit attacks an Illuminated target, its Marker Carbine gains +1 AP.

13.4 Legionnaire Fireteam

"Their silence is not fear. It is focus."

Legionnaire Fireteams are professional Concordant infantry: disciplined, armored, specialized, and trusted with equipment too valuable for common conscripts. They are the face of the restored Empire as it wants to be seen: clean lines, steady rifles, measured steps, and no hesitation.

Where Conscripts hold the line because they must, Legionnaires hold it because they have already decided the line is correct.

FieldValue
FactionConcordant Empire
TagsConcordant, Infantry, Field
Deployment Point Cost40
In-Game Cost125 Carbon, 50 Crystals
Production Building RequiredArmory
Production Time1 counter
Supply Cost1
Movement5
Toughness5
Cohesion8 (4)
Ranged Skill5
Melee Skill6
Armor3
Presence2

Standard Weapon

WeaponRangeStrengthAPAttacksDamageTraits
Refined Concordant Rifle106121Rapid Fire
## Optional Weapon Packages

When this unit is produced, it may buy one weapon package.

A weapon package represents one specialist model. The specialist may attack with the package weapon instead of a Refined Concordant Rifle.

PackageIn-Game CostWeapon
Flamethrower+25 Carbon, +25 CrystalsFlamethrower
LMG+25 Carbon, +25 CrystalsLMG
Rocket Launcher+50 Carbon, +25 CrystalsRocket Launcher
Sniper Rifle+25 Carbon, +50 CrystalsSniper Rifle
WeaponRangeStrengthAPAttacksDamageTraits
FlamethrowerMelee8121Blast, Deadly, Assault
LMG125131Rapid Fire, Ignores Cover
Rocket Launcher1212412Heavy, Deadly, Anti-Armor
Sniper Rifle187212Precise, Long Range
## Abilities

Adaptive Arsenal

Weapon packages are tracked separately from the unit.

If this unit is destroyed, place any purchased weapon package as a dropped weapon marker within 1 inch of where the unit was destroyed.

A friendly Legionnaire Fireteam within 1 inch of the marker may perform the Interact Action to recover it.

Conscripts may carry dropped weapon markers, but cannot equip or fire them.

Disciplined Advance If this unit begins its Movement Phase within 3 inches of an Orbital Relay, it may move through friendly Infantry without penalty this turn.

13.5 Praetor Marshal

“The Empire does not request obedience.”

Praetor Marshals are battlefield commanders, legal authorities, execution officers, and living symbols of Concordant continuity. They carry the voice of the restored chain of command and the burden of acting as if the Golden Empire never truly ended.

Some soldiers love them.

Some fear them.

The Concordant consider both responses useful.

FieldValue
FactionConcordant Empire
TagsConcordant, Infantry, Field, Commander, Unique
Deployment Point Cost55
In-Game Cost125 Carbon, 75 Crystals
Production Building RequiredArmory and Strategium
Production Time2 counters
Supply Cost1

Movement 5

Toughness 5

Cohesion 6 (6)

Ranged Skill 5

Melee Skill 5

Armor 4

Presence 3

Weapons

WeaponRangeStrengthAPAttacksDamageTraits
Command Rifle126121Precise
Officer BladeMelee6221Deadly
## Abilities

Command Authority

If this unit is on the Battlefield during your Command Phase, gain +1 CP.

Issue Order

During your Action Phase, select one friendly Concordant Infantry unit within 6 inches. Choose one:

  • The unit may immediately perform Aim.
  • The unit may immediately perform Dodge.
  • The unit may remove Suppressed.
  • The unit may move up to 2 inches, but cannot become engaged.

A unit can receive only one Issue Order per turn.

Workers cannot receive Issue Order.

Hold the Line Friendly non-Worker Concordant Infantry units within 3 inches gain +1 Armor while contesting an objective or while garrisoned.

14. Heavy and Special Unit Datasheets

14.1 Bulwark Relay Crawler

"The command grid advances on armored treads."

The Bulwark Relay Crawler is a mobile command shelter and relay vehicle. It carries infantry, protects forward elements, stabilizes orbital targeting, and drags the Concordant operating grid into ground too dangerous for static infrastructure.

It is slow because authority does not hurry.

FieldValue
FactionConcordant Empire
TagsConcordant, Vehicle, Heavy, Transport, Relay
Deployment Point Cost50
In-Game Cost150 Carbon, 75 Crystals
Production Building RequiredReliquary
Production Time2 counters
Supply Cost2
Movement4
Toughness6

Cohesion 8 (8)

Ranged Skill 7

Melee Skill 9

Armor 4

Presence 3

Weapon

WeaponRangeStrengthAPAttacksDamageTraits
Hull Repeater105121Suppressive
## Abilities

Transport Bay May hold 1 non-Worker Infantry or Field unit.

Stabilized Relay If this unit did not Advance this turn, it counts as an Orbital Relay until the start of your next turn.

Command Shelter A garrisoned unit cannot be targeted directly and may fire out. Attacks made by the garrisoned unit suffer -1 to Hit Checks.

Armored Recovery Point Friendly Infantry units deployed by Orbital Reinforcements may deploy within 1 inch of this unit if Stabilized Relay is active.

14.2 Icaran Devastator

"The ground splits before the Empire does."

The Icaran Devastator is a heavy siege walker used to crack fortifications, erase enemy strongpoints, and teach rebellious architecture the cost of permanence.

The name comes from an old imperial myth about arrogance and falling from the sky.

The Concordant enjoy the irony.

Field Value

Faction Concordant Empire

Tags Concordant, Vehicle, Walker, Heavy

Deployment Point Cost 60

In-Game Cost 200 Carbon, 100 Crystals

Production Building Required Reliquary

Production Time 2 counters

Supply Cost 2

Movement 4

Toughness 6

Cohesion 10 (10)

Ranged Skill 6

Melee Skill 9

Armor 4

Presence 3

Weapon

WeaponRangeStrengthAPAttacksDamageTraits
Earthbreaker Cannon1410312Blast, Heavy, Deadly, Anti-Armor

Siege Stabilizers

If this unit did not move this turn, Earthbreaker Cannon gains:

  • +2 Strength.
  • +1 AP.

Shock Tremor

When this unit wounds a target with Earthbreaker Cannon, enemy non-building units within 2 inches of that target become Suppressed on a 4+.

Fortification Breaker

When attacking buildings, this unit may reroll one failed Wound Check per Ranged Phase.

14.3 Hunter-Killer

“The skies belong to the Empire. You’re just borrowing altitude.”

Hunter-Killers are fast anti-air and pursuit craft designed to deny enemy flyers, punish exposed targets, and enforce Concordant air superiority. They descend in clean vectors, kill with mathematical precision, and leave before ground forces finish identifying the wreck.

Field Value

Faction Concordant Empire

Tags Concordant, Vehicle, Flyer, Heavy

Deployment Point Cost 55

In-Game Cost 150 Carbon, 125 Crystals

Production Building Required Reliquary

Production Time 2 counters

Supply Cost 2

Movement 9 Fly

Extracted images (65):

Datasheets

  • Supply Depotbuilding
  • Bunkerbuilding
  • Praetor Marshalsunit
  • Legionnaire Fireteamsunit
  • Soldier Conscriptsunit
  • Laborer Conscriptsunit
  • Orbital Commandcommand_infrastructure