Halpi’s rift Nexus power effects

This blog post is a continuation of our local Halpi’s rift campaign. It describes what Nexus power does.

Magic, the essence of our dreams….. or nightmares if it goes wrong. – Madriga, elven magus

Gathering Nexus power is the objective of our Halpi’s rift campaign. Nexus power is both a measure of success in the campaign and a (limited) resource to be used in battles. Be aware, though! Using Nexus power in battle risks losing (some) of it, diminishing the campaign progress!

Gaining Nexus power

Nexus power can be gained in two ways:

The first source is hobby related. By making hobby progress, Nexus power can be gained. All info can be found here:

The second source of Nexus power is by playing, winning and reporting games.

Added, these two create a score of Nexus power.

Using Nexus power

Nexus power can be used in battles to empower your troops, but be aware that using Nexus power may cause one to lose some of it! This risk increases with the amount of nexus power used.

  • Nexus power may be used to increase army size. Each point of Nexus power gives 20 additional points to spend on the army for one battle only.
  • When deploying the army, a point of Nexus power may be used to increase the value of one mon-unique spell on a character by (1). This effect lasts the whole game.
  • During the game, a point of nexus power may be used to reroll one die on a magic roll. (either the hit or the damage roll). Keep in mind that no rerolled dice may be rerolled again.

Each point of Nexus power can be used only once during each round of battles. I.e. during all battles in the Abyssal plane each point of Nexus power can be used only once. The general has to divide his amount of power over all battles in one round, though he can do so as he pleases.

After battle

Using magic comes with a chance of losing it forever. Nothing is free in the realms of magic….

After the battle roll 2d6, add the number of nexus power you used this battle and add one more point if you won. Then consult the following table:

ResultNameEffect
2-5Leeching!Leeching the magical powers on the battlefield, you gain one additional point of Nexus power
6-12ControlFirmly, you keep the magic in control. – No effect
13-15FizzleWith a flizzle, some magic slips away. You lose one point of Nexus power gained
16-17BlastLosing control, a blast of magic escapes. You lose 1d3 points of nexus power
18+DissipateAs your control implodes, a large amount of stockpiled power dissipates. You lose 1d6 points of Nexus power

At the end of the campaign

The player with the most Nexus power at the end of the campaign is the winner. This means that using Nexus power may give some benefits, the chance of losing it

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