Glossary of terms
  • 08 Mar 2023
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Glossary of terms

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This glossary is an alphabetical list of terms in the NEXUS: Arena Combat System with the definitions for those terms. 


A

TermMeaning
Action Point (AP)
Command points that have been designated to be spent on action commands.
Action Point Cost (APC)
The number of action points needed to perform an action command.
Action Point Reserve
The amount of unspent action points available to a player to command their helot.
Action/Movement Ratio
The allocation of command points between action and movement based on a player’s ratio die roll.
Aerie
A craft that hovers above the barge arena giving a lanista the perfect view of the competing helots during a NEXUS bout.
Aerie Command Panel
Each player’s section of the gameboard frame, used for tracking their helot’s bonuses, opportunities, and condition.

B

TermMeaning
BargeGiant floating spacecraft that exists to play host to NEXUS arena bouts.
Barge ArenaThe area represented by the NEXUS Gameboard.
Barge SchematicsPre-generated barge arenas with instructions for placing obstacles and hazards.
The BookThe official odds-maker and bookie of NEXUS.

C

TermMeaning
Command Cycle
An ordered execution of the initiative round followed by each player’s command round.
Command Points
 Each player is given six (6) at the beginning of their command round to distribute between movements and actions based on their rolled ratio die value.
Command Round
Consists of six (6) Command Points that are distributed into the helot’s Movement Point Reserve or its Action Point Reserve.
Command
A lanista’s stat that represents the amount of bonus command points that a player begins the bout with.
Commands
Movement or action instructions screamed down to your helot from high above atop your aerie.
Cred
The fame and fortune amassed by a lanista.
Cred Coin
Moving from pile to pile they may represent health, cred, Turning Point Counters, or crowd frustration.
Crowd Pile
The amount of cred forfeited by the players to the crowd during a bout through their helots’ inaction or by letting the hazards do all the dirty work for them.
The Crypt
An interdimensional hacker and thorn in the INC’s side.

D

TermMeaning
Deception
The act of forcefully deciding an opponent’s action/movement ratio for them.

F

TermMeaning
Forward-Facing Direction (FFD)
The rotational position of a helot relative to its occupied space.

G

TermMeaning
Gnoems
Creators of helots and the top of the evolutionary food chain.

H

TermMeaning
Hazard
Something within a barge arena that indiscriminately injures and kills helots.
HelotA genetically engineered warrior bread for combat by the gnomes in the Meat Gardens.

I

TermMeaning
Interdimensional NEXUS Commission (INC)
The regulating body behind NEXUS.
Incapacitated
A helot with an Overall Condition of zero (0).
Influence
A lanista’s stat that represents the amount of influence cards a player begins the bout with.
Influence Card
A deck of actions available to a player representing bribes and other forms of cheating.
Initiative
A player’s command round turn order or during the command cycle.
Initiative Order
The execution order of the participating players’ command rounds.
Initiative Round
The process of determining players’ command round turn orders and updating trait counters.

K

TermMeaning
Killed
When a helot’s head or chest location reaches zero (0).

L

TermMeaning
Lanista
Interdimensional entrepreneurs looking for fame and fortune, out to make a name for themselves by commanding helots to fight in the NEXUS barge arenas!
Location Condition
The amount of hit points left in the Head, Chest, Midsection, Upper, or Lower Limbs. These location conditions are tracked with Cred Coins on the Aerie Command Panel.

M

TermMeaning
Meat Gardens
The facility where helots are grown by gnoems.
Motivation
Where a helot finds its will to fight and survive in the NEXUS.
Movement Point (MP)
Command points that have been designated to be spent on movement commands.
Movement Point Cost (MPC)
The number of movement points needed to perform a movement command.
Movement Point Reserve
The amount of unspent movement points available to a player to command their helot.

O

TermMeaning
Obstacle
An object inside the arena that impedes a helot’s movement or renders a space inaccessible.
Optimal Distance
This represents the number of squares the weapon can be used without penalty.
Overall Condition (OC)
A helot’s stamina and overall health. This is tracked with Cred Coins in the Overall section of the Aerie Command Panel.

P

TermMeaning
Pit Boss
A neutral party that helps track and oversee the events of a NEXUS bout.
Player Cred Coin Pile
The amount of cred amassed by a player during the current bout.

R

TermMeaning
Randomly Placed Object (RPO)
An object that’s location is determined by rolling (2) d8s and referring to the labeled grid on the gameboard.
Ratio Die
Used to determine the action/movement ratio.
Roacguls
Common vermin found aboard a majority of unsanctioned NEXUS barges.

S

TermMeaning
Side-slip
Moving your helot forward at a 45-degree angle (diagonally) while keeping their FFD
Sliding Dice Scale (SDS)
A method for tracking helots’ offensive and defensive combat advantages.
Spleen Team
The official cleaning service of the INC.
States
A persistent effect that affects your helot until removed.

T

TermMeaning
Trait Abilities
Abilities that may be performed by spending Trait Points.
Trait Counter
Where you track your helot’s Trait Reserves on your aerie command panel.
Trait Die
A d6 featuring each of the (6) traits.
Trait Reserves
As trait values are rolled during the initiative round, they are collected in these reserves until they are spent on trait abilities.
Traits
Each helot has (6) traits; Willpower, Instinct, Physicality, Deftness, Swagger, and Cunning
Turning Point
The culmination of each number from (1) to (6) being rolled at least once by a player during their initiative round.
Turning Point Counter
The bottom left section of an aerie command panel that is used to track a player’s Turning Points.
Turning Point Damage Modifier (TPDM)
After reaching a Turning Point, the +(6) damage modifier to your next successful attack.
Turning Point Roll Duplicate
If when marking your Turning Point during your command round, you find it has already been marked, that is a Turning Point Roll Duplicate.
Turning Point Events
Hazards, cards and narrative events that start, stop, or reset when a Turning Point is reached.

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