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Genetic Faction
The great Biogenetics Firms have gradually specialized in gene reorientation. Aware that ordinary men wear out after a given amount of effort, their research departments have undertaken to improve the efficiency of muscles and living tissues, and to raise genetic barriers against viruses and bacterias, enabling organisms to fight off practically any disease. Not only do these capacities allow humans to resist viruses, they also halt the spread of viruses by killing them off. During the process of colonization, the « host » planet is treated by the arrival of the pioneers.
Autonomous Coercion Force
ACF |
Cost : 13 points |

Genetic SU.
Power : 11 |
Evasion : 11 |
Physical Defense (Dφ) : 34 |
Skill : 10 |
Constitution : 12 |
Phsychical Defense (Dψ) : 20 |
Intelligence : 10 |
Dexterity : 10 |
Shot : 20 |
Movement : 10 |
Soul Power (SP) : 10 |
Hand to hand (HtH) : 21 |
Armor : 11 |
Mind Power (MP) : 10 |
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Weapons :
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1 Ari-type Automatic Rifle, Reach 60 cm and Power 7, with an automatic fire capacity
1 Grenade, chosen among:
The Searing Grenade, Reach 20 cm and Power 0, with a 10-cm radius. This is a deafening, blinding grenade whose flash paralyzes the opponent during the shooting phase (deleting Evasion from the Physical Defense). The Searing Grenade takes away the Retaliation capacity. Cover does not protect from the effect.
The Defensive Grenade, Reach 20 cm and Power 25, with a 10-cm radius. Cover protects from the effect. |
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The Flaming Grenade, Reach 20 cm and Power 15, with a 10-cm radius. This is a fireball, so cover does not protect from the effect.
Each SU in a squad gets a single grenade per game, and all are equipped with the same type of grenade. Grenades cannot be used in hand to hand combat.
1 hand to hand weapon, a Kriss-type survival/fighting Knife, Power 4. |
Special capacities : /
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Avatara Hallucination |
Cost : 16 points |
Limitation : A maximum of 2 Avatara Hallucinations per 150-point bracket.
The Avatara Hallucination cannot be placed less than 20 cm from the opponent's deployment zone.
Weapons:
1 Agni-type handgun, Reach 30 cm and Power 6.
1 hand to hand weapon, a Saber Power 8
1 hand to hand weapon, its two prehensile members, Power 6, adding up to 1 single attack

Power : 11 |
Evasion : 10/14** |
Physical Defense (Dφ) : 33/37** |
Skill : 15 |
Constitution : 12 |
Phsychical Defense (Dψ) : 24 |
Intelligence : 11 |
Dexterity : 10 |
Shot : 25 |
Movement : 10/15* |
Soul Power (SP) : 10 |
Hand to hand (HtH) : 26 |
Armor : 11 |
Mind Power (MP) : 13 |
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* Lightning strike
** Capture
Special capacities :
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Camouflage : The Avatara Hallucination diffracts light, it is translucent, almost invisible... As a result, it cannot be targeted from more than 20 cm away. When the Avatara Hallucination is camouflaged, it is systematically considered to be up near the ceiling, and cannot be caught in the radius of action of effect or blast weapons. When AH is camouflaged, the player controlling it does not place the figurine on the board. The player must indicate precisely, on a drawing, the position of his AH in the set, to avoid any confusion later in the game.
The Avatara Hallucination cannot be discovered without the appropriate means of detection (does not count as a shot).
Lightning strike : The Avatara Hallucination can choose to pass its normal turn and play during the opponent's Movement phase. It can do this at any time during this phase.
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The Avatara Hallucination then attacks with its two extra members, for a global Force 6 attack and up to 15 cm away (counts as a shot).
Capture : The Avatara Hallucination can choose to capture an opponent. During the opponent's Movement phase, if it was camouflaged, it performs a 5-cm leap onto its prey. The victim is automatically captured and suffers the following damage: HtH 26 + 1D20 + 6 (extra members) + a + 2 bonus for the effect of surprise, and + 1 if the attack was from behind.
Whatever the damage, the victim always retains a minimum of 1 Constitution Point. Capture is not actual Hand to Hand combat, so the Avatara Hallucination can still be shot at when it has captured its victim. A missed shot is immediately counted against the prey's Physical Defense (the prey may die). During Capture, the Avatara Hallucination obtains + 4 in Physical Defense, though this bonus does not apply if the AH is attacked from behind. The AH can move while carrying a victim, but its Movement is then divided by two.
Once the victim is captured, the Hallucination can turn its HtH and shooting attacks against other opponents.
During the next Turn, the victim can attempt to free itself by performing a Power test (P + 1D20 vs. P + 1D20) before his Movement phase. If the victim's result is higher than the Hallucination's, the test succeeds and the freed victim can perform normally (the Power test counts as a Shot).
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Promethean Celetroph |
Cost : 14 points |
2 Hand to Hand combat weapons, Protuberances and Excrescences Power 3 with 1 attack each, for a total of 2 attacks.
1 Ballistic, barb-hurling weapon, Reach 5 cm and Power 5. The barbs attack the opponent and instantly pull him close, stand against stand, for hand to hand combat.

Power : 14 |
Evasion : 10 |
Physical Defense (Dφ) : 36/40* |
Skill : 12 |
Constitution : 13 |
Phsychical Defense (Dψ) : 8 |
Intelligence : 3 |
Dexterity : 10 |
Shot : 22 |
Movement : 15 |
Soul Power (SP) : 5 |
Hand to hand (HtH) : 26 |
Armor : 13/17* |
Mind Power (MP) : 5 |
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* Harpooning
Special capacities :
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Mental deficiency : For any action/shot requiring a tactical initiative (throwing a crate, breaking down a door, getting into a shuttle, a teleport device, an elevator,...) the Promethean Celetroph must be in contact, stand to stand, with an allied figurine possessing an Intelligence of at least 10 (does not count as a shot).
Harpooning : the Celetroph seizes its victim and pulls it close with its barbs, inflicting Power 5 damage. A conventional HtH follows. If it kills its victim, it lets go. If the victim survives the HtH, the Celetroph uses it as a shield, gaining + 4 in Physical Defense (counts as a shot).
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Metamorph |
Cost : 12 points |
Limitation: at most 2 Metamorphs per 150-point bracket.
1 Kalki-type handgun, Reach 50 and Power 5.
Power : 12/17 |
Evasion : 10 |
Physical Defense (Dφ) : 33/38* |
Skill : 10 |
Constitution : 12 |
Phsychical Defense (Dψ) : 24 |
Intelligence : 12 |
Dexterity : 10 |
Shot : 20 |
Movement : 15 |
Soul Power (SP) : 10 |
Hand to hand (HtH) : 22/27* |
Armor : 11/16* |
Mind Power (MP) : 12 |
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* Metamorphing
Special capacities :
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Metamorphing : The Metamorph can, at will, either develop bony slabs to create an armor increasing its Physical Defense by + 5, or cover itself with bony thorns increasing its Power by + 5. The effect lasts until the Metamorph's next turn ; the player has to state which faculty he is using at the beginning of the Turn. There is no limitation to this capacity in a game.
When deploying at the beginning of a game, the Metamorph is considered to be covered in scales. Later in the game, if the player forgets to specify his metamorphing choice, it is considered that the Metamorph is using his armor slabs... (does not count as a shot).
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Leap : all the Metamorph's movements are performed in leaps.
After the shooting phase, the Metamorph can bounce back 10 cm in a straight line to take cover.
If attacking from behind, it gains + 4 in Power because of a marked surprise effect, replacing the usual + 1 of attacks from behind (does not count as a shot).
Cross-country : The Metamorph's mode of progression by leaps enables it to ignore difficult terrain (does not count as a shot). |
Genetic hero
Mantis cannot be placed less than 20 cm from the opponent's deployment zone.
Weapons : 1 hand to hand weapon, its four prehensile members, Power 6, adding up to 1 single attack.

Power : 12 |
Evasion : 10/14*** |
Physical Defense (Dφ) : 36/38**/40*** |
Skill : 17 |
Constitution : 15 |
Phsychical Defense (Dψ) : 24 |
Intelligence : 11 |
Dexterity : 10 |
Shot : 27 |
Movement : 10/ 15* |
Soul Power (SP) : 10 |
Hand to hand (HtH) : 29 |
Armor : 11 |
Mind Power (MP) : 13 |
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* Lightning strike
** Metamorphic Reflex
*** Capture
Special capacities :
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Camouflage : Mantis diffracts light, it is translucent, almost invisible... As a result, it cannot be targeted from more than 20 cm away. When Mantis is camouflaged, it is systematically considered to be up near the ceiling, and cannot be caught in the radius of action of effect or blast weapons. When Mantis is camouflaged, the player controlling it does not place the figurine on the board. The player must indicate precisely, on a drawing, the position of his Mante in the set, to avoid any confusion later in the game.
Mantis cannot be discovered without the appropriate means of detection (does not count as a Shot).
Sadistic Madness : Mantis takes pleasure in slaughtering its victims. Every time an enemy is killed outright, it increases its Psychical Defense by 1 point. If this reaches 30 points, Mantis goes mad, becomes impossible to control and is taken out of the game (does not count as a Shot).
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Capture : Mantis can choose to capture an opponent. During the opponent's Movement phase, if it was camouflaged, it performs a 5-cm leap onto its prey. The victim is automatically captured and suffers the following damage: HtH 29 + 1D20 + 6 (extra members) + a +2 bonus for the effect of surprise, and +1 if the attack was from behind.
Whatever the damage, the victim always retains a minimum of 1 Constitution Point. Capture is not actual Hand to Hand combat, so Mantis can still be shot at when it has captured its victim. A missed shot is immediately counted against the prey's Physical Defense (the prey may die). During Capture, Mantis obtains +4 in Physical Defense, though this bonus does not apply if Mantis is attacked from behind. Mantis can move while carrying a victim, but its Movement is then divided by two.
Once the victim is captured, Mantis can turn its HtH against other opponents.
During the next Turn, the victim can attempt to free itself by performing a Power test (P + 1D20 vs. P + 1D20) before his Movement phase. If the victim's result is higher than Mantis's, the test succeeds and the freed victim can perform normally
Nota Bene: Once freed, the victim loses 2 Constitution Points due to loss of blood. This occurs at each of his turns (counts as a Shot).
Lightning strike : Mantis can choose to pass its normal turn and play during the opponent's Movement phase. It can do this at any time during this phase. Mantis then attacks with its four extra members, for a global Force 6 attack, and up to 15 cm away. If the victim is not killed outright, loss of blood makes him lose 2 Constitution Points with each turn (counts as a Shot).
Metamorphic Reflex : When Mantis is targeted by a shot, excluding HtH, it develops bony plates giving it a +2 bonus in Physical Defense (does not count as a Shot).
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Acrocephalic Xenocide |
Cost : 23 points |
Weapons : 2 Hand to Hand combat weapons, Protuberances and Excrescences
Power 9 with 1 attack each, for a total of 2 attacks.

Power : 18 |
Evasion : 5 |
Physical Defense (Dφ) : 39 |
Skill : 8 |
Constitution : 20 |
Phsychical Defense (Dψ) : 14 |
Intelligence : 5 |
Dexterity : 5 |
Shot : 13 |
Movement : 15+20* |
Soul Power (SP) : 10 |
Hand to hand (HtH) : 26 |
Armor : 14 |
Mind Power (MP) : 9 |
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* Impulsiveness
Capacités spéciales :
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Regeneration : if no new wound is inflicted to the Xenocide, the initial wounds
heal, giving it +2 in Constitution (to be notedat the end of the turn).
The Constitution Points cannot exceed the original total of 20 CPs. [does not count as a Shot]
Impulsiveness : at the end of its normal Movement, if one or several enemy
figurines are in its sightlines and less than 20 cm away, the Xenocide immediately charges them. It only stops when it has reached the last figurine, no farther than 20 cm away. If this last figurine cannot be attacked
(type Psy Maïnomaï), the last figurine in the Xenocide’s sightline before the Maïnomaï will halt the Impulsiveness charge. The Xenocide crashes into it and will fight it as per usual during its HtH phase. This movement
of the Xenocide is mandatory, and is the first to be performed during the Genetic faction’s Movement phase.
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If the Xenocide is carrying a crate or any other object, it drops it and charges its objectives, striking every figurine (friends or foes) in its path. DL 5 (Difficulty Level) Obstacles (crate, rock, cupboard...) do not hinder the Xenocide’s charge.
Inertia Rule : crashing into a DL 10 object may halt a Xenocide’s charge. When the Xenocide crashes into the obstacle,
the power of the blow (10 + 1D20) is compared to the DL of the obstacle + 1D20. (Xeno : 10 + 1D20 vs. Object : DL + 1D20).
If the Xenocide gets a higher score than the obstacle, the latter is set aside (or behind the figurine in function of available space). Otherwise, the Xenocide comes to rest in front of the obstacle. This ends the Xenocide’s turn.
If two Xenocides see the same target, the player decides which of the two is going to charge. The other Xenocide carries on with a normal turn. [does not count as a Shot]
Percussion : Evasion test : the Percussion Power of 10 is added to the D20. The opponent throws the D20 and adds his Evasion to the score (E + 1D20). If this result is higher or equal to the first, the victim avoids the Xenocide by swivelling to the side. If it is lower, it loses a number of Constitution Points equal to the difference between the two results. A figurine which fails the Evasion test is Shaken. It is set aside, or, if this is impossible, behind the Xenocide. These figurines recover their Evasion for their own playing phase. If, for any reason, a figurine having already lost its Evasion is struck by a Percussion, it suffers automatic damage of 10 Constitution Points. [does not count as a
Shot]
Mental deficiency : for any action/shot requiring a tactical initiative (throwing a crate, breaking down a door, getting into
a shuttle, an elevator,...) the Xenocide must be in contact, stand to stand, with an allied figurine possessing an Intelligence of at least 10. [does not count as a Shot]
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Recap of Genetic Weapons
Name of the Weapon |
Reach |
Power |
Special rules |
Kalki-type handgun |
50 cm |
5 |
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Agni-type handgun |
30 cm |
6 |
Hadessium bullets |
Ari-type automatic rifle |
30 cm |
7 |
Automatic fire |
Searing Grenade |
20 cm |
0 |
Shaken Effect during throwing phase
within a 10-cm radius. No cover applies.
1 per game and per figurine.
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Defensive Grenade |
20 cm |
25 |
Within a 10 cm radius. Cover applies .
1 per game and per figurine.
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Flaming Grenade |
20 cm |
15 |
Within a 10-cm radius. No cover applies.
1 per game and per figurine. |
Barbs |
10 cm |
5 |
Associated to immediate movement |
Kriss-type Survival/Combat |
HtH |
4 |
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Hadessium-bladed Saber |
HtH |
8 |
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Protuberances, excrescences |
HtH |
5/9 |
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Prehensile members |
HtH |
6 |
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