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Psy faction
The mental development and Psycho Conative Development (PCD) firms have managed to bring about a spectacular development of both auto-suggestion and visualization methods, and virtual reality techniques, through the use of devices and simulators. They were then able to dispense with any technological assistance by developing and mastering the ability to create virtual worlds by the power of the mind alone...
The various methods of psycho-sensory and conative manipulations, with all their effects on the will and actions of others - sometimes unawares -, the manipulation of affect and positive psycho-somatic reactions, are also part of the palette of the Psy's fields of experimentation.

The PCD has made it possible to implement civilian and military programs, putting to use the mistakes and dead ends of conventional scientific research and deriving secondary benefits from them. In this way, the series of Precogs, Telepaths, Telekinesists were developed, with the possibility of using in the field, in vivo, combat techniques such as Braincoring, Alternative Reality, Back Away, ...
Psy SU
This unit brings + 1 at deployment, whatever the number of Chronos involved.
Weapons: of choice, to be defined before the start of the game for each figurine. Different Chronos within the same squad may carry different weapons.
2 Ereb-type handguns, Reach 50 and Power 5
or 1 Nyx-type Assault Rifle, Reach 60 cm and Force 7 with automatic fire.

Power : 9 |
Evasion : 15 |
Physical Defense (Dφ) : 30/35* |
Skill : 9 |
Constitution : 9 |
Phychical Defense (Dψ) : 27 |
Intelligence : 13 |
Dexterity : 9 |
Shot : 18 |
Movement : 10/15* |
Soul Power (SP) : 14 |
Hand to hand (HtH) : 18 |
Armor : 6 |
Mind Power (MP) : 14 |
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*Time Compression
Special capacities :
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Time Compression : during a fight, if a Chronos has compressed time during his turn (if he has moved 11 to 15 cm), he then gains + 5 in Physical Defense during the opponent's phase. A Chronos cannot combine Time Compression and Take Cover (does not count as a shot).
At the end of the time displacement, he does not set off a mine if he neither starts nor stops less than 5 cm from it. If however he has passed within a 5-cm radius, the mine does explode, but only after he has gone by.
Attack from behind : A Chronos gains + 2 when attacking from behind. To perform this attack, he does not need to be to the rear of the opponent figurine before he moves (does not count as a shot).
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Minor Telepath : can control the Maïnomaï (does not count as a shot).
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Telepath |
Cost : 15 points |
This unit brings + 1 upon Deployment.
Limitation: a maximum of 3 Telepaths per 150-point bracket within the squad.
Weapons: 1 hand to hand combat weapon, the Psy Soul with a Power of 6.

Power : 9 |
Evasion : 14 |
Physical Defense (Dφ) : 29 |
Skill : 9 |
Constitution : 9 |
Phychical Defense (Dψ) : 25 |
Intelligence : 13 |
Dexterity : 9 |
Shot : 18 |
Movement : 10 |
Soul Power (SP) : 13 |
Hand to hand (HtH) : 18 |
Armor : 6 |
Mind Power (MP) : 13 |
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Special capacities :
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Telepathy : the Telepath can read thoughts over a 30-cm radius, indoors or out. This capacity is automatically achieved and requires no test. It can be used to perceive a camouflaged Avatara Hallucination from the Genetic faction, though the Telepath is unable to pinpoint it precisely. He simply feels its presence. He also perceives the unseen presence of one or several people, through the intensity and variation of their psychic output. The opponent player confirms or denies the presence of his camouflaged figurine within the stated circle. Detection occurs during the movement phase, but no friendly figurine having moved before the Telepath can change its movement if the detection is confirmed. Cover does not hinder this perception.
The Telepath can control the Maïnomaï.
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Obstacles, indoors or out, do not hinder detection. The Telepath can perform his detection test over a radius of either 15 or 30 cm, one of the two, not more, not less (does not count as a shot).
Psy Synergy : a Telepath with a sightline on a fight (even one in which he is not involved) gives his squad comrades + 1 in HtH, shot and psy powers (but he must imperatively see both his allies and his opponents over a maximum distance of 60 cm). This ability cannot be combined. The player must state his intention of using the Psy Synergy before the fight. If there are several Telepaths on the board, Synergy can only be used once per turn. The Maïnomaï is excluded since it is psychically empty... (does not count as a shot).
Anticipation : during the initial attack, and only this attack (if there are several attackers), the Telepath can attempt an Anticipation during the opponent's phase. This is a comparative Intelligence test with his opponent: I + D20/ I + D20. If the test succeeds, the Telepath wins + 5 in Physical Defense. Anticipation cannot be used for attacks from behind (does not count as a shot).
Braincoring : Psy attack, psy syndrome Power 7 and Reach 30 cm. Braincoring requires a sightline and replaces a Shot. This concerns the Psychic Defense. Attack: Intelligence + P 7 + 1 D20/ Def. ?. The opponent cannot use a cover bonus (counts as a shot).
Mental confusion : a sightline is mandatory and Reach is 30 cm. Under a 15-cm radius gauge around a figurine chosen by the Telepath, all the figurines believe they are receiving contradictory orders. No figurine other than the initial target has to be in the Telepath's sight: the target acts as a psychic arc relay. A comparative intelligence test is performed for each figurine within the radius (I + 1 D20 vs. I + 1D20). For all tests won by the Telepath, the opponent figurines will be unable to act during their turn. They can however defend themselves normally (counts as a shot).
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Telekinesist |
Cost : 15 points |
Limitation: a maximum of 3 Telekinesists per 150-point bracket in a squad.
Weapons: 1 Ereb-type handgun, Reach 50 cm and Power 5.

Power : 9 |
Evasion : 14 |
Physical Defense (Dφ) : 29 |
Skill : 9 |
Constitution : 9 |
Phychical Defense (Dψ) : 25 |
Intelligence : 13 |
Dexterity : 9 |
Shot : 18 |
Movement : 10 |
Soul Power (SP) : 13 |
Hand to hand (HtH) : 18 |
Armor : 6 |
Mind Power (MP) : 12 |
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Special capacities :
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Telekinesis : up to 30 cm, the Telekinesist can open a door visually with his Intelligence (not his Power); he can move objects (up to DL 10) 10 cm per turn (does not count as a shot).
Gravitation : the Telekinesist targets a given figurine up to 50 cm away, and reduces its movement to half its normal capacity by bogging it down in a heavier gravitation field. Gravitation is automatically achieved. The opponent cannot use a cover bonus (counts as a shot).
Retort : The Telekinesist bounces back a bullet from a single-shot gun (not automatic fire), when it is shot facing him, if he sees it coming and if it is aimed at him. Retort does not work with grenades. |
The Telekinesist stops the bullet and bounces it back to the shooter, but this only works for the first shot if there are several. Retort does not apply to shots within a HtH (does not count as a shot).
Levitation : Up to 60 cm away, the Telekinesist can attempt a zone-wide levitation. He must see at least one figurine within the radius, though not necessarily a the center of the zone. Simply, the center of the gauge must be within his sightline. This ability requires a test with a D20, to be compared to the Telekinesist's Mind Power. If the result is below or equal to his MP, the test has succeeded and the Levitation begins. It occurs over a 15-cm radius (a figurine's whole stand must be within the gauge). All human-sized characters are lifted into the air to a height of 3 meters. They can undertake no action during their turn; at the end of their turn, they fall back to the ground, suffering automatic damage of 2 Constitution Points (counts as a shot).
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Brings + 1 at Deployment
1 Ereb-type handgun, Reach 50 cm and Power 5

Power : 9 |
Evasion : 14 |
Physical Defense (Dφ) : 29 |
Skill : 9 |
Constitution : 9 |
Phychical Defense (Dψ) : 28 |
Intelligence : 14 |
Dexterity : 9 |
Shot : 18 |
Movement : 10 |
Soul Power (SP) : 14 |
Hand to hand (HtH) : 18 |
Armor : 6 |
Mind Power (MP) : 14 |
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Special capacities :
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Second Chance : when there is visual contact, the Precog provides the possibility of one new attempt at all failed attacks (both shots and HtH) for a figurine allied to his faction, up to 30 cm. This ability does not apply to the Maïnomaï as it is psychically empty... Second Chance does not work with Psy attacks (counts as a shot).
Back Off : in HtH, either the Precog fights, or he backs off 5 cm before the opponent attacks (does not count as a shot).
Alternative Reality : The Precog can attack first, during the HtH of the opponent's phase. He strikes first because he anticipates the blow to come (does not count as a shot).
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Temporal bubble : the Precog is able to generate a 5-cm bubble, from a distance up to 30 cm, at a location on which he has a sightline. The player throws a D20. If the result is equal to or lower than his MP, the bubble is created. If the result is higher, the Precog's attempt has failed. All figurines captured within the bubble are caught in slow-time. The bubble lasts during both the Psy player's turn and his opponent's turn, and vanishes when it is again the Psy player's turn. The figurines within the bubble do not lose their Evasion. Seen from outside the bubble, they seem motionless (time passes very slowly in the bubble). From inside, they see the people outside go extremely fast without understanding why. There can be no shooting from outside into the bubble, or from inside out. Nothing gets into the bubble, and nothing gets out. Psy capacities cannot get through the bubble either. It is possible to fight inside the bubble. All figurines whose stand is entirely covered by the bubble are affected; if only one part of the stand is under the gauge, the figurine is tossed out of the bubble without damages (counts as a shot).
The temporal bubble creates a lapse in space-time. This is why only one temporal bubble can exist at one and the same time on the playing board. Even if the player has several Precogs, a failed bubble test keeps the other Precogs from attempting one, as the risk of temporal paradox, or of tearing the fabric of time, is too great.
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Recap of Psy weapons
Name of the weapon |
Reach |
Power |
Special rules |
Ereb-type handgun |
50 cm |
5 |
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Nyx-type automatic rifle |
60 cm |
7 |
Automatic fire |
Psy soul |
HtH |
6 |
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