Federal psionic rules

Special rules for the Federated Psykers

Biological psionic energy

The psionic energy released by the Federation's psionics does not come from the dangerous subspace, but from the biological energy realized with the help of Eva's matter, so it is much safer and more stable, although it is often inferior in power. Pen, fun, pavilion www. biquge。 info

If a Federation Psyker rolls a 2 or 12 in the leadership test before using Psionics, it is simply considered impossible to release Psionic Energy without being attacked by subspace demons.

The western hub starts \ liberation

The Federation Psykers assist in the operation of psionic energy through the West Hub Intelligence Unit.

At the start of the round, the Federated Psyker can declare the West Hub of the round, and when active, the Federated Psyker gains the Adamantite Will Rule and can reroll the failed Leadership Test if the unleashed psionic energy fails.

When in the emancipated state, the fearless rule is obtained, and when all psionic energy is released, the liberation rule of the federal psionic faction is additionally obtained, but at the end of each turn, a 2d6 leadership test is required, if the value is greater than the psionist's leadership, the psionic takes a little unprotected damage due to mental oppression and genetic collapse, and the damage will not be canceled out in any form. When the psyker has only one life left, they are forced out of Liberation Mode and cannot act for one turn, and cannot enter Liberation Mode again until their health is restored.

Note that Federation Psionics do not have access to five types of generic Psionic factions, and Federation Psionics can only use their own unique Psionic factions.

The Federation replaces the Universal Psyker's Dimensional Charge with Eva's Charge.

Federation psionic faction

Electric heating system

The Department of Electrothermal Research focuses on the application of electromagnetic fields, and through the high-speed movement of electromagnetic fields, the Federation Psionics can release ultra-high temperatures to destroy the enemy's biological tissue.

Basic competencies

Electrical energy releases: Eva Charge 1

The high-energy electric field transforms into a powerful electric shock that tears enemies from afar.

Witchfire range: 24 inches, strength, 4 armor piercing, 2 assaults, 2

Liberation: Range increased by 6 inches, power increased to 6

No. 1 is capable of electrical blasting

Unleashes a high-energy ball of lightning and inflicts a deadly explosion.

Witchfire range: 18 inches, power 7, armor piercing, 2

Heavy 1 explosion

Liberation: Range increased by 6 inches, and armor piercing increased to 1

No. 2 Capable Electric Thermal Weapon

Psykers provide power amplification for melee weapons, accelerating the weapon's molecular-level vibrational frequency.

Blessing chooses a squad within 24 inches, and the melee weapon power of the squad members is +3, ignoring armor.

Liberation: Ignoring the rules of special protection, i.e. death

No. 3 capability electromagnetic barrier

Psykers interfere with the surrounding electromagnetic fields, thus interfering with the enemy's means of detection and weapon fire.

Curse 24 inches of the enemy cannot use detector materials, and the shot requires an additional d6, if the result is less than or equal to three, the shot is jammed and cannot be performed.

Liberation: The enemy cannot shoot within twenty-four inches

Psionic Current Activation No. 4

Psykers use electrical currents to stimulate their muscles and reflex nerves.

Bless the psionics themselves WS, S, I+2

Liberation: +3

Psionic No. 5: Pulsed magnetic field

The Psyker fires a high-intensity electromagnetic pulse that paralyzes local vehicles

The curse selects an enemy vehicle within 24 inches, which requires three consecutive d6 attempts, and if the result is greater than 6, the vehicle cannot move, shoot, or activate special abilities.

Liberation: The vehicle takes an additional 1 damage for each damage it takes while it is paralyzed.

Psionic No. 6: Positive Electron Shooting

The Psyker extracts positive electrons from the atmosphere and fires a powerful shot at distant enemies

The beam range is 48 inches, the power is 6, and the armor piercing is 1

Assault 1

Liberation: The power is 8, and the attribute is changed to Assault 1 Hot Melt

Force field system

The force field system mainly studies the interaction of various forces existing in the universe, and the psykers of the force field system are great scientists in mechanics, who can use psionic energy to change the surrounding gravity environment, or directly release a high gravity impact to shatter the enemy's body

Basic psionic abilities

Gravitational singularity

The Psyker creates a gravitational singularity that controls the enemy's movements, immobilizing them

Curse, select an enemy squad within 24 inches and create a gravity field in the middle of that squad that cannot move, shoot, hand-to-hand, or activate special abilities during that turn

Liberation: At the end of the round, the gravitational singularity explodes, which is treated as a small explosion block with a power of 7 and armor piercing 3

No. 1 Psionic Field Impact

The Psyker unleashes a powerful pulse of gravity that tore apart the enemy's body and crushed the vehicle's structure

Beam range: 24 inches, power 5, armor piercing, 5 assault, 1 knockout

Liberation power becomes 7 armor piercing becomes 3

Psionic gravity field No. 2

The Federation Psykers transform the gravitational field around them, creating powerful oppression on enemies, making it difficult for them to move

All enemies within 24 inches of the cursed psyker are considered to be moving on difficult terrain, and BS and WS-1

Liberated: Expands to 30 inches, and each enemy unit undergoes an additional leadership test, failing which they cannot move for one turn

Psionic No. 3 anti-gravity rush

The Psyker alters the gravity of its own feet and that of its allies, allowing its troops to move quickly

Blessing, choose an allied party within 24 inches, and that team and the Psyker themselves can move an additional d6 distance during the turn, ignoring difficult terrain

Liberation: The extra travel distance is now 2d6, and impassable terrain can be ignored

Psionic ability No. 4 can collapse

The psyker performs force field manipulation on the inside of the enemy's body, using high gravity to directly shatter the enemy's internal organs

Focus on Witchfire with a range of 12 inches, a power of 2d6, armor piercing d6, and a power of 11 or 12 will automatically deal damage

If the enemy dies because of the psionic energy, an explosion with the same power as the armor piercing value and psionic energy will occur around the enemy, and the explosion will be a small explosion cover

Psionic Power No. 5 impartes

The Psyker greatly increases the strength of a friendly unit and protects it

Blessing chooses a friendly unit within 24 inches, which is S+4 and I+2 for that turn

Liberated: Selects S+5 and can ignore a little damage for that turn, and gain the Eternal Warrior rule

Psionic Field Barrier No. 6

The Psyker creates a gravity wall that will be weakened by any shooting live ammunition

Creates a six-inch-long gravity wall within 24 inches of the Psyker, giving the enemy -2 weapon power when firing at our troops behind the wall

Liberation: This wall has a distance of 12 inches, and we have +1 weapon power when firing at enemies behind the wall

Phase system

Aspect technology is the most mysterious discipline of all the science and technology of the Federation, and the psionics of the phase system are also the veterans who have been studying this path for the longest time, and they can divert armies into imperceptible phase space, or simply slice through enemy structures while ignoring their heavy armor.

Basic psionic abilities

Phase Jump Eva Charge 1

The psyker can enter a short-range warp by opening the phase channel.

Blessings target psionics and their units. Place a counter against the chassis of a model in the target unit, remove the target unit from the table, and immediately enter the field with a deep strike. The unit model must be placed within 24 inches of the counter. This psionic energy can only be applied to one psyker.

Liberated: You can choose three additional units to make a phase jump

Psionic No. 1: Dimensional Cutting Eva Charge 1

The Psyker transforms the Phase Field into a razor-sharp and unstoppable blade that slashes at the enemy

Witchfire range: 18 inches, power, 5 armor piercing, 1 assault, 1 ignoring armor defense

Liberation: Ignoring special protection and terrain protection, that is, the rule of death

Psionic No. 2: Reverse Phase Eva Charge 1

The Psyker throws himself into the inverse phase field, avoiding almost all of the damage he takes

Blessed Psionic Body gains 2+ special protection for this turn, and the special protection will not be invalidated

Liberation: Psykers can leave the field at the end of the round and enter the field on the next turn with the Deep Strike rule, placing the model within 24 inches of the original model's position

Psionic No. 3: Space Blockade Eva Charge 1

The psyker mobilizes psionic energy to block movement in space

The curse is centered on the Psyker itself, and enemies within 24 inches cannot launch a deep strike rule, and all enemies already within 24 inches of the Psyker cannot leave this range, and the rest of the enemies cannot enter this range

Liberation: Radius is increased to 30 inches, and all enemies within 6 inches of the 30" radius are subjected to a leadership test, failing to take one unprotected damage

Psionic time 4 accelerates Eva's charge 1

The Psyker warps to change the flow of time around itself and allies

Blessing, choose a squad within 24 storage radius around the Psyker, and the Psyker and the squad can move an additional 2d6 and WS+1 that turn

Liberation: The squad is WS+2 with the Psykers, A+2

Psionic No. 5: Wormhole Signal Eva Charge 1

The psyker uses psionic energy to open a small and brief wormhole that allows the army to move quickly

Blessing places a counter at the psyker's feet and another counter anywhere 24 inches away. All units (including enemies, large units cannot) can move (if they can) the counter and appear at another counter

Liberation: The distance is changed to 30 inches, and if the enemy wants to use the wormhole, a leadership test is required, and if it fails, it will be moved out of the field and considered a loss of troops

Psionic Phase 6: Storm Eva Charged 1

The Psyker disrupts the phase field, causing the chaotic spatial turbulence to shatter the enemy

Witchfire range: 30 inches, power, 5 armor piercing, 2 small explosion cover, ignoring armor defense

Liberated: Power of 9, Big Bang Cover

The state of matter

All things change according to their own scientific laws, and the physical state psionic masters are the masters who study this way, from simple three-state changes, to changing the form of matter and even terrifying atomic fission, these psionic masters can achieve it with their own hands

Basic psionic abilities

Disaggregate Ray Eva Charge 1

The Psyker fires a ray that can disintegrate the form of matter at the atomic level, inflicting terrifying damage on enemies

Beam range: 18 inches, power 5, armor piercing, 1 assault, 2

Liberation: Range changed to 24 inches, power changed to 8

No. 1 psionic state dissolves Eva charge 1

The Federation Psionics dissolve enemy armor from the perspective of matter composition, from heavy Terminator armor to tank main armor

The curse selects an enemy within 24 inches of the Psyker and dismantles its armor, increasing infantry armor protection by three points (up to a maximum of 6+) and decreasing vehicle armor by four points

Liberate: If the enemy is entitled to special protection, nullify their special protection; Enemies need to go through two additional leadership tests and take one unprotected amount of damage unless all are successful

Psionic Fluid Shield No. 2 Eva Charge 1

The Psyker converts the inert gas around him into a flowing shield that blocks the opponent's attacks

The blessing creates a shield around the Psyker, increasing the Psyker's Safeguard by two points (i.e. from 4+ Protector to 2+), and any shot at the Psyker will be hit by an additional 2d6 if the hit is greater than 5

Liberated: The Psyker can choose two additional friendly units to gain the Fluid Shield, and any friendly unit with the Fluid Shield must roll another offset die if the enemy hits when they are hit by an artillery strike

Psionic Matter No. 3 Reshapes Eva Charge 1

Psionic strengthens the armor of your units and strengthens their combat capabilities

Blessing chooses a friendly squad within 24 inches, which increases armor protection by 2 points and gains the Fearless rule, while ignoring 1 damage on that turn

Liberated: This squad will permanently increase its armor by one point at the end of the round, and the squad that has this boost cannot exceed two teams at a time

No. 4 Psionic Atom Blasts Eva Charge 1

The Psyker manipulates the atomic fission reaction, causing a massive explosion in the ranks of enemy troops

Range: 24 inches, power, 10 armor piercing, 5 large explosive covers

Liberation: The firing range is changed to 36 inches

No. 5 psionic invisible blade Eva charged 1

The Psyker reconstructs the material form of a melee weapon, making the blade more lethal and tearing through the enemy's entire force

Bless the Psyker with +2 power for his melee strength and melee weapons, and deal a fire-breathing cover damage of 5 power and 5 armor-piercing to the enemy team behind the enemy directly on

Liberation: Melee weapon power +4, Spitfire cover power increased to 7

Psionic block 6 covers Eva's charge 1

The Psyker changes the environmental conditions of the surrounding atmosphere and increases the adaptability of your units

Blessing: All friendly units within 24 inches of the Psyker gain the Infiltration Rule

Liberalize: BS+2 for all friendly units within 24" range, and reroll failed hit dice