E Scale Combat

Introduction to E-Scale Combat

Eva scale combat is a literal clash of titans. Your average Evangelion stands about forty metres tall, with feet twice the length of a standard four-door car. It is tall enough to treat urban sprawl like we humans would approach a small forest. Angels, on the other hand, have no 'average' height. Some are the size of an Eva. Some are the size of small mountains, or even larger.

Despite this, combat in Adeptus Evangelion: Conspiracy happens in almost the same way as combat on regular scale. The few changes are there because there are some realities to giant combat that don't manifest in normal combat. This page exists to clarify the scale, the nomenclature, and discuss the differences. It will also explore how to deal with Angel attacks, the special resources available to Directors during battle, and the aftermath of Evangelion battles.

FIrstly, Conspiracy defines all combat as belonging to one of two scales: Personal Scale, or P-Scale, and Evangelion Scale, or E-Scale.

  • Personal Scale (AKA, People Scale, Puny Scale. P-Scale for short) is 'regular' combat, designed for humans vs humans. Every square in P-Scale represents 1 metre.
  • Evangelion Scale (E-Scale for short) is combat at a scale comfortable for Evangelions. Because an Evangelion is on average 20 times larger than a human being, every square in P-Scale represents roughly 20 metres. This is denoted with the shorthand of 'em' (Evangelion Metres). However, if you would prefer a different scale, such as 10 metres or 50 metres per square, that is fine.

If for whatever reason you must show a P-Scale individual on an E-Scale map, then unless they have some kind of vehicle, they can only move 1em a round. Angels will typically ignore such a target, but if such a target is caught by an E-Scale attack, then they're almost certainly dead or deeply injured- unless they somehow avoid the attack, being struck by this attack instantly does the equivalent of 10 injuries' worth of damage.

The Battlescape and its Zones

The landscape always plays an important role in battle, and it's no exception for Evangelions. However, whereas P-Scale battles might involve several rooms or a street, for Evangelions, entire cities and terrain features become battlegrounds. Evangelions, however, are also expected to be able to range far and wide, and indeed they can cover terrain faster than just about anything except high speed aircraft. This section deals with how Conspiracy handles terrain and maps in E-Scale.

In Conspiracy, the Battlescape refers to the entire battlefield, and is defined by the GM. Now, considering the speed and scale involved in Conspiracy's E-Scale battles, Battlescapes can be huge- dozens of square kilometres or more. This is especially appropriate considering that some of the weapons or attacks available can fire extreme distances, even into space. However, it's not necessary to map out such an extensive area- in fact, doing so would prove cumbersome and unpleasant at best. Instead, every Battlescape is divided into 'Zones'.

Each Zone is like a hotspot within the Battlescape. It's an area with some sort of meaning or importance- it has strategic value, or it's well-fortified, or the like. Unlike Battlescapes, Zones are relatively defined, usually being a maximum of 200 squares long and wide (or covering about 4 square kilometres). Zones are focused setpieces built around specific areas or objectives. Battlescapes might only ever be a single Zone, or they might be two or three.

Every Battlescape is made up of one or more Zones, but the Zones aren't contiguous- ie, they don't border each other, instead the space between them might be many kilometres of featureless or unimportant space. Instead, each Zone is connected to other Zones through 'Routes'. If for whatever reason a unit wants to move to another Zone, they do so via a Route. So long as they can enter the Route during a Move, they can enter transit. Units spend one full round on the Route. At the start of the round after that, they arrive at the edge of the next Zone with all their movement and actions.

Not every Zone will have a Route to every other Zone. However, if a Zone is empty, with GM permission, a unit can move through it and into a new Zone as part of their Route move, traversing the first Route, the Zone, and the second Route in a single turn.

Why have multiple Zones?
Each Zone is pretty big- with a max of 200 square em, that's a lot of room to move in. Why do you need more than one in a battlescape? And indeed, you often don't- most battles will start and end in a single Zone. If you don't feel like you need them, then just stick to the single Zone.

However, having multiple Zones can provide new options to players and GMs. Consider an Angel who has the ability to teleport directly from Zone to Zone, but can only do this every few rounds- the pilots have to find a way to hurt it in the brief window they have before the next teleport, whilst trying to avoid wasting too much time in transit, or getting split up. Or an Angel that has an extremely powerful attack, but only hits things in the same Zone and moves extremely slowly- such an Angel is more like a siege than a normal skirmish. Or as the Eva pilots become more powerful and have access to new tools, they can use Zones to their own advantage, such as a sniper setting up in a zone in relative safety to take long range shots at an Angel.

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Zone Development

Every Zone has a 'Development score'. This represents how built up the Zone is in terms of human technology and resources. Large developed urban areas will have a higher score than wasteland or untouched forest, for example. Development need not be a reflection of urban resources either- a fortified military base will also have a higher level of Development.

Zone Development is a double-edged sword for the Evangelions. On the one hand, the Director's Forces add Zone Development to their point totals, allowing them to be more powerful and useful in those spaces. Unfortunately, the more development means more risk of collateral damage due to the risk of hitting something valuable.

Every Zone with a development of at least 1 should have 'valuable locations' present on them, at least three per point of development. If such a point is struck by an attack, it is destroyed, adding 1 Collateral Damage to the pool and temporarily reducing the Zone's Development Score by 1. However, a Zone cannot contribute more Collateral Damage than its Development score.
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Nerv Base

Many battles will take place in a Nerv Base. This refers not just to Nerv's underground 'Geofront' base, but also to the terrain above it and around it. As the Angels are usually drawn to attack Nerv Headquarters, this area- the last line of defense- becomes a desperate battleground.

Firstly, the layout. A Nerv Base consists of at least six Zones. The first Zone is the 'Geofront' base, the actual heart of Nerv; it is underground, and keeping the Angels out of it is a priority. Above this is 'Central', the territory directly above the Geofront. Then, surrounding Central are between four to eight Zones. These could be outer suburbs, or defensible mountain areas, or bays of water with islands, or the like. These are the 'Outer' zones.

The Central area above Nerv always has a Development score of 3, reflecting fortifications and Nerv influence. The Outer zones have a Development of 0, 1 or 2 depending on the GM's choice.

Every above-ground Zone of a Nerv base with at least 1 Development has special support structures as follows:

  • Supply Cache: Each Zone has Development*Evas number of Caches. Caches come with Umbilical Cables, and can plug in. The cable is long enough to cover the whole Zone. An Eva can also take ammo or weapons from a Supply Cache, although it has to be a weapon that's both available (such as being in the kit or being purchased by the Eva). The Director places the Supply Caches at the start of each Crisis. Each Supply Cache is destroyed if hit by an attack.
  • Launch Ports: 1 Launch Port per Evangelion. Launch Ports allow for an Evangelion to move between the Launch Port's Zone and the Geofront with a single movement action. The Launch Port also counts as a Supply Port. The Director places the Launch Ports at the start of each Crisis. Launch Ports are fortified and recede into the ground, and can't be damaged unless an Eva is inside of it and has just been deployed; if attacked, the Launch Port is destroyed.
  • Fortress: 1 Fortress per Zone. This is an above-ground fortification, 3 by 3 squares wide. Evangelions can use it to move between their current Zone and the Geofront as normal for inter-Zone movement. Whilst in the Fortress, an Eva benefits from Full Cover. Fortresses can be destroyed by attacks, but have 4 wounds and 10 AP.

Angels can break through into the Geofront by blasting through its upper armour plate. They can do this if they are in the Central Zone. This is a normal attack, although the Central zone obviously cannot oppose the test. The plate has 22 wounds and 10 AP, and dies at 0 wounds. Some Angels might have special methods for attacking the Plate.

The Geofront itself is an underground area, illuminated by electric lighting. In the middle is Nerv Headquarters, a fortified base from which the Director acts. It has 10 wounds and 8 AP, and dies at 0 wounds. Every time Headquarters takes damage, the Director (assuming they're inside) must make an Evasion test, with 1 disadvantage for every wound the Base took from that attack; on a failure they take 1 wound. Other NPCs either take 1 wound automatically, but for each DoS on the Director's evasion test, they can spare one fellow NPC. Once Nerv HQ is destroyed, the Director and their team are dangerously exposed. They also cannot take any more Director actions, although Military Forces can still act.
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Angel Attacks

Nerv's most dangerous opponent, and the ones they'll be facing the most frequently, are the Angels. Monstrous entities of unknown origin, Angels possess immense power. Every Angel is protected by the AT Field- a wondrous, reality-warping metaphysical field that they use to defend themselves. Human weaponry is capable of wounding an Angel, but striking an Angel protected by an AT Field is almost impossible for all but the most advanced and powerful weapons. Evangelions are the only weapon capable of fighting an Angel on even terms, due to Evangelions possessing their own AT Fields, which can negate an Angel's defenses.

This section details an Angel attack, intercepting Angels, and the unique mechanic an Angel possesses, as well as how to disable and kill them.
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Step One: Angel Interception

Every Angel is unique, and their form of locomotion and approach can differ greatly. Some Angels might appear a hundred kilometres away, giving plenty of warning; some might appear almost out of nowhere, giving Nerv almost no time to react. Nonetheless, Nerv pours a great deal of resources into locating Angels early enough to give its forces time to marshal.

The appearance of an Angel signifies the start of a Crisis phase.

In this step, the Director makes an Academics (Strategy) or Awareness (Threat) test, adding a number of Advantages equal to their Insight resource. The Angel opposes this using a skill based on their method of approach: an Angel that relies on sheer speed might use Athletics (Running) or Acrobatics, whilst a more guileful Angel might use Subterfuge. A stranger Angel might use AT Control instead. Regardless, compare the number of DoS the Director gets to the chart below to see the results.

  • (4+ DoS) Angel Outflanked: The Angel has been roundly outflanked. As "Intercepted", except the first round in which the Angel appears is a Surprise Round for Nerv. The Director gains 1 conditional Insight, usable only against this Angel.
  • (2+ DoS) Intercepted: The Angel has been detected with enough forewarning to give Nerv time to prepare. The Angel appears in a zone of the Director's choosing, which need not be in the Nerv Base at all. The Evangelions start deployed, and have one free round's worth of actions to prepare themselves before the Angel shows up. The Evas start deployed wherever they like on the map.
  • (0+ DoS) Scramble: The Angel has been detected at essentially the last minute. The Angel appears in a zone of its choosing, but the Evangelions deploy at the start of round 1.
  • (Failed Test) Off-Guard: The Angel has caught Nerv off-guard. The Angel appears in a Zone of its choosing. The Evangelions do not deploy for a number of rounds equal to the Angel's DoS margin, to a max of 3 rounds, but their starting equipment can only be drawn from their Kit.
  • (Failed Test 3 DoF or more) Unprepared: Nerv is wholly unprepared for the Angel. The Angel appears in a Zone of its choosing. The Evangelions do not deploy for a number of rounds equal to the Angel's DoS margin, to a max of 3 rounds, but their starting equipment can only be drawn from their Kit. Finally, each pilot makes an Acrobatics (any), Athletics (Running) or Academics (Strategy) test; the pilot who scores the lowest is late, and only appears 3 rounds after the other Evas deploy.

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Step Two: Ready Evangelions

Once an Angel attack has begun, the pilots decide which Upgrades and Weapons their Evas start with. Weapons in the pilot's Kit are always ready to be taken into battle, and can be called on during battle at any time. However, weapons outside of the Kit are only readied on request, meaning the Eva pilot only has a limited number of them during battle.

Apart from weapons in their kit, each Eva starts a crisis with:

  • Two Pistols or One-Handed Melee Weapons chosen from the purchased weapon list. (You can take one of each.)
  • One Basic Ranged Weapon, or Two-Handed Melee Weapon chosen from the purchased weapon list. Can be swapped instead for two Pistols or One-Handed Melee Weapons chosen from the purchased weapon list.
  • One Heavy Ranged Weapon chosen from the purchased weapon list. Can be swapped instead for another Basic Ranged Weapon or Two-Handed Melee Weapon from the purchased weapon list. Can be swapped instead for another two Pistols/One-Handed Mlee Weapons from the purchased weapon list.

If, for whatever reason, the battle is interrupted by a Short Downtime, the Evangelions may choose a different loadout at the resumption of the Crisis. During such a Short Downtime, the Evas recover all lost Wounds, except on locations where they've taken Injuries. These injuries are restored, but the wounds are not. This includes Evas who were killed- they restore injuries on the damaged part but the wounds start at 0.
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Step Three: Angel Combat, Angel Mechanics, Goals

In this section, we discuss Angels, and the special mechanics that differentiate them from anything else in the system.

Like Evangelions, Angels have separate wound pools for all of their body parts. However, Angels don't die even if their bodies or heads are destroyed. Instead, they have one extra body part- the Core. Only when the Core is destroyed does the Angel truly die. The Core takes hit location 41-50. In fact, Angels don't have standard bodies, and might have body parts- and hit locations- different to the norm.

Angels all possess the 'Angel' trait, which provides the following effects:

  • All Angels have the Regeneration (0) Trait.
  • Angels don't have mental states approaching human ones. As a result, they don't take any of the effects of Mental Ailments- instead they just take a single Disadvantage.
  • Angels all start with at least 1 Fate Point, which they can spend as normal. However, depending on the Angel's type, they may get unique ways to spend their Fate Points.
  • Angels also gain new benefits the stronger their AT Field becomes.
    • For every 4 ATB the Angel gains another Fate Point.
    • At 6 ATB, the Angel gains the Unnatural Score (ATB/2) trait in a chosen Score of their choice and takes an Advantage to all AT Field tests.
    • At 8 ATB, the Angel gains another copy of Unnatural Score (as above) in a different Score, as well as the Superior Action (action of their choice) trait.
  • At 10 ATB, the Angel gains another copy of Unnatural Score (as above) in a different Score, as well as the Celerity (+1) trait.

Angels may have other benefits and abilities depending on the Angel in question.

Angels also handle Grapples slightly differently. Grapples against Angels work as normal- Angels must overcome their Grappler in an opposed grapple test before they can make an action… Except if the action is aimed at the grappler- the Angel can do this as though they weren't grappled at all. Thus grappling an Angel is tactically beneficial, but also highly dangerous.

One notable mechanic is 'Angelspawn'. Some Angels have the ability to generate and command entities they've spawned. These entities come in two types:

  • Legions, large masses of teeming creatures the size of tanks or smaller, which work like the 'Military Force' mechanic the Director has, with the Legion having one free attack a turn, with Points (based on one of an Angel's scores), with access to special abilities with higher points. Legions deplete when Evangelions or other allied forces use Blast, Wave or Aura attacks in the same Zone as the Legion.
  • Heralds, who are large enough to have their own token on the E-Scale, as well as their own Scores, skills and talents. Unlike their parent, however, they only have a single pool of wounds covering their entire body, and once it hits 0, they die.

What about an Angel's goals? Generally, Angels are intending to reach… Something buried below Nerv HQ. They might not even necessarily be hostile to Nerv, Nerv just happens to be in the way. Angels will pursue this goal, although each will have their own style of doing it. Some will dumbly head in a straight line for it, and not attack anything that doesn't attack them first. Some are cognizant enough to realise that the Evangelions are threats, and go for them proactively. Some Angels might even be more interested in the Evangelions.

Angels that are smart enough to realise they've been outmatched may attempt to escape. Angels that do escape are sure to return later, however, and stronger. But they will return- the pull of whatever lies beneath Nerv is overwhelming on a deep, intrinsic level.
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Step Four: Killing Angels, Disabling Angels, Angel Adaptation

Killing an Angel relies on you being able to destroy the Core. Destroying the Core is done like any other body part, and once destroyed, the Angel dies. However, Cores are volatile, and might explode violently, depending on how much damage they've taken. When a Core is destroyed, the Angel makes an Endurance (Injury) test, with one disadvantage for every Injury the Core has taken. If the Angel fails, the Core explodes. Core explosions wipe out the Angel, but also causes a Blast (Physique Bonus) attack that deals damage to all within equivalent to the Degrees of Failure on the Angel's test, plus their Physique Bonus. This attack can be evaded as normal.

If an Angel is near death and unable to escape, it might attempt to self-destruct. Angels usually give some warning that they're about to do this, either by having their core glow or their behaviour. Once an Angel has decided to self-destruct, it does so at the start of its next turn, giving Nerv one final round in which to kill it without a detonation.

Angels possess powerful regenerative capabilities, and so long as the Core remains, can regenerate from just about any injury. Angels that have experienced extensive damage will enter a 'Disabled state' where they become passive and take no actions until they have regenerated damage.

If you meet certain conditions during an Angel battle, you will 'Disable' the Angel. At this point, the Director has a free opportunity to immediately retreat the Evangelions and regroup, entering a Short Downtime, giving them time to prepare. They can organise new equipment loadouts, and heal all damage and injuries to the Evangelion, although lost body parts start with 0 wounds. Otherwise, they can choose to continue the battle, and the Angel will continue fighting as normal. You can Disable an Angel in the following ways:

  • Inflict an Injury on it
  • Inflict a Mental Ailment on it
  • Use an N2 Warhead on it

However, Angels possess potent biological capabilities, regenerating from harm incredibly quickly. More than that, their bodies 'adapt', making them tougher and more able to resist whatever harmed them in the first place. Once the Short Downtime ends, the Angel will have healed all damage and injuries done to it. Furthermore, the method that was used to Disable it will no longer work. Finally, the Angel will have adapted in some way. This may be to a specific action done during the battle, but usually it's based off the method used to Disable it. They might gain an extra rank of armour resistance to the attack element used to injure it, or become immune to Mental Ailments, or even immune to N2 Warheads.
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Directors

Directors play a key role in E-Scale battles. Whilst Evangelion pilots are responsible only for their own conduct, the Director is in charge of handling the battlefield, the conventional forces aiding the Evangelions, and the support team and crews that do the work behind the scenes to ensure the Evas can fight.

In this section, we discuss what a Director does and the unique mechanics they use to help the Evas defeat the Angels.
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Director Turns and Director Actions

Directors get turns made up of one move and two actions, just like any other character, although they're usually safe in their bunkers during combat and are not expected to move around. Unlike other characters, however, Directors gain access to special actions called 'Director Actions'. A director can spend their actions to use a Director Action at any time during a round, even during another character's turn. Director Actions can affect anything in the Battlescape, so long as the Director is aware of it, and furthermore aren't cover by the rules about repeating actions: Directors can repeat actions however they like, although they cannot stack an action on the same target.

The list of actions are below:

Support Evangelion: (★). Select one Evangelion; it counts as being Assisted by you for its next test. This Action, nor any of the variations below, cannot be used on an Evangelion that is Berserk or out of communications with you.

  • Advise Corrections: (★★). Select one pilot who has just made a test. They reroll the test and make their preferred result. Cannot be used on a pilot or Eva suffering from a Mental Ailment.
  • Cut Synch: (★) Select one pilot. They temporarily reduce their AT Field score by an amount up to 10. Cannot be used on a pilot or Eva suffering from a Mental Ailment.
  • Force Ejection: (★) Select one pilot; they immediately eject. This cannot be used on an Eva suffering from a Physical Ailment.
  • Remote Care: (★) Select one pilot; they temporarily ignore Fatigue (but not Exhaustion) until the end of their next turn. This cannot be used on a pilot or Eva suffering from a Mental Ailment.
  • Shock: (★) Select one pilot who has just suffered a point of Trauma; they ignore the point of Trauma, but gain 2 points of Stress instead.

Analyse Target: (★). Select one target, usually an Angel. Make an Academics (Strategy) test on the target, adding Insight to the test as Advantages; the target opposes your test with a skill chosen at their creation. If you succeed, you can ask an extra question off the Insight List.

  • Mark Weak Spots: (★★) Select one target, and make the above test. But instead of asking a question off the Insight List, the target instead gains the Weak Spot (Insight) on all areas for the next attack test against it.

Furthermore, Directors handle Military and Support Forces, which does not eat up any actions; more rules on Military Forces and Support Forces below.
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Forces

The Evangelions aren't the only military assets being deployed against the Angels. Conventional military forces are also marshalled to fight the Angels, although these often prove mostly ineffective. Apart from that, a myriad of support vehicles and technology has been designed to support the Evangelions on the battlefield.

Every Director starts off with 2 points in a resource called 'Forces', which represents their total pool of support vehicles, military units, etc. At the start of every Crisis, the Director splits these points into two categories: Military Forces and Support Forces. Each Force has special abilities and bonuses, and the higher the number of Points in them, the more powerful these bonuses are and the more they can access.

A breakdown of each Force and their abilities is below, but broadly, Military Forces hinder the Angel, whilst Support Forces assist the Evangelions.

Regardless of what happens, the Director regains all of their Force Points back at the end of the next Long Downtime.
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Military Forces

Military Forces represent your conventional forces- tanks, aircraft, ships, etc. that try their best to harm the Angels.

Military Forces act on the Director's turn, and get one Move and one free attack. Military Forces do not get their own token; they're assumed to be dispersed throughout a Zone. With their Move, they can immediately move to another adjacent Zone and act immediately. They count as allies, and can be augmented by Evangelion abilities.

Forces, however, can be damaged. Whenever an Angel makes a Wave, Aura or Blast attack in a Zone where the Military Forces are in, the Forces lose 1 point, regardless of whether the Angel misses or hits. Whenever a Military Force hits 0 force points, it is wiped out and becomes inactive.

The more points a Military Force has, the more powerful they become and the more options they have. Furthermore, so long as they're in a Zone, they add the Zone's Development Score to their Points for determining their abilities and attack advantages, but any damage they take depletes their own Point pool as normal.

Once per turn, a Military Force can attack any target within the same Zone, with the Director testing Authority (Command) or Academia (Strategy), and adds 1 advantage per point in Military Forces, including from Zone Development. This attack does not benefit from range, nor does it take penalties from cover. The Director may choose one of the three profiles below whenever they make this attack:

  • Tank Assault: 3 Impact Damage, Conventional and Exposing Features. Always usable.
  • Airstrike: 2 Impact Damage, Conventional, Anti-AIr and Guided Features. Not usable in Zones with bad weather.
  • Naval Bombardment: 4 Impact Damage, Conventional. Needs 2 or more Points in Military Forces. Not usable in Zones with no access to the sea, or in bad weather.

Below are listed the special abilities of the Military Forces. Each ability modifies one of the Force's free attacks in some way. Each ability has a prerequisite (such as a technology) and a Military Point threshold- you can only use an ability listed if your Military Force point is equal or higher to the threshold (although you add Zone Development to that number, don't forget). You can only use one ability at once.

  • Get Under Foot (1 Pt): Instead of making an attack, you sacrifice units to slow the target down. Your Military Forces lose 1 pt, but the target is Hindered until the start of your next turn.
  • Marking Flares (1 Pt, Airstrike): Instead of making an attack, you mark the Angel, providing an Advantage to the next ranged attack against it.
  • Depletion Rounds (2 Pt, Tank Assault): Tank Assault now has the Armour Breaker Feature instead of Exposing Feature. Needs 'Mini-Antimatter' technology.
  • Counter Invasion (3 Pt, Any): You attack any Angelspawn or other local forces. If you pass the attack test, they lose 1 point of strength, plus another for every 2 DoS.
  • Buzz (3 Pt, Airstrike): Instead of making an attack, you distract the Angel, who now suffers 1 Disadvantage to all tests until the start of your next turn.
  • Bakelite Bombs (4 Pt, Airstrike): Airstrike gains the Freezing Feature.
  • Main Battery (4 Pt, Naval Bombardment): Naval Bombardment now deals 6 Impact Damage instead of 4, and gains Blast (4) Feature. Needs 'Railguns' Technology.
  • Concentrated Attack (5 Pt, Tank Assault): Tank Assault gains Burst (1) and the attack is now a Burst Attack.
  • Positron Cannon (6 Pt, Naval Bombardment): Naval Bombardment becomes Energy Damage and loses Conventional. Needs 'Positron Engineering' Technology.
  • Entanglement (7 Pt, Airstrike): Airstrike gains the Immobilising Feature. Needs 'Nanomachines' Technology.

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Support Forces

Support Forces represent your vehicles and tech designed to support the Evangelions.

Support Forces act on the Director's turn, and get one Move and one action. Like Military Forces, they don't get their own token, and are assumed to be dispersed throughout a Zone. Just like the Military, they can immediately move to another adjacent Zone and act immediately.

Support Forces, unlike Military Forces, can't be damaged by Angel attacks. Instead, Support Forces spend their Points like a currency. This is because the Support Forces don't just represent vehicles, but also special buildings and upgrades built into the terrain before the Angel attacked, cunningly placed where the Director predicted battles would take place.

Every time you use a Support Force ability, you deplete the force by 1. A full list of the abilities is below. Each ability has a prerequisite and a Support point threshold- just like Military Forces, you can only use the ability if your Support Force points are equal or higher to the threshold. You add Zone Development to Support Points to determine if you can use an ability, but when spending points you still just take from the Support Force.

  • Floodlights (1 Pt): You illuminate an entire Zone, removing low light and darkness from it until the start of the next Long Downtime, or until the next time the Zone loses a valuable location.
  • Deploy Mobile Support Structure (1 Pt): You place a token down on the Zone. This token represents a mobile support structure, or MSS. Designed for long range deployment, the MSS comes with 1 umbilical per Evangelion and 5 rounds of battery power per Evangelion. It does not move or have any actions, and will die to any hit. MSS are often necessary for deployments against Angels outside of the Nerv Base.
  • Rescue (1 Pt): You remove an ejected or on-foot individual to safety.
  • Umbilical Taxi (2 Pt): You connect an Umbilical into an Eva without one. Designate the Umbilical source and the Evangelion.
  • Retrieve Equipment (2 Pt): You ferry a weapon or ammo clip to an Eva in the same zone. The weapon can be one that has yet to be deployed,
  • Nano-Repair (2 Pt): You repair an Eva with nano-drones, either restoring all lost AP or restoring 1 wound. Needs "Nanomachines" technology.
  • Speed Plate (2 Pt): Select an Evangelion; it adds +2 to its GB for the purposes of calculating land movement until the start of your next turn. Only usable in Nerv Base.
  • Barrier Plate (3 Pt): Select an Evangelion. The next time the Eva is attacked, it benefits from Full Cover. Only usable in Nerv Base.
  • Emergency Evacuation (3 Pt): You drop the plate out from beneath an Eva, dropping it safely into the 'Geofront' Zone. The Eva must be in the 'Central' Zone at Base for this to be doable.
  • Containment Field (3 Pt): Select an Evangelion: the next time it attacks a target, traps, ropes and connectors spring out around the target, denying it a chance to dodge. An Angel adapt to Containment Fields after a single use and will not fall for it again. Only usable in Nerv Base.
  • Berserker Suppression (3 Pt): Select a berserking Evangelion, and make an Authority (Command) or Academics (Strategy) test opposed by its Endurance (Bracing); if it fails, it is immobilised until the start of your next turn. Only usable in Nerv Base.
  • Flash Chamber (4 Pt): Select an Evangelion: the next time it attacks an Angel, a chamber springs up around the Angel, weakening its AT Field. This increases the Evangelion's Breaching by 3. Requires 'Positron Engineering' Technology. Only usable in Nerv Base.

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Insight and the Magi System

Nerv Bases possess many advanced technological wonders, with the Evangelions being the most obvious. Special mention should be given to Nerv's bleeding-edge computer system, the SuperComputer Magi System. Each Magi is a trinity of networked bio-computers: a cybernetic computer system that uses both mechanical and biological elements. This frees it from binary computing restrictions, allowing it to calculate at speeds and quantities far beyond any other computer system made by humanity. However, the 'brain' of the Magi uses the 'Personality Implant Operating System', or PIOS. PIOS simulates a human personality; each of the three computers that make up a Magi system has their own personality, carefully designed to specialise in one area whilst complementing the other two. This combines the Magi's potent computing power with the ability to make intuitive leaps, flashes of insight and identify patterns. The Magi is powerful enough to run Nerv's systems, organise the Evangelions, and usually handle the administration of the surrounding area, including civilian settlements. This allows a Magi to go from knowing nothing about an Angel to becoming intimate with its functions in quicktime.

Every Director has a resource called 'Insight', which reflects the sophistication and accumulated knowledge of its Magi. At the start of a campaign, Insight starts at 1. Insight should grow rarely, and be the reward of exhaustive investigations or the destruction of very special Angels. When Insight grows is up to the GM, but a safe way of doing so is offering it as a reward for whenthe Director learns of secrets and conspiracies behind the Angels and Nerv. Directors may also gain conditional Insight that is only valid for a specific Angel.

Insight is added to the Director's test to Intercept the Angel. At the start of a Crisis, after Intercepting the Angel, Director can ask questions regarding the Angel's capabilities or intent from the list below. They can ask a number of questions equal to their Insight. Some questions require you to have a minimum Insight level before you can ask them.

  • What forms of Locomotion does the Angel possess?
  • Which damage types are the Angel immune against?
  • How will the Angel approach Nerv? (eg. Direct assault, skirmishing, siege, etc)
  • How hostile is the Angel? (All Angels are hostile, but the more hostile an Angel is, the more it'll proactively attack Evangelions and human assets)
  • How strong is the Angel's AT Field? (Rounding down to the nearest multiple of 4, so the answer will be "At least 4 ATB", or "At least 8 ATB", or "At least 12" etc)
  • What is the Angel's highest Score?
  • (2+ Insight needed) What are the Angel's Scores?
  • (2+ Insight needed) What are the Angel's Wounds?
  • (2+ Insight needed) What are the Angel's Weapons?
  • (2+ Insight needed) What are the Angel's non-unique Traits?
  • (2+ Insight needed) What are the Scores, Wounds and Weapons of the Angel's Angelspawn?
  • (3+ Insight needed) What are the Angel's Traits, both non-unique and unique?
  • (3+ Insight needed) What are the Angel's damage resistances and weaknesses?
  • (3+ Insight needed) What are some special drawbacks or weaknesses of the Angel?
  • (3+ Insight Needed) What are the Angel's three best skills?
  • (3+ Insight Needed) What are all of the Angel's talents from a specific category? (Select: Combat, Physical, Mental, AT Field)

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The Last Resort: N2 Warheads

Should an Angel attack prove fierce enough to overwhelm the Evangelions, a Director may become desperate enough to call in a weapon of last resort: the N2 (or non-nuclear) Warhead. The N2 Warhead uses an extremely crude antimatter charge to unleash a blast roughly equivalent to a nuclear weapon, but without the accompanying radiation, allowing it to be used tactically. The N2 Warhead has enough devastating power to breach an AT Field. Unfortunately, it also has enough power to flatten anything in the vicinity, too.

A Director may request permission to deploy an N2 Warhead during a crisis, although they need a good reason to do so- such as trying to buy time for the Evangelions to retreat, where the alternative would be complete defeat. An N2 Warhead hits everything in the same Zone as the Angel, instantly flattening any valuable locations, Nerv buildings, support vehicles and military forces. Anything not possessing an AT Field is instantly wiped out.

Those that do possess AT Fields must make an AT Control (Defense) test, with an 8 disadvantage penalty. If they fail, they instantly suffer 1 wound on every body location for every degree of failure. For the Angel, failure also disables it, allowing the Evas to escape. If they pass the test, however, then they are Stunned instead.

Once an Angel has been struck by an N2 Warhead, it will immediately adapt to handling the immense but unfocused power of the Warhead, and will prove completely immune to its effects from hereon out, not even being stunned by them.
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The Aftermath of an Angel Attack

Once an Angel has been defeated, it is time to count the costs. Nerv is alloted a degree of funding, and from this funding is deducted the costs of repairing the Evangelions and the environment around the battlescape.

After an Angel is defeated, Nerv is paid an amount of Surplus equal to 10 plus 2 for every Evangelion in the squad. However, this payout is reduced by the following:

  • 1 for every valuable location destroyed, to a max equal to the Zone's Development Score
  • 1 if all Military Forces were destroyed
  • 1 for every Evangelion to suffer an injury
  • 1 for every Evangelion to have a body part destroyed
  • 1 for every Evangelion to be defeated. (These stack with above, so an Eva that is defeated by a lethal shot to the torso incurs a cost of 3 Surplus.)
  • 2 for every Eva that went Berserk

The minimum Surplus Nerv can gain is zero- it can't go into 'negative Surplus'. Furthermore, a Crisis being interrupted by a Short Downtime doesn't affect the surplus calculations, either- if an Eva triggered a Surplus deduction at any time, that deduction remains in play.
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