Equipment

Equipment

This page covers equipment mechanics. It lists weapons, Eva upgrades, weapon upgrades and a field for P-Scale Equipment as well.

Eva Equipment is expensive and requires a great deal of scientific knowledge and research. Because of this, most Eva equipment, weapons included, are gated behind requiring you to research certain technologies and spending Surplus on the equipment to make it available.

  • Most items have one or two prerequisite technologies. Once the technology is researched, the equipment can be purchased with Surplus.
  • Surplus is spent to purchase a piece of equipment. In this regard, it actually entails pouring massive sums into creating a supply chain and infrastructure for it, so you only ever purchase a piece of equipment once. If it breaks or is lost, it is replaced a week after battle. Purchasing a weapon or upgrade makes it available for all Evangelions.

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Equipment Qualities

Much of the equipment in this section relies on 'Qualities' to shape how they are used. Qualities are special effects weapons can have that differentiate how a weapon behaves; two weapons can have an identical statline, but differing Qualities make them different beasts indeed. Below are lists containing all the Qualities used for Weapons.

Name Subname Effect
Attack Pattern Qualities
Aura X Aura attacks are centered on you, dealing a hit to all targets within a radius of X Squares of you. Unless otherwise specified, Aura attacks auto-hit. Attempts to dodge an Aura attack take a -5 penalty per X; if they pass, they are pushed to the nearest edge of the blast radius.
Blast X Blast weapons explode on impact, dealing an attack to all targets within a radius of X squares. When you fail your BS test with a Blast Weapon, the attack scatters. Attempts to dodge a Blast attack take a -5 penalty per X; if they pass, they are pushed to the nearest edge of the blast radius. Blast attacks always hit the torso. They can be called, but only if directly aimed at a target; furthermore, everything else in the radius takes a hit to the torso.
Line - This Weapon fires in a straight line, hitting everything between the user and the end range of the attack. If the attack is blocked or negated in some way (Negation with the Sacrifice action being an example) it is terminated.
Scatter - When fired at Point Blank range, this weapon scores an extra hit for every two Degrees of Success, and inflicts +2 damage. However, when fired at ranges longer than Short, it takes a -10 penalty to hit and deals -2 damage.
Spray - You attack everything within a 30 degree cone, up to the range listed on your weapon profile. Everything takes a single automatic hit (when applied to multi-hit attacks like a Full Auto, roll as normal, but the targets still take at least one hit). On single-hit Spray weapons, the weapon jams on a damage roll of 9.
Positive Qualities
Ablative - This weapon may be expended to negate all damage from an incoming attack to you or to an adjacent ally.
Accurate - Aimed, called shots with this weapon add the user's PB to damage.
Armour Killer - Attacks with this quality deal extra damage to targets equal to the hit location's AP.
Assault - This weapon gains an extra +10 to hit against targets at Short Range or closer.
Balanced - Parry tests made with this weapon take a +10 bonus. Furthermore, this weapon gains a +10 bonus when using or resisting Feints and suffers no penalty for being used as part of a Counter Attack. Incompatible with Unwieldy.
Big Shield X Big Shields add X AP to all of the wielder's locations, as well as the locations of allies adjacent to the wielder.
Breaching - Attempts to Deflect this weapon take a penalty equal to the weapon's Penetration*10.
Brutal - When this weapon deals Lethal Damage, it deals +2 damage.
Burning - When this weapon deals damage after soak to a target, the target must test Toughness or catch on fire.
Cleaving - Any attack that removes a limb or defeat/kills an enemy grants you an extra standard attack, made immediately; this attack can also trigger Cleaving.
Concussive - Targets who take damage from this weapon after soak must test Toughness. On a failure, they lose an unspent reaction and are knocked prone.
Cracking X Targets struck by this attack reduce AP on the struck location by X. This persists until the armour is repaired or, if the armour is natural, until they benefit from healing.
Crushing - Crushing weapons ignore all AP when making the Knockdown or Takedown attack.
Defensive - Parry tests made with this weapon take a +15 bonus.
Devouring - Once per round, if this weapon deals damage to a biological target, then you restore 1d5 lost wounds (but not Lethal Damage). Not usable by Machines.
Electric - Whenever this weapon hits a target (damage not needed), the target is marked, suffering a -10 stacking penalty to all evasion tests, and granting a +10 bonus to all attacks against it, until the start of its first turn on the next round.
Felling X This weapon treats the target's Unnatural Toughness TB as being X lower for the purposes of soaking the attack.
Flexible - Enemies cannot parry attacks made with this quality.
Guided - Attempts to dodge or jink this Weapon take a -20 penalty.
Indirect X This weapon may be fired at targets without requiring a line of sight, although you must have some idea of where the target is (last known position etc). This becomes a Full Action with a -10 penalty instead of a Half, and on a hit, your attack scatters, moving 1d5 squares in a random direction. This amount is reduced by your Ballistic Bonus. On a miss, the attack moves Xd5 squares instead.
Keen - Keen Weapons increase their damage on a hit by 1 per 3 Degrees of Success, to a maximum of MB.
Laser - This weapon automatically hits when fired on single shot (Standard or Called). Attempts to dodge it take a -20 penalty. However, if the target is in smoke or fog, then these bonuses do not apply and the attack takes a -10 penalty to hit instead.
Lash - As a Standard Attack with a -20 penalty, you can on a hit, in lieu of damage, hurl the target a number of metres equal to your SB. They take 1d10+SB damage should they hit something, and the target is knocked prone.
Natural - Natural weapons are part of an organism's body. They cannot be parried or destroyed until the body part is destroyed. When parried or parrying a Power Field, the part takes 1 damage ignoring TB/AP.
Paralytic Strike - On a hit that deals damage, the target must make a Toughness test. On a failure, the hit location is unusable until the start of your next turn. Furthermore, if the location hit is the Body or the Head, then the target is instead stunned on a failure.
Piercing - When Piercing weapons score 3 degrees of success on a hit, their Penetration value is doubled.
Point Defensive - This weapon takes a +20 bonus on Point Defense tests.
Power Field X When parrying or being parried by a weapon, roll against X; on a pass, the other weapon is destroyed. Does not destroy other Power Field weapons or Natural Weapons.
Precise - Precise Weapons add a +10 bonus to hit after an aim action.
Proven X If this weapon's damage die is lower than X, than the result defaults to X. This number may not be higher than the die's maximum result. Proven cannot force a Critical Hit.
Rapid - Burst attacks with this weapon apply the -5 penalty to hit for every 2 hits instead of every 1.
Reliable - Reliable Weapons only jam on attack rolls of 100. Reliable spray weapons never jam.
Savage - This weapon rerolls all damage die twice and takes the highest total result (not the result of each die). Overrides and invalidates Tearing.
Shield X This weapon is a shield. It adds X AP to all of the wielder's locations.
Slayer - Attacks with this quality automatically pass Critical Confirm tests.
Smoke - Creates a dense cloud of smoke in all hit spots. Lasts for 1d5 rounds.
Snapshot - This weapon may be half-aimed as a Reaction.
Subdual - Attacks by this weapon can be set to a non-lethal setting. Every time they inflict Lethal damage, they deal no damage but instead cause one level of fatigue and stun the enemy for a number of rounds equal to the amount of Lethal damage dealt.
Tearing - This weapon rerolls all damage die once and takes the highest total result (not the result of each die).
Thermic - Thermic Weapons set targets on fire automatically on dealing damage after Soak. They also gain the Breaching quality and +2 Penetration when adjacent to a burning entity or square. Thermic Weapons can be detonated after hitting but before rolling damage to add +1d10 damage to a hit's damage, negating any extra hits.
Throwing - This weapon may be thrown up to a range listed on its profile. Thrown melee weapons roll off MB, not BB.
Toxic X Biological targets who are struck by this weapon and take any damage after soak must pass a Toughness test, or suffer X levels of fatigue.
Unbreakable - This weapon is considered unbreakable by any mundane method.
Unstoppable This weapon ignores Toughness Bonus when reducing damage by soak.
Variable - Variable grenade launchers contain special technology allowing a grenade to quickly reconfigure itself seconds before launch. When firing this weapon, you decide what type of grenade will be fired before rolling to hit.
Vengeful X This weapon reduces the Critical Hit threshold by X. For example, if the weapon is a 1d10 weapon with Vengeful (-1), then the weapon crits on a roll of 9 or 10; if it's a 1d5 weapon with Vengeful (-2), then it crits on a roll of 3, 4 or 5.
Negative Qualities
Flimsy - Attacks with this weapon that roll 96-100 break the weapon. If countered by Power Field, it automatically breaks.
Inaccurate - This weapon may never benefit from the Aim action.
Longshot - This Weapon may not targets within the same zone as the weapon.
Mundane - This Weapon is automatically deflected by any AT Field with a current Deflection strength of 1% or higher.
Overheats - Whenever an attack with this weapon rolls a 91-100, it jams and also backfires, dealing a single hit to the wielder equal to its profile. This profile may be evaded as normal, but any attempt to evade also drops the weapon.
Unreliable - This weapon jams on a roll of 91-100.
Unwieldy - This weapon may not parry, and takes a -20 penalty to using or resisting Feint. Your attacks with this weapon suffer a -30 penalty to their test when you are in a grapple.

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Weapons

Weapons are necessary for Nerv's mission to defeat the Angels. As powerful as the Evas are, they are made much stronger through wielding the weapons made for them. Each weapon is an engineering marvel- an attempt to scale up basic human weaponry for an entity forty metres tall. They are the pinnacle of human weapons engineering, the culmination of millennia of progress in the art of killing, and yet even they struggle with killing an Angel. Without them, however, doing such a feat is nearly impossible.

Weapons are divided into two types: Melee Weapons (swords, axes etc), which are designed for close quarters combat, and Ballistic Weapons (guns, etc), which are designed to be used at a distance.

Melee Weapons

Melee Weapons are used to attack enemies at close range, and thus include things like swords, axes, knives, shields, so on and so forth. Unless otherwise specified, can only attack enemies adjacent to you.

The list below determines the weapon's base stats.

  • Name: the name of the template design, designating its broad role.
  • Class: the weapon's class, which for melee is 'One Handed' or 'Two Handed'. Denotes how many hands are needed to properly wield the weapon.
  • Range: The distance the weapon's attacks reach. For melee weapons it's usually 1m. If the weapon is designed to be thrown, then its range will be listed here.
  • Hits: The maximum number of hits that can be made with this weapon when used as part of a Burst attack. If it's a flat number (eg. 4) then it's that number, but if it's a modifier to a score (eg. Melee Bonus-1), then you calculate it off that; so a MB-1 weapon for someone with MB 4 means 3 hits. Minimum of 1.
  • Damage: the amount of damage dealt. All melee weapons add your SB to damage. Every weapon has a damage type (Impact, Rending, Energy and eXplosive). Damage type determines Lethal Damage effects. Two Handed Weapons add your SB twice.
  • Penetration: the amount of AP the attack ignores.
  • Qualities: the Qualities the weapon starts with, which modify how they work.
  • Tech: The Technologies required to unlock these weapons.
  • Cost: How much Surplus it costs to acquire this weapon for the Evas.

It is assumed, once a melee weapon is purchased, that Nerv has on hand two copies of each weapon per Eva. Lost copies are replaced a week after battle, but this also gives Nerv the option to replace lost weaponry mid-battle, or allow pilots to dual-wield.

Melee Weapons fall into the following categories:

  • Simple Weapons, which are very basic approaches to weaponry. Little more than scaled up versions of normal human weapons, they are at least a decent base for what is to come.
  • Progressive Weapons, which use hypersonic vibrating blades to generate immense cutting power, capable of carving into flesh. Progressive, or 'Prog' Weapons, are the highest damaging type of melee weapon.
  • Shock Weapons, which use magnetism and power cells to produce electrified laser fields around themselves, delivering deep-tissue shocks against Angels. They are utility weapons based around weakening a target rather than killing them.
  • Thermic Weapons, which generate intense heat and siphon it out of the air to produce unstable auras of heat and cold. They draw from local fires to breach AT Fields, and can be self-destructed to deal massive internal damage.
Name Class Range Hits Dam. Pen. Qualities Tech Cost Notes
Simple Melee Weapons
Eva Punch - 1m MB 1d5 I 0 Natural, Rapid - - A natural weapon available to all Evas.
Eva Kick - 1m MB-1 1d10 I 0 Natural - - A natural weapon available to all Evas.
Eva Tail - 1m MB-1 1d10 I 0 Flexible, Natural - - A natural weapon available to Evas with the Tail Quirk.
Buckler One Handed 1m MB-1 1d5 I 0 Defensive - Starting -
Heavy Shield One Handed 1m MB-2 1d5+1 I 0 Shield (1) - Starting -
Axe One Handed 1m MB-2 1d10+3 R 0 Tearing - Starting -
Flail One Handed 1m MB-3 1d10+1 I 0 Flexible; Ungainly - Starting -
Mace One Handed 1m MB-2 1d10+1 I 1 Concussive - Starting -
Spear One Handed 2m, thrown Str MB-1 1d10+1 R 0 Throwing - Starting -
Sword One Handed 1m MB-1 1d10+1 R 0 Balanced - Starting -
Greatweapon Two Handed 1m MB-4 1d10+1 I or R 0 Felling (1); Unwieldy - Starting Covers all big two-handed weapons. Decide Impact or Rending on requesting the weapon as appropriate.
ESV Shield Two Handed 1m MB-3 1d5 I 0 Big Shield (2); Ablative; Unwieldy High Concept Materials 10 -
Progressive Melee Weapons
Prog Knife Mk1 One Handed 1m MB 1d5+2 R 1 Keen, Rapid; Flimsy - Starting Knife, so fits in a wing dock
Prog Knife Mk2 One Handed 1m MB 1d5+3 R 2 Keen, Rapid Advanced Prog 2 Knife, so fits in a wing dock. Ignores first destruction
Chain Axe One Handed 1m MB-2 1d10+4 R 1 Savage Chain Weapons 2 -
Chain Sword One Handed 1m MB-1 1d10+2 R 1 Tearing Chain Weapons 2 -
Prog Axe One Handed 1m MB-2 1d10+5 R 2 Keen, Tearing; Flimsy Advanced Prog 3 -
Prog Spear One Handed 2m, thrown Str MB-1 1d10+3 R 2 Keen, Throwing; Flimsy Advanced Prog 3 -
Prog Sword One Handed 1m MB-1 1d10+3 R 2 Balanced, Keen; Flimsy Advanced Prog 3 -
Chain Greatweapon Two Handed 1m MB-4 1d10+2 R 1 Felling (2), Keen; Flimsy Advanced Prog 4 -
Sonic Guillotine Special Special - - - - Advanced Prog 4 Rules below
Shock Melee Weapons
Shock Flail One Handed 1m MB-3 1d10+1 I 1 Crushing, Flexible; Ungainly Electrolasers 2 -
Shock Mace One Handed 1m MB-2 1d10+1 I 2 Concussive, Crushing Electrolasers 2 -
Shock Greathammer Two Handed 1m MB-4 1d10+1 I 1 Cracking (2), Crushing, Felling (1); Unwieldy Electrolasers 3 -
Thermic Weapons
Thermic Knife One Handed 1m, thrown Str MB 1d5+1 E 3 Rapid, Thermic High Concept Materials 1 Unlimited reserves, and fits 3 to a dock.
Thermic Shield One Handed 1m MB-1 1d5 E 0 Defensive, Power Field (25), Shield (1) High Concept Materials 2 -
Thermic Axe One Handed 1m MB-2 1d10+3 E 3 Tearing, Thermic High Concept Materials 3 -
Thermic Mace One Handed 1m MB-2 1d10+1 E 4 Concussive, Thermic High Concept Materials 3 -
Thermic Spear One Handed 2m, thrown Str MB-1 1d10+1 E 3 Throwing, Thermic High Concept Materials 3 -
Thermic Sword One Handed 1m MB-1 1d10+1 E 3 Balanced, Thermic High Concept Materials 3 -
Thermic Greatweapon One Handed 1m MB-4 1d10+1 E 3 Felling (2), Thermic; Unwieldy High Concept Materials 4 -

Amongst melee weapons there is one that is unusual: the Sonic Guillotine. The mechanics of this weapon are described here.

The Sonic Guillotine
The Sonic Guillotine consists of two telescoping rods, each of which can fit in a wing dock. A rod can be embedded in a flat surface, or thrown up to 20dm (where it automatically embeds and reorients itself), at which point it expands into a proper rod. If both rods are placed within 10dm of each other, they activate a split-second resonating sonic field that ruptures anything between the two. All entities between the two guillotines take an immediate 1d5 Lethal Rending Damage to the body. This can be dodged and deflected, but the weapon counts as Breaching (5). Each guillotine is destroyed in the process.
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Ballistic Weapons

Ballistic Weapons are used to attack enemies from afar, and thus include things like pistols, revolvers, grenade launchers, shotguns, assault rifles, so on and so forth.

Unlike melee weapons, ballistic weapons can attack from range, but they also have limited ammunition and can only be fired so many times before needing to be reloaded.

The list below determines the weapon's base stats.

  • Name: the name of the template design, designating its broad role.
  • Class: the weapon's class, which for ranged is 'Pistol', 'Basic', 'Heavy' and 'Stationary'. Pistol weapons can be fired one-handed and in melee (although they lose the Point Blank range bonus); Basic weapons require two hands to fire or else suffer a -30 penalty to hit, whilst Heavy weapons require two hands and must be braced before firing. Stationary Weapons must be set up in a single location before battle and cannot be moved.
  • Range: The distance the weapon's attacks reach.
  • Hits: The maximum number of hits that can be made with this weapon when used as part of a Burst attack.
  • Ammo: The number of shots each weapon has before it has to be reloaded.
  • Reload: How many actions must be spent to load a new magazine into the weapon.
  • Damage: the amount of damage dealt. Unlike melee weapons, ranged weapons do not add an Ability Bonus to damage, but tend to have higher innate damate. Every weapon has a damage type (Impact, Rending, Energy and eXplosive). Damage type determines Lethal Damage effects.
  • Penetration: the amount of AP the attack ignores.
  • Qualities: the Qualities the weapon starts with, which modify how they work.
  • Tech: The Technologies required to unlock these weapons.
  • Cost: How much Surplus it costs to acquire this weapon for the Evas.

It is assumed, once a ballistic weapon is purchased, that Nerv has on hand two copies of each weapon per Eva and unlimited ammo. Lost copies are replaced a week after battle, but this also gives Nerv the option to replace lost weaponry mid-battle, or allow pilots to dual-wield. The only exception is with Stationary Weapons, which are so large and costly that Nerv only ever has one of each at any given time (so you can deploy a Positron Great Cannon or a Mass Driver but not two Mass Drivers).

Ballistic Weapons fall into the following categories:

  • Kinetic Weapons draw upon the perfected human art of hitting things with heavy or explosive shells. By far the most tested weapons, Kinetic Weapons are reliable and have the highest damage output of any weapon, but unfortunately possess the Mundane Quality, making them useless against AT Fields; only extensive tech research can fix this.
    • Kinetic Weapons are upgraded with Practical Railgun tech, which produces versions of the base weapons that typically have +1 penetration, +50% range and the Assault Quality; and with Mini-Antimatter tech, which produces versions of the weapons that typically have +1 damage, +1 penetration, the Tearing Quality and removes Mundane.
  • Laser Weapons are extremely accurate and hard to avoid. They are, however, of average damage and deal poorly in bad weather. As technology improves, Laser Weapons start to excel at utility.
    • Laser Weapons are upgraded with Electrolaser tech, which typically adds +1 damage, +50% range and the Electric Quality; and with Superior Accelerators, which adds +1 damage and the Burning Quality.
  • Positron Weapons are directed particle antimatter weapons that use their high energy output to punch holes through AT Fields. This ability to punch through Fields and their solid damage output is the main reason why they are desirable, despite being by and large unreliable, inflexible and prone to overheating.
Name Class Range Hits Ammo Reload Damage Penetration Qualities Tech Cost Notes
Kinetic Weapons
Eva Handgun Pistol 30dm 3 6 1 Half 1d10+3 I 0 Reliable; Mundane - Starting -
Pallet Rifle Basic 60dm 4 12 1 Full 1d10+4 I 0 Reliable; Mundane - Starting -
Gatling Gun Heavy 50dm 8 40 2 Full 1d10+4 I 0 Rapid; Mundane - Starting -
Variable Launcher Heavy 40dm 1 6 2 Full Special Special Indirect (1), Variable - Starting Loads 'Grenades', seen below
Grenades
Anti-Eva Grenade Grenade - - - - 2d10 X 2 Blast (1), Cracking (Pen), Piercing - Starting -
Frag Grenade Grenade - - - - 1d10+4 X 1 Blast (5), Tearing; Mundane - Starting -
Smoke Grenade Grenade - - - - - - Blast (4), Smoke (5) - Starting -
Kinetic Weapons (Railgun)
Eva Handgun (R-Type) Pistol 45dm 3 6 1 Half 1d10+3 I 1 Assault, Reliable; Mundane Practical Railguns 1 -
Pallet Rifle (R-Type) Basic 90dm 4 12 1 Full 1d10+4 I 1 Assault, Reliable; Mundane Practical Railguns 2 -
Mag Battle Rifle Basic 150dm 1 8 1 Full 1d10+4 I 1 Accurate, Reliable; Mundane Practical Railguns 2 -
Gatling Gun (R-Type) Heavy 75dm 7 40 2 Full 1d10+4 I 1 Assault, Rapid; Mundane Practical Railguns 3 -
Mass Driver Stationary Orbital 1 1 2 Full 7d5 I 10 Line; Precise; Longshot, Unreliable Practical Railguns, Superheavy Ordinance 4 -
Kinetic Weapons (Mini-Antimatter)
Eva Handgun (M-Type) Pistol 30dm 3 6 1 Half 1d10+4 I 1 Reliable, Tearing Mini-Antimatter 1 -
Pallet Rifle (M-Type) Basic 60dm 4 12 1 Full 1d10+5 I 1 Reliable, Tearing Mini-Antimatter 2 -
Bolt Shotgun Basic 30dm 1 6 1 Full 1d10+5 X 1 Scatter; Slayer Mini-Antimatter 2 -
Gatling Gun (M-Type) Heavy 50dm 7 40 2 Full 1d10+5 I 1 Rapid, Tearing Mini-Antimatter 3 -
Supershell Launcher Stationary 600dm 1 1 2 Full 4d10 X 10 Blast (10), Savage, Vengeful (-1); Unreliable Mini-Antimatter, Superheavy Ordinance 4 -
Kinetic Weapons (Railgun+Mini Antimatter)
Eva Handgun (RM-Type) Pistol 45dm 3 6 1 Half 1d10+4 I 2 Reliable, Snapshot, Tearing Practical Railguns, Mini-Antimatter 2 -
Pallet Rifle (RM-Type) Basic 90dm 4 12 1 Full 1d10+5 I 2 Assault, Reliable, Tearing Practical Railguns, Mini-Antimatter 3 -
Mag Battle Rifle (RM-Type) Basic 150dm 1 8 1 Full 1d10+5 I 2 Accurate, Reliable, Tearing Practical Railguns, Mini-Antimatter 3 -
Gatling Gun (RM-Type) Heavy 75dm 7 40 2 Full 1d10+5 I 2 Assault, Rapid, Tearing Practical Railguns, Mini-Antimatter 4 -
Laser Weapons
Laser Pistol Pistol 40dm 4 8 1 Half 1d10+1 E 2 Laser Practical Lasers 1 -
Snap Shield Laser Pistol 50dm 1 5 1 Half 1d10 E 0 Laser, Point Defensive Practical Lasers 1 -
Laser Rifle Basic 80dm 5 15 1 Full 1d10+1 E 3 Accurate, Laser Practical Lasers 2 -
Array Gun Heavy 100dm 10 50 2 Full 1d10+1 E 3 Laser, Rapid Practical Lasers 2 -
Laser Weapons (Electrolaser)
EX-Laser Pistol Pistol 60dm 4 8 1 Half 1d10+2 E 2 Electric, Laser Electrolasers 2 -
EX-Laser Rifle Basic 120dm 5 15 1 Full 1d10+2 E 3 Accurate, Electric, Laser Electrolasers 3 -
Electrolaser Cannon Heavy 150dm 1 - - 3d10+1 E 4 Electric, Laser; Overheats Electrolasers 4 Plugs into Eva, uses 1 battery charge per shot
Storm Arbalest Stationary 300dm 1 2 2 Full - - - Electrolasers 5 Rules below
Laser Weapons (Plasma)
Plasma Pistol Pistol 60dm 4 8 1 Half 1d10+3 E 2 Burning, Electric, Laser Electrolasers, Superior Accelerators 2 -
Plasma Rifle Basic 120dm 5 15 1 Full 1d10+3 E 3 Accurate, Burning, Electric, Laser Electrolasers, Superior Accelerators 3 -
Plasma Cannon Heavy 150dm 1 - - 3d10+2 E 4 Burning, Electric, Laser; Overheats Electrolasers, Superior Accelerators 5 Plugs into Eva, uses 1 battery charge per shot
Positron Weapons
Breath Weapon Pistol 5dm 1 - - 1d10+4 E 2 Spray; Breaching, Burning - - A natural weapon available to Evas with the Breath Weapon upgrade.
Positron Pistol Pistol 20dm 1 4 1 Full 1d10+4 E 3 Breaching; Overheats Positron Tech, Superior Accelerators 3 -
Positron Rifle Mk1 Basic 50dm 1 6 2 Full 1d10+5 E 4 Breaching; Overheats Positron Tech 4 -
Positron Rifle Mk2 Basic 50dm 2 8 2 Full 1d10+6 E 5 Breaching; Overheats Positron Tech, Superior Accelerators 5 -
Positron Carronade Heavy 100dm 1 4 3 Full 2d10+4 E 6 Blast (2); Breaching; Overheats Positron Tech, Superior Accelerators 6 -
Positron Greatcannon Stationary 150dm 1 1 2 Full 2d10 E 6 Line; Breaching; Longshot, Overheats Positron Tech, Superheavy Ordinance 7 Special rules below

Amongst ranged weapons, there are two that are unusual: the Storm Arbalest and the Positron Great Cannon.

The Storm Arbalest
The Storm Arbalest is a giant, stationary crossbow that launches a huge spike riddled with supercharged magnetism and electrolasers. When fired into a zone, it creates a massive electrical storm localised in that zone only. This storm acts exactly like a 'Storm' weather effect and lasts for the rest of the battle.

However, when fired into a zone containing a storm (natural or artificial), the spike acts as a massive lightning rod. This disperses the storm in that zone, but it also funnels the full rage of the storm into anything it hits. On striking a target within a storm, the target instantly takes a 2d10 Energy damage attack with the Armour Killer and Electric Qualities. Roll a 1d5; for a number of rounds equal to the result, the target is struck again by a 1d10 Energy damage attack with the Armour Killer and Electric Qualities.

The Positron Greatcannon
The Positron Greatcannon is Nerv's premiere anti-Angel artillery weapon. However, it is an unreliable and extremely energy-hungry weapon. The Greatcannon can only be fired if an umbilical cable is plugged into it- the 'ammo' is simply the fuses required to fire the weapon, which are fried after a single shot. Even then, the Greatcannon is nowhere near its full potential until three or more umbilical cables are plugged into it. In this case, the weapon becomes Orbital Range, gains +3d10 damage (for a total of 5d10) and +6 Pen (for a total of 12). It also gains the Proven Quality with a value equal to the number of Umbilicals plugged into it, to a max of 5.
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Weapon Upgrades

This section details various upgrades that can be applied to Evangelion weapons. On purchasing an upgrade, they apply to all appropriate weapons automatically.

Like other purchases, each Upgrade has a Surplus cost and a Tech prerequisite.

Name Effect Tech Cost
Bayonet This upgrade modifies all Eva Basic Weapons to carry a bayonet. This bayonet is a Mk1 Prog Knife, becoming a Mk2 Prog Knife when they are purchased. Starting 2
Dual Ammo Clip This upgrade modifies all Pistol and Basic Weapons to have a reversed dual ammo clip. The first reload for these weapons per battle is a Free Action. Starting 3
Grip Retainer Attempts to disarm melee and pistol weapons take a -20 penalty, and you do not dropthese weapons due to Lethal Damage results, unless the damage destroys or disables an arm. Starting 3
Lubricated Mechanisms When ranged weapons jam, unblocking the jam is a free action, and the test to do so gains a +30 bonus. Starting 4
Gunshield This outfits Heavy and Stationary Weapons with large gun shields. When braced, these weapons provide the user with a 2 AP Cover Bonus. Starting 5
Dispoable Heat Sink This upgrade outfits weapons prone to overheating with a one-use heat sink, negating the first instance of overheating per battle. High Concept Materials 2
Underslung Launcher Basic Weapons are outfitted with an underslung grenade launcher, allowing it to act, once per battle, as a Variable Launcher. High Concept Materials 6
Recessive Stock This upgrade modifies all Eva One Handed Melee Weapons and Basic Weapons into having a folding, collapsible stock, allowing them to be stored in Wing Docks. Nanomachines 5
Tripod This outfits Basic and Heavy weapons with a sturdy tripod. When Braced, these weapons double their range. Superheavy Ordinance 5

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Evangelion Upgrades

This section deals with the myriad upgrades and support equipment prepared for the Evangelions. A great deal of the Eva's potential lies not just in its raw power but how malleable and robust its design has proven to be. An Eva is receptive to extreme genetic manipulation and cybernetic surgical procedures. Through these upgrades, an Eva can be specced out for a specific purpose, allowing Nerv to react to threats much more ably.

All Evangelions can be upgraded with upgrades bought with surplus. These upgrades fall into two categories:

  • The Essential Upgrades, which are upgrades that improve an Eva's Ability Scores or other quality of life things. They are one-time purchases that once taken, always apply permanently.
  • The Special Upgrades, which provide an Eva with special benefits allowing an Eva to be outfitted for various objectives. Special Upgrades are divided into two types: Biological Upgrades and Mechanical Upgrades. Unlike Essentials, an Eva can only equip so many Special Upgrades of each type at once. An Eva has 3 slots for Biological Upgrades and 3 for Mechanical Upgrades, and these can be swapped out between battle.

Upgrades are purchased once, and then are made available to all Evangelions. However, like everything involving the Evangelions, the cost is predictably high: each upgrade has a cost, which is multiplied by the number of Evangelions you possess.

Like weapons, Upgrades have to be unlocked through research.

Essential Upgrades

Essential Upgrades are basic upgrades to the Eva's intrinsic functioning. Once purchased, they always apply.

Name Effect Technology Cost
Improved Plug This improves the Entry Plug's safety features, applying a +20 to Ejection rolls and reduces Plug Breach Damage by 4. Practical Railguns 1 per Eva
Armour Boost This Upgrade permanently improves all Evas' Armour Points on all areas by 1. This upgrade may be taken three times. One level of this upgrade is available at start. Each of the following technologies unlocks one level of Armour Boost: Applied Metabiology, High Concept Materials. 2 per Eva
Battle Computer This adds a +10 bonus to the pilot's attack tests within the Eva. Nanomachines 2 per Eva
Eva Vulcans This adds a +1 Degree of Success to attack tests done by Forces in the Eva's Zone. If the Zone has no forces, then it counts as having a Static Force level of 1 until the Eva leaves or is destroyed. This level cannot be used to activate Operations with a unit cost. Starting 2 per Eva
Strength Boost This Upgrade permanently improves all Evas' Strength by 10. This upgrade may be taken three times. This upgrade is not available at start. Instead, each of the following technologies unlocks one level of Strength Boost: Bio/Wave Shaping, Forced Evolution, Nanomachines. 2 Per Eva
Superior Battery This improves the Eva's battery capacity by +2 rounds. Electrolasers 2 per Eva
Toughness Boost This Upgrade permanently improves all Evas' Toughness by 10. This upgrade may be taken three times. This upgrade is not available at start. Instead, each of the following technologies unlocks one level of Toughness Boost: Bio/Wave Shaping, Forced Evolution, Nanomachines. 2 Per Eva
Wound Boost This Upgrade permanently improves all Evas' Wounds on all areas by 1. This upgrade may be taken three times. One level of this upgrade is available at start. Each of the following technologies unlocks one level of Wound Boost: Applied Metabiology, Forced Evolution. 2 per Eva
S2 Organ This powerful organ negates the need for a battery. When the Eva berserks, it gains Unnatural Strength, Agility, Toughness and AT Field (4). This upgrade cannot be bought. It is here merely to mark what happens if an Eva eats an S2 Organ whilst berserk. -

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Special Biological Upgrades

Special Biological Upgrades improve an Eva using biology and genetic technology. Evas start with three slots with which to equip any purchased Biological Upgrade.

Name Effect Technology Cost
Blood Mist Whenever the Eva takes Lethal Damage, its blood turns to rapidly expanding gas on contact with the air producing a bloody cloud, counting as Aura (1). The Eva and its allies can see through the cloud fine, but others treat it as a normal smoke cloud. Starting 2 per Eva
Hyper Mitosis The Evangelion gains the Regeneration (2) trait. If the Eva has an S2 Organ, this becomes Regeneration (4). Starting 2 per Eva
Natural Weapon Augments On equipping this Upgrade, select one of the following Qualities or bonuses to apply to all Natural Weapons: Breaching, Brutal, Proven (+4), Slayer, Tearing, Toxic, +2 to damage and penetration. If the Eva has an S2 Organ, apply two effects instead. Starting 2 per Eva
Scaly Skin The Eva always applies a minimum of 2 AP against all attacks, ignoring penetration that would reduce it below 2. Doesn't affect attacks that outright ignore armour, or if the Eva has no AP on that location. Starting 2 per Eva
Twitch Grafts The Evangelion gains a +3 to Initiative tests. Starting 2 per Eva
Contrainterial Lobe Whenever the Eva is stunned, it reduces stun's duration by 2 rounds to a minimum of 1. Bio/Wave Shaping 1 per Eva
Dermal Armour The Eva reduces all Lethal Damage it takes by 1, to a minimum of 1. Bio/Wave Shaping 1 per Eva
Reinforced Muscles The Eva gains the Sturdy trait. Bio/Wave Shaping 1 per Eva
Optic Nerve Reflex Amps You gain the Snapshot Quality on all weapons, including melee weapons, but take a -10 penalty to hit any target past Short Range. Redesigned Senses 1 per Eva
Superior Eyes You reduce by 15 the penalty to attacks due to fog, darkness, weather or smoke. Redesigned Senses 1 per Eva
Wolfpack Pheromones Whenever you inflict Lethal Damage on a target, all allies within the Zone may reroll either their next attack test or next damage roll against the same target. Redesigned Senses 2 per Eva
Ambient Amplifier You increase your effective ATB for Surge Powers by 1 per ally with an AT Field within 5dm. Applied Metabiology 1 per Eva
Core Array You can spend Fate when using a Power at Surge Strength to ignore the Surge Strength penalties. Applied Metabiology 1 per Eva
Core Field Shielding You gain a +20 bonus to resist Mental attacks. Applied Metabiology 2 per Eva
Biofurnace On activating an AT Field Power, you can choose to improve your ATB by 1 by sacrificing 4 wounds on the body if Base, or 2 wounds on the body if Surge. Applied Metabiology 2 per Eva
Adrenal Implants The first time your Eva suffers Lethal Damage, it gains Unnatural Strength and Toughness (2) for the rest of the battle. Forced Evolution 2 per Eva
Advanced Camo Ranged attacks against you whilst you are in cover, difficult terrain, water, or smoke/fog take an extra -15 penalty. Forced Evolution 2 per Eva
Aquatic Mods Your Eva gains the Amphibious trait. Forced Evolution 2 per Eva
Breath Weapon Your Eva gains a Breath Weapon, which has qualities and stats as per the entry in the Ranged Weapons list. Forced Evolution 2 per Eva
Musk of Alarm Whenever your Eva suffers Lethal Damage, you and all allies in the same zone take a +20 non-stacking bonus to Evasion Tests until the end of your next turn. Forced Evolution 2 per Eva

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Special Mechanical Upgrades

Special Mechanical Upgrades improve an Eva using cybernetics and hardware. Evas start with three slots with which to equip any purchased Mechanical Upgrade.

Name Effect Technology Cost
Ammo Backpack At the start of the battle, select one weapon that uses ammo. It connects to a large backpack you carry, tripling the size of its starting clip. Starting Starting
Battle Harness You gain two extra wing docks, located on the torso. Starting Starting
Magma Diver This equips the Evangelion with an extreme heat resistant suit capable of entering magma or lava. It gains +1 AP, the Specced (Energy, 2) Quality and is immune to fire and magma damage, but suffers a -30 penalty to Agility. Starting Starting
Reactive Charges Once per battle, on taking damage, you can activate this Upgrade to halve the damage taken and change its type to Explosive. Starting Starting
Reinforced Plug You reduce damage from Plug breaches by 8. Starting Starting
Smoke Launcher This upgrade can be used twice to fire a Smoke Grenade at any square within 20dm. Starting Starting
Undersea Armour This equips the Evangelion with deep sea water traversal equipment. It gains the Amphibious trait and is immune to water pressure damage, but suffers a -20 penalty to Agility. Starting Starting
Flight Armour This rigs the Evangelion with a flight armour harness that provides -2 AP, but equips the Eva with 5 units of fuel to expend on either making Boosted Jumps, or gain Flight (AB). Starting 2 per Eva
Orbital Suit This outfit prepares the Evangelion for space flight, shielding it from space's negative effects and +1 AP on all areas, but a -20 penalty to Agility when not in space. Practical Lasers 1 per Eva
Sensor Array This provides a +20 bonus to Perception and Point Defense tests to the pilot whilst in the Eva. Practical Lasers 1 per Eva
Magi Relay This upgrade provides a +10 bonus to the Captain's Intelligence tests targeted at entities within the Zone, and Captain Actions on the Eva itself are only Half Actions. Electrolasers 2 per Eva
Electrified Armour The Eva takes a +10 bonus to Grapple tests, both the test to start one and Strength tests to act or stop others from acting in a grapple. Electrolasers 2 per Eva
Subversion Charges When hit with a Mental attack or a subversion attack (such as trying to corrupt an Eva), you can choose to instantly take 1d5 Lethal Explosive Damage to the affected location (or the body if not specified) to negate its effects. Applied Metabiology 1 per Eva
Disposable Launcher This upgrade takes up a wing dock. Once per battle, it can be used as a Free Action during your turn to make an attack as though you were firing an Anti-Eva Grenade out of a Launcher at a target. This does not count towards your attack action limit. Superheavy Ordinance 2 per Eva
Ablative Plate You may use this upgrade once per battle to negate all Lethal Damage incurred by an attack. High Concept Materials 2 per Eva
Stealth Suit This upgrade negates any penalties to stealth you take due to heavy armour. Nanomachines 1 per Eva
Nimbus Actuator You may use this upgrade once per battle to immediately take an extra Reaction with a +10 bonus. Nanomachines 2 per Eva
Entrenchers This upgrade can be activated (or deactivated) as a half action, and roots you to the ground. You may not move, but gain the Auto-Stabilised trait and +2 Degrees of Success with all Ranged Attacks. Nanomachines 2 per Eva
Mechadendrites A harness of spider-like mechanical arms is attached to your back. These allow you to wield basic weapons with one hand, reduce reload times by 1 half and, if you are in Cover, you count Cover's AP bonus as +2. Nanomachines 2 per Eva
F-Type Armour This massive suit of armour adds +3 AP, increases your Size by 1, your battery limit by 5 and provides Unnatural Strength (1). However, it also penalises your Agility by -20. Nanomachines 3 per Eva

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P-Scale Equipment

This section deals with personal equipment- personal firearms, armour, gadgets, clothes and other minutia.

P-Scale equipment works on a different scale to E-Scale equipment, as one might expect. Generally P-Scale Equipment is used for investigations or, if needed, to keep yourself safe.

Whereas Eva equipment is purchased using the resources of Nerv, acquiring P-Scale Equipment is done differently, and done on an individual basis. A character can attempt to acquire equipment by using the 'acquire equipment' action in personal time. Instead of tracking money or some other resource, every item in this section has an 'Availability' rating, which is reflected as a test bonus or penalty. When a character wishes to acquire an item, they have to select a skill, and then test it, applying the Availability rating as a modifier. If they pass, they acquire one copy of the item. The skill chosen has to make sense and be justified to the GM: for example, the Commerce skill might be used to explain the character finding the best prices and rustling up the money somehow to buy it; the Stealth skill might be used to explain how the character steals the item; the Charm skill might be the character persuading someone else to buy it for them or somehow convincing someone to give it to them for free, or so on. Ammo does not need to be acquired, with the exception of grenades.

You can also make your own equipment, using a crafting skill such as Armourer or Tech Use. When doing this, you can either increase the quality of the item to Best, or put on a +20 bonus onto the crafting test. The tradeoff is that crafting takes longer than acquiring it.

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P-Scale Melee Weapons

This section covers P-Scale Melee Weapons. It doesn’t have the Tech or Cost fields, but otherwise reads identically to its E-Scale cousin.

Name Class Range Hits Dam. Pen. Qualities Availability Notes
Unarmed Attack - 1m MB 1d5 I 0 Natural - Natural human attack.
Knife One Handed 1m MB 1d5+1 R 0 Rapid +10 -
Sword Bayonet One Handed 1m MB-1 1d10+1 R 0 Balanced -10 Attachable to a Basic Weapon as a full action
Ballistic Shield One Handed 1m MB-2 1d5 I 0 Shield (1) -10 -
Baton One Handed 1m MB-2 1d10+1 I 1 Concussive, Subdual -10 -
Riot Shield Two Handed 1m MB-1 1d5 I 0 Defensive -10 -
Greatweapon Two Handed 1m MB-4 1d10+I or R 0 Unwieldy -20 -

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P-Scale Ranged Weapons

This section covers E-Scale Ranged Weapons. It doesn’t have the Tech or Cost fields, but otherwise reads identically to its E-Scale cousin.

Name Class Range Hits Ammo Reload Damage Penetration Qualities Availability Notes
Standard Weapons
Handgun Pistol 30m 3 12 1 Half 1d10+3 I 0 Reliable -20 -
Bow Basic 50m 1 1 1 Half 1d10+1 R 0 Reliable +10 -
Shotgun Basic 30m 2 8 1 Full 1d10+4 I 0 Scatter -30 -
Assault Rifle Basic 60m 6 18 1 Full 1d10+4 I 0 Assault -40 -
Grenade Launcher Basic 40m 1 6 1 Full As Grenade As Grenade Indirect (2) -60 Loads Grenades
Sniper Rifle Basic 300m 1 6 1 Full 1d10+4 I 0 Accurate -60 -
Machine Gun Heavy 50m 10 80 2 Full 1d10+4 I 0 Rapid -60 -
Rocket Launcher Heavy 300m 1 1 1 Full 2d10+4 X 6 Blast (4) -80 -
Grenades
Anti-Tank Grenade Grenade SB*5 thrown 1 - - 2d10 X 2 Blast (1), Cracking (Pen), Piercing -20 1 Acquisition = 3 Grenades
Flashbang Grenade SB*5 thrown 1 - - - - Blast (4), Flashbang -20 1 Acquisition = 3 Grenades
Frag Grenade Grenade SB*5 thrown 1 - - 1d10+4 X 1 Blast (5), Tearing -20 1 Acquisition = 9 Grenades
Smoke Grenade Grenade SB*5 thrown 1 - - - - Blast (5), Smoke -20 1 Acquisition = 3 Grenades

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P-Scale Armour

This section details armour. Armour is worn on the body; multiple suits of armour may be worn, but only the highest individual AP value is used for each. Armour provides AP values for each body location.

Name Body AP Legs AP Arms AP Head AP Availability Notes
Agent Suit 2 2 2 0 -10 -
Battle Armour 4 4 4 3 -30 -
Commando Armour 5 5 5 4 -60 Comes with a free Tactical Headset

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P-Scale Gear

This section details various gear and equipment that follows its own various rules. Gear is loosely grouped into the following:

  • Clothing. Clothing is worn and provides bonuses around resisting the weather or social benefits.
  • Headsets. Headsets are worn on the head and provide benefits around perception.
  • Consumables. Consumables are eaten, injected, etc. and provide an instant benefit.
  • Tools. Tools are various items that often open up options or boost skill tests.
Name Effect Availability
Clothing
Plugsuit Plugsuits are worn by Evangelion pilots in the Plug and are assumed to always be worn. If the pilot is not wearing one, then they reduce their AT Field score by -5 and the Captain cannot use Remote Care on them. Nerv Only
Foul Weather Gear These clothes help with intense cold, wind, rain etc, and provide a +20 bonus to endurance tests against such things. +10
Fashionable Wear These clothes are fashionable and elegant, and are suitable for formal occasions, where they help the wearer inviegle themselves. They provide a +10 bonus to Fellowship tests in most situations at the GM's discretion. -10
Headsets
Tactical Headset These headsets are worn by commandos and soldiers, and reduce the penalty from smoke and fog by 10. They also provide a +20 bonus to Flashbang. -30
Consumables
Alcohol Comes in many varieties but they're all intoxicative. Drinking one unit of alcohol (several beers, a wine etc) forces the drinker to take a Toughness test or taking a level of fatigue. +20
Morphine A potent painkiller that allows an imbiber to ignore all fatigue and lethal damage effects, bar lethal ones, for 1d5 rounds. At the end of it, it inflicts Stun on the user. Addictive. -10
Tools
Medkit Comes with 6 shots of Morphine, bandages and other tools, the Medkit adds a +20 bonus to First Aid Medical tests. -20
Toolkit Contains a selection of useful tools for general handiwork, providing a +20 to Tech Use and some crafting tests. -20
Lockpicking Kit Contains tools used to crack open locks. Best Quality kits also have tools used for cracking electronic locks. +20 bonus to lockpicking tests on analogue locks (unless Best). -20
Computer Allows access to the internet and storage space for files. Also presumably plays games. When used, is a +20 bonus to Lore and Logic tests. -20, -30 for laptop
Demolitions Kit Can be used to set up bombs with a Demolition skill test. Has enough for 6kg of explosives, where each kg deals 3d10X damage Proven (4), being Proven (8) against stationary targets such as walls. +10 to Demolitions tests. -30

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