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. Purchasing a weapon or upgrade makes it available for all Evangelions.

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Equipment Quality

Not all equipment is created equal. Some equipment is built to an exacting standard and thus performs at a superior level, whilst some equipment is hastily thrown together or riddled with flaws or age. This is known as 'Equipment Quality', and comes in three levels:

  • Normal. The normal quality, with no modifications. Most equipment in Conspiracy will be at the Normal Quality.
  • Superior. Improved, often both in look and function, Superior models of equipment lacks flaws or has other improvements over the base model.
  • Poor. These items are notably worse in quality than is normal for their model, and is more prone to failure.

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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 Ranged Weapons (guns, etc), which are designed to be used at a distance.

Selecting Weapons to bring to Battle
When you purchase a weapon with surplus, you're creating a supply chain for the Evangelion, but that doesn't necessarily mean the weapons will always be ready for combat. Most weapons are dismantled and stored when not in use, and when an Eva sortie is called, Nerv only has room to ready a few weapons for each Evangelion.

At the start of a Crisis, each Evangelion pilot submits their requested weapons. They can each request, from lightest to heaviest:

  • One Upgrade, applied to any one requested weapon
  • Two of the following: Pistols, Small melee weapons, Grenade sets, Missiles
  • One Basic or One Handed melee weapon
  • One Heavy, Stationary or Two Handed melee weapon

They can sacrifice a heavier slot to copy a lighter slot, so you can sacrifice your One Heavy etc slot to get an extra Basic, but not vice versa.

These requested weapons are not available in unlimited amounts; if a copy of a weapon is destroyed, it remains unavailable until the end of the next Downtime.

When deployed, Evangelions can only carry what they have room for: two hands and two wing docks built into the shoulders.

  • Each wing dock can carry one of the following: an ammo clip; a small melee weapon; a pistol; a set of grenades; 1 missile.
  • Each hand can carry any of the above, as well as a single one-handed melee weapon or basic weapon each. Handworn weapons don't take up hand slots. Or, you can spend both hands to carry a Heavy weapon.

Stationary weapons are too large to carry, and have to be set up on the battle in a fixed location. Because of this, they can't be requested for battles where Nerv's Interception resulted in an Off-Guard or Scramble. The pilot may choose where the weapon is deployed.

Weapons that the Eva does not carry can be requested from any supply cache or launch port. If the battle is taking place outside of the Nerv Base, then the Director must summon those items with Support Forces.

However, every Evangelion pilot has a 'Kit': a set of weapons they are assumed to have essentially unlimited access to. Kits are determined by their current Role, but every Eva counts the Pallet Rifle and Mk1 Progressive Knife as being part of their Kit.
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Melee Weapons

Melee Weapons are used to attack enemies at close range, and thus include things like swords, axes, knives, shields, folding chairs, bats, hammers, staves, knuckledusters, so on and so forth.

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 'Natural', '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 1em. If a weapon is made to be thrown, it'll have two ranges, with the second range divided by a slash; this second range is the thrown range (eg: 1em/20em means 1em when wielded normally but 20em when thrown).
  • Combo: How many DoS you need to Combo with this weapon.
  • Damage: the amount of damage dealt and the type. All melee weapons add your MB to damage. All weapons have an element type, listed after their damage with a letter: I for Impact, R for Rending, E for Energy and V for Voltaic.
  • Features: the Features the weapon starts with, which modify how they work. Consult the Feature List at the end of this section to see the effects.
  • Technology: Which technology you must research to make this weapon buyable.
  • Cost: how much Surplus you need to pay to purchase this weapon for the Evangelions.
  • Notes: Any special notes to make about the weapon

Superior Melee Weapons reduce their Combo value by 1 and add +1 damage.
Poor Melee Weapons gain the 'Brittle' quality; if they already have it, then they are destroyed whenever their wielder outright fails a test with the weapon.

Melee Weapons can be divided 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, excel at damage.
  • Voltaic 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 Combo Damage Features Technology Cost Notes
Punch/Kick Natural 1em 1 DoS +0 I Unarmed, Small N/A N/A A natural weapon available to all Evas
Tail Natural 2em 2 DoS +1 I Flexible, Unarmed N/A N/A A natural weapon available to Evas with the Tail quirk
Armoured Knuckles Natural 1em 1 DoS +1 I Handworn, Small N/A Starting
Improvised (1H) One Handed 1em 4 DoS +1 I or R Brittle N/A N/A Generic profile for improvised weapons (eg. Cinder blocks)
Axe One Handed 1em 5 DoS +3 R Cruel N/A Starting
Hammer One Handed 1em 4 DoS +1 I Exposing N/A Starting
Shield One Handed 1em 4 DoS +0 I Defensive N/A Starting
Spear One Handed 2em/MB*5em 4 DoS +1 R Lance N/A Starting
Sword One Handed 1em 3 DoS +1 R Balanced N/A Starting
Greatweapon Two Handed 1em 6 DoS +4 R Unwieldy N/A Starting
Great Hammer Two Handed 1em 6 DoS +2 I Armour Breaker N/A Starting
Improvised (2H) Two Handed 1em 6 DoS +2 I Brittle, Unwieldy N/A N/A Generic profile for improvised weapons (eg. Concrete pillars)
ESV Shield Two Handed 1em 6 DoS +0 I Defensive; Cumbersome (2) High-Temp Superconductivity 2 per Eva Rules below
Progressive Weaponry
Bladed Knuckles Natural 1em 1 DoS +1 R Handworn, Progressive; Small Adv. Prog Weapons 1 per Eva
Mk1 Progressive Knife One Handed 1em 2 DoS +2 R Progressive, Small; Brittle N/A Starting
Mk2 Progressive Knife One Handed 1em 2 DoS +2 R Progressive; Small Progressive Weapons 1 Per Eva
Chain Axe One Handed 1em 5 DoS +4 R Cruel, Tearing, Unwieldy Progressive Weapons 2 Per Eva
Progressive Sword One Handed 1em 3 DoS +3 R Balanced, Progressive; Brittle Adv. Prog Weapons 3 per Eva
Burrow Javelin One Handed 2em/MB*5em 4 DoS +3 R Lance, Progressive; Brittle Adv. Prog Weapons 3 per Eva
Chain Greataxe Two Handed 1em 7 DoS +5 R Brutal, Cruel, Tearing; Cumbersome (1), Unwieldy Progressive Weapons 3 per Eva
Sonic Guillotine Special - - - - Adv. Prog Weapons 4 per Eva Rules below
Voltaic Weaponry
Stun Gauntlet Natural 1em 2 DoS +1 V Handworn, Concussive, Grasping, Small Voltaic Technology 2 per Eva
Voltaic Rod One Handed 1em 4 DoS +2 V Exposing, Concussive, Subdual Voltaic Technology 2 per Eva
Voltaic Flail One Handed 1em 5 DoS +2 V Flexible, Subdual Voltaic Technology 2 per Eva
Storm Shield One Handed 1em 3 DoS +0 V Defensive, Concussive, Subdual Voltaic Technology 3 per Eva
Thunder Hammer Two Handed 1em 6 DoS +3 V Armour Breaker, Concussive, High Crit (10), Subdual Voltaic Technology 3 per Eva
Thermic Weaponry
Ignition Gloves Natural 1em 2 DoS +1 E Handworn, Breaching (2), Thermic High Temp Superconductivity 2 per Eva
Blazing Hammer One Handed 1em 3 DoS +2 E Exposing, Breaching (2), Thermic High Temp Superconductivity 3 per Eva On dealing a wound, can be destroyed to make it a Savage Attack
Eva Flamberge One Handed 1em 3 DoS +2 E Balanced, Breaching (2), Thermic High Temp Superconductivity 3 per Eva On dealing a wound, can be destroyed to make it a Savage Attack
Fire Lance One Handed 2em/MB*5em 4 DoS +2 E Lance, Breaching (2), Thermic High Temp Superconductivity 3 per Eva On dealing a wound, can be destroyed to make it a Savage Attack
Heat Hawk One Handed 1em 5 DoS +3 E Cruel, Breaching (3), Thermic; Overheats High Temp Superconductivity 4 per Eva On dealing a wound, can be destroyed to make it a Savage Attack
Torch Gauche One Handed 1em 4 DoS +1 E Defensive, Opportunist (2), Breaching (1), Thermic High Temp Superconductivity 3 per Eva
Burning Twohander Two Handed 1em 6 DoS +4 E Burning, Breaching (3), Thermic; Unwieldy High Temp Superconductivity 4 per Eva On dealing a wound, can be destroyed to make it a Savage Attack

Rules for special melee weapons are below.

The ESV Shield
The ESV Shield ('Enchanted Shield of Virtue', Nerv is weird) consists of a massive shield, modelled off the heat shields used by space shuttles, reinforced with state-of-the-art thermal dispersion and ablative coatings. Wielding this shield takes two hands, but is large enough to let you parry ranged attacks and adds +1 AP to all of your areas (and does not change resistances). You can expend an action to 'set' the shield, giving you and any adjacent allies Full Cover until you move. Finally, the shield has a single ablative coating, which can be expended to negate all damage from a single attack.

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 20em (where it automatically embeds and reorients itself), at which point it expands into a proper rod. If both rods are placed within 10em of each other, they activate a split-second resonating sonic field that ruptures anything between the two. The throwers then make a Group test, testing Melee (One Handed), opposed by the target's Dodge or Anticipate. If the attack succeeds, the target suffers a single attack dealing 10 Rending damage, ignoring AP and Unnatural Physique, but not ignoring AT Field. DoS is added/subtracted as normal. However, Sonic Guillotines convert all their wounds to Injuries. After being used, the Sonic Guillotine breaks.
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Ranged Weapons

Ranged 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, Ranged 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', 'Grenade', 'Basic', 'Heavy' and 'Superheavy'. Pistols can be stored in Wing Docks and fired with one hand; Grenades are thrown, using the Ranged (Pistol) or Melee (One Handed) skill; Basic Weapons can be fired one-handed, but suffer 2 disadvantages; and Heavy weapons have to be fired two handed, and as part of the "Heavy Weapon Attack" action. Superheavy weapons work just like Heavy weapons, but are installed before battle in a fixed location and can't be moved.
  • Range: The distance the weapon's attacks reach. Ranged attacks can possess two special ranges: 'Zone' and 'Orbital'. Zone means they can hit targets in adjacent zones, and count anything in their own zone as being close range (although they still need line of sight and effect); Orbital means they can hit targets in orbit, assuming they have line of sight and effect.
  • Combo: How many DoS you need to Combo with this weapon.
  • Ammo: How many shots you can fire with this weapon before you need to reload. The number of actions it takes to reload is in parentheses after the ammo count, so a weapon with an Ammo profile of "6 (1)" can be fired six times before needing to reload, and reloading takes a single action. Some weapons load grenades or missiles as ammo, and so use the associated damage and features of those ammo along with the weapon's range and features. Grenades don't need reloading, as they are just thrown and then they're gone, nor do Missiles, so the 'Ammo' profile for them shows how many you can fit inside a Wing Dock at once.
  • Damage: the amount of damage dealt and the type. All weapons have an element type, listed after their damage with a letter: I for Impact, R for Rending, E for Energy and V for Voltaic.
  • Features: the Features the weapon starts with, which modify how they work. Consult the Feature List at the end of this section to see the effects.
  • Technology: Which technology you must research to make this weapon buyable.
  • Cost: how much Surplus you need to pay to purchase this weapon for the Evangelions.
  • Notes: Any special notes to make about the weapon

Superior Ranged Weapons gain the Reliable quality; if they already have it, then they instead remove a single negative feature of your choice.
Poor Melee Weapons gain the 'Unreliable' quality; if they already have it, then they jam whenever their wielder outright fails a test with the weapon.

Ranged Weapons can be divided into the following categories:

  • Standard Weapons, which are the initial ballistic arsenal of Nerv. Made up of mostly scaled up versions of human weaponry, or laser weapons, they are reliable and well-made, but struggle heavily at breaching an Angel's AT Field.
  • Rail Weapons, which use electromagnetic drivers to propel shells at incredible speed. Rail weapons deal the most damage of any ranged weapon and ignore armour, but are not very flexible and slow to reload.
  • Electric Weapons, which use large power sources and electromagnetic fields to strike targets with massive surges of electricity, comparable to a lightning strike. Electric weapons debilitate and weaken Angels on top of dealing damage, but have short range.
  • Positron Weapons, which use positron particle beams to strike Angels with immense antimatter force. Positron weapons can breach AT Fields better than any other weapon, but are also the most unreliable class of weapon in Nerv's arsenal.
Name Class Range Combo Ammo Damage Features Technology Cost Notes
Eva Handgun Pistol 30em 3 DoS 6 (1) 4 I Reliable; Conventional N/A Starting
Laser Pistol Pistol 40em 3 DoS Unlimited 3 E Point Defensive, Reliable; Conventional N/A Starting
Anti-Eva Grenade Grenade MB*4 6 DoS 3 6 I Blast (1), Penetrating; Conventional N/A Starting
Frag Greande Grenade MB*4 6 DoS 3 4 I Blast (4); Conventional N/A Starting
Smoke Grenade Grenade MB*4 6 DoS 3 N/A Blast (5), Smoke (4) N/A Starting
Pallet Rifle Basic 60em 4 DoS 12 (1) 5 I Burst (2), Reliable; Conventional N/A Starting
Battle Rifle Basic 100em 4 DoS 6 (1) 5 I Accurate, Reliable; Conventional N/A Starting
Shotgun Basic 30em 4 DoS 3 (1) 5 I Spreadshot, Reliable; Conventional N/A Starting
Laser Rifle Basic 120em 4 DoS Unlimited 4 E Burst (1), Point Defensive, Reliable; Conventional N/A Starting
Grenade Launcher Basic 40em 6 DoS 3 (2) As Grenade Indirect N/A Starting
Gatling Gun Heavy 70em N/A 20 (2) 6 I Burst (4), Reliable; Conventional N/A Starting
Laser Cannon Heavy 150em N/A 15 (2) 10 E Anti-Air (0), Reliable; Conventional N/A Starting
Rocket Launcher Heavy Zone N/A 1 (2) As Missile Indirect N/A Starting
Frag Missile Missile N/A N/A 1 7 I Anti-Force, Blast (6); Conventional N/A Starting
Anti-Eva Missile Missile N/A N/A 1 12 I Blast (2), Penetrating; Conventional N/A Starting
Rail Weaponry
Rail Revolver Pistol 40em 4 DoS 6 (2) 5 I Penetrating Practical Railguns 2 per Eva
Railgun Basic 90em 5 DoS 8 (2) 6 I Penetrating Practical Railguns 3 per Eva
Precision Railgun Basic 140em 6 DoS 3 (2) 6 I Accurate, Penetrating Practical Railguns 3 per Eva
Rotary Railgun Heavy 80em N/A 10 (2) 7 I Burst (2), Penetrating; Inaccurate Practical Railguns 3 per Eva
Electromagnetic Cannon Heavy Zone N/A 1 (2) 10 I Penetrating; Cumbersome (2) Practical Railguns 4 per Eva
Mass Driver Stationary Orbital N/A 1 (4) 16 I Anti-Air (0), Penetrating; Inaccurate Practical Railguns, Superheavy Ordinance 5 per Eva
Plasma Railgun Stationary Zone N/A 1 (4) 20 E Felling (4), Penetrating; Inaccurate, Overheats Practical Railguns, Superheavy Ordinance 6 per Eva
Electric Weapons
Charged Harness Pistol 15em 4 DoS Unlimited 4 V Arc (2), Handworn, Exposing, Subdual Voltaic Technology 2 per Eva Uses Academics (Electromagnetism) instead of Ballistics.
Spark Grenade Grenade MB*4 6 DoS 2 6 V (Blast 4), Immobilising, Subdual Voltaic Technology 2 per Eva
Flash Grenade Grenade MB*4 6 DoS 2 N/A (Blast 4), Blinding Voltaic Technology 2 per Eva
Electric Spiker Basic 30em 5 DoS 4 (1) 6 V Paralysing, Subdual Voltaic Technology 3 per Eva Unlimited ammo when plugged into Umbilical
Resonator Rifle Basic 30em 5 DoS 4 (1) 6 V Exposing, Armour Breaker, Subdual Voltaic Technology 3 per Eva Unlimited ammo when plugged into Umbilical
Lightning Cannon Heavy 40em N/A 1 (2) 10 V Arc (4), Immobilising, Shocking Voltaic Technology 5 per Eva
Storm Arbalest Stationary Zone N/A 1 (2) Special Special Voltaic Technology, Superheavy Ordinance 5 per Eva Rules below
Positron Weapons
Mk1 Positron Rifle Basic 50em 5 DoS 6 (2) 6 E Breaching (6); Unreliable, Overheats Positron Engineering 3 per Eva
Positron Cannon Heavy 70em N/A 2 (2) 10 E Breaching (10); Unreliable, Overheats Positron Engineering 4 per Eva
Positron Great Cannon Stationary Zone N/A 1 (2) 15 E Breaching (15); Overheats Positron Engineering, Superheavy Ordinance 6 per Eva Must be plugged into an umbilical to be fired
Miniature Rifle Pistol 20em N/A 2 (1) 6 E Breaching (6); Unreliable, Overheats Positron Engineering, Nanotechnology 5 per Eva
Mk2 Positron Rifle Basic 60em 4 DoS 6 (1) 6 E Breaching (7) Positron Engineering, Nanotechnology 4 per Eva
Positron Grenade Grenade MB*4 N/A 1 7 E Blast (2), Breaching (4); Overheats Positron Engineering, Nanotechnology 2 per Eva
Disruption Grenade Grenade MB*4 N/A 1 N/A Blast (10), Disrupting (2) Positron Engineering, Nanotechnology 2 per Eva
Positron Torpedo Missile N/A N/A 1 13 E Breaching (10) Positron Engineering, Nanotechnology 3 per Eva

Rules for special ranged weapons are below.

Storm Arbalest
The Storm Arbalest is a giant, stationary crossbow that launches a huge spike riddled with supercharged magnetism and voltaic charges. 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 10 damage Voltaic attack with the Penetrating and Armour Breaker Qualities, adding DoS as normal. For every following round, the target is struck again, although the target may evade, testing against your first test; the damage from DoS reduces by one per round. The strikes stop when DoS drops below 1.
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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.

Weapon Upgrades do not require Surplus to purchase. They are merely unlocked with technology. Each upgrade has a specific set of weapons it can be applied to, and each weapon can only tolerate 1 upgrade.

Upgrade Name Weapon Type Technology Effect
Bayonet Basic Weapons Starting The gun is outfitted with a bayonet; when used in melee, it counts as a Mk1 or Mk2 Progressive Knife (whichever is available) instead of an improvised weapon.
Dual Ammo Clip Pistol/Basic Starting The gun is outfitted with a reversible clip; the first reload of the gun each battle is a Free Action and doesn't require you to provide ammo.
Grip Retainer Pistol/1H Melee Starting Attempts to disarm this weapon suffer two disadvantages. Furthermore, you ignore Injury results that would force you to drop this weapon (unless the arm holding it is destroyed, of course)
Gunshield Heavy/Stationary Starting After attacking with this weapon, you benefit from Partial Cover until the start of your next turn. If you're already in Partial Cover, this stacks to form Full Cover.
Laser Sight Pistol/Basic Starting The weapon gains the Unavoidable (1) Quality on non-Burst attacks.
Lubricated Mechanisms Impact Ranged Starting The first jam from this weapon each battle is ignored.
Scope Basic Starting The weapon is outfitted with a scope, providing the Accurate Feature.
Thermal Sight Any Ranged Starting Focused Attacks with this weapon reduces darkness to low light, and low light to normal lighting.
Vertical Gyros Impact Ranged Starting The weapon's rounds are designed to compensate for flying targets. The weapon gains the Anti-AIr (+1) Feature.
Segmented Blade Progressive Adv. Progressive The weapon is segmented, which means that initial damage to it can be isolated to a specific area, snapped off, and replaced with reserve. The weapon ignores the first time it is destroyed.
Disposable Heatsink Energy Weapon High-Temp Superconductivity The first overheat from this weapon each battle is ignored.
Disruptor Pulse Rounds Impact Ranged Mini Antimatter Antimatter rings in this weapon explode on hitting AT Fields, splintering them from the inside. The weapon gains the Disrupting (+1) Quality.
Explosive Rounds Impact Ranged Mini Antimatter The weapon's rounds are outfitted with tiny pockets of antimatter, which detonate with devastating effect within the body. The weapon gains Felling (+2), but loses the Burst quality if it has it.
Hotshot Generator Energy Weapon Mini Antimatter A miniature antimatter generator supercharges shots with this weapon. The weapon gains +2 damage, but loses the Reliable quality and gains the Overheats quality; if it already has the Overheats quality, then overheats with the weapon destroy it completely.
Light Generators Prog/Thermal/Voltaic Mini Antimatter Some melee weapons need internal power sources; replacing these with tiny antimatter plants can drastically lessen the weight. The weapon loses either the Cumbersome or Unwieldy Quality, your choice.
Phaser Couplings Voltaic Mini Antimatter Miniaturised antimatter generators allow for intense, brief spikes in energy output, putting strain on nervous systems. The weapon gains the Tiring (+1) Quality.
Shrapnel Bursts Impact Ranged Mini Antimatter Antimatter pockets in the weapon detonate, propelling shards of deadly shrapnel at high speed. The weapon gains the Spreadshot Quality, but loses the Burst quality if it has it.
Recessive Stock Basic/One Handed Nanomachines The weapon is engineered with a collapsing stock, allowing it to be carried in a Wing Dock.
Positron Edger Melee Weapon Positron Engineering The weapon has a one-use positron edger. Once per battle, it can be expended to give your melee weapon Breaching (+4) for a single turn.
Tripod Heavy Superheavy Ordinance This weapon is equipped with a stabilising tripod. You can make Heavy Weapon Attacks with it and still move.
Underslung Launcher Basic Weapons Superior Materials This weapon is equipped with an underslung launcher that can be used once per battle to fire a Frag or Smoke Grenade, with a range of 40em.

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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 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.
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Essential Upgrades

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

Upgrade Name Effect Technology Cost
Improved Plug This improves the Entry Plug's safety features; characters may reroll the Ejection die and take the preferred result. It also reduces the damage of Plug Breaches to the pilot by 5, and should it become necessary, outfits your Plug with a single copy of all of your personal Kit items, plus a First Aid Kit and 2 weeks of rations. Practical Railguns 1 per Eva
Armour Boost Mk 1 This adds +1 AP to all areas of the Evangelion. Superior Materials 2 per Eva
Armour Boost Mk 2 This adds +1 AP to all areas of the Evangelion. Programmable Matter 3 per Eva
Physique Boost MK 1 This adds +10 Physique to the Evangelion. Metagenetics 2 per Eva
Physique Boost MK 2 This adds +10 Physique to the Evangelion. Forced Evolution 3 per Eva
S2 Organ This powerful organ negates the need for a battery, and provides the Regeneration (+2) trait. When the Eva berserks, it gains Unnatural Might, Physique and AT Field (4). - Unpurchasable- the Eva must claim it by eating one from an unexploded Angel during Berserk

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, and can swap an equipped Upgrade out during Downtime. You may not equip the same upgrade twice.

Upgrade Name Subname Effect Technology Cost
Blood Mist - Whenever the Eva takes an Injury, 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 Eva gains the Regeneration (+2) trait. Starting 2 per Eva
Twitch Fiber Grafting - The Evangelion gains +3 to Initiative. Starting 2 per Eva
Ambient Amplifier - When using powers at Surge strength, you add +1 to your effective ATB for each ally with a spread AT Field within 5em. Metagenetics 1 per Eva
Core Array - You can spend a Fate Point when using powers at Surge Strength to ignore the penalties of Surging. Metagenetics 1 per Eva
Biofurnace - On activating an AT Field power, you can choose to increase your effective ATB by 1 by losing 1 wound off the body. Metagenetics 2 per Eva
Core Field Shielding - You gain an advantage to resist mental ailments, and you extend the 'grace period' after suffering Ego Fracture by 1 round. Metagenetics 2 per Eva
Adaptive Nerve System - You take +2 advantages to resist the burning and shocked ailments. Bio/Wave Shaping 1 per Eva
Dermal Armour - When an attack inflicts injury points on you, you reduce the points by 1, to a minimum of 1. Bio/Wave Shaping 1 per Eva
Optic Nerve Reflex Amps - You gain an extra advantage to attacking enemies at short range, but a disadvantage to enemies at normal range or further. Bio/Wave Shaping 1 per Eva
Reinforced Lobe - You take +2 advantages to resist the dizzy and stunned ailments. Bio/Wave Shaping 1 per Eva
Resilient Musculature - The Eva gains the Sturdy trait, allowing it better defense against Grapples, Pushes and Knockdowns. Bio/Wave Shaping 1 per Eva
Superior Eyes Bad Weather, Darkness, Low Light, Obscuring Haze. You may, at will, ignore one of the following disadvantages to the left each turn. Bio/Wave Shaping 1 per Eva
Natural Weapon Upgrade Breaching (+2), Felling (+2), Grasping, Keen, Tearing, Tiring (1) Select one of the Features listed to the left; it's now applied to all Natural Melee Weapons the Eva possesses. If the Eva has an S2 Organ, select two Features. Bio/Wave Shaping 2 per Eva
Ossifying Clots - Whenever the Eva takes an injury, its blood quickly coats the open wounds, adding +2 advantages against Blood Loss resistance tests. It also gains a +1 AP on all areas after being Injured for the first time per battle. Bio/Wave Shaping 2 per Eva
Wolfpack Pheromones - Whenever you inflict an Injury on a target, until the start of your next turn, all allies in the same zone may reroll attacks against the same target and take the preferred result. Forced Evolution 2 per Eva
Adrenal Implants - The first time your Eva suffers an injury during a battle, it gains Unnatural Might and Physique (+2) until repaired. Forced Evolution 2 per Eva
Aquatic Mods - Your Eva gains the Amphibious (GB) trait. Forced Evolution 2 per Eva
Mutable Camo Bad Weather, Partial Cover, Full Cover, Low Light, Darkness, Obscuring Haze If an attack against you is suffering from at least one of the disadvantages to the left, it takes an extra disadvantage. Forced Evolution 2 per Eva
Breath Weapon Armour Breaker, Breaching (+4), Spray, Spreadshot Line, Blast (2) Your Eva gains a breath weapon. This is a Basic-class natural weapon emitting from the mouth (so not requiring hands), dealing 6 Energy damage, range 30em, with the Reliable feature and unlimited ammo. It can possess one of the following Features to the left; if the Eva has an S2 Organ it selects two, although it can only have one Attack Pattern Feature. Forced Evolution 3 per Eva
Morphic Wings - Your Eva gains the Hover and Flight (GB) traits. Forced Evolution 3 per Eva
Reflexive Danger Scent - Whenever your Eva suffers an injury, you and all allies in the same zone take +2 advantages to all Evasion tests until the start of your next turn. Forced Evolution 3 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, and can swap an equipped Upgrade out during Downtime. You may not equip the same upgrade twice.

Upgrade Name Subname Effect Technology Cost
Ammo Backpack - At the start of battle, select one equipment you are carrying in your Eva that uses ammo. It connects to a large back-worn ammo pack, tripling the size of its first ammo clip. Starting Starting
Battle Harness - You gain two extra containers, identical in game mechanics to wing docks, on the torso. Starting Starting
Heavy Duty Battery - You increase your Battery life by 4 rounds, but should you suffer an injury to the body, you lose a level of resistance to Electric attacks until repaired. Starting Starting
Specialised Eva Gear - Evas have special suits of gear designed to enable them to operate in varied terrain conditions. They may equip one of the following below: - -
- A-Type Flight Equipment This rigs the Eva with a flight harness. It gains 5 units of fuel, which it can expend at will to gain the Hover and Flight (GB) traits. However, this requires the Eva to lighten its load; it loses 2 AP on all areas. Starting 2 per Eva
- C-Type Deep Sea Equipment This equips the Evangelion with deep sea water traversal equipment. It gains the Amphibious trait and is immune to water pressure damage, but suffers 2 Disadvantages to Grace tests out of water. Starting Starting
- D-Type Magma Diver Equipment This equips the Eva with an extreme heat resistant suit capable of entering magma or lava. It gains an extra level of armour resistance to energy attacks, and is immune to Burning and damage from exposure to magma, but suffers 3 disadvantages to Grace tests. Starting Starting
- E-Type Orbital Equipment This equips the Evangelion for space flight. The Eva takes 2 disadvantages to tests when in gravity. However, it is immune to the dangers of space and has an operation time of 20 rounds. Taking injuries depressurises the suit on that area, however; any further attacks on that body part that wound deal +1 wound. Starting 3 per Eva
- F-Type Full Armour Eva Equipment This massive suit of armour adds +2 AP, increases your size by 1, your battery limit by 5, and provides Unnatural Might (+1). However, you also suffer 2 disadvantages to Grace tests. Programmable Matter, Nanomachines 3 per Eva
- G-Type Eva Sniper Equipment This delicate harness of computer uplinks and sensors allows Evas, when firing Ranged Weapons benefitting from Focus, to double their range and ignore all of the following: Inaccurate, Unreliable. Starting 3 per Eva
Reactive Charges - Once per battle, after suffering an attack and calculating damage, you can use this upgrade to halve the damage taken before soak. Starting 2 per Eva
Reinforced Plug - You reduce Plug Breach Damage by 10, and Savage Attacks dealt to the Eva no longer transfer to the Pilot in the event of a Breach. Starting Starting
Wing Dock Upgrades - This upgrade replaces a Wing Dock with a specialised piece of equipment below. You can choose two of the following effects, one for each Wing Dock. - -
- Automatic Smoke Launcher The Wing Dock can be used as a free action three times per battle to deploy a smoke grenade anywhere within 20em, no test required. Starting Starting
- Sensor Array The pilot gains +2 advantages to Awareness and Point Defense tests. Voltaic Technology 1 per Eva
- Magi Relay The Director gains an Advantage to all Intellect tests against targets within the Zone. Voltaic Technology 1 per Eva
- Flash Cannon The Wing Dock is converted into an electromagnetic 'flash' projector, hitting everything in front of it with a Spray effect up to 10em. Targets within it must test Endurance (Injury) or be blinded until the start of your next turn. Voltaic Technology 1 per Eva
- Disposable Launcher The Wing Dock can be used once per battle with an attack action, as though you were firing an Anti-Eva Grenade out of a Grenade Launcher at a target. Superheavy Ordinance 1 per Eva
Ablative Plate - You may use this upgrade once per battle to negate all Injury incurred by a single attack. Superior Materials 2 per Eva
Specialised Armour - The Eva is outfitted with a suit of specialised armour designed to resist certain attack types. You may equip one of the following below: - -
- Advanced Composite Armour The Eva's armour gains a level of resistance against Impact attacks. Superior Materials 3 per Eva
- Dispersal Mesh Armour The Eva's armour gains a level of resistance against Rending attacks. Superior Materials 3 per Eva
- Insulated Armour The Eva's armour gains a level of resistance against Voltaic attacks. Superior Materials, Voltaic Technology 3 per Eva
- Reflective Armour The Eva's armour gains a level of resistance against Energy attacks. Superior Materials, High-Temp Superconductivity 3 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 set off explosives in the affected location (or the body if not specified) to negate its effects. Make an Endurance (Injury) test; on a success you take 1 injury to the location, on a failure you take 2. Programmable Matter 1 per Eva
Entrenchers - As an action, you entrench into the ground. You cannot move, but gain the Auto-Stabilised trait, and all ranged attacks gain an Advantage. Nanomachines 2 per Eva
Mechadendrites - A harness of spider-like mechanical arms is attached to your back. You may wield basic weapons without penalty and reduce reload times by 1 action. The mechadendrites can extend and pick up, and immediately place in a free hand, any loose object roughly the size of a Basic weapon or smaller within 5em as a free action. Nanomachines 2 per Eva
Nimbus Actuators - Twice per battle, you can use the Nimbus Actuators to reroll an Evasion test. Nanomachines 2 per Eva
Noise-Cancelling Nanos - Small nanomachines spread throughout the armour, minimising the sound and light profile. The Eva is no longer penalised for stealth tests due to armour weight. Nanomachines 1 per Eva
Integrated Weaponry - The arm-fins of the Eva are repurposed into weapon mounts. Before each battle, select two of the following: pistol, 1 handed melee weapon. The weapons either must be from your kit, or weapons you've requested. The weapons are now integrated into your arm, leaving your hand free. You attack with them as normal, but the weapons cannot be dropped or removed, and when your arm is destroyed, they too are destroyed. Programmable Matter 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 set off explosives in the affected location (or the body if not specified) to negate its effects. Make an Endurance (Injury) test; on a success you take 1 injury to the location, on a failure you take 2. Programmable Matter 1 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 during Downtime through investigations. Instead of tracking currency or the like, it's assumed that a character's skills and abilities are a reflection of their general means. Investigations to acquire equipment should not be extensive- in most cases, unless the item is especially rare or special, it should just be a single test, with modifiers based on how difficult the item is to find. The equipment below comes with an 'availability' field, but these are mere recommendations. Tests that are used to acquire items should reflect the method the player intends to use: an Entice might be fobbing it off someone, Inquiry might be trying to find the cheapest version, Subterfuge might be straight out stealing it, whilst a crafting skill might be making it themselves. Indeed, if a player is using a crafting skill, such as Trade (Armourer), then they should be given an easier time of it, to reflect that they're doing it with their own hands and have full control over the product. Players are free to request certain modifications, which should work similar to the weapon upgrades for E-Scale. Upgrades (or downgrades) dealing with Quality, such as making it Superior or Poor, should be considered too.

  • Examples: A player requesting a mine might be happy to be given grenades that can be set up as mines.

Acquisition of an item provides you with a single copy of that item. If it is lost, it must be reacquired. However, so long as you have that item, you're assumed to start each Downtime and Crisis with everything you need to use it, which in the case of ranged weapons, is 4 ammo clips each. More ammo can be acquired through their own acquisitions. The list provided here is not exhaustive, but provides most common items.

Characters get Kits at P-Scale as well, dependent on role. All characters are assumed to have the following:

  • Evangelion pilots: 1 Plugsuit, 1 Set of Nerv Uniforms, 1 Nerv ID, plus any amenities needed to keep oneself clean, tidy and warm as necessary
  • Directors: 1 Superior Set of Nerv Uniforms w/rank insignia, 1 Handgun, 1 Nerv ID, plus any amenities needed to keep oneself clean, tidy and warm as necessary

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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. It does have the Availability field, which is a guideline for how difficult it should be to acquire the item.
Name Class Range Combo Damage Features Availability Notes
Punch/Kick Natural 1m 0 DoS +0 I Unarmed, Small N/A Natural human attacks
Brass Knuckles Natural 1m 1 DoS +1 I Handworn, Small +3 -
Knife One Handed 1m 1 DoS +1 R Small +3 Can be attached as a bayonet to basic weapons
Sword Bayonet One Handed 1m 3 DoS +2 R Balanced +2 Can be attached as a bayonet to basic weapons
Hand Axe One Handed 1m 4 DoS +3 R Cruel +2 -
Baton One Handed 1m 4 DoS +2 I Concussive +2 -
Riot Shield One Handed 1m 4 DoS +0 I Defensive +2 -
Great Weapon (Bladed) One Handed 1m 5 DoS +4 R Unwieldy +1 -
Great Weapon (Flat) One Handed 1m 5 DoS +3 I Exposing, Concussive +1 -

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P-Scale Ranged Weapons

This section covers P-Scale Ranged Weapons. It doesn’t have the Tech or Cost fields, but otherwise reads identically to its E-Scale cousin. It does have the Availability field, which is a guideline for how difficult it should be to acquire the item.

Name Class Range Combo Ammo Damage Features Availability Notes
Handgun Pistol 30m 3 DoS 12 (1) 5 I Reliable; Conventional +0
Anti-Tank Grenade Grenade MB*4 6 DoS 3 10 I Penetrates -1
Flashbang Grenade MB*4 6 DoS 3 N/A Blast (3), Blinding +0
Frag Grenade Grenade MB*4 6 DoS 6 6 I Blast (5) -1
Smoke Grenade Grenade MB*4 6 DoS 6 - Smoke, Blast (3) +0
Bow Basic 50m 5 DoS 20 (2) 3 R Reliable; Conventional +1 Quiet; ammo = 1 quiver
Shotgun Basic 30m 5 DoS 8 (2) 6 I Spreadshot +0
Assault Rifle Basic 60m 5 DoS 18 (2) 6 I Burst (3) -1
Grenade Launcher Basic 40m 6 DoS 3 (2) As Grenade Indirect -2
Sniper Rifle Basic 300m 6 DoS 6 (2) 6 I Accurate -2
Machine Gun Heavy 50m N/A 80 (4) 6 I Burst (6) -3
Rocket Launcher Heavy 300m N/A 1 (4) 18 I Blast (4) -4

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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 profiles list which areas the armour covers, how much AP they provide, and their resistances and weaknesses.

Name Areas Covered Impact Rending Electrical Energy Availability Notes
Agent Suit Body (2), Legs (2), Arms (2) Normal Normal Weak Weak +0 Blends in well with civilian clothing
Battle Armour Body (4), Legs (4), Arms (4), Head (3) Normal Normal Normal Weak -2 -
Commando Armour Body (5), Legs (5), Arms (5), Head (4) Normal Normal Normal Weak -4 Comes with an inbuilt 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 Director cannot use Remote Care on them. Nerv Only
Foul Weather Gear These clothes help with intense cold, wind, rain etc, and provide 2 advantages to endurance tests against such things. +2
Fashionable Wear These clothes are fashionable and elegant, and are suitable for formal occasions, where they help the wearer inviegle themselves. They provide an Advantage to Fellowship tests in most situations at the GM's discretion. -1
Headsets
Tactical Headset These headsets are worn by commandos and soldiers, and at will may ignore one of the following: Darkness, Low Light, Obscuring Haze. They also provide a +20 bonus to Flashbang. -3
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 an Endurance (Toxins) test or take a level of stress. 10 uses. +2
Morphine A potent painkiller that allows an imbiber to ignore all fatigue and lethal damage effects, bar lethal ones, for PB rounds. At the end of it, it inflicts Stun on the user. Addictive. 5 uses. -1
Amibiotic Amibiotics are new, dubious drugs that foster empathy, friendliness and gregarious in the imbiber, making them more easily persuaded, gullible and less deceptive. Can be drunk, inhaled or injected, taking ten minutes to work in all situations except injection, where it applies immediately. Social tests against Amibiotic-affected individuals take a +2 bonus for up to three hours. If injected, the bonus rises to +3, but the target also takes a point of trauma when it wears off, and finds the substance addictive. 5 uses. -3
Stabilisers Stabilisers are a medicine that can be used to stabilise or downplay the deleterious effects of mental imbalance. Taking stabilisers incurs a point of stress, but allows one to ignore being Unsettled for up to an hour. 10 uses. -3
Tools
Binoculars Binoculars reduce the penalties associated with Awareness tests done at long distance and allow you to see farther. They typically are hand held. -1
Climbing Harness The Climbing Harness provides a series of ropes and hooks that make climbing much easier. The Harness provides +2 advantages to Climb tests and you no longer fall if you fail a test. The Climbing Harness is worn over the torso and can be worn with any type of armour. -1
First Aid Kit Comes with 6 shots of Morphine, bandages and other tools, the Medkit adds 2 advantages to Medicine (First Aid) tests. -2
Toolkit Contains a selection of useful tools for general handiwork, providing +2 advantages to Technology (Engineering) and some crafting tests. -2
Cosmetics Kit A full selection of cosmetics that improve looks, allowing for improved Fellowship tests in certain situations, but also provides a resource that improves the quality of disguises. It takes between half an hour to an hour to apply, and has enough for essentially unlimited use, as replenishing lost components is easy. -2
Lockpicking Kit Contains tools used to crack open locks. Superior Quality kits also have tools used for cracking electronic locks. +2 advantages to lockpicking tests on analogue locks (unless Superior). -4
Computer Allows access to the internet and storage space for files. Also presumably plays games. Can be used to provide +2 advantages to Logic (Maths) and Academics tests. -4
Combi Tool An extremely advanced and rare item, Combi Tools are arm-mounted machines that possess a rudimentary virtual intelligence as well as a suite of tools, allowing for automated work. They provide all the benefits of a Superior Toolkit, but can be worn on the arm and don't require a hand to use. -6
Demolitions Kit Can be used to set up bombs with a Technology (Explosives) skill test. Has enough for 6kg of explosives, where each kg deals 10 Impact damage, Penetrating, and double damage against stationary targets such as walls. +1 advantage to Technology (Explosives) tests. -6

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Special Features

Weapon Features

Weapon Special Features
Name Subname Effect
Design Features
Handworn - This weapon is worn on the hand (like a glove) and leaves the hand free to hold other objects. You can still only make a single attack with this hand, using either the handworn item or the held item. You can only have one handworn item on a hand at once.
Unarmed - Attacks with this weapon provoke a Chance Attack from the target unless they have nothing but Unarmed-Feature weapons as well.
Positive Features
Absorbs Wounds - Whenever this weapon inflicts damage, it heals you by a number of Wounds equal to the amount you inflicted.
Accurate - Accurate weapons gain an extra Advantage when used as part of an attack benefitting from Focus or Full Focus.
Anti-Air X This attack can hit targets at any altitude, and deals +X damage against flying targets.
Anti-Force - Whenever this weapon hits a hostile Military Force or Legion, it depletes their point by one extra.
Anti-Physique This weapon ignores a target's Physique.
Armour Breaker - If this attack's damage surpassses that of the target's effective AP (factoring in type resistance) before soak, the AP is reduced by 1 until repaired.
Balanced - This weapon takes an Advantage to Parry tests.
Blinding - Targets struck by this must test Physique/Endurance (Blinding) or be blinded.
Breaching X Attacks with this weapon increase the attacker's Breaching value by X.
Brutal - Attacks with this weapon that inflict at least 1 wound deal an extra wound.
Burst X You can use the Burst Attack with this weapon: perform a ranged attack as normal with your Burst weapon, and take a Disadvantage; however for every DoS, you can either hit an extra target, or deal an extra wound to a target you've already hit, to a max equal to X. You use up 1 extra ammo for each shot. You can use a Movement in between attacks.
Cleaving - Should a Cleaving weapon deal an Injury point or worse to a target, then it automatically deals a free Standard Attack against all adjacent enemies, who may dodge as normal.
Concussive - This weapon gains the High Crit (10) Feature in hits against the head, and provide an Advantage when using the Knockdown and Push actions.
Cruel - Attacks with this Feature gain Exploit Hits on targets who are Prone, have at least one Injury point, or are Outnumbered 3-to-1.
Defensive - Parry tests with this weapon take two Advantages, but the weapon takes a disadvantage on attack tests.
Disrupting X Attacks against targets struck by this weapon gain X to their Breaching strength until the start of your next turn. This does not stack; if multiple instances of Disrupting are in play on one target, take the highest value.
Exploiting X Attacks with this Feature gain Exploit Hits on targets who meet the criteria of X.
Exposing - After hitting with this weapon, if damage exceeds Physique Bonus before soak, the target gains Disadvantage on Evasion and Resistance tests until the start of their next turn. Repetitive Exposings stack.
Felling X This Weapon ignores a target's Unnatural Physique value equal to X.
Flexible - Enemies cannot parry attacks made with this Feature.
Grasping - Grasping weapons gain an Advantage to tests to initiate and maintain Grapples.
Guided - Enemies cannot dodge attacks made with this Feature.
High Crit X This weapon increases the Critical Hit threshold by X.
Immobilising - This attack immobilises the target, forcing them to test Melee Skill (Natural), Endurance (Bracing) or Acrobatics (Contortion) against your initial test result before any movement or action; if they fail their action is wasted.
Indirect - 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, spotter etc). This becomes a Disadvantaged attack, and on a hit, your attack scatters. If you fail, then the distance it travels as part of the scatter is doubled.
Keen - Keen Weapons increase their damage on a hit by 1 per 2 Degrees of Success.
Knockdown - Targets who suffer damage from this weapon must make a Physique test or be knocked prone.
Lance - Charge attacks with this weapon gain an Advantage.
Opportunist X This attack gains X extra damage when used as part of a Chance Attack.
Overwhelming - Crushing weapons add half your MB (rounded down) to the damage, on top of the regular +MB to damage. Essentially you add 1.5 times your MB total.
Paralysing - On a hit that deals damage, the target must make a Physique/Endurance (Injury) test. On a failure, the target must reroll all tests relying on the struck location and take the worse result, until the start of your next turn. Hits to the head penalise all Intellect and Will tests; hits to the body penalise all Physique tests.
Penetrates - This attack ignores conventional armour. It has no effect against AP gained from environmental or AT Field effects.
Point Defensive - This weapon gains two Advantages when making Point Defense tests.
Progressive - Whenever Progressive weapons earn a Combo and deal at least 1 wound, they can expend the Combo to instead deal an extra wound.
Reliable - Reliable Weapons gain an Advantage to attack tests and don't jam on Fumbles.
Savage - Attacks with this weapon that inflict at least 1 wound also deal a Savage attack, inflicting 1 injury point.
Small - You gain extra Advantage against Grappled targets with this weapon. However, this weapon gains disadvantage when parrying two-handed weapons.
Smoke X This creates a dense smoke cloud in the hit square. Lasts for X Rounds.
Spreadshot - Spreadshot weapons gain an extra advantage and +2 damage when fired whilst benefitting from the Close Range advantage. However, their range, if above 30m, becomes 30m.
Subdual - Attacks by this weapon can be set to a non-lethal setting. Every time they would inflict an Injury, they deal no damage but instead cause one Stress and a round of stunning, both per injury point.
Tearing - Wounds inflicted by this weapon inflict the Blood Loss condition.
Thermic - When making an attack with a Thermic weapon against a Burning target or when wielded by a Burning character, the attacker can either give it the Exploiting (Burning) Feature or double its Breaching Feature's value.
Tiring X Wounds inflicted by this weapon inflict X extra stress, and the target becomes Fatigued until the start of your next turn. If they are already fatigued then they become Exhausted instead.
Unavoidable X Attempts to evade this weapon take an X disadvantages.
Unbreakable - This weapon is considered unbreakable by any mundane method.
Attack Pattern Features
Arc - On successfully hitting its target, this weapon strikes a number of other targets within 10 squares equal to the number of DoS scored on the attack roll, going from closest to farthest.
Aura X Aura attacks are centered on you, dealing an attack to all targets within a radius of X squares. Successful Aura attacks always hit the torso. Successful dodges of an Aura attack push you towards the nearest edge of the radius, up to your GB; if you're still inside the blast radius, then you still take the hit (although damage is reduced as normal).
Blast X Blast weapons explode on impact, dealing an attack to all targets within a radius of X squares. When you fail your attack test with a Blast Weapon, the attack scatters in a random direction. Blast attacks always hit the torso. Successful dodges of a Blast attack push you towards the nearest edge of the radius, up to your GB; if you're still inside the blast radius, then you still take the hit (although damage is reduced as normal).
Line - This Weapon fires in a straight line, hitting everything between the user and the end range of the attack until the attack hits an obstacle or is blocked in some way.
Spray - You attack everything within a 30 degree cone, up to the range listed on your weapon profile.
Ailment Features
Burning - On a successful hit by this weapon, the target must pass an Acrobatics (Dodge) test or suffer the Burning ailment.
Dizzying - On a successful hit by this weapon, the target must pass an Acrobatics (Dodge) test or suffer the Dizzy ailment.
Shocking - On a successful hit by this weapon, the target must pass a Endurance (Physical Ailments) test or suffer the Shocked ailment.
Stunning - On a successful hit by this weapon, the target must pass a Endurance (Physical Ailments) test or suffer the Soaked ailment.
Confusing - On a successful hit by this weapon, the target must pass a Fortitude (Mental Ailments) test or suffer the Confused ailment.
Dominating - On a successful hit by this weapon, the target must pass a Fortitude (Mental Ailments) test or suffer the Brainwashed ailment.
Enraging - On a successful hit by this weapon, the target must pass a Fortitude (Mental Ailments) test or suffer the Enraged ailment.
Hallucinogenic - On a successful hit by this weapon, the target must pass a Endurance (Physical Ailments) test or suffer the Soaked ailment.
Hypnotising - On a successful hit by this weapon, the target must pass a Fortitude (Mental Ailments) test or suffer the Despaired ailment.
Negative Features
Cumbersome X This weapon applies X Disadvantages to Grace tests.
Inaccurate - This weapon gains no Advantages from Focus or Full Focus.
Brittle - This weapon is destroyed when attacks or parries with it result in a Fumble.
Overheats - Whenever this weapon jams, it inflicts a single attack on its user.
Unreliable - This weapon jams on any test with at least 1 DoF.
Unwieldy - You suffer Disadvantage with this weapon when Grappled, and Fumbles trigger Chance Attacks from your target. Unwieldy weapons cannot be used with Fast Attacks.
Conventional - Conventional weapons don't add their DoS to damage when attacking targets with spread AT Fields, unless the attack Breaches the Field.

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Armour Features

Armour Feature List
Name Subname Effect
Positive Features
Camo - So long as you are in cover, ranged attacks against you take an extra disadvantage.
Durable X The armour counts its AP as X higher against the Armour Breaker Quality.
Slippery - Knockdown, Push and Grapple attempts against you take Disadvantage.
Cushioned - Whenever you are Stunned or Dizzy, the duration is limited to a single turn.
Layered X Layered armour gains X AP against Blast, Aura and Wave attacks.
Unnatural Score X You gain the Unnatural Score (X) trait, stacking with any pre-existing Unnatural Score value.
Warded X You may always test against X to evade an attack against you whilst wearing this armour. This is even if you are helpless or unable to evade.
Negative Features
Cumbersome X This armour applies X Disadvantages to Agility tests.
Clanky - This armour is heavy and noisy, providing 2 Disadvantages to Stealth when used.
Restricting - So long as you are wearing this armour, you are unable to dodge.
Weak Spot X Attacks that score DoS equal or greater than X ignore this armour's AP.

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