Full Formations List

Formations

Formations are a special mechanic that allow for precise and devastating Evangelion maneuvers to be enacted on the battlefield. In Combat Missions, Talents are divided between Supreme Commanders and Eva Team Leaders; only these characters can use Formations. To use a Formation, the following requirements must be met:

1) An Eva pilot with the Team Leader trait must be on the field. If there are multiple Team Leaders on the field, choose one before the battle to be the 'main' Leader; only this Leader may use Team Leader Formations.
2) At least three Evangelions must be capable of acting: if they are stunned, prone, defeated, helpless, grappled, panicked, pinned, frenzied, berserked or in a Dirac Sea they cannot count.
3) All Evangelions must be within audio distance of the Team Leader.
4) Whomever activates the Formation must have purchased it.

Other Formations may have special requirements.

Each Formation has a 'use cost', drawn from the 'Formation Point Pool'. At the start of each battle, add together the Intelligence Bonus of the Commander and the Team Leader together. This represents your maximum amount of Formation Points for the battle. Used points can be regenerated. At the start of either the Supreme Commander or the Team Leader's, test their respective intelligence as a free action. On a pass, you regain 1 Formation Point. If both Commander and Team Leader pass, then you regain 2 points. Points spent on Sustained abilities cannot be regained until the ability is ended.

Every Formation requires an action to trigger. This action can be performed by either the Commander or Team Leader.

Superheavy Leaders also count as Team Leaders for the purpose of being able to use Formations, and may use Formations on their own team regardless of whether they're main Team Leader or not.

Guillory P-Scale Addendum
Raphael can purchase and use the above talents in P-Scale battles. However, his Formation Point Pool is made up of his IB, +1 per squad member in his personal retinue. Should one of these individuals be incapacitated or he loses contact with them, then the Formation Point Pool maximum drops by 1 until the problem is rectified.

Name Use Cost XP Cost
Offensive Formations
Assault Coordination 3 400
Bolter Assault 4 300
Coordinated Attack 4 400
Fire For Effect 3 300
Fire Support 1 200
Furious Charge 4 300
Lightning Strike 3 500
Reckless Advantage 4 400
Tank Buster 3 300
Defensive Formations
Dig In 4 200
Soak Fire 3 300
Tactical Spacing 2 300
Tooth and Nail 3 400
Support Formations
Lead by Example 3 300
Regroup 2 300
Strongpoint 4 500
Squad Advance 1 100

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Offensive Formations

Assault Coordination

Assault Coordination
Action Cost Sustained? Extra Restrictions
Half 3 No -
Declare an Assault Coordination. Until the start of the next turn of the declarer, whenever any of the Units makes a successful Standard Attack with a melee weapon (whettheir or not damage is inflicted), they may immediately make an additional Standard Attack against the same foe as a Free Action. If this attack hits, they make make anottheir Standard Attack and so on up to a total equal to their Agility Bonus.

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Bolter Assault

Bolter Assault
Action Cost Sustained? Extra Restrictions
Free 4 No -
Declare a Bolter Assault. Any Unit with a Bolt weapon may make an immediate Charge Move and a Standard/Semi/Full Auto with a bolt pistol, bolter or F-Type bolter.

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Coordinated Attack

Coordinated Attack
Action Cost Sustained? Extra Restrictions
Full 4 No -
Select three Units who hold their actions until the end of the initiative round. They then proceed to make three half-action attacks against a single target, rolling at a +20 bonus on top of any ottheir appropriate bonuses. If all three attacks hit, the attack cannot be parried or dodged, although it can be deflected. The attack with the highest degrees of success rolls inflicts damage as though it had rolled a flat ten on all of its damage die (without Righteous Fury); the other attacks deal no damage.

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Fire for Effect
Fire for Effect
Action Cost Sustained? Extra Restrictions
Half 3 Yes Everyone must possess a ranged weapon
Whilst this ability is in effect, all Units can make Standard/Semiauto/Full ranged attacks as a Reaction.

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Fire Support

Fire Support
Action Cost Sustained? Extra Restrictions
Half 1 Yes Everyone must possess a ranged weapon
Do not suffer the usual -20 for Overwatch.

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Furious Charge

Furious Charge
Action Cost Sustained? Extra Restrictions
Free 4 No Everyone must be in Charge range
When declared, every Unit may immediately makes a Charge Move and can attack with a Standard/Multiple Melee Attack. May reroll damage.

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Lightning Strike

Lightning Strike
Action Cost Sustained? Extra Restrictions
Reaction 3 No At the start of a battle
At the start of a battle wtheire no one has been surprised, you may use Lightning Strike to gain a free Surprise round; you may also reroll and take the highest for Initiative. If your opponent also has Lightning Strike and activates it the effect cancels out.

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Reckless Advantage

Reckless Advantage
Action Cost Sustained? Extra Restrictions
Half Action 4 No Team Leader Only
Team Leader declares Reckless Advantage as a half. Until the start of their next turn, all units in your squad gain +20 WS as well as the Unnatural Strength and Agility (2) traits.

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Tank Buster

Tank Buster
Action Cost Sustained? Extra Restrictions
Half Action 3 No Someone must possess a heavy weapon
The declarer selects one Unit with a heavy weapon to do a Tank Buster action against a particular foe. The selected Unit may move 10dm and gains a +20 bonus to hit with that weapon against that enemy. Furthermore, that unit gains the Proven (BSB) quality to their attack.

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Defensive

Dig In

Dig In
Action Cost Sustained? Extra Restrictions
Full 4 Yes All Units must be within 5dm of each ottheir
Whilst this ability is in effect, all Units gain +1 AP to all areas per Unit within 5dm.

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Soak Fire

Soak Fire
Action Cost Sustained? Extra Restrictions
Reaction 3 No Commander Only
If an Unit is attacked by a semi or full auto attack and is eligible to dodge, then any hits past the first may be allocated to ottheir Units as they see fit.

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Tactical Spacing

Tactical Spacing
Action Cost Sustained? Extra Restrictions
Full 2 Yes All Units must be within 15dm of another
All Units can share reactions, giving reactions (including Wall of Steel or Step Aside type reactions) to anottheir ally at the cost of their own. If the declarer spends a fate point, then one extra reaction may be generated that any of them can use.

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Tooth and Nail

Tooth and Nail
Action Cost Sustained? Extra Restrictions
Free 3 Yes All Units must possess arms and an equipped melee weapon
So long as this ability is sustained, all Units gain a +20 to parry or dodge melee attacks, an extra +10 for outnumbering a foe (even if the foe has Combat Master) and can reroll opposed Grapple tests.

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Support

Lead by Example

Lead by Example
Action Cost Sustained? Extra Restrictions
Free 3 Yes Team Leader only
Use this ability to grant your Fellowship Bonus as a bonus to all allies' tests. Furthermore, each round you may single out one Unit and grant it a re-roll on any one test.

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Regroup

Regroup
Action Cost Sustained? Extra Restrictions
Full Action 2 No -
When declared, all Units may immediately make a Full Move action which does not trigger attacks of opportunity, and reload their weapons or ready a different weapon.

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Strongpoint

Strongpoint
Action Cost Sustained? Extra Restrictions
Full 4 Yes Commander Only
Declare one Unit to be the 'Strongpoint'. The Strongpoint must remain stationary for the Formation to remain in effect. The Strongpoint may then Call targets as a Free in his turn, or as a Reaction. All Units gain a +20 to BS and WS against a Called target, may re-roll damage against it, and may expend reactions to make a Standard Attack against it. The target remains marked in this way until the Strongpoint moves (willingly or not), or the Strongpoint calls anottheir target.

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Squad Advance

Squad Advance
Action Cost Sustained? Extra Restrictions
Half 1 Yes -
All Units may use their reactions to Tactical Advance.

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