Evangelion Upgrades

Biological Upgrades

Basic Biological Upgrades

BASIC BIOLOGICAL UPGRADES
Upgrade Subname Effect Prerequisites Cost Unlocked?
Accelerated Mitosis - You gain the Regeneration (+1) trait. Toughness 40 2 BUP Yes
Bulging Biceps - You gain the Bulging Biceps talent. - 1 BUP Yes
Chameleomimesis - You gain the Chameleon (TB/2) trait. If you take Critical Damage to the body, this upgrade is disabled. - 2 BUP No
Contraterial Lobe - You gain the Stims Armour Quality. Toughness 40 2 BUP No
Core Array - You may partially (or fully w/Quick Spread) spread your AT Field and make a half-move action as part of the same half action. - 1 BUP Yes
Core Membrane - Your pilot takes 1 less Ego damage from having a high Synch Ratio. - 2 BUP Yes
Dense Field Defensive, Offensive, Utility When you purchase this upgrade, select one of the effects below. You may not possess more than one Dense Field Upgrade. Core Array, SR 60 2 BUP Yes
- Defensive You +2 ATS for the purposes of calculating Deflection. - - Yes
- Offensive You gain +4 ATP with which to activate 'Offensive' and 'Neutralise' Powers, as well as to channel into weapons. - - Yes
- Utility You gain +2 ATP with which to activate powers. - - Yes
Dermal Armour - Whenever you take Critical Damage, you reduce the amount taken by 1, to a minimum of 1. - 2 BUP Yes
Loric Biorenewal Accelerated Mitosis You may make a Regeneration test (as per Accel Mitosis) once per turn as a free to regenerate 1 point of Armour damage. You may also spend a Full+Reaction to regenerate an Ablative. Accelerated Mitosis 2 BUP No
Redundant Organs 1-6 You increase your wounds by 1 in all areas. May be taken multiple times up to the max shown to the left. - 1 BUP Yes
Redundant Sensory Organs - You ignore the first case of Blindness and Deafness per battle. Redundant Organs 1 1 BUP No
S2 Organ S2 Organ (Limited, Unlimited) You gain an S2 Organ, which provides your Evangelion with unlimited operation time among other benefits. These benefits do not stack. - - Yes
- S2 Organ (Limited) You gain unlimited operation time and the Unnatural Toughness (2) trait. - 4 BUP Yes
- S2 Organ (Unlimited) You gain unlimited operation time and the Unnatural Toughness (4) trait. Whenever you are part of a Synchronized field, you always provide your full ATS. - 4 BUP No
Sprint - You gain the Sprint talent. - 1 BUP Yes
Strength - You increase your Strength by 5 every time you purchase this upgrade. - - Yes
- Strength 1 +5 to Eva's Strength characteristic - 1 BUP Yes
- Strength 2 +5 to Eva's Strength characteristic - 1 BUP Yes
- Strength 3 +5 to Eva's Strength characteristic - 2 BUP Yes
- Strength 4 +5 to Eva's Strength characteristic - 2 BUP Yes
Sturdy - You gain the Sturdy trait. - 1 BUP Yes
Subdermal Absorber Dermal Armour You ignore the first Critical Damage you take per battle. Dermal Armour 2 BUP No
Toughness - You increase your Toughness by 5 every time you purchase this upgrade. - - Yes
- Toughness 1 +5 to Eva's Toughness characteristic - 1 BUP Yes
- Toughness 2 +5 to Eva's Toughness characteristic - 1 BUP Yes
- Toughness 3 +5 to Eva's Toughness characteristic - 2 BUP Yes
- Toughness 4 +5 to Eva's Toughness characteristic - 2 BUP Yes
Twitch Fiber Grafts 1-2 You gain Unnatural Agility (+1). May be taken multipme times up to the max shown to the left. - 1 BUP Yes
Unnatural Eye Clarity, Farsight, Spectrum When you purchase this upgrade, select one of the effects below. You may not possess more than one Unnatural Eye Upgrade. - 1 BUP Yes
- Clarity Whenever you test Awareness, you may roll twice and take the better result. - - Yes
- Farsight You increase your Strategic Sight range by +2. - - Yes
- Spectrum You gain the Dark Sight trait, and reduce by -10 the penalty from fog, mist, shadow and smoke. - - Yes

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S2 Biological Upgrades

S2 BIOLOGICAL UPGRADES
Name Subname Effect Prerequisites Cost Unlocked?
Adrenal Implants - Whenever you are defeated due to Critical Damage, test Toughness. On a success, you continue to operate for a number of rounds equal to your TB/2. Ifyou are dealt another lethal blow during this period you must test Toughness again with a penalty equal to the combined amount of wounds inflicted to both head and body- on a success it continues to fight until the time limit expires. The experience is especially traumatic for the pilot, who takes 1d5 Insanity per round this implant is in use. Pointman, S2 Organ 4 BUP Yes
Advanced Biology - You gain +10 Strength and Toughness. Berserker, S2 Organ 3 BUP Yes
Angelic Weapon - You may grant your Eva a single unique special attack. This follows its own special rules; to create your weapon, go here: Angelic Weapons Creation Unlimited S2 Organ 6 BUP No
Bioweapon - You may purchase this Upgrade multiple times. Before a Mission, you may select a number of weapons and upgrades from the standard E-Scale Weapons List; the total cost of these purchases may not exceed the amount of BUP invested into Bioweapons. You may then apply each weapon to a single arm, where it replaces the hand (thus preventing your ability to handle things with that hand). The weapon may not be lost, dropped or disarmed, and is only destroyed if the arm is destroyed. The weapon only ever takes up one arm, unless it is a Mounted weapon, in which it takes up two arms (but does not inflict the Agility penalty). The weapon doubles its ammo clip, and may reload as normal, although you do not need to hold any spare ammo on you (your Eva's body generates new ammo!). If your chosen weapon has special ammo options (Custom Ammo, Special Bolts etc) it may swap to any of these with a standard reload and you do not have to expend BUP on buying them. Furthermore, you gain access to special Bioweapon entries in each special ammo option set. Finally, if you have more weapons than arms, you may replace an existing bioweapon with a different chosen one as a half action- this includes swapping to normal hands. S2 Organ 1 BUP No
Extreme Senses - So long as you are not in melee combat, you gain all the benefits of the Unnatural Eye upgrades (which do not stack) and may half-aim as a reaction, or full-aim as a half action. S2 Organ, Sniper, Unnatural Eye (any) 2 BUP Yes
Fleshwarper - You may spend a Full Action and a Reaction to heal 1d5+TB wounds divided amongst any number of locations of choice. This can remove Critical Damage, but it may not heal destroyed areas. S2 Organ, Accelerated Mitosis 2 BUP Yes
Glial Mutation - Whenever you take more than 1 Critical Damage from any source, roll for Berserk. S2 Organ 2 BUP Yes
Hysterical Speed - You may activate this upgrade as a Free Action. Until the start of your next turn, you gain Unnatural Agility and Weapon Skill (2) and all attacks against you take a -10 penalty. At the start of your next turn, however, you take a level of fatigue that cannot be removed with fates or Remote Care. S2 Organ, Skirmisher 2 BUP Yes
Solenoid Furnace - You may activate this upgrade as a Full Action. You automatically fully spread any one known spread pattern and gain +1 ATS. You gain another +1 ATS (cumulative) at the start of each turn turn, but you also take 1 point of Impact Critical Damage to the body at the end of your turn, ignoring wounds, which cannot be recovered or reduced. This damage does not trigger Critical Damage results save those that destroy you. Once the Solenoid Furnace is engaged, there is no way to shut it off, save for shutting you down entirely. S2 Organ 2 BUP Yes
Solenoid Organelles Willpower Bonus/2 You augment all AT Field Powers by 1. May be taken multiple times up to the max shown to the left. AT Tactician, S2 Organ 2 BUP Yes
Winged Form Morphic Wings, Seraphic Pinions When you purchase this upgrade, select one of the effects below. You may not possess more than one Winged Form Upgrade. - 2 BUP Yes
- Morphic Wings Grants the user Flight (AB) and the ability to make A-Type Jumps. S2 Organ, Toughness 50 - Yes
- Seraphic Pinions You gain Flight (AB), and increase the range of all AT Field Powers by one step, to a maximum of Very Long. By spending a Fate Point, you may increase your ATP by 4 until the start of your round. S2 Organ, SR 70 - Yes

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Adaptive Morphologies

ADAPTIVE MORPHOLOGIES
Name Effect 1 Effect 2 Effect 3 Unlocked?
Abyssal Abyssal Grace: You gain the Amorphous, Amphibious (AB+2) and Void (AB+2) traits. Furthermore, you ignore the effects of the Water Pressure table and from space exposure. Abyssal Form: You gain Unnatural Strength, Toughness and Agility (2) underwater and in space. Abyssal Predator: You gain an extra Reaction which may only be used underwater or in space. You gain a +20 to Stealth tests underwater or in space, and attacks against you when underwater or in space must roll twice and take the worse result. No
Celestial Celestial Creation: You gain two Models of Evaspawn. Rules on creating Evaspawn Models can be found here: Evaspawn Creation Rules. You may purchase more Models, 2 BUP per model, with a maximum equal to your Intelligence Bonus. Celestial Generation: As a Full Action, may generate a single Evaspawn copy of a single Model. You may never command more Evaspawn units than your FB. - No
Divine Divine Form: You gain the Multiple Arms (4) trait. Divine Inspiration: You gain the Baneful Presence (20) trait. Any allies within that range also gain a +10 to all Willpower tests. Divine Above the Circles of the World: You gain the Angel and Stuff of Nightmares traits. No
Draconic Draconic Implacability: You gain +4 AP to all areas and the Forceful Regeneration trait. Draconic Flexibility: You gain a 1 BUP discount to the following upgrades: all Natural Weapons, Morphic Wings. You may also gain 1 free Natural Weapon upgrade per Natural Weapon, which stacks with Natural Weapon Upgrades from other sources. Draconic Redundancy: You gain the Evangelion Biological Feature 'Extreme Redundancy'. If you already possess this Feature, you increase its bonus to +4 wounds and Regeneration (2). No
Pantheric Pantheric Alacrity: You gain a +20 bonus to Acrobatics tests, and the Evangelion Biological Feature 'Danger Sense'. If you already possess this Feature, you instead gain a +10 bonus to all Dodge tests. Pantheric Fleetness: So long as your hands are free, you gain the Quadruped trait. Pounce: Whenever you perform a charge attack benefitting from Pantheric Fleetness, you may test Acrobatics. On a success, you may also engage the enemy in a Grapple or use the Knockdown action on them for free. No
Supernatural Supernatural Mastery: You gain the Light of the Soul AT Field Ability. Supernatural Presence: You gain the Phase trait. Supernatural Form: So long as you are not incorporeal, you gain the Perfect Resilience AT Field Ability. No
Ursic Ursic Might: You gain the Unnatural Strength and Toughness (2) traits. Ursic Hulk: You gain the Size: Hulking trait and the Evangelion Biological Feature 'Mighty Form'. If you already possess this Feature, you instead gain the Brutal Charge trait. Ursic Predator: You gain the Evangelion Biological Feature 'Predator'. If you already possess this Feature, you instead gain the Improved Natural Weapons (2) trait. No

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Natural Weapons

Evangelions can be granted Natural Weapons, chosen from the chart below. You can purchase as many Natural Weapons as you want, although you can only purchase one of each type.
Natural Weapons such as Arm-Blades and Claws are considered to apply to both hands with the single purchase.
There is no limit to the amount of Bestial/Feral/Monstrous/Terrifying Weapon upgrades you can buy- but they only apply to one weapon each. So you can buy Bestial Weapon several times, but you have to apply the purchase to a different weapon every time.
The chart below notes that you can buy Bestial/Feral/Monstrous/Terrifying with WUP. This is permitted, but in this case the WUP is permanently converted to BUP just for the weaponry and cannot be recycled.
Finally: The Bestial talent for Berserkers works as though it's a 5th Bestial/Feral/Monstrous/Weapon upgrade.
NATURAL WEAPONS
Upgrade Effect Prerequisite Cost
Natural Weapon Gains a Natural Weapon, choose from the Natural Weapons list below - 2 BUP
Natural Upgrade Whenever you choose this upgrade, select one Natural Weapon; it then gains a single Natural Upgrade. You may buy this upgrade multiple times, but a single Natural Weapon may not be upgraded beyond the maximum shown to the left. Natural Weapon 1 BUP or WUP
Berserker Upgrade A Berserker may upgrade a Natural Weapon a 5th time by applying the Bestial talent to it. Natural Weapon Bestial talent

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Melee Natural Weapons

MELEE NATURAL WEAPONS
Name Damage Pen Special Location
Arm-Blade 1d10R 0 Balanced Arms
Bite 1d10R 0 After successful attack, can initiate a grapple immediately with a -20 penalty to the test. Slow, no benefit from Disturbing Anatomy Head
Claws 1d10R or I 0 Tearing Hands
Horn 1d10+1 I 0 Brutal Charge (3), Slow Head
Spines 1d5R 0 Whenever a damage action is used in a Grapple on either side, Spines automatically attack the enemy with spines- once per round. Slow Body
Tail 1d10-2R 0 Flexible Body
Talons 1d10R 0 Unbalanced. Climb speed equal to speed on foot Legs

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Ranged Natural Weapons

RANGED NATURAL WEAPONS
Name Range RoF Damage Special
Spit Close (30dm/3km) S/-/- 2d10E -

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Natural Weapon Upgrades

NATURAL WEAPON UPGRADES
Name Prerequisites Effect
Acid II Bite, Spit Gains the Acid (+1) quality.
Acid II Bite, Spit Gains the Acid (+1) quality.
Bone Shield Arm-Blades Permanent +1 AP to Body Part. Gains the Defensive and Shield (0) Qualities.
Breath Spit Gains the Flame and Spray qualities.
Breath II Spit Gains +2 Damage, +2 Pen.
Breath III Spit Gains +2 Damage, +2 Pen.
Carapace Arm-Blade, Horn, Spines Permanent +1 AP to Body Part.
Energy Field Arm-Blade, Claws, Horn, Tail Attack now gains the Power Field (20) quality, and damage type becomes E
Flensing I Arm-Blade, Claws, Spines, Bite, Tail, Talons Devastating (+2)
Flensing II Arm-Blade, Claws, Spines, Bite, Tail, Talons Devastating (+2)
Hardened Claws, Horn, Spines, Talons +4 to Damage
Necrotoxin Bite, Spines, Spit, Tail Gains the Necrotoxin Quality.
Ossified Plate Horn, Spines Permanent +1 AP to Body Part.
Pistons Talons All move actions count as disengage, add SB*2 damage to Gravity Kicks (instead of one)
Pneumatic Claws, Talons Gains the Pneumatic Quality.
Serrated Bite, Arm-Blade, Tail +2 to Damage, +1 to Pen
Serrated II Bite, Arm-Blade, Tail +2 to Damage, +1 to Pen
Serrated III Bite, Arm-Blade, Tail +2 to Damage, +1 to Pen
Sharpened Claws, Horn, Spines, Talons +4 to Penetration
Sharpened II Claws, Horn, Spines, Talons +4 to Penetration
Toxic Bite, Tail, Spit Gains the Toxic (10) Quality.

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Structural Upgrades

Basic Structural Upgrades

BASIC STRUCTURAL UPGRADES
Upgrade Subname Effect Prerequisites Cost Unlocked?
Active Camo - You gain a +10 Bonus to Stealth tests; increases to +20 if in cover. - 1 SUP Yes
Arm Remodelling - You gain one extra Storage Wing Loadout on each arm. - 2 SUP Yes
Autobalancer - Whenever you are knocked Prone, you may make a free -30 Acrobatics test; on a pass, you do not fall prone. - 1 SUP Yes
Entry Plug Armoured, Basic, HarOS Plug, Improved Plug, Organic Plug, Spiritual AI Plug, Trace Plug Whenever you purchase this upgrade, choose one of the upgrades below. You may purchase this upgrade multiple times, although you may only use one Entry Plug at any given time. - - Yes
- Armoured You halve any critical damage taken from damage within the Entry Plug, after AP and TB. If a Critical Damage result imposes a penalty to an ejection test, you reduce that penalty by 10. - 1 SUP Yes
- Basic No Effect; the generic Entry Plug. - Free Yes
- HarOS You gain 10 BS. - 1 SUP Yes
- Improved You gain 5 WS and 5 BS. - 1 SUP Yes
- Organic As a Half Action, you may trigger a Synch Disruption; this Disruption does not count against the one-Disruption-per-turn limit, and is always positive. - 2 SUP Yes
- Spiritual AI May benefit from Spiritual AI whilst in the plug. At the start of your turn, may select one bonus as a free: +5 BS/WS, +10 WS, +10 BS. - 2 SUP No
- Trace You gain 10 WS. - 1 SUP Yes
Heavy Chassis - You may now wield Mounted Weapons. - 2 SUP Yes
Plugmods Care Mod, Command Mod, Defense Locker, Enviroseal, OTIS II, Safe Port, Survival Mods Whenever you purchase this upgrade, choose one of the upgrades below. You may purchase this upgrade multiple times, although upgrades which may be taken multiple times will be marked with a number. - 1 SUP Yes
- Care Mod (1-2) The first X times your OD uses the Remote Care talent on you per battle, it becomes a Free Action instead. - - Yes
- Command Mod You gain a free Half Action per round which may be used only to activate Formations, Tactics or issue orders (eg. The command skill). Team Leader - Yes
- Defense Locker You gain a locker containing up to 6 RP worth of P-Scale Equipment. It is only large enough to accommodate one suit of unmodified armour, two unmodified weapons, 4 Pistol or Basic ammo clips (or 1 Heavy clip) and 2-3 other items. - - Yes
- Enviroseal You gain an emergency secondary seal that deploys in the case of an Entry Plug breach in space or underwater. - - Yes
- OTIS II (1-2) The first X times your OD uses the Precision Targeting talent on you per battle, it becomes a Free Action instead. - - Yes
- Reference Mod You gain a comprehensive computer database that may be accessed through the Plug's systems. So long you're in the plug, you're treated as being trained in all Common and Scholastic Lores, but using Lores that you're not trained in naturally takes one hour per use, minus 5 minutes per Degree of Success. If you are trained in the skill, then as normal but you gain a +10 bonus instead. - - Yes
- Safe Port You gain a small, heavily reinforced compartment within your Plug, in which you may store one item no less than a metre long and wide. Items in this port are almost guaranteed to survive any damage to the Plug, and are useful for storing mementos or items to which you are highly attached. - - Yes
- Survival Mods Your Plug is outfitted with an emergency supplies intended to keep you alive. It includes a two-week food and water ration, a portable solar generator, an emergency beacon, a UN Survival Kit, and a medikit with a single shot of biogel. Furthermore, assuming it is not damaged, your Entry Plug systems can now sustain breathable atmosphere indefinitely. - - Yes
Subversion Charges - If an arm or leg becomes infected by an Ego-reducing attack or a subversion attack, then you may choose to null the subversion, but instead deal 6X Critdam to the affected limb, which cannot be reduced or healed. - 1 SUP Yes
White Noise System - You reduce the Stealth Penalty for having 7 or more AP by 10. - 1 SUP Yes

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Armour Upgrades

ARMOUR UPGRADES
Upgrade Subname Effect Prerequisites Cost Unlocked?
Ablatives Carapace, Gauntlets, Greaves Whenever you purchase this upgrade, choose one of the upgrades below. Each upgrade may be purchased once. Armour Enhancement 2 - Yes
- Carapace You gain the Ablative (5) Armour Quality on the body. - 2 SUP Yes
- Gauntlets You gain the Ablative (4) Armour Quality on both arms. This upgrade covers both arms, and both are depleted separately. - 2 SUP Yes
- Greaves You gain the Ablative (4) Armour Quality on both legs. This upgrade covers both arms, and both are depleted separately. - 2 SUP Yes
Armor Enhancement 1-5 (1-6 for UN) You increase your AP by 1 in all areas. May be taken multiple times up to the max shown to the left. - 2 SUP Yes
Plate Mods Angelic Silk Weave, Dense Plating, Mesh Plating Whenever you purchase this upgrade, choose one of the upgrades below. You may purchase this upgrade multiple times, although only one upgrade may be in play at once. - - Yes
- Angelic Silk Weave You increase your AP by 2 in all areas. You are immune to electronic methods of detection, and the Graviton Quality only adds half your AP to its damage, not all of it. Replaces the Heavy Armour Feature except for Armour Upgrade Discount. Armour Enhancement 5 5 SUP No
- Dense Plating You increase your AP by 2 in all areas; however, you decrease your agility by -10. May not be used with 'Heavy Armour' Feature. Deactivates 'Lightweight Chassis' Feature. Armour Enhancement 3 5 SUP Yes
- Mesh Plating You gain an extra Reaction which may only be used to dodge. However, you gain the However, you gain the Weak Spot (2) Armour Quality on all areas and whenever you are stunned or knocked prone, you are both stunned and knocked prone. May not be used with 'Lightweight Chassis' Feature. Replaces 'Heavy Armour' Feature except for Armour Upgrade discount. Armour Enhancement 3 5 SUP Yes
Reactive Charges - The first time you take Critical Damage to a body location per battle, you halve the damage and change it to Explosive instead. This upgrade covers all body parts, and all parts have a single 'use' of Reactive Charges each. - 1 SUP Yes

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Special Armour Upgrades

SPECIAL ARMOUR UPGRADES
Upgrade Subname Effect Prerequisites Cost Unlocked?
Armour Interface - You reduce any penalties to WS, BS and Agility from wielding Letter-Type Equipment by 10. Furthermore, when wielding F-Type Equipment, enemies gain no bonuses to hit you due to your size. Armour Enhancement 5 2 SUP Yes
Cerovite Shell - You gain the Cerovite Armour Quality. Armour Enhancement 4 2 SUP Yes
Damaskite Mantle - You gain the Damaskite Armour Quality. - 3 SUP Yes
Elasticity Treating - You gain the Slippery Armour Quality. Armour Enhancement 3 2 SUP Yes
Fieldblinder Fitting - You gain the Fieldblinder Armour Quality. Armour Enhancement 4 3 SUP No
Formidibility Revision - You gain the Intimidating Armour Quality, and enemy Hordes treat you as having the Fear (2) Trait. As a Free Action once per turn you may test Intimidate to increase this to Fear (4). Armour Enhancement 3 2 SUP Yes
Fortified Armour - You gain the Fortified Armour Quality. Armour Enhancement 3 3 SUP Yes
NanoAb Reinforcement - You may spend a Full Action to increase the Ablative Value of all your Ablatives by 1 until the start of your next turn. Armour Enhancement 5 3 SUP No
Reactive Gel - You gain three shots of quick-apply defensive gel. As a Reaction, you may deploy one of your three shots and increase your AP on all areas by 4 until the start of your next turn. Armour Enhancement 4 3 SUP Yes
Shadowline Weave - You gain the Shadowline Armour Quality. Armour Enhancement 4 3 SUP Yes
Sigilite Armour - You gain the Sigilite Armour Quality. Armour Enhancement 5, SR 70 5 SUP No
Spiritual Circuitry - You gain the Spirit Armour (2) and Psy-Proof (2) Qualities. However, you take a -10 penalty to Feedback, and increase Insanity and Ego damage in the plug by 1. Armor Enhancement 4 4 SUP No
Stealth Suit - You gain the Light Armour Quality and reduce your AP by -2. The Stealth Suit may be activated as a Half; so long as it is on you have the Chameleon (Unlimited) Quality. May not be worn with F-Type Armour. Armor Enhancement 4 4 SUP Yes
Suzanium Plating - You gain the Suzanium Armour Quality. Armor Enhancement 5 3 SUP No
Variable Type Generator - As a Half Action, you may generate a covering around yourself that exactly mimicks one type of Letter-Type Equipment. This equipment may be removed as a Free Action, and may be changed to another type as a Half. Armor Enhancement 5 4 SUP No

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Heavy Chassis Upgrades

HEAVY CHASSIS UPGRADES
Upgrade Subname Effect Prerequisites Cost Unlocked?
Alpha Coordinator - The Alpha Coordinator grants you a free Half Action or Reaction, which may only be used to activate a weapon in a Weapon Dock. However, the coordinator is not as accurate and thus has a -10 penalty to hit tests. Heavy Chassis 3 SUP Yes
Ammo Backpack - The Ammo Backpack may be secured to a single Basic or Heavy Weapon before the battle. This weapon's clip size is tripled, but it cannot be reloaded in battle; outside of battle it takes three normal-sized clips and five minutes to reload. However, if the weapon jams, it only uses a single normal clips' worth of ammo and does not need to be reloaded after unjamming. Using the Ammo Backpack reduces your Agility by -10, and if you take Critical E or X damage to the body, if there's still ammo remaining in the pack, it has a 25% chance of exploding, increasing the Critical Damage taken by 1. Heavy Chassis 2 SUP Yes
Booster System - Twice per battle, you may use this upgrade to gain an extra reaction which may only be spent to sustain Flight. This reaction may not be transferred to allies, and you take a -15 penalty to WS and BS until the end of your next turn. Heavy Chassis 3 SUP Yes
Bulk Container - The Bulk Container may hold a single Heavy or Two-Handed Weapon, two Heavy Ammo clips, or four clips from a smaller weapon. It may also hold one E-Scale Gear item from the Heavy List. The Bulk Container replaces both wing docks on an Eva unit. Heavy Chassis 2 SUP Yes
S² Adapter - The S² Adapter allows electronics to run off your S² Organ's energy, which can power specially altered weapons. You may secure the Adapter to a single Basic or Heavy Energy Weapon before the battle. You may, before firing the weapon, decide that the shot will come from the Adapter; this doesn't reduce the ammo, but it does reduce your Organ's Unnatural Toughness trait by 2. The exception is the Positron Great Cannon; whenever you fire it, you lose any Unnatural Toughness bonuses; if you do not have an Unlimited S2 Organ, then you also take a -20 penalty to Strength, Toughness and Agility tests until the start of your next turn. Heavy Chassis, S² Organ 4 SUP Yes
Tactical Rig - The Tactical Rig adds two extra spaces for A Docks on the body. Heavy Chassis 2 SUP Yes

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Wing Loadouts

WING LOADOUTS
Upgrade Subname Effect Prerequisites Cost Unlocked?
Gunframe - The Gunframe may be attached to a Basic Weapon in the matching arm as a Half Action. Gunframed Weapons gain the Burst Quality and may be fired one-handed without penalty; cannot be dropped or disarmed; they may be Readied as a Free Action; and a clip of ammo may be loaded into the Gunframe; if the ammo is compatible with the attached weapon, then it is expended and the Weapon is treated as doubling its ammo quality. - 2 SUP Yes
Sensor Dock MAGI-RMD, Mark Array Whenever you purchase this upgrade, choose one of the upgrades below. Each upgrade may be purchased multiple times, but an Evangelion only has two Wing Docks at any given time. - - Yes
- MAGI-RMD MAGI rolls made on a target within Medium Range (60dm/6km) of a MAGI-RMD take a +20 bonus. Furthermore, as a Full Action you may perform a MAGI scan on a target within Medium Range, but you do not gain the +20 bonus. - Free Yes
- Mark Array As a Half Action, you may hit an enemy body part with a marker. All allies receive a +10 bonus to BS against that target until the start of your next turn. If a single body part is struck three times with a markerlight in the same turn, then Called Shots against that location are nulled, and any Horde attacks against that target automatically hit that body part. - Free Yes
Storage Dock A Dock, B Dock Whenever you purchase this upgrade, choose one of the upgrades below. Each upgrade may be purchased multiple times, but an Evangelion only has two Wing Docks at any given time. - - Yes
- A Dock A Docks hold one Compact Weapon or a single clip of ammo. They may also hold items of comparable size such as an AC Suit or an Entry Plug safely. - Free Yes
- B Dock B Docks hold one Basic or One-Handed Melee Weapon, or up to two clips of ammo. - 1 SUP Yes
Weapon Dock Disposable Launcher, Impact Bolt, Integrated Weapon, Needle Pod, Smoke Launcher Whenever you purchase this upgrade, choose one of the upgrades below. Each upgrade may be purchased multiple times, but an Evangelion only has two Wing Docks at any given time. - - Yes
- Disposable Launcher The Disposable Launcher acts as a one-shot Tactical Bazooka that may be fired as a Half Action. - 2 SUP Yes
- Impact Bolt The Impact Bolt requires a Full Action to charge, and must be fired immediately with a Reaction. It fires a Long (90dm/9km) 2d10+4E P6 attack with the Line, Positron and Shocking Qualities. If you are equipped with a pair of Impact Bolts, then you may expend the second one to add +4 damage and Penetration to the attack. - 3 SUP Yes
- Integrated Weapon The Integrated Weapon may, before a battle, have a Compact Ranged Weapon incorporated into the frame; the weapon gains the Rapid Fire Quality if it has any Burst capabilities. Integrated Weapons may be fired as a Half Action or Reaction. Integrated Weapons may be aimed without taking up an action, but still take the same amount of time. - 2 SUP Yes
- Needle Pod The Needle Pod is a single-use Close Range (30dm/3km) Pistol Weapon that deals 1d10+6R P4 damage and possesses the Scatter quality; all extra hits hit the same location as the original hit. It may be used in Grapples and in Melee Combat, where it counts as being at Point Blank Range. - 2 SUP Yes
- Smoke Launcher The Smoke Launcher is loaded with a single Blind Grenade. As a Half Action, you may fire and automatically hit with the Blind Grenade. It has Medium Range (60dm/6km). - 2 SUP Yes

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Plugsuits

All Eva pilots may freely access any Plugsuit model they desire, although they may only wear one at a time.
Name Head AP Arm AP Leg AP Body AP Effect Unlocked?
Armored Plugsuit 6 6 6 8 You gain 10 SR. This plugsuit adds half its AP to reducing damage from Eva Impact Critical Damage. The Plugsuit has the Sealed Armour Quality and 24 hour life support systems. Yes
Biorelay Suit 0 0 0 0 You gain 10 SR and whenever you take Ego damage, you may reroll the damage and take the preferred result. Yes
Dive Plugsuit 0 1 1 1 You gain 10 SR and are treated as being 1 Synch Category higher than usual except for Ego Damage. Yes
Limiter Plugsuit 0 1 1 1 You gain 10 SR and you are treated as being 1 Synch Category lower for the purpose of Feedback modifiers. Yes
Monitor Plugsuit 0 2 2 2 You gain 10 SR. Your plugsuit comes with the Auto-Doc (1) Armour Quality. Yes
Nerve Plugsuit 0 0 0 0 You gain 10 SR. If you have a net penalty to a test, you reduce the penalty by 10. Before making a test, you may spend a Fate Point to remove all penalties from that test. Yes
Psycho Dreamer Plugsuit 0 0 0 0 Your SR is set to 100. You no longer suffer Synch Disruption, but must pass a Willpower test per round or suffer a +20 SR increase. You may spend a Half or Reaction to add a +20 to this test, or a Full Action to add a +50. All Ego Damage except for Synch Category damage is reduced by your WPB, and you use the Eva's Strength and Toughness for those tests. After every battle, you must take 2d5 insanity which may not be reduced; you then roll on the Trauma chart, with a bonus equal to your end-battle SR above 100. If your Ego hits zero whilst in the suit, you gain a conditional fate point to burn on your test to reincorporise. Finally, you may spend a Fate Point to reset your SR to 100 during battle. Sera Unique. Yes
Silksuit 8 8 8 10 ??? No
Sigilsuit 0 2 2 2 You gain 20 SR and reduce Ego damage by WPB/2 to a minimum of 1. You are treated as being 1 Synch Category higher than usual except for Ego Damage, and whenever you roll Synch Disruption, you may reroll and take the preferred result. No
Standard Plugsuit 0 2 2 2 You gain 10 SR. Yes
Test Plugsuit 0 0 0 0 You gain 10 SR. No matter how high your SR, your Synch Category never goes any higher than Upper Operational; this applies for all effects, including ATS/ATP calculations. You may remove this limitation as a Free Action on your turn. Yes

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