This section covers the rules for both Angelspawn and Evaspawn generation, collectively known as just Spawn. These rules cover the creation of Spawn models, and covers how they play in both the P-Scale and E-Scale.

First and foremost, when an Angel or Eva generates Spawn, they don't just make it up on the spot. Instead, they create a set of pre-prepared templates, referred to as 'Models'. Most of this page is dedicated to explaining how to create Models. The creature that spawns them is referred to as the Mother.

Angelspawn are created by Angels with the Angelspawn trait. They gain a number of models equal to their Angelspawn trait.

Evaspawn are the special ability tied to the Celestial Morphology. Upon purchasing the Celestial Morphology, your Eva gains the ability to generate up to four Models of Evaspawn.

Spawn generation follows this pattern:

  • You decide whether a Model will be a Legion or a Behemoth. Legions are small Spawn, ranging from average human size up to about the size of a tank; they're represented in E-Scale battles as a set of Advantages. Behemoths, meanwhile, are massive, being about the size of an Evangelion or a little less; they're represented in E-Scale battles as a Large Horde.
  • Legion Spawn may also be represented at P-Scale too, either as a Horde or (if the Spawn is a big creature) as large single characters.
  • Legion Models each gain 2 Advantages, drawn from a list. During a mission, if the Mother decides to Spawn a Legion, then the Mother selects one of its Advantages and deploys it. A Mother may only use that Advantage once per Mission (even if multiple Horde Models possess it).
  • Behemoth Models have their Characteristics, Skills, Talents, Traits and Weapons generated by the Mother, using a specific system of point allocation. Once that is done, they may assign a single 'Mother Bonus' to that Model. During a mission, if the Mother decides to Spawn a Behemoth, then she generates a single Horde copy of that Model around her (or adjacent to her if there is no room). A Mother may only have one type of Behemoth Horde deployed at any given time, and if she decides to Spawn another type of Behemoth, the first Horde is destroyed. A Mother may decide to instead Spawn to replenish the original Horde back to full strength.
  • Legions also gain a Behemoth-style sheet for deployment in P-Scale. If they are deployed in P-Scale, however, they may not be replenished mid-Mission, and they take up deployment slots.
  • A Mother may only Spawn a number of times per Mission equal to her TB/2.

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A Legion is a type of Spawn, typically a creature that is miniscule compared to its Mother. They usually range from half a metre to five metres in height, and act as a sort of 'army' that the Mother can deploy, with the smaller types acting as foot soldiers whilst the larger act as battletanks.

Legions possess two forms: an E-Scale form, in which they act as Advantages (albeit ones reliant on the Mother, not the SupCom, and are not tied or dependent on Battlefront results), and a P-Scale form, in which they act as either a Horde (for average-sized creatures) or as powerful, large ICs (for your more potent creations). The rules in this section deal with the creation of E-Scale Legions, as in Advantages. For rules on the creation of P-Scale Legions, go to the "Horde Spawn" and "IC Spawn" Rules further on in the page.

To generate an E-Scale Legion, you choose two of the following Advantages. Do note that Advantages follow all the normal rules (ie. Range is measured from any ally), except that Usability refers to the Mother and not to the SupCom

Name Usability Range Duration Effect
AT Relay Your Turn You End of Mission You increase the range of all AT Field abilities by one step, to a maximum of Very Long.
Bio-Heal Your Turn Universal - All allied units heal your TB/2 wounds, distributed as they like. Hordes instead regain 10 Magnitude.
Burrow-Singers Your Turn Medium (6km) End of Mission All enemies within range of this ability are struck with the Spawn equivalent of a Markerlight, which reapplies itself every round (essentially a permanent markerlight). It may not be removed.
Carapace Creatures Your Turn Universal End of Mission All allied units gain a Carapace Creature. They may sacrifice this Creature at any time to do one of the following: add +2 AP to themselves until the start of their next turn, replenish a burned Ablative or strengthen an existing one by +2, or inflict a -20 penalty on all Grapple actions (both initiating and within the Grapple) on you until the start of their next turn. Once sacrificed, the Creature may not be replaced.
Infiltrators Your Turn Long (10km) - Select one unprotected Control point within range. You now instantly capture the Control Point, which may not be recaptured for 1d3 rounds afterwards.
Living Virusbomb Your Turn Long (10km) - You hit a single enemy with the following attack: 2d10+(TB/2)X, Pen TB, Toxic (20). If the target fails the Toxic test, then they suffer 1d10 Ego damage this round and every subsequent round; they may repeat the Toxic test at the start of each round to permanently remove the effect.
Onrushing Swarm Your Turn Close (3km) SoNT All enemies within range of this ability take a -30 penalty to Parry and Dodge tests until the start of your next turn.
Predators in the Night Your Turn Universal End of Mission Whenever an enemy Construct is defeated, the pilot, if they manage to eject, still take 2d10 Rending damage to a random body location. (This counts as a war crime against helpless combatants, assuming you care).
Psychic Plague Your Turn Close (3km) Until opponent passes Select one enemy within range; they must make an Opposed Willpower test, opposed by your Willpower. If they fail, they take 1d10 Insanity, plus any DoF they suffered. They continue to suffer this each round until they win the test.
Rapid Capture Your Turn Universal - Whenever an enemy Pilot or Leader becomes unattached, downed or forced to Eject, you may play this Advantage, then take a Tactics test opposed by their Agility or Stealth; on a success, you capture them. Happens before Search and Rescue.
Render Field Your Turn Universal SoNT All enemy units reduce their Deflection by 100% until the start of your next turn. Alternatively, you may instead select just one enemy; they lose 200% Deflection.
Spirit Leeches Your Turn Close (3km) Until test passed You hit a single enemy with a host of spirit leeches. It applies the AT Leech quality to the target, which reapplies itself every round (essentially a permanent AT Leech). The target may remove the effect by making a Toughness test as a Full Action.
Terrorize Your Turn Close (3km) - Select one enemy Horde with the Fortress trait in Range. You test Command or Lore (Tactics) opposed by the Fortress's Toughness. On a success, the Fortress is destroyed, and the enemy faction loses one Morale. You may use this on unprotected Control Points, which captures the Point automatically and also reduces the other Faction's Morale by 1, but doing so always counts as a war crime, assuming you care.

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A Behemoth is a type of Spawn, typically a creature equal or only slightly smaller than its Mother. They are powerful creatures in their own right, and when combined with their Mother's own powers, can turn into a true menace.

Behemoths possess a single form: an E-Scale Form, in which they are generated using the "Horde Spawn" rules below.

  • Technically, Behemoths can be encountered in P-Scale, but in this case they are likely to be an unstoppable disaster, not an opponent you can defeat no matter how many tanks you have.

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Spawn Hordes

These are the rules for generating Hordes. They are used by Behemoths for E-Scale, and some Legions in P-Scale. It follows the following pattern:

  • Characteristics. Swarm Hordes may distribute 300 points amongst their nine Characteristics, although they may not have more than 60 in any one Characteristic.
  • Traits. Swarm Hordes may take seven traits from their allowed list.
  • Horde Traits. Swarm Hordes may take six Horde Traits from their allowed list.
  • Skills. Swarm Hordes may take up to eight skills. They may purchase a skill multiple times, each time improving their training in it by one level.
  • Talents. Swarm Hordes may take up to 1,200 XP worth of talents.
  • Horde Abilities. Swarm Hordes may take up to 4 Horde Abilities.
  • Mother Bonus. Swarm Hordes may take one Mother Bonus. Mother Bonuses are special abilities that either improve the Mother when the Horde is deployed, or augment the Horde when the Mother is nearby.
  • Attacks. Swarm Hordes may possess a number of customised attacks, based off a handful of templates.
  • Banes. Swarm Hordes may take some Banes, which create Quality Points.
  • Quality Points. Quality Points may be spent to improve the Horde in a variety of ways.
  • Finally, Spawn Hordes do not gain Specialists.

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All Swarm Hordes have a set of Characteristics, just like characters. Swarm Hordes have access to a pool of 300 points. They divide these points up amongst their Characteristics. An Entourage's Strength, Toughness, Agility and Intelligence may not be lower than 1, but its other Characteristics may be set to 0. Entourages with a Characteristic value of 0 automatically fail any tests in that category.

A Swarm Horde can not have more than 60 in a single Characteristic. If a Horde does not spend some of its points, it gains 1 Quality Point per 5 unspent Points, to a maximum of +4 Points.

Universal Fields

This represents Fields that both Hordes and IC Spawn may use.

Mother Bonus

The Mother Bonus is a special bonus that your Model may take. Each Spawn may possess a single Mother Bonus, drawn from the below list. These Mother Bonuses often either augment the Mother, or augment the Spawn so long as it is near the Mother. Mother Bonuses possess a 'Scale', 'Type', 'Range' and 'Effect'.

  • Scale refers to whether this ability applies in P-Scale, E-Scale or both.
  • Type refers to whether this ability can be used by Spawn Hordes, Spawn ICs or both.
  • Range refers to the maximum range the Horde may be from its Mother for the Bonus to apply. Entries with '-' either have unlimited range, or do not require range.
  • Effect describes what the ability does.

Note on Terminology:

  • In this list, 'You' refers to the Mother.
  • 'Generate' refers to the act of fully growing a new copy of that Horde. It does not apply to replenishing an existing Horde.
Mother Bonus Scale Type Range Effect
AT Augment Both Scales Both Types Medium You automatically count as being in a Group Synchronization with copies of this Model. This Synchronization does not require any actions or tests to maintain.
AT Conduit Both Scales Both Types Very Long You may treat copies of this Model as being the origin point of any AT Powers you possess. (i.e. you may calculate a power's range starting in the Model's square, not your own). This also allows you to use 'self' ranged Powers on copies of this Model.
Battle Scream Both Scales Horde Short The Horde gains Fire Drill (2) and Overwhelming (2).
Biobomb Both Scales Both Types - In place of its normal attack, copies of this Model may make a suicidal explosive attack, dealing 2d10+5X damage with a Pen of 10 and a Blast of 5. Damage, Penetration and Blast all increase by +1 per Squad remaining (Per 10 wounds if IC). After using this, the copy is completely destroyed.
Biomass Recovery E-Scale Horde - Whenever a copy of this Model is destroyed, you regain 1d5 wounds.
Combined Offensive Both Scales Both Types - Whenever a copy of this Model attacks a target, that target takes a -5 penalty to Evasion tests per Squad or per Hit (if IC), to a maximum of -25.
Harvesters E-Scale Horde - Whenever a copy of this Model kills a biological E-Scale target, (i.e. any one which does not possess the Machine quality), it instantly regenerates 20 Magnitude. If the target possessed an AT Field, you also gain +2 ATS until the end of your next round.
Heralds Both Scales Both Types - By focusing your mind you may possess a copy of this Model. For the duration of this possession, your body remains inert, but the Copy gains all of your talents and skills, uses your WS, BS, Intelligence, Perception, Willpower and Fellowship (if higher). You control its movements perfectly, see through its eyes and can speak through it (if appropriate).
Life Energy Both Scales Horde Short The Horde gains +2 TB.
Mutant Strain Both Scales Horde - Whenever a copy of this Model is spawned, it gains 300 XP that may instantly be spent on any talent it wishes at the time. This is not restricted by the T3 talent limit.
Parasitic Birth E-Scale Horde - Whenever you deal damage an an Independent Character in E-Scale with either a melee Bio/Natural/Angelic Weapon or an I/R ranged Angelic/Bioweapon, you may choose to activate this ability. At the start of your next turn, a Copy of this Model explodes out of the target's hit body part, spawning adjacent to the target and dealing 1d10 rending damage on the way out, ignoring TB/AP.
Quantum Shift Both Scales Both Types - As a Full Action from you, you may swap the location of yourself as well as any one of your Copies of this Model on the battlefield with each other.
Radiant Life E-Scale Horde - Whenever you generate copies of this Model, until the end of your next turn, you possess a conditional fate point and ignore any status effects until after the end of your next turn has passed.
Screen Both Scales Both Types - Whenever you take damage, you may freely transfer up to 10 points of it to an adjacent copy of this Model (if the Model is a Horde, then it takes 5 Magnitude per point of damage soaked up).
Soul Guide Both Scales Both Types Very Long You gain the MAGI Command talent, but it may only be used on this Model.
Super Attack Both Scales Horde - The Horde gains an extra weapon, which may be of the Melee (Potent) or Basic Weapon (Potent) type; this weapon becomes 2d10 instead of 1d10, gains double the WP to spend on upgrades, but the Horde does not apply any Magnitude bonuses to its attack test, nor can it gain any extra damage from Overwhelming, Fire Drill or basic Horde DoS. It is in essence the equivalent of a Weapon Specialist attacking, except it takes the Horde's normal attack to use it. Finally, the Weapon always has the Recharge Quality.

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All Evaspawn Models possess weapons, with which it uses to attack. There are five fields to cover: Template; Aptitude; Values; Upgrades.

  • Template decides the weapon's basic type. Templates decide the weapon's Aptitudes and base Values.
  • Aptitudes decide how expensive Upgrades for a weapon are. Every Upgrade possesses one or more Aptitudes; if the weapon aptitude matches one of the Upgrade's aptitudes, then the Upgrade costs 1 WP instead of 2. Upgrades marked 'General' may be taken for 1 WP by all Weapons.
  • Values are the weapon's core elements: range, damage, penetration and starting qualities.
  • Upgrades modify the weapon's values, giving them more flavour and specialisation. Every Upgrade costs 2 WP to purchase; if the Upgrade has an Aptitude that matches the Weapon's Aptitude, the cost is 1 WP instead of 2. Upgrades possess 'Permitted Classes', which defines which Weapon class may take this upgrade.

All Spawn begin with two weapons. Horde Weapons possesses 4 WP; IC Weapons possess 8.

Template Aptitude Type Class Range RoF Damage Penetration Qualities
Melee Weapon (Potent) Power - Melee - - 1d10 I/R/E 2 -
Melee Weapon (Elegant) Technique - Melee - - 1d10 I/R/E 2 -
Basic Weapon (High Rate) Assault - Basic Medium (60dm/6km) S/2/4 1d10+0 I/R/E/X 0 -
Basic Weapon (Mid Rate) Power - Basic Medium (60dm/6km) S/2/- 1d10+2 I/R/E/X 2 -
Basic Weapon (Potent) Power - Basic Medium (60dm/6km) S/-/- 1d10+4 I/R/E/X 4 -
Basic Weapon (Special) Special, Technique - Basic Medium (60dm/6km) S/-/- 1d10+0 I/R/E/X 2 -


Banes are special drawbacks that your Models may take. These provide weaknesses to the Model. In exchange, however, the Model gains a single Quality Point. A Model may only have a maximum of 3 Banes. They have a Scale, Type and Effect.

  • Scale refers to whether this ability applies in P-Scale, E-Scale or both.
  • Type refers to whether this ability can be used by Spawn Hordes, Spawn ICs or both.
  • Effect describes what the ability does.

Note on Terminology:

  • In this list, 'You' refers to the Mother.
  • 'Generate' refers to the act of fully growing a new copy of that Horde. It does not apply to replenishing an existing Horde.
Bane Scale Type Effect
AT Reliant E-Scale Horde This Model requires you to spend 6 ATP per Round, which is not covered by Light of the Soul.
Backlash Both Scales Both Types Whenever a copy of this Model is destroyed or Stunned, you take a stacking -10 penalty to Intelligence, Perception, Willpower and Fellowship tests for 1 round. (If the Model has 'Synapse Creature', this triggers if the Synapse Creature dies).
Clumsy Both Scales Both Types This Model's attacks all have the Recharge quality (for ranged weapons) or the Unwieldy quality (for melee weapons).
Demoralising Both Scales Both Types The first time you deploy this Model during a mission, your side reduces its morale by -2.
Ephemeral E-Scale Horde At the start of your next turn, reduce the Magnitude of all Copies of this Model by 20. If this Copy is an Independent Character, then it gains a point of Fatigue per turn; when it hits the Fatigue Threshold, it dies.
Exhausting Labour E-Scale Horde Whenever you generate copies of this Model, you test Willpower; on a failure you take a level of fatigue.
Flawed Composition Both Scales Both Types Attacks against this model treat its TB as AP for the purposes of Penetration.
Flesh Egg E-Scale Horde Whenever you generate copies of this Model, you take 1d5 damage to a single body part, which bypasses AP, TB or other defensive effects. This effect may not produce critical damage but must be used on a body part that still possesses wounds.
Horrid Both Scales Both Types Allied Hordes take a -10 penalty to all tests if this Model is within 3km/dm of it.
Inefficient Both Scales Both Types When generating copies of this Model, you must also expend a Reaction action to do so.
Poor Weaponry Both Scales Both Types This Model's ranged attacks all have the Unreliable quality or, if Energy type, the Overheat quality. Melee attacks miss on a roll of 91+.
Synapse Creature Both Scales Horde Copies of this Model possess a Specialist, who has all the Characteristics, etc. of the Horde, and TB*2 Wounds. This Specialist has no actions or benefits, but if it is killed, then the Horde's connection with you becomes disrupted. It may no longer be commanded, temporarily loses the Soul Bound Quality, and is now vulnerable to emotion and psychology. In this time it may act in a feral or dangerous way, attacking all nearby regardless of allegiance.
Uneven Covering Both Scales Both Types This Model gains Weak Spot (AP/2) on all locations (Hordes instead take +2 Magnitude damage from every attack).
Weakness (I/R/E/X) Both Scales Both Types Choose one attack type. Attacks of this type gain +2 Damage and Penetration against the Model. if a Horde, suffers +2 points of magnitude damage when hit by weapons of this type.

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Quality Points

Quality Points are a special pool of points that allow you to pad your Model out in some areas. They may be spent in this way:

  • 1 point to add +5 Characteristic Points (to a maximum of +20 points)
  • 1 point to add 2 Skill ranks
  • 1 Point to add 200 XP (to a maximum of +600 XP)
  • 1 Point to add 1 WP to a single Weapon (To a maximum of +4 per weapon)
  • 1 Point to add a Trait (to a maximum of +4)
  • 1 Point to add a Horde Trait (to a maximum of +3)
  • 1 Point to add a Horde Ability (To a maximum of +2)
  • 2 Points to add a new Weapon (To a maximum of +2)
  • 2 Points to increase the Tier 3 Talent cap by 1 (this does not provide extra XP)
  • 2 Points to increase the Characteristic Cap by 10 (this does not provide extra Characteristics)
  • 5 Points to add one more Mother Bonus (may only be taken once).

All Models begin with 1 free Quality Point. They may gain more through unspent points in some fields, or by taking Banes.
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