Generating an Evangelion
Generate Characteristics
Evangelions rely mostly on their pilots for their Characteristics, but Strength and Toughness are inherent to the Evangelion. Eva Characteristics begin as follows:
EVANGELION CHARACTERISTICS |
WS |
BS |
Strength |
Toughness |
Agility |
Synch Ratio |
Pilot |
Pilot |
30 |
30 |
Pilot |
Pilot |
These characteristics are the ones primarily modified by an Evangelion's abilities and upgrades.
After generating these characteristics, you may then add 10 points to either an Evangelion's Strength or Toughness.
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Generate Vitals
Evangelions have six body parts, each with its own wound pool. Below are the rules for generating an Evangelion's starting wounds and AP.
Vitals |
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
2 |
TB+5 |
Right Arm |
11 – 20 |
2 |
TB+7 |
Left Arm |
21 – 30 |
2 |
TB+7 |
Body |
31 – 70 |
4 |
(TB*2)+10 |
Right Leg |
71 – 85 |
2 |
TB+7 |
Left Leg |
86 – 100 |
2 |
TB+7 |
AP can be increased by Features and Upgrades, as can Wounds. Do note that as your TB increases, your wounds will as well.
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Evangelion Features
Every Eva has four features, one drawn from each of the following four categories: Soul, Mutation, Construction, History. You consult with your GM about your assortment of features; they may be chosen collaboratively or you may pick them at random.
SOUL FEATURES |
Name |
Effect |
Angelic |
Something about this Eva is unnatural, and it sets other Evangelions off. This Eva gains the 'Angel' trait when it Berserks. However, all Berserk Evas treat it as a valid target, and every round in which it is berserked, it deals 1d10 Ego damage to the pilot. |
Calm |
This Eva's slumber is deep, and even when disturbed it prefers to submit to the pilot. This Eva ignores the first successful Berserk roll of the battle, but when it does Berserk, the pilot remains in control and also gains +20 SR. |
Destroyer |
This Eva is a destroyer, a figure of terror for all. When Berserk, this Eva may add its WS Bonus to its DoS on a melee attack. However, it also gains the Fear (4) quality, which both allies and enemies must test against. |
Deva |
This Eva is a Deva, on a level beyond a regular unit; it is more powerful but the effect it has on the pilot is unknowable and terrible. The Eva gains a 2nd Soul feature and the pilot halves all Ego and Insanity gained in the Plug, but every Synch Disruption is positive. Even worse, the pilot now gains Synch Disruption whenever they suffer Feedback. |
Dysangelion |
This Eva is a Dysangelion. The soul is that of a powerful Angel, divided in half, with one half being the pilot, the other half being the Dysangelion itself. Dysangelion pilots all count as being Remotely Synchronized, and so do not have to be in the Dys to pilot it. They are immune to ego or insanity damage due to damage to the Dysangelion, and do not gain Synch Ratio. Whenever you activate your Aspect Power during the course of a battle, it Berserks and gains the Angel trait. |
Invasive |
This Eva is constantly pushing into its pilot, which is felt as a sort of 'presence' or even a voice. The pilot halves all Ego and Insanity gained in the Plug, but every Synch Disruption is positive. Even worse, the pilot now gains Synch Disruption whenever they suffer Feedback. |
Protective |
This Eva is a protective spirit, both towards itself and to others. When Berserk, it may add its AB to its DoS on a parry or dodge test, and its AT Field may be used to deflect attacks aimed at adjacent allies, just like the Guardian talent. However, it lacks some of the ferocity one might expect of a berserk Eva; it gains 10 less extra Weapon Skill on a Berserk. |
Master Model |
This Eva's soul is one of the twelve Disciples of Lilith, divided and dormant. The pilot gains +5 SR, but the Eva may never berserk, unless the pilot is reduced to LCL within the plug. |
Maternal Bond |
This Eva is closely bonded with its pilot. The pilot gains +5 SR, and any Breach damage sustained is halved. However, the Eva refuses to work for other pilots, and the close bond makes the pilot susceptible to Feedback. They take a -10 penalty on all Feedback tests, and whenever Ego damage is sustained they take +1 extra. |
MUTATION FEATURES |
Name |
Effect |
Adaptive |
This Eva's biology Is unusually adaptable, even by the standards of metaphysical technology. Biological Upgrades that ask the unit to 'select one of the effects below', the Eva instead may take two. However, this adaptiveness leaves less room for structural modifications; the Eva may only take 3 Special Armour slots. |
Danger Sense |
This Eva has an unnatural ability to sense danger, and react to it. It gains +20 to Awareness, and an extra reaction per round that my be expended to dodge. Whenever this extra dodge is used, however, it deals 1d10 Impact damage to the pilot's body that ignores TB/AP due to the stresses involved. |
Extreme Redundancy |
This Eva is unusually tough, even by the standards of an Evangelion unit, with features such as having four or five hearts not being unusual. It gains +4 wounds to all areas, the Regeneration (1) trait, and costs 10 less Reserves to repair. Unfortunately, since it's so -dense-, it can become extremely messy when damaged. Whenever this unit takes Critical Damage, it generates 1d5dm of blood around it, which turns into Difficult Terrain (-10). Critical effects that already cause this have their range doubled. Finally, the pain from this is overwhelming, and the pilot takes -10 to Feedback tests. |
Lithe Frame |
This Eva is lithe, small and evasive. It gains +10 Agility, and all attacks against it take a -10 penalty. However, it's not particularly durable, and so takes a -5 penalty to Toughness. |
Mighty Form |
This Eva's body is a powerful form, stockier and thicker than the others, but its organs are designed to be potent, but also slower than usual. It gains +10 Strength and Toughness, but takes a -10 penalty to Agility. |
Multiple Eyes |
This Eva has a sophisticated set of eyes, which grant it excellent long-range vision. It gains +5 BS and Unnatural Perception (+2). However, the sensation is not always natural to pilots, and so the unit gains a -5 WS penalty. |
Predator |
This Eva has evolved into a natural predator, and it shows. It gains +5 WS, begins with one free Natural Weapon and gains +1 Penetration and Damage with Natural Weapons. However, its form is obviously focused towards close combat at the cost of other traits, and so it gains -5 BS. |
CONSTRUCTION FEATURES |
Name |
Effect |
Carapace Ports |
This Eva has been implanted with a Mk1 form of the STAG carapace implant, covering it in subcutaneous ports to which armour may be attached. However, the implant digs deep into the spinal column and interferes with the Plug's already precarious ejection systems: The unit gains a fifth Special Armour slot, but takes a -20 penalty to Ejection tests. |
Heavy Armour |
This Eva is heavily armoured, turning it into a walking juggernaut. It gains +2 AP, but a -5 penalty to agility. |
Lightweight Chassis |
This Eva is lightly armoured, its form instead augmented with specialised sensors that allow it to evade attacks easily. It gains an extra reaction which may be expended to dodge. However, the lightly armoured form makes the Eva more vulnerable to concussive shock; it gains Weak Spot (2) on all areas and whenever the Eva is stunned or knocked prone, it is both stunned and knocked prone. |
Combat Modulators |
This Eva is designed with many small modules that act to reduce the feedback felt by the Pilot and maintain their combat efficiency. The Pilot does not suffer penalties from fatigue until they have 4 or more levels of Fatigue. However, despite their best efforts this causes a disruption between Pilot and Eva. The pilot reduces their SR by 5. |
Leg Enhancements |
This Eva has been given structurally enhanced legs that allow it incredible mobility. It gains the Unnatural Agility (+2) trait, +20 to Acrobatics and, when it tests to Disengage, may disengage as a Free if the DoS on the Acrobatics test is above 4 or more. Unfortunately, the improvements actually get in the way of the pilot's natural reactions when bracing themselves, and so it takes a -20 test to resist Grapples and being knocked prone. |
Auto-Stabilisers |
Sophisticated stabilisers built into the leg turn it into a natural gun tower. It gains the Auto-Stabilised trait, which allows it to fire semi or Full auto as a half action, and furthermore the unit always counts as having Higher Ground. However, the enhancements make it steady, not swift, and the Eva takes a -10 penalty to Dodge. |
Weapon Mounts |
This Eva's arm-fins have been remodelled into weapon hardpoints. It gains, two Weapon Dock slots on each arm. However, this unit may no longer take the Arm Remodelling upgrade, and whenever the arm takes Energy or Explosive critical damage to that arm, there is a 25% chance that the weapon may explode, dealing a regular attack to the arm in question and rendering it useless. |
HISTORY FEATURES |
Name |
Effect |
Concept Model |
This Eva was designed to showcase some of the newest and powerful tech about, and it shows. It gains a second Construction Feature, but it comes with an appropriately heavy spike in upkeep: this Eva costs 10 extra Reserve to repair when damaged and 25 extra Reserve to restore when destroyed. |
Deva |
This Eva is a Deva, a powerful new type of Evangelion. It gains an extra Mutation or Construction, and has the Favoured Enemy (Evangelions, Mecha) talents. It has +2 AP to all areas and gains a free Adaptive Morphology. |
Dysangelion |
This Eva is a Dysangelion, a powerful type of 'false' Eva that uses an Angel's soul. It gains an extra Mutation and has the Favoured Enemy (Evangelions, Mecha) talents. It starts with an Unlimited S2 Organ for free, as well as another S2 Upgrade slot. It counts as an Angel for the purposes of Extreme Environments. |
Engineering Cooperative |
This Eva was created in a country with a powerful engineering base, or perhaps it was made in a time when efficient use of resources was key. The result is a unit that is pleasantly easy to modify and repair. This unit reduces all repair costs by half. |
Flagship |
This Eva is considered the flagship unit for a particular country, and was unveilled with pride. It bears that country's insignia on it prominently. The pilot gains a conditional fate point to spend as they like- unless the unit is fighting forces from the country in question. |
Heroic Icon |
This Eva has a reputation as a heroic symbol of the age. Allies are bolstered by its presence, but galvanises its foes. So long as the Eva is functional, all allies gain a +10 to WP so long as they can see the Eva, and the pilot gains a Conditional Fate Point which may only be given to a nearby ally to use as they like. However, all Horde attacks against the Eva gain +10 to hit and deal +1 damage. |
Nemesis |
This Eva's design has some curious features and systems- such as an exhaustive amount of data on Superheavy units. These systems, disturbingly, make it much more efficient at fighting other Evas and Superheavies than fighting Angels. The unit gains the Favoured Enemy (Evangelions, Mecha) talents, but when it berserks will consider these to be valid targets as well, including conventional forces. |
Master Model |
This Eva is a Master Model, and, demonstrating the mastery of NERV over Eva tech at this point, has extra capabilities. It may gain a single extra Mutation or Construction of the user's choice. However, its early creation is shrouded in lies and secrecy, and no one knows everything about what they're capable of doing… |
Prototype |
This Eva was an early prototype model, designed for testing, not combat. To this end, it gains a second Mutation Feature, but takes one of the following penalties: Reduces AP by 2; takes -5 to WS and BS; takes -5 to Strength and Toughness; takes -20 to Feedback tests. |
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Upgrading Evangelions
Evangelions may be upgraded in two areas: Biologically and Structurally. As technology progresses, new upgrades are unlocked; once a tech unlocks an upgrade, it is available to all Evangelions.
Biological Upgrades
Biological Upgrades often modify the Evangelion's inherent traits, such as their characteristics, wounds or special abilities.
Biological Upgrades come in one of four categories.
Basic Bio Upgrades, which is a broad category of upgrades with a low entry point. |
S2 Upgrades, which are powerful but specialised upgrades that require an S2 Organ. |
Adaptive Morphologies, which permanently alter an Evangelion in a drastic way. An Evangelion may only possess one Morphology. |
Natural Weapons, which can outfit an Evangelion with a variety of useful and powerful natural weaponry which they may always use. |
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BASIC BIOLOGICAL UPGRADES |
Upgrade |
Subname |
Effect |
Tech Reqs |
Unlocked? |
Accelerated Mitosis |
- |
You gain the Regeneration (+2) trait. |
- |
Unlocked |
Chameleomimesis |
- |
You gain the Chameleon (TB/2) trait. If you take Critical Damage to the body, this upgrade is disabled. |
Operative Adaptive Morphology |
Unlocked |
Contraterial Lobe |
- |
You gain the Stims Armour Quality. |
Operative Adaptive Morphology |
Unlocked |
Core Modifications |
- |
This upgrade allows you to choose one of the below effects; you may not have more than one. |
- |
- |
- |
Core Array |
Whenever you make a Full Move, you may activate any AT Power at Half Strength, so long as it only takes a Half Action. |
- |
Unlocked |
- |
Core Membrane |
Your pilot may reduce Ego Damage incurred due to Synch level by half their WPB. |
- |
Unlocked |
Dense Field |
Defensive, Offensive, Utility |
This upgrade allows you to choose one of the below effects; you may not have more than one. |
- |
- |
- |
Defensive |
You +2 ATS for the purposes of calculating Deflection. |
- |
Unlocked |
- |
Offensive |
You gain +4 ATP with which to activate 'Offensive' and 'Neutralise' Powers, as well as to channel into weapons. |
- |
Unlocked |
- |
Utility |
You gain +2 ATP with which to activate powers. |
- |
Unlocked |
Dermal Armour |
- |
Whenever you take Critical Damage, you reduce the amount taken by 1, to a minimum of 1. |
- |
Unlocked |
Loric Biorenewal |
- |
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. |
Operative Adaptive Morphology |
Unlocked |
Redundant Organs |
1-5 |
Each rank of this Upgrade increases your Eva's wounds by 2 in all areas. |
- |
- |
- |
1 |
+2 to your Eva's wounds. |
- |
Unlocked |
- |
2 |
+2 to your Eva's wounds (+4 total). |
- |
Unlocked |
- |
3 |
+2 to your Eva's wounds (+6 total). |
- |
Unlocked |
- |
4 |
+2 to your Eva's wounds (+8 total). |
Operative Adaptive Morphology |
Unlocked |
- |
5 |
+2 to your Eva's wounds (+10 total). |
Angelic Morphology |
Unlocked |
Redundant Senses |
- |
You ignore the first case of Blindness and Deafness per battle. |
Operative Adaptive Morphology |
Unlocked |
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. |
- |
- |
- |
S2 Organ (Limited) |
You gain unlimited operation time and the Unnatural Toughness (2) trait. |
- |
Unlocked |
- |
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. |
Angelic Morphology |
Unlocked |
Strength |
- |
Each rank of this Upgrade increases your Eva's Strength by 10 in all areas. |
- |
- |
- |
Strength 1 |
+10 to Eva's Strength characteristic. |
- |
Unlocked |
- |
Strength 2 |
+10 to Eva's Strength characteristic (+20 total). |
- |
Unlocked |
- |
Strength 3 |
+10 to Eva's Strength characteristic (+30 total). |
Operative Adaptive Morphology |
Unlocked |
- |
Strength 4 |
+10 to Eva's Strength characteristic (+40 total). |
Angelic Morphology |
Unlocked |
Sturdy |
- |
You gain the Sturdy trait. |
- |
Unlocked |
Subdermal Absorber |
Dermal Armour |
You ignore the first Critical Damage you take per battle. |
Operative Adaptive Morphology |
Unlocked |
Toughness |
- |
Each rank of this Upgrade increases your Eva's Toughness by 10 in all areas. |
- |
- |
- |
Toughness 1 |
+10 to Eva's Toughness characteristic. |
- |
Unlocked |
- |
Toughness 2 |
+10 to Eva's Toughness characteristic (+20 total). |
- |
Unlocked |
- |
Toughness 3 |
+10 to Eva's Toughness characteristic (+30 total). |
Operative Adaptive Morphology |
Unlocked |
- |
Toughness 4 |
+10 to Eva's Toughness characteristic (+40 total). |
Angelic Morphology |
Unlocked |
Twitch Fiber Grafts |
1-2 |
Each rank of this Upgrade grants your Eva Unnatural Agility (+1). |
- |
- |
- |
1 |
Unnatural Agility (+1). |
- |
Unlocked |
- |
2 |
Unnatural Agility (+1) (+2 Total). |
- |
Unlocked |
Unnatural Eye |
Clarity, Farsight, Spectrum |
This upgrade allows you to choose one of the below effects; you may not have more than one. |
- |
Unlocked |
- |
Clarity |
Whenever you test Awareness, you may roll twice and take the better result. |
- |
Unlocked |
- |
Farsight |
You gain Unnatural Perception (+2). |
- |
Unlocked |
- |
Spectrum |
You gain the Dark Sight trait, and reduce by -10 the penalty from fog, mist, shadow and smoke. |
- |
Unlocked |
S2 Upgrades are highly powerful modifications to an Evangelion that rely on the power of their S2 Organ. An Evangelion may only possess up to three S2 Upgrades at any given time; it may change the configuration at the start of each Campaign Turn.
Name |
Subname |
Effect |
Prerequisites |
Tech Reqs |
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. If you 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 |
- |
Unlocked |
Advanced Biology |
- |
You gain +10 Strength and Toughness, and all of your Natural Weapons of the Arm Blade, Claw, Tail, Talon or Tentacle type now gain a melee range of +1km (i.e. range 2km for most) and the Flexible quality. |
Berserker |
- |
Unlocked |
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 |
- |
Angelic Weapons |
Locked |
Bioweapon |
1 |
Before a Mission, you may select up to X weapons from the standard E-Scale Weapons List, which may be upgraded as normal. 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. Furthermore, you gain access to special Bioweapon entries in each special ammo option set. Finally, you may replace an existing bioweapon with a different chosen one as a half action- this includes swapping to normal hands. |
- |
Bioweapons |
Locked |
- |
2 |
You may now generate two weapons. This does not take up an extra slot. |
- |
Angelic Weapons |
Locked |
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. |
Sniper |
- |
Unlocked |
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. |
- |
- |
Unlocked |
Glial Mutation |
- |
Whenever you take more than 1 Critical Damage from any source, roll for Berserk. |
- |
- |
Unlocked |
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. |
Skirmisher |
- |
Unlocked |
Solenoid Furnace |
- |
You may activate this upgrade as a Free 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. |
- |
- |
Unlocked |
Solenoid Organelles |
- |
You augment all AT Field Powers by your WPB/2. |
AT Tactician |
- |
Unlocked |
Winged Form |
- |
This upgrade allows you to choose one of the below effects; you may not have more than one. |
- |
- |
Unlocked |
- |
Morphic Wings |
Grants the user Flight (AB) and the ability to make Boosted Jumps. |
- |
- |
Unlocked |
- |
Seraphic Pinions |
You gain Flight (AB), and increase the range of all AT Field Powers by one step, to a maximum of Very Long. Whenever you use a Full Strength Power, you may spend a Fate Point to either avoid doubling its action cost, or to preserve your Pattern's effects. You may spend two Fates to gain both benefits. |
- |
- |
Unlocked |
ADAPTIVE MORPHOLOGIES |
Name |
Subname |
Effect |
Tech Reqs. |
Unlocked? |
Aquiline |
Aquiline Grace |
You no longer have to expend a Reaction to maintain flight, and you gain a +10 to Agility tests whilst flying. If for whatever reason you are Falling, you may instantly test Acrobatics; on a success you crash land harmlessly. |
Operative Adaptive Morphology |
Unlocked |
- |
Aquiline Form |
You gain Flight (AB), Void (AB) and Hoverer (AB). You ignore the effects of the space exposure table. If you possess the Talons Natural Weapon, it now gains the Snapshot Quality. |
- |
Unlocked |
- |
Aquiline Hunter |
Charge attacks made from the air, including Gravity Kicks and Assault Jumps, gain the Concussive and Lock-On qualities. |
- |
Unlocked |
Celestial |
Celestial Creation |
You gain a number of Models of Evaspawn equal to your IB. Rules on creating Evaspawn Models can be found here: spawn. |
Angelic Morphology |
Unlocked |
Divine |
Divine Form |
You gain the Multiple Arms (2) trait. |
Angelic Morphology |
Unlocked |
- |
Divine Inspiration |
You gain the Baneful Presence (4) trait. Any allies within that range also gain a +10 to all Willpower tests. |
- |
Unlocked |
- |
Divine Above Mundanity |
You gain the Angel and Stuff of Nightmares traits. |
- |
Unlocked |
Draconic |
Draconic Implacability |
You gain +4 AP to all areas and the Well of Life trait. |
Operative Adaptive Morphology |
Unlocked |
- |
Draconic Flexibility |
You gain a free Natural Weapon. You gain 2 free Natural Weapon upgrades per Natural Weapon, which stacks with Natural Weapon Upgrades from other sources. |
- |
Unlocked |
- |
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). |
- |
Unlocked |
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. |
Operative Adaptive Morphology |
Unlocked |
- |
Pantheric Fleetness |
So long as your hands are free, you gain the Multiple Legs (2) and Bounder traits. Your Eva counts as possessing the Assault Jump talent; if you already have it, then talents benefitting from Assault Jump gain Proven (4). |
- |
Unlocked |
- |
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. |
- |
Unlocked |
Supernatural |
Supernatural Mastery |
You gain the Light of the Soul AT Field Ability. |
Angelic Morphology |
Unlocked |
- |
Sueprnatural Presence |
You gain the Phase trait. |
- |
Unlocked |
- |
Supernatural Form |
So long as you are not incorporeal, you gain the Absolute Resilience AT Field Trait. |
- |
Unlocked |
Ursic |
Ursic Might |
Ursic Might: You gain the Unnatural Strength and Toughness (2) traits. |
Operative Adaptive Morphology |
Unlocked |
- |
Ursic Hulk |
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 (3) trait. |
- |
Unlocked |
- |
Ursic Predator |
Ursic Predator: You gain the Evangelion Biological Feature 'Predator'. If you already possess this Feature, you instead gain the Improved Natural Weapons (2) trait. |
- |
Unlocked |
Evangelions can be granted Natural Weapons, chosen from the chart below. An Evangelion can be granted a Natural Weapon by spending 25 Reserve on them; Berserkers begin with two Natural Weapons already.
Natural Weapons such as Arm-Blades and Claws are considered to apply to both hands with the single purchase.
On creating a Natural Weapon, you choose its type and four Upgrades for it. Berserkers may buy the Bestial talent, which adds a 5th upgrade to a Natural Weapon.
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. Gains Unwieldy |
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 |
Breath Weapon |
Close (30dm/3km) |
S/-/- |
2d10E |
- |
Natural Weapon Upgrades
NATURAL WEAPON UPGRADES |
Name |
Prerequisites |
Effect |
Acid I |
Bite, Breath |
Gains the Acid (+1) quality. |
Acid II |
Bite, Breath |
Gains the Acid (+1) quality. |
Bone Shield |
Arm-Blades |
Permanent +1 AP to Body Part. Gains the Defensive and Shield (0) Qualities. |
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 |
Firebreath |
Breath |
Attack gains the Flame and Spray Qualities. |
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, Breath, 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) |
Plasma I |
Breath |
Gains +2 Damage, +2 Pen. |
Plasma II |
Breath |
Gains +2 Damage, +2 Pen. |
Pneumatic |
Claws, Talons |
Gains the Pneumatic Quality. |
Projection |
Breath |
Increases range by one step. |
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, Breath |
Gains the Toxic (10) Quality. |
-- Back to Top --
Structural Upgrades
Structural Upgrades often modify an Evangelion's external traits, such as their AP, equipment carrying abilities or Entry Plugs.
Structural Upgrades come in one of four categories.
Basic Structural Upgrades, which is a broad category of generic upgrades, including improved Entry Plugs and various other low-level upgrades. |
Special Armour Upgrades, which further modify an Evangelion's defensive capabilities. However, these are often quite expensive. Furthermore, an Evangelion may not have more than four Special Armour Upgrades at a time. |
Heavy Chassis Upgrades, which add powerful utility upgrades to an Eva, often incurring penalties in other areas. An Evangelion may not have more than one Heavy Chassis Upgrade at a time. |
Wing Loadouts, which modify the Evangelion's wing docks to improve their capacity or outfit them with useful gadgets. An Evangelion has two wing dock slots- one on the left shoulder and one on the right. It may also be granted limited slots for A-Docks on its arms with the Arm Remodelling upgrade. |
Plugsuits, which modify the pilot's performance in the Evangelion |
-- Back to Top --
These are the basic structural upgrades for the Evangelion unit. So long as they have been unlocked through research, your Evangelion counts as possessing the upgrade in question.
BASIC STRUCTURAL UPGRADES |
Upgrade |
Subname |
Effect |
Tech Reqs |
Unlocked? |
Ablatives |
- |
You gain the Ablative (4) Quality on all locations. |
- |
Unlocked |
Active Camo |
- |
You gain a +10 Bonus to Stealth tests; increases to +20 if in cover. |
- |
Unlocked |
Arm Remodelling |
- |
You gain one extra Storage Wing Loadout on each arm. |
- |
Unlocked |
Armor Enhancement |
- |
Each rank of this Upgrade increases your Eva's AP by 1 in all areas. |
- |
- |
- |
1 |
+1 to your Eva's AP. |
- |
Unlocked |
- |
2 |
+1 to your Eva's AP (+2 total). |
- |
Unlocked |
- |
3 |
+1 to your Eva's AP (+3 total). |
- |
Unlocked |
- |
4 |
+1 to your Eva's AP (+4 total). |
- |
Unlocked |
- |
5 |
+1 to your Eva's AP (+5 total). |
- |
Unlocked |
- |
6 |
+1 to your Eva's AP (+6 total). |
6th Gen Material Armours |
Locked |
Autobalancer |
- |
Whenever you are knocked Prone, you may make a free -30 Acrobatics test; on a pass, you do not fall prone. |
- |
Unlocked |
Entry Plug |
- |
You gain access to the following Plugs. Before a battle you may select one Plug to use for that battle. |
- |
Unlocked |
- |
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. |
- |
- |
- |
Basic |
No Effect; the generic Entry Plug. |
- |
Unlocked |
- |
HarOS |
You gain 10 BS. |
- |
Unlocked |
- |
Improved |
You gain 5 WS and 5 BS. |
- |
Unlocked |
- |
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. |
- |
Unlocked |
- |
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. |
Sentient Spiritual Intelligence |
Locked |
- |
Trace |
You gain 10 WS. |
- |
Unlocked |
Heavy Chassis |
- |
You may now wield Mounted Weapons. |
- |
Unlocked |
Plate Mods |
- |
This upgrade allows you to choose one of the below effects; you may not have more than one. |
- |
- |
- |
Angelic Silk Weave |
You increase your AP by 2 in all areas. You gain the Angelic Silk Armour Quality. |
Angelic Armours |
Locked |
- |
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. |
- |
Unlocked |
- |
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. |
- |
Unlocked |
Plugmods |
- |
You gain access to the following Plugmods, which provide you with special resources accessible through the Entry Plug. You may equip your Plug with three of them per battle. |
- |
- |
- |
Care Mod |
The first 2 times your OD uses the Remote Care talent on you per battle, it becomes a Free Action instead. |
- |
Unlocked |
- |
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). |
- |
Unlocked |
- |
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. |
- |
Unlocked |
- |
Enviroseal |
You gain an emergency secondary seal that deploys in the case of an Entry Plug breach in space or underwater. |
- |
Unlocked |
- |
OTIS II |
The first 2 times your OD uses the Precision Targeting talent on you per battle, it becomes a Free Action instead. |
- |
Unlocked |
- |
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 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. |
- |
Unlocked |
- |
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. |
- |
Unlocked |
- |
Superior Jets |
You gain a +20 bonus to Ejection rolls. |
- |
Unlocked |
- |
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. |
- |
Unlocked |
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. |
- |
Unlocked |
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. |
- |
Unlocked |
White Noise System |
- |
You reduce the Stealth Penalty for having 7 or more AP by 10. |
- |
Unlocked |
Special Armour Upgrades are powerful defensive upgrades for your unit. You may only equip a total of four at a time from the list of unlocked upgrades.
SPECIAL ARMOUR UPGRADES |
Upgrade |
Subname |
Effect |
Tech Reqs |
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. |
- |
Unlocked |
Cerovite Shell |
- |
You gain the Cerovite Armour Quality. |
5th Gen Material Armours |
Unlocked |
Damaskite Mantle |
- |
You gain the Damaskite Armour Quality. |
5th Gen Material Armours |
Unlocked |
Elasticity Treating |
- |
You gain the Slippery Armour Quality. |
5th Gen Material Armours |
Unlocked |
Fieldblinder Fitting |
- |
You gain the Fieldblinder Armour Quality. |
6th Gen Material Armours |
Locked |
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). |
- |
Unlocked |
Fortified Armour |
- |
You gain the Fortified Armour Quality. |
- |
Unlocked |
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. |
Nanotech Applications |
Locked |
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. |
- |
Unlocked |
Shadowline Weave |
- |
You gain the Shadowline Armour Quality. |
5th Gen Material Armours |
Unlocked |
Sigilite Armour |
- |
You gain the Sigilite Armour Quality. |
Angelic Armours |
Locked |
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. |
Angelic Armours |
Locked |
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. |
- |
Unlocked |
Suzanium Plating |
- |
You gain the Suzanium Armour Quality. |
6th Gen Material Armours |
Locked |
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. |
|
Locked |
Heavy Chassis Upgrades are heavy-duty upgrades that require the Heavy Chassis upgrade. You may only deploy with one of them.
HEAVY CHASSIS UPGRADES |
Upgrade |
Subname |
Effect |
Tech Reqs |
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. |
- |
Unlocked |
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. 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. |
- |
Unlocked |
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. |
- |
Unlocked |
Bulk Container |
- |
The Bulk Container may hold a single Heavy or Two-Handed Weapon or four ammo clips. It may also instead hold one E-Scale Gear item from the Heavy List. The Bulk Container replaces both wing docks on an Eva unit. |
- |
Unlocked |
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. |
- |
Unlocked |
Tactical Rig |
- |
The Tactical Rig adds one extra space for a Storage Dock on the body. |
- |
Unlocked |
Wing Loadouts involve special components which are instaled within an Eva's shoulder-mounted wing fins. An Eva has only two wing fins, and so may only have two Wing Loadouts at any time. Certain other upgrades may permit an Eva to install certain Docks elsewhere.
WING LOADOUTS |
Upgrade |
Subname |
Effect |
Tech Reqs |
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. A 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. |
- |
Unlocked |
Sensor Dock |
- |
This upgrade allows you to choose one of the below effects; you may not have more than one per wing slot. |
- |
- |
- |
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. |
- |
Unlocked |
- |
Markerlight |
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. |
- |
Unlocked |
Storage Dock |
- |
This upgrade allows you to carry equipment within the dock. Each dock can hold either one Basic or One-Handed Weapon or two ammo clips or two Compact weapons or one ammo clip and one Compact weapon. |
- |
Unlocked |
Weapon 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. |
- |
- |
- |
Disposable Launcher |
The Disposable Launcher acts as a one-shot Tactical Bazooka that may be fired as a Half Action. |
- |
Unlocked |
- |
Impact Bolt |
The Impact Bolt requires a Full Action to charge, and must be fired immediately with a Reaction. It makes an attack as per the Impact Bolt (single) entry. If you are equipped with a pair of Impact Bolts, then you can fire both at the same time, using the Impact Bolt (Double) entry instead. |
- |
Unlocked |
- |
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. |
- |
Unlocked |
- |
Needle Pod |
You replace your shoulder dock with a Needle Pod, which comes with two charges. It possesses the scatter quality, but all of its hits strike the same body location. It may be used in Grapples and in Melee Combat, where it counts as being at Point Blank Distance. |
- |
Unlocked |
- |
Smoke Launcher |
You gain a smoke launcher begins loaded with two Blind Grenades, that may be fired as a Half Action; this does not count as an attack and so does not prevent your ability to perform attacks during the same turn. |
- |
Unlocked |
All Eva pilots may freely access any Plugsuit model they desire, although they may only wear one at a time.
Name |
Body AP |
Legs AP |
Arm AP |
Head AP |
Effect |
Tech Reqs |
Unlocked? |
Armored Plugsuit |
6 |
6 |
6 |
6 |
- |
You gain 10 SR. This plugsuit adds half its AP to reducing damage from Eva Critical Damage and Breaches. The Plugsuit has the Sealed Armour Quality and 24 hour life support systems. |
Unlocked |
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. |
Unlocked |
Dive Plugsuit |
1 |
1 |
1 |
0 |
- |
You gain 10 SR and are treated as being 1 Synch Category higher than usual except for Ego Damage. |
Unlocked |
Limiter Plugsuit |
1 |
1 |
1 |
0 |
- |
You gain 10 SR and you are treated as being 1 Synch Category lower for the purpose of Feedback modifiers. |
Unlocked |
Monitor Plugsuit |
2 |
2 |
2 |
0 |
- |
You gain 10 SR. Your plugsuit comes with the Auto-Doc (1) Armour Quality. |
Unlocked |
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. |
Unlocked |
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. |
Unlocked |
Silksuit |
7 |
7 |
7 |
7 |
Angelic Armours |
You gain 10 SR. This plugsuit adds its AP to reducing damage from Eva Critical Damage and Breaches. The Plugsuit has the Sealed Armour Quality and 24 hour life support systems. |
Locked |
Sigilsuit |
2 |
2 |
2 |
0 |
Angelic Armours |
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. |
Locked |
Standard Plugsuit |
2 |
2 |
2 |
0 |
- |
You gain 10 SR. |
Unlocked |
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. |
Unlocked |
-- Back to Top --
Synch Ratio and Piloting
Synchronization Ratio (Synch Ratio or SR for short) is the term used for the level of connection between a pilot and their Evangelion. The connection is a complex one, being a combination of physical, mental and spiritual states. Synch Ratios are convoluted, skittish phenomena, and few people can maintain them; those who can are valuable as the only people capable of piloting an Evangelion. Through synchronization, a pilot can control an Eva's actions and use their AT Field, but through synchronization a pilot can feel the pain of their Eva, their Eva's thoughts and, at high levels, the full force of an AT Field much greater than their own bearing down on them.
Synch Ratio is used for two things.
Firstly, it determines how capable a pilot is of controlling their Evangelion, as per the Synch Ratio Effects table. The higher the SR, the easier piloting becomes and the more benefits a pilot receives; however, it also means the pilot is more exposed to feedback (where damage to the Eva causes negative effects to the pilot) and at really high levels, can cause Ego damage to the pilot.
Secondly, it determines how strong the Evangelion's AT Field is: Evas generate an AT Field with an ATS equal to the pilot's SR Bonus.
Synch Ratios rarely remain stable, and can be affected by many things in battle, pushing it up or down. Synch Disruption is a modifier to your Synch Ratio that happens due to circumstances in battle. They trigger in one of three circumstances:
Disruption Triggers |
When you take Feedback. |
When you gain Insanity Points. |
When you take Ego Damage. |
On triggering a Synch Disruption, you roll a 1d10; if the result is odd, then the resulting Disruption is positive. If the result is even, then the resulting Disruption is negative. You then roll a 2d10 and either add or subtract the result from your SR. If both rolls are a 10, then you roll another 1d10; if this roll is also a 10 then you keep adding extra 1d10s until you roll something besides a 10.
You may only trigger Disruption once per round.
Synch Ratio Effects |
Synch Ratio |
Performance Effects |
Feedback Effects |
Ego Damage |
Nonoperational Depth: 20 or less |
The Evangelion shuts down. |
Auto-pass Feedback Tests |
- |
Minimal Operational Depth: 21-40 |
The Evangelion may only take Half Actions. It may not take any Reaction Actions. |
+20 to Feedback Tests |
- |
Operational Depth: 41-80 |
The Evangelion has normal function. |
No Effect |
- |
Upper Operational Depth Limit 81-100 |
You may reroll one WS or BS test per battle. |
-10 to Feedback Tests |
- |
Safe Depth Limit: 101-150 |
As above; whenever you spend a Fate Point to reroll a test, you may substitute your SR in place of your normal Characteristic. If you pass out or die in the Plug, your Eva automatically berserks. |
-30 to Feedback Tests |
1d5, start of each round |
Absolute Depth Limit: 151-200 |
As above; every round, you gain a temporary fate point which you may spend as you see fit, but never burn, and vanishes if unspent at the end of your turn. This point replenishes every turn. From this point onward, all Synch Disruptions are positive. |
Autofail; any critical damage dealt to the Evangelion is dealt to the pilot as wounds, ignoring AP/TB |
3d5, start of each round |
Terminal Depth limit: 200-400 |
As above; you gain the Light of the Soul and Superior Action traits. If your Ego Barrier reaches 0, then for every round until the end of the battle, you automatically trigger a Synch Disruption at the start of your turn |
As above |
5d5, start of each round |
Great Beyond Depth: 400+ |
??? |
??? |
??? |
-- Back to Top --
Letter-Type Equipment
For the most part, Evangelions are powerful and shockingly resilient, capable of being rebuilt after catastrophic damage. That said, there are environments for which they were not designed and situations that require specialised equipment. In these situations, an Evangelion can replace their standard B-Type Armour with a single suit of Project Evangelion Special Situation Execution Equipment, or Letter-Type Equipment for short.
Effect |
Description |
Lightly Armoured |
-2 AP to all areas |
A-Type Jump |
You can now make Boosted Jumps. |
A-Type Flight |
Expend a Reaction to gain the Flight (AB) trait. |
Effect |
Description |
Extended Armour |
+1 AP to all areas |
Buoyancy |
Halve the rate at which you sink. |
Flotation Device |
If you are at a distance no deeper than 5km, you may activate a flotation device which causes you to rise 1km per round until you reach the surface. |
Pressurised |
You treat water pressure as though you were 1km higher than you really are. If a body part takes critical damage, it loses this benefit. |
Sea-Designed |
Take no penalties for water combat or movement. Take a -20 penalty to WS, BS and Agility if not in or on water (body of water has to be at least 1km deep.) |
Effect |
Description |
Heavily Armoured |
+4 AP to all areas. |
Cumbersome |
Reduce WS and Perception by 10; Reduce BS and Agility by 20. |
Energy-Resistant Coat |
Immune to Fire/Flame damage and weapons. Halve damage (after TB/AP) taken from energy attacks. |
Magma Diver |
Protected from molten rock to a depth of 2km. |
Sea Awkwardness |
Reduce Agility by 10 when in the ocean, unless you are standing on something solid. Treat water pressure as though you were 5km higher than you really are. |
Sealed |
The Entry Plug may not be ejected for any reason. |
Effect |
Description |
Heavily Armoured |
+4 AP to all areas. |
Cumbersome |
If in an atmosphere, reduce WS and Perception by 10; Reduce BS and Agility by 20. |
Cooling Systems |
This negates the 'Overheating' trait of space combat. |
Rocket Boosters |
The Eva is equipped with a rocket boost system, that allows it to make move actions. |
Tracking Beacon |
The Eva (and the Plug) is equipped with a tracking beacon, which may be activated as a Free Action. If activated, it broadcasts an emergency signal that is easy to detect and trace. |
Effect |
Description |
Titanic Armour |
+5 AP to all areas. |
F-Type Gear |
You may wield F-Type weapons. |
Dreadnought |
You increase your size by one category (which increases your movement speed), and are immune to Concussion, Knockdown and Grapples by anything smaller than Hulking. You may wield all Weapons in one hand without penalty (including off-hand penalties), except for the Great Positron Cannon. If you equip two ranged weapons of the same type, they gain the Twin-Linked quality. |
Inelegant |
You take a -20 Agility penalty. |
Power Rigging |
Does not need to set up Great Positron Cannon before firing. However, the first time you take energy Critical Damage to the body, you take 1d5 extra and may no longer fire the GPC. |
Sealed |
The Entry Plug may not be ejected for any reason. |
Suppressors |
When you make a Berserk test, roll twice and take the worst result. |
Titanic Strength |
You gain Unnatural Strength (2). |
Effect |
Description |
Titanic Armour |
+5 AP to all areas. |
F-Type Gear |
You may wield F-Type weapons. |
Dreadnought |
You increase your size by one category (which increases your movement speed), and are immune to Concussion, Knockdown and Grapples by anything smaller than Hulking. You may wield all Weapons in one hand without penalty (including off-hand penalties), except for the Great Positron Cannon. If you equip two ranged weapons of the same type, they gain the Twin-Linked quality. |
Inelegant |
You take a -20 Agility penalty. |
Power Rigging |
Does not need to set up Great Positron Cannon before firing. However, the first time you take energy Critical Damage to the body, you take 1d5 extra and may no longer fire the GPC. |
Invulnerable |
You gain the Invulnerable (20) armour quality. |
Rejuvenating |
You gain the Rejuvenating (1) armour quality. |
Suppressors |
When you make a Berserk test, roll twice and take the worst result. |
Titanic Strength |
You gain Unnatural Strength (3). |
Effect |
Description |
Calibrations |
Increase Perception by +20, but reduce Weapon Skill by -20. |
Emergency Drop |
You may jettison G-Type Equipment as a half action. |
Artillery Type |
All weapons increase their range by one step, and are treated as possessing the Precise quality. |
Analyse Weaknesses |
When making an attack against an enemy that benefits from a Full Aim action, you may treat your enemy's TB as being a number of points lower equal to your PB/2, to a maximum of their TB/2. |
Fire Correction |
When using the Full Aim action, you may sacrifice your bonus to negate all penalties to your ranged attack. |
Flawless Targeting Data |
When making an attack against an enemy that benefits from both a Full Aim and Markerlight bonus, your shot automatically passes its attack roll, with a number of degrees of success equal to your BSB. |
Target Acquired |
When using the Full Aim action, you may sacrifice your bonus to 'lock on' to the target. For the rest of the battle, so long as the target is within 20km and in line of sight, you gain a +10 bonus to BS tests to hit the target. |
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Berserk
Berserk triggers when the Evangelion is attacked whilst inactive or when the pilot is unconscious, incapacitated etc. When Berserk triggers, the pilot makes an SR test with a -60 penalty. On a success, the Evangelion berserks.Berserk Evangelions are immune to fear, pinning, fatigue and any status effect that would affect the pilot primarily.
Berserk Evangelions will prioritise whatever attacked it as a target. Once that target is destroyed, it will attack anything else that it deems a threat. A Berserk Eva will use whatever weapons it deems necessary, and in normal circumstances will not retreat but will prioritise killing its target; it must make an offensive action every turn if possible, although it may do actions to set up an offensive action if such an action is currently likely to fail. Berserk Evas gain +10 WS, +10 BS, and Unnatural Strength, Toughness and ATS (2); Intelligence and Perception default to 30. If all valid targets have been destroyed, test the pilot's WP or Fellowship; on a success the Evangelion goes dormant within the next hour. On a failure, however, the Evangelion remains berserk for 1d10 hours per Degree of Failure, during which it either rampages, wanders aimlessly or flees. For every full 24 hours it remains berserk, the destruction it inevitably causes incurs 1 point of CP penalty. Berserk Evas retain use of their AT Field Powers.
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Special Berserk Patterns
EVA-00
When EVA-00 berserks, it has the chance to enter a special trance called Inquisitor trance. Aline spends a Fate Point as it berserks and EVA-00 gains the following benefits in lieu of the normal berserk benefits.
A +20 to WS and BS, Unnatural Strength and Toughness (2) and Unnatural ATS (5); it gains the Light of the Soul Trait. The Lance of Tears shifts into the Lance of Truth, whereupon it gains +2 damage, +2 Pen, and the Amp (2) Quality. Furthermore, EVA-00 gains access to three Angelic Powers of its choice.
On a normal berserk, EVA-00 gains +10 WS and BS, but it does not gain any Strength or Toughness. Instead, it gains the Light of the Soul trait. Furthermore, it gains Unnatural ATS (3) instead of 2.
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EVA-01
When EVA-01 berserks, it has the ability to enter a special trance called Emperor trance. Sera spends a fate point as it berserks and EVA-01 gains the following benefits. The benefits in Emperor trance do not stack with the normal berserk effects:
A +20 to WS, Unnatural Strength, Toughness, Agility and ATS (2), +2 pen to all attacks, the Cruel Angel (Immortal Juggernaut) talent and the Aegis ability (see below). Furthermore, gains a +6 ATS that can only be used for enhancement abilities or channeling into the augmentable weaponry. Whilst in this trance, all attacks EVA-01 deals count as Angelic. Any opposed skill tests undertaken by EVA-01 are automatically passed so long as EVA-01 scores a success.
EVA-01 will never treat allied Evangelions as targets.
Ability |
Action |
Description |
Aegis |
Reaction |
Once per battle, you may spend a fate point and designate up to four allies as well as yourself. Whenever these allies feel appropriate, they may choose to negate any single attack against themselves (including multi-hits). No damage is dealt and no effects are inflicted, regardless of how powerful. This ability may be used after damage has been rolled. |
On a normal berserk, EVA-01 gains +20 WS, Unnatural Strength and ATS (2) and Unnatural Toughness (3).
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EVA-04
When EVA-04 berserks, it has the ability to enter a special trance called Templar trance. Yanmei spends a fate point as it berserks and EVA-04 gains the following benefits. The benefits in Templar trance do not stack with the normal berserk effects.
A +10 to WS, Unnatural Strength, Toughness, Agility and ATS (2) +2 damage to all attacks and the Cruel Angel (Apex Predator, Demon's Speed) talents. Furthermore it gains an extra +6 ATS that can only be used for offensive abilities (attacks or neutralising) or channeling into augmentable weapons. Every body part heals 1d5 wounds or has its wounds reset to 0, whatever is higher.
On a normal berserk, EVA-04 gains +10 WS, Unnatural Strength (3) and Unnatural Toughness and ATS (2).
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EVA-07
Whenever EVA-07 berserks, it has the ability to manifest its infamous history as the fearsome God Eva, Ruler of Eden. Simonides spends a fate point as it berserks and EVA-07 gains the following benefits. God Eva benefits do not stack with the normal berserk effects.
A +10 to WS and BS, Unnatural Strength and Toughness (3), Unnatural ATS (2) and the Cruel Angel (Seraphic Halo) talent. It loses the Dual Plug's extra half action, but gains the Superior Action quality instead.
Critical Damage
Energy Damage
Damage |
Effect |
1 |
A sharp pain distracts the pilot, incurring a -10 Penalty on all Tests (excluding Toughness and Strength) for 1 round. |
2 |
A power surge disrupts the visual feed, blinding the pilot for 1 round. |
3 |
A major power surge disrupts all systems, stunning the Eva for 1 round. |
4 |
The attack overloads fuses in the entry plug with a series of audible pops. The Evangelion takes a -10 to WS, BS and AG, and is blinded for 1d5 rounds as vital systems are rebooting. |
5 |
The Evangelion’s eyes boil and pop, blinding it for 1d10 hours as it is forced to regenerate them. |
6 |
The armor plates on the head boil and fizzle away, reducing the AP value of the head by 2. In addition, the Evangelion is stunned for 1d5 rounds. When this effect ends, roll for Berserk. |
7 |
The Evangelion’s head blisters and cracks open. The Evangelion is defeated. The Pilot gains 1d5 Insanity. |
8+ |
The Eva’s head catches on fire. The Evangelion is defeated and the Entry Plug takes a -10 penalty to the Entry Plug Launch Chart. If the Entry Plug remains in the Evangelion, the pilot gains 1d5 insanity points from spending a prolonged period of time slowly feeling their head be burnt to ashes. |
Damage |
Effect |
1 |
Electronic mechanisms in the arm overload and fire randomly. All tests made involving the arm are at a -20 for 1 round. |
2 |
Electronic mechanisms in the arm short out, and the arm is useless for 1d5 rounds as it reboots. |
3 |
A major power surge disrupts all systems, stunning the Eva for 1 round. In addition, the arm struck is useless for 1d5 rounds. |
4 |
The attack burns off a large chunk of the arms restraining armor. The AP value of the arm is reduced by 1 for the remainder of the encounter, and all tests made using that are take a -20 penalty until it is repaired. For next 1d0 rounds the arm is useless. |
5 |
The wing on that arm melts, and anything stored inside it is destroyed. The rest of the arm becomes burnt, halving WS and BS for 1 round. |
6 |
The entire arm becomes wreathed in flame, and somewhere in the arm vital hydraulics boil and pop. The Evangelion is stunned for one round, and the arm is rendered useless until repairs can be made. |
7 |
The Evangelion’s arm is severed from the body, stunning the pilot for 1d5 rounds. The arm is lost, and the Evangelion must test toughness or take a -10 penalty to Toughness for the rest of the encounter. |
8+ |
The arm is vaporized, sending both the Evangelion and its pilot reeling in shock. The pilot is stunned for one round, takes a -10 to resist feedback for 1d5 rounds, and gains 1d5 insanity points from the pain. |
Damage |
Effect |
1 |
The blast overloads key systems disrupting feed from the entry plug. The Evangelion is dazed for one round. |
2 |
The Evangelion’s chest takes the brunt of the blast, stunning the pilot for 1 round. |
3 |
The blast shorts out systems in the entry plug. The Pilot is dazed for 1d5 rounds. |
4 |
The Evangelion's systems become overloaded and it spasms, falling to the ground. The Pilot must test toughness or take 1d5 I falling damage to a random location inside the Entry Plug as he is jostled by the fall. The Evangelion needs to use a Stand Action to regain its feet. |
5 |
Massive heat sears the front plate off the Eva and boils the LCL within the Entry Plug. The Eva loses 2 AP off the body; furthermore, the pilot takes 1d10 E damage to a random location and a level of fatigue. |
6 |
The Eva's torso is crippled by the sheer heat. The Eva halves its Strength, Toughness and Agility until the damage is repaired. Furthermore, the pilot takes 1d10+5 E Damage to a random location and two levels of fatigue. |
7 |
A hole is burned clean through the Eva's chest, the body then bursting into flame. The Evangelion is defeated, but the damage is such that the Entry Plug's ejection system takes a -20 penalty to its roll to eject. Either way, the pilot takes 1d10+10 E Damage to a random location and 3 levels of fatigue. |
8+ |
As above, but the Entry Plug penalty is now at -50. If the Plug ejects, the pilot takes the above damage. If the plug fails to eject, however, then it is breached; the pilot takes 1d10+10 E damage to a random location, +2 for every point of Critical Damage over 8, and finally takes 1d5+3 levels of fatigue. |
Critical Damage |
Effect |
1 |
The Leg spasms, and the Eva may nor attempt to run or use the Acrobatics skill this round. |
2 |
The Leg is burnt and unresponsive. The Eva moves at half speed this round. |
3 |
The Leg’s circuits overload, stunning the pilot for 1 round and halving all movement for 1d5 rounds. |
4 |
The armor overheats and begins to fuses with the muscle beneath it, halving all movement for 1d10 rounds. |
5 |
The Eva’s knew joint overheads and threatens to melt apart. The Eva must Test Toughness or be unable to bend the leg, moving at half speed for the rest of the encounter. |
6 |
The leg becomes blacked and crisp, clearly unusable. The leg cannot be used until repaired, and the Pilot must make a Toughness Test or be stunned for 1 round. |
7 |
The leg is severed by the blast, Stunning the pilot for 1 round and sending the Eva falling to the ground. The Pilot must Test Toughness or take 1d5 I from the fall. |
8+ |
The Leg is vaporized, Stunning the pilot for one round, and incurring a -10 to resist Feedback for 1d5 rounds. The Pilot gains 1d5 Insanity Point from the pain. |
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Impact Damage
Damage |
Effect |
1 |
Optical feeds becomes disrupted, the Evangelion takes a -10 to WS and BS for 1 round. |
2 |
The Evangelion is dazed, taking a -1 penalty to all Tests except Toughness for 1 round. |
3 |
The Eva’s head armor cracks open, Stunning the Evangelion for 1 round. The Eva must Test Toughness or have its perception halved for 1d5 rounds. |
4 |
The head armor splinters and blood sprays. The Eva is blinded for 1 round, and must Test Toughness or lose 1d10 Toughness. |
5 |
The blow sends the Evangelion reeling. The Eva must test toughness or be Stunned for 1d5 rounds. |
6 |
The Eva’s internal gyroscopes are thrown out of alignment. The Eva must Test Agility at a -10 penalty ever round in which it attempts to move. On a failure, the Eva falls over. This effect lasts 1d10 rounds. |
7 |
The Head is pulverized and splits open. The Evangelion is defeated. |
8+ |
The head bursts open, spraying blood and armor fragments in all directions. Any adjacent Evangelion scale creature must test agility or have their vision obscured by the blood in their eyes, resulting in a -10 to WS and BS. The Evangelion is defeated, and the Pilot takes 1d5 insanity points. |
Damage |
Effect |
1 |
The impacts causes the arm to spasm, dropping anything held in that hand. |
2 |
The force of the blow sends the arm flailing. Whatever is held in the hand is knocked 1d10 dm away from the Eva, and the Eva must test Toughness or take a -10 to WS and BS for 1 round. |
3 |
The arm is temporarily crippled as the armor begins to crack. The Eva is stunned for 1 round and the arm is useless for 1d5 rounds. |
4 |
The Arm is wrenched horribly, almost dislodging it. The Eva’s WS and BS are halved for 1d10 rounds, and the arm is useless for 1d5 rounds. |
5 |
The attack breaks some of the Evangelion’s fingers. The Eva must Test Toughness or lose use of the hand. |
6 |
The armor on the army crack and splinters, rendering it useless for 2d10 rounds. In addition, the wing becomes jammed and anything stored inside of it may not be retrieved, nor any missiles inside it fired. |
7 |
The arm is twisted and shattered by the force of the blow, rendering it useless until repaired. The Eva must Test Toughness or reduce its Toughness by 1d10 from extreme blood loss. The Pilot gains 1 point of insanity from the pain. |
8+ |
With a terribly wet ripping noise, the arm is explosively removed from the body. The Pilot takes a -10 to resist feedback for 1d5 rounds, and gains 1d5 insanity points from the pain. The Eva must Test Toughness or reduce its Toughness by 1d10 from extreme blood loss. |
Damage |
Effect |
1 |
The blow shakes the Evangelion. The Eva takes a -10 Penalty to Agility for 1 round. |
2 |
The Evangelions armor crumples slightly under the strain. The Eva can only take a half action on its next turn. |
3 |
Armor crumbles and support structures crack. The Evangelion is stunned for 1 round. |
4 |
A solid blow to the chest Stuns the Eva for 1 round and jostles the Entry Plug. The Pilot takes 1d5 I damage to a random location, bypassing AP. If they take damage, they also take a level of fatigue. |
5 |
The Eva is sent flying backwards by the attack and lands on its back. The Eva is knocked prone and must test toughness or be stunned for 1d5 rounds. The Pilot takes 1d5+2 I damage to a random location, bypassing AP. If they take damage, they also take a level of fatigue. |
6 |
Vital organs rupture beneath the armor, and the Evangelion is stunned for 2 rounds. In addition, the Eva takes a -10 penalty to Toughness until the damage is repaired. The Pilot takes 1d5+4 I damage to a random location, bypassing AP. If they take damage, they also take a level of fatigue. |
7 |
The shock sends the Eva stumbling backwards and many of its organs are struggling to operate. The Eva is knocked 2d10dm away and every turn, it must pass a Toughness test or be defeated. |
8+ |
The Eva’s body is torn open by the force; it collapses to the ground, its skeleton's integrity destroyed. The Evangelion is defeated; the Entry Plug takes a -30 penalty to its roll to eject. If it ejects, the pilot takes 1d10+6 I damage to a random location, bypassing AP. They also take a level of fatigue. If the plug fails to eject however, then it is breached; the pilot takes 1d10+10 I damage to a random location, bypassing AP, +1 for every point of critical damage over 8, and finally takes 1d5 levels of fatigue. |
Damage |
Effect |
1 |
The leg buckles slightly under the strain. The Eva takes a -10 to Agility for 1 round. |
2 |
The leg begins to leak hydraulic fluid. The Eva’s speed is halved for 1 round. |
3 |
There is a resounding snap and the armor fractures. The Eva is stunned for 1 round and its speed is halved for 1d5 rounds. |
4 |
The leg buckles, and all movement is halved for 1d5 rounds. In addition, the Eva must Test Agility or fall to the ground. The Eva needs to use a Stand Action to regain its feet. |
5 |
The Eva’s foot cracks open from the impact. The Eva must Test Toughness or lose the foot. On a success, the Eva is stunned for 1 round and its speed is halved for 1d5 rounds. |
6 |
The Eva’s leg shatters, and every time that the Eva moves it must Test Toughness or lose use of the leg entirely until it is repaired. |
7 |
The leg is blown off by the blast, Stunning the pilot for 1 round and sending the Eva falling to the ground. It now only has one leg. The Pilot must Test Toughness or take 1d5 I from the fall. |
8+ |
The leg is ripped apart by the force of the attack and its remains land some 1d5 dm away. The Pilot is Stunned for one round, and takes a -10 to Resist Feedback for 1d5 rounds. The Pilot gains 1d5 Insanity Points from the pain. |
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Explosive Damage
Damage |
Effect |
1 |
The explosion leaves the Eva dazed. The Eva may only take a Half Action on its next turn. |
2 |
The explosion rocks the Eva’s senses. The Evangelion is blinded and deafened for 1 round. |
3 |
The explosion sends the Evangelion to the ground, where it is stunned for 1 round. The Eva needs to use a Stand Action to regain its feet. |
4 |
The Evangelion’s head splits and cracks. The Eva is stunned for 1d5 rounds, is deafened until repaired, and loses any cranial horn attack it might have. |
5 |
The Evangelion’s head is in ruins, not only exposed by shredded as well. The Eva must test Toughness or be defeated immediately. If successful, it is stunned for 1d10 rounds and is deaf, as well as losing any bite attack it might have until repaired. |
6 |
The Evangelions head flies apart, and the Eva is defeated. The Pilot gains 1 point of Insanity from the pain. |
7 |
The Evangelions head explodes, setting off a series of critical failures in other systems. The Evangelion is defeated and the Entry Plug is unable to fire. The Pilot gains 1 point of Insanity from the pain. |
8+ |
As above, but the Evangelions head explodes with such force that it is treated as a 4 dm Blast that deals 1d10+1 I as chunks of the Eva’s skull become deadly shrapnel. |
Damage |
Effect |
1 |
The explosion sends the Eva’s arm twisting backwards, knocking the Eva off balance. The Evangelion takes a -10 to Agility for 1 round. |
2 |
The explosion cracks the Eva’s armor. The Evangelion drops anything held in that hand. |
3 |
The explosions hits and destroys the Eva’s wing. Anything inside that wing is destroyed. If this was ammunition or missiles, it explodes for 1d10+2 X damage. |
4 |
The explosion destroys some of the Evangelion’s fingers. Anything held in that hand is destroyed, and the Eva must Test Toughness or be stunned for 1 round. |
5 |
The Evangelion’s hand is destroyed, as well as whatever it might have been holding. The Eva must Test Toughness or be stunned for 1 round. |
6 |
The Evangelion's arm is ripped apart from the explosion. In addition to losing use of the arm, the Eva must test toughness or take a -10 Penalty to Toughness Tests for the rest of the encounter as it bleeds profusely. |
7 |
The Evangelion’s armor is turned into a cloud of gore. The Eva must immediately Test Toughness or be stunned for 1d10 rounds. Even on a success, the Eva takes a -10 Penalty to Toughness and WS until repaired. |
8+ |
As above, but the Pilot takes a -10 to resist feedback for 1d5 rounds, and gains 1d5 insanity points from the pain. The Eva must Test Toughness or reduce its Toughness by 1d10 from extreme blood loss. |
Damage |
Effect |
1 |
The Evangelion is blown back 1d10 dm, and can only take a half action on its next turn. The Eva is Prone, and must use a Stand Action to regain its feet. |
2 |
The Evangelion is thrown back 1d10 dm, and takes 1d5+5 I falling damage when it hits the ground. The Eva is Prone, and must use a Stand Action to regain its feet. |
3 |
The Explosion sends the Eva reeling as shreds its armor. The Eva is stunned for 1 round, and the AP of its armor is reduced by 2 until repaired. |
4 |
The Evangelion is blasted to the ground, and must test Toughness or be stunned for 1d10 rounds. Even on a success, the Eva may only take half actions for 1d5 rounds. |
5 |
The Explosion concusses the Eva and shreds its innards. The Eva is stunned for 1 round and takes a -20 Penalty to Toughness until repaired. |
6 |
The Eva’s torso rips to shreds, and it is stunned for 1d5 rounds. The Eva now suffers from Blood Loss. |
7 |
The Eva’s chest explodes, sending armor and organs in all directions. The Evangelion is defeated, and the pilot takes 1d5 insanity from the pain. |
8+ |
The Evangelion is completely shredded; the entry plug takes a -40 penalty to its roll to eject. If it fails to eject, then it is breached; the pilot takes 1d10+15 X damage to a random location, +2 for every point of critical damage over 8, and takes 2d5 levels of fatigue. The pilot takes 1d10 insanity from the sensation. |
Damage |
Effect |
1 |
The force of the blast sends the Evangelion sliding backward 1 dm. |
2 |
The blast throws the Evangelion’s feet out from under it. The Evangelion is prone. |
3 |
The leg is slammed by explosive force, Stunning the Evangelion for 1 round and halving its movement for 1d5 rounds. |
4 |
The Evangelion is sent tumbling away from the explosion. The Evangelion lands 1d10 dm away, and all movement is halved for 1d10 rounds. |
5 |
The Evangelion’s foot is severely damaged by the explosion. The Eva must Test Toughness or lose the foot, and on a success still has its movement halved until it is repaired. |
6 |
The Evangelion’s leg shatters, and cannot be used to stand on. The Eva counts as having only one leg. |
7 |
The leg is turned into a cloud of mist and chunks of armor by the explosion. The Evangelion only has one leg. |
8+ |
As above, but the shards of armor fly out to deal 1d10+2 I in a 4 dm burst. The Pilot is Stunned for one round, and takes a -10 to Resist Feedback for 1d5 rounds. The Pilot gains 1d5 Insanity Points from the pain. |
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Rending Damage
Damage |
Effect |
1 |
The Evangelion’s head rings with the blow, leaving deep gouges. The Pilot must Test Willpower or take a -10 to Perception for 1 round. |
2 |
The attack slices through the outer layers of the Evangelions armor, damaging primary targeting systems. The Eva takes a -10 to WS and BS for 1d10 turns. |
3 |
The Evangelion’s head has a section of armor sheared off of it, reducing the AP of the head by 2. |
4 |
The attack slices through one of the Evangelions eyes, stunning it for 1 round and halving all perception checks until repaired. |
5 |
The Attack slices open the Evangelions face, causing it to bleed profusely. Blood sprays and the Evangelion is stunned for 1d5 rounds. |
6 |
The Evangelions head is viciously ripped open. The Evangelion is blinded for 1d5 rounds, and must Test Toughness of suffer from Blood Loss. |
7 |
The Front half of the Evangelions face is reduced to pulp by the attack. The Evangelion is blinded until repaired and suffers from blood loss. |
8+ |
The Evangelions head is torn from its body. The Evangelion is defeated and the pilot must roll on the Shock Table, adding a +10 for every point of Critical Damage above 8 dealt. |
Damage |
Effect |
1 |
The slash scrapes the arm and rips whatever the Evangelion was holding free of its grip. |
2 |
A deep gouge forces the Evangelion to drop what it was holding, and incurs a -10 to weapon skill for 1 round. |
3 |
The scraping attack decimates the Evangelion’s armor and grinds against something sensitive. The Arm is rendered useless for 1 round. |
4 |
The attack rends the arm apart, sending small chunks flying. The arm is rendered useless for 1d5 rounds, and the Evangelion must test Agility or be knocked prone by the attack. |
5 |
The Evangelions arm is split open at the shoulder, and is now useless for 2d10 rounds. In addition, the wing is severed and falls to the ground. Retrieving an item from it is now a full round action, and the wing must be picked up first. |
6 |
The Evangelion’s hand is torn to shreds by the attack. The Evangelion must Test Toughness or lose use of the hand until repaired. |
7 |
The Evangelions arm is in ruins. Until it is repaired, the Evangelion counts as only having 1 arm. The Evangelion is stunned for 1 round. |
8+ |
The arm is torn from the body by the attack. The Pilot takes a -10 to resist feedback for 1d5 rounds, and gains 1d5 insanity points from the pain. The Eva must Test Toughness or reduce its Toughness by 1d10 from extreme blood loss. |
Damage |
Effect |
1 |
Shavings of the Eva's armour falls away. It reduces its AP on the body by 2. |
2 |
A gash leaves blood welling out of the Eva's torso. Its toughness is reduced by 10 until the damage is repaired. |
3 |
The Evangelion’s armor is pierced by the attack, slicing the flesh beneath it. The Evangelion is stunned for 1 round and the pilot takes a level of Fatigue. |
4 |
The Evangelion is viciously sliced open. Its Strength and Toughness are reduced by 10 until the damage is repaired. |
5 |
The attack severs vital connections near the Entry Plug. The Pilot's SR drops by 10. |
6 |
The Eva's front armour plate is violently torn off, not only exposing it to danger, but also removing vital limiters. The Eva's body AP drops to 0 and the Evangelion instantly makes a Berserk test. |
7 |
As above, but before any of those effects, the Evangelion must pass a Toughness test or be defeated. |
8+ |
The Evangelion is cut virtually in half and is defeated. The Entry Plug takes a -30 penalty to its roll to eject. If it fails to eject, then it is breached; the pilot takes 1d10+15 R damage to a random location, +2 for every point of critical damage over 8, and they take 1d5+2 levels of fatigue. If they take damage after AP and TB, they must test Toughness or suffer from Blood Loss. |
Damage |
Effect |
1 |
The attack painfully cuts the leg, and the Evangelion must Test Toughness of take a -10 to agility for 1 round. |
2 |
The Evangelion’s leg is cut open, and the Eva must Test Toughness or fall to the ground Prone. |
3 |
The attack cuts through the armor and cripples the muscles inside. The Evangelion is stunned for 1 round and the Leg is useless for 1d5 rounds. |
4 |
The Evangelions knee is ripped open, and the Eva moves at half speed for 1d5 rounds. |
5 |
The Evangelions kneecap is slip in half, and the Eva moves at half speed until repaired. |
6 |
The Evangelion foot is nearly cut off, and begins to leak hydraulic fluid. The Eva must Test Toughness or lose the foot, and moves at half speed until repaired. |
7 |
With a wet tearing sound, the leg is severed just above the knee. The Evangelion only has 1 leg. |
8+ |
As above, but the spray of hydraulic fluid makes the area slippery. Anyone attempting to move through a space within 1d10 dm of that area must Test agility or fall prone. In addition, the Pilot is stunned for one round, and takes a -10 to Resist Feedback for 1d5 rounds. The Pilot gains 1d5 Insanity Points from the pain. |
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