Asuka Langley Soryu

Asuka4.png?dl=0
Name: Asuka Langley-Soryu
Position: Pilot of Evangelion Unit 02
Sex: Female
Age: 17 (Born 2001)
Nationality: American-German-Japanese
Place of Residence: Berlin-2

Physical Details
Hair colour: Orange-red
Eye colour: Blue
Height: 5'6"
Build: Slim

Personal Details
"If I were there, it would've been a flawless victory! I guess that's what NERV gets for employing nobody kids. You did ok, though- but don't think you'll ever rival a NeoSpartan."

The vivacious pilot of EVA-02 and the most successful product of the NeoSpartan Education Project, opinion on Asuka Langley-Soryu is divided. Asuka isn't at all humble. She's competitive and utterly dedicated to being -the- best, dedicated to being noticed- and being noticed as head and shoulders above all others. Some (including herself) acknowledge this, and admire her for her talent, her intellect and for the sheer force with which she pursues her goals.

Others, however, find her to be abrasive and insufferably self-aggrandising. They might admit that she has ability, but are nevertheless disillusioned by her wilfully arrogant nature.

Asuka was the sole defender of Berlin-2 during the attack by Qaphsiel on May the 6th, 2015. Despite an admirable attempt, she was defeated, suffering incredible injuries and surviving only due to her own inexhaustable will. The event shook her confidence and self-worth deeply, to the point where she seemed to have given up…

Only time will tell if her scars heal.

Character Details

Character Details
Name Asuka Langley-Soryu Gender Female
Background NeoSpartan Career Dervish/AT Tactician
XP Total 39500 Rank Elite
Kit: Fencer

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 62 6 Expert
Ballistic Skill 59 5 Expert
Strength 51 5 Intermediate
Toughness 46 4 Intermediate
Agility 62 6 Expert
Intelligence 45 4 Intermediate
Perception 44 4 Intermediate
Willpower 43 4 Intermediate
Fellowship 26 2 -

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Vitals

Vitals
Wounds: 25 Fate Total: 2
WUP Pool: 8 Fatigue Threshold: 5

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Traits

Assets
Asset Effect
Athlete Spend a Conditional Fate Point which may only be spent to restore wounds, reduce damage or to remove all levels of fatigue. Automatically gain 2 successes when using Personal Training to improve Strength, Toughness or Agility.
Fearless Gain the Fearless talent.
Soldier Gain the Jaded, Arms Master and This Gun Is Mine talents.

Injuries and Complications

Injuries
Injury Effect Cause Incident
Missing Eye You halve your perception for sight-based skills and halve the range of ranged weapons. Burned out due to heat damage Qaphsiel's Attack on Berlin

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Skills

SKILL LIST
Skill Name Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi X X X Talented
Athletics Str X X X -
Awareness Per X X X -
Carouse Tou X - - -
Charm Fel - - - -
Chem Use Int - - - -
Command Fel X X X -
Commerce Int - - - -
Deceive Fel - - - -
Demolitions Fel - - - -
Disguise Fel - - - -
Dodge Agi X X X Talented
Inquiry Fel - - - -
Intimidate Str X X X -
Literacy Int X - - -
Logic Int X X - Talented
Medicae Int - - - -
Parry WS X X X Talented
Scrutiny Per X X X -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi X X X -
Survival Per X X X -
Tech Use Int - - - -

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Talents

Proficiency Talents

Weapon Talents

WEAPON PROFICIENCIES
Weapon Class Weapon Type Proficient Specialized Mastery
Melee General General X X X
- Prog X X X
Basic Bolt X X X
- Flame X X -
- Fusion X X -
- General X X -
- Maser X X -
- Positron X X -
Heavy Bolt - - -
- Flame - - -
- Fusion - - -
- General - - -
- Maser - - -
- Positron - - -
Pistol Bolt X X X
- Flame X X -
- Fusion X X -
- General X X -
- Maser X X -
- Positron X X -

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Skill Talents

Name Sub-Class Effect
Talented Acrobatics Gain a +10 to tests made using this skill.
- Dodge Gain a +10 to tests made using this skill.
- Logic Gain a +10 to tests made using this skill.
- Parry Gain a +10 to tests made using this skill.

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Combat Talents

Generic Combat Talents

Name Sub-Class Effect
Ambidextrous - Do not take -20 penalty to hit when making attacks with your off hand. If used with the Two Weapon Wielder talent, reduce the to-hit penalty with both weapons to -10.
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
Commission 2 You gain extra Equipment Slots equal to X, which may hold any weapon or item. Furthermore, you gain access to X amount of Commissioned Upgrades per battle.
This Gun is Mine - You may unjam jammed ranged weapons as a half action, automatically passing your test.
Two Weapon Wielder Ballistic When armed with two guns, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.
Two Weapon Wielder Melee When armed with two melee weapons, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Ranged) talent, lets you attack with a gun and a melee weapon at the same time.
Quick Draw - Use the Ready action as a Free Action.

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Melee Talents

Name Sub-Class Effect
Advanced Disarm - You take a +20 bonus to Disarm tests.
Assassin Strike - Free. After making melee attack, may make Acrobatics test. On a success, you may make a free Half Move action.
Assault Jump - Melee attacks made after a Boosted Jump count as a charge.
Battlemaster - Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Berserk Charge - Whenever you Charge an enemy, you gain an extra +10 bonus to charge, for a total bonus of +20.
Blade Dancer - You reduce the penalty for dual-wielding Balanced melee weapons by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0.
Combat Master - So long as you are not helpless or immobilised, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat.
Counter-Attack - This talent permits use of the Counter-Attack Action.
Crippling Strike - Deal +2 Critical Damage with Melee Weapons.
Crushing Blow - You deal Extra melee damage equal to WSB/2.
Death from Above - When using the Assault Jump talent, you deal extra damage equal to your AB/2.
Disarm - This talent permits use of the Disarm Action.
Double Team - Increase Gang-Up bonus by +10.
Dual Strike - A Full Action made whilst wielding two melee weapons. You make a single WS test- you do not suffer any penalties from dual-wielding. On a hit, roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single parry or dodge test will avoid both blows.
Flesh Render - +2 Damage with Tearing or Prog weapons. Grant Devastating (3) to melee attacks.
Furious Assault - All Out Attack. Expend Reaction when making All-Out attack to deal a second attack. May not be used in conjunction with another reaction-expending attack talent.
Gravity Kick - This is a special Charge attack that may only be used if you start the charge at a height higher than your enemy Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage plus another +1d10 damage. The attack has a Penetration value equal to 1 per KM of height. This attack may not be parried. If the attack fails to connect (either due to the enemy dodging, or the attack failing), the attack is applied to the used leg instead.
Heroic Assault - When making a Charge attack, you may elect to perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. You may use All Out Attack-enhancing talents.
Irresistible Force - When making a Charge attack, you may expend a reaction to perform a Flurry attack in place of your Charge attack, gaining the to-hit modifiers for both. May not be used in conjunction with another reaction-expending attack talent.
Killing Strike - When making an All Out Attack, you may elect to perform a reaction to make a single All Out Attack that cannot be parried or dodged. May not be used in conjunction with another reaction-expending attack talent.
Lightning Attack - This talent permits use of the Lightning Attack Action.
Precise Blow - You reduce the Melee attack called shot penalty by 20.
Precision Melee Touché, Fast, Cleaving, Crippling, Overwhelm, Finesse Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Melee effect at any one time.
- Touché Standard or Called Shot Melee attack. This attack cannot by Parried so long as the attack succeeds by two degrees of success.
- Crippling Standard or Called Shot Melee attack. Attack deals +1 Critical Damage when Critical Damage is inflicted.
Street Fighting - +2 Critical Damage with a knife, Natural or unarmed attack.
Sure Strike - You may reroll a single melee hit location roll per turn and take the preferred result.
Swift Attack - This talent permits use of the Swift Attack Action.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive.
Vice Grip - You gain a +10 bonus to Grapple tests, and deal +2 Penetration when using Unarmed attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone.
Wall of Steel - You gain an extra reaction per round which may only be used to make the Parry action.
Whirlwind of Death - On dealing a melee attack against a Horde, if your attack deals damage after soak, you deal extra Magnitude Damage equal to your Weapon Skill Bonus. You may not use this talent twice in one turn unless you attack two different Hordes. Alternatively, as a Full Action, you may make a standard melee attack against all adjacent enemies, up to an amount equal to your WSB; Hordes hit by this do not suffer the extra Magnitude Damage.

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Ranged Talents

Name Sub-Class Effect
Assault Shooter - You may fire Basic/Heavy weapons in melee. Heavy weapons have a -20 penalty, basic weapons have no penalty, and pistols count as having the Point Blank bonus.
Crack Shot - You deal +2 critical damage with ranged attacks.
Dual Shot - A Full Action made whilst dual-wielding ranged weapons. You make a single BS test- you do not suffer any penalties from dual-wielding. On a hit, you roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single dodge test will avoid both blows.
Gunslinger - You reduce the penalty for dual-wielding Pistols or Carbines by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0.
Hip Shooter - You may move Full Move or Run and fire single shot with one Pistol or Carbine. However, you apply a -20 Penalty to BS if you are firing as part of a Run action; this penalty becomes -40 if used with Sprint.
Independent Targeting - When firing two ranged weapons at once, may may attack targets more than 1km apart.
Precision Basic Well-Placed, Fast, Cleaving, Crippling, Double Tap Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Basic effect at any one time.
- Fast Standard or Called Shot Ranged Basic Attack: Target takes a -20 penalty to dodge this attack.
Precision Pistol Well-Placed, Fast, Cleaving, Crippling, Execution, Gun Kata Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Pistol effect at any one time.
- Well-Placed Standard or Called Shot Ranged Pistol Attack: you roll Ballistic Skill twice and take the better roll.
- Execution Standard or Called Shot Ranged Pistol Attack: +3 Damage to enemies within Point Blank range.

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Personal Talents

Mental Talents

Name Sub-Class Effect
Blind Fighting - You take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.
Fearless - You gain a +10 bonus against Fear, and count Insanity as being +20 points higher for determining Fear immunity.
Hotblooded - You take a +10 to Feedback tests, and may roll twice on the Shock Table and take the preferred result after failing a Fear test.
Jaded - You are unaffected by mundane horrors such as death, violence or the sight of blood. Furthermore, you roll twice on the trauma table and take the preferred result.
Nerves of Steel - You may reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. This applies to Social Conflicts.

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Physical Talents

Name Sub-Class Effect
Blind Fighting - You take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.
Bulging Biceps - You may fire unbraced Heavy Weapons without the -30 unbraced penalty. Furthermore, you take a +20 Bonus when testing Athletics to increase your carrying capacity.
Burst of Speed - May be used once per session. On declaring Burst of Speed, you gain Unnatural Agility (4) and ignore Difficult Terrain for a number of rounds equal to your pre-Burst of Speed AB/2.
Catfall - Whenever you fall, you may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit.
Drop Trained - Whenever you fall, you always land on your feet, and treat the distance as 1/3rd for the purpose of generating falling damage hits.
Feat of Strength - Once per session. You gain Unnatural Strength (+4) for a number of rounds equal to your pre-Feat of Strength SB/2.
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
I Cannot be Defeated You increase your Fatigue Threshold by 2.
Leap Up - You may stand up from the Prone position as a Free Action.
Lightning Reflexes - You double your AB when rolling Initiative. So long as you are not stunned, helpless or otherwise immobile, Enemy Hordes take a -20 penalty to hit you with ranged attacks.
Resistance (Cold, Fear, Heat, Poison, Mental) You gain a +10 to tests to resist the chosen object.
Sound Constitution 10 Increase your Wounds by 1 per purchase of this talent.
Sprint - When making a Movement Action, you may increase your AB by AB/2 for the purposes of movement. You gain a level of Fatigue if you use this talent two turns in a row.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.

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Metaphysical Talents

AT Field Talents

Name Sub-Class Effect
Assault Pattern Harvest Blade, Murderstroke, Shieldbreaker Whenever you select this talent, choose one of the abilities below. You may only apply a single Assault Pattern effect at any one time.
- Murderstroke By spending 8 ATP on Massive Momentum, you apply the Vengeful (-1) Quality to your melee attack.
- Shieldbreaker By spending 4 ATP on Massive Momentum, you may treat your weapon as having the Felling (1) Quality. For every extra 4 ATP the amount increases by 1.
Assault Adept - You may apply two Assault Pattern effects at once.
AT Focus - Designate a single AT Power; you bank a number of ATP up to your IB, reducing your current ATS by that amount. Next turn, you test Synch Ratio. On a pass, you gain an extra amount of ATP equal to the amount banked, but may only be spent on the designated power (either activating it or augmenting it or both). On a failure, the ATP is lost. If the pilot is unable to activate the declared power, treat it as a failure.
Quick Spread - The Spread (Full) action is now a Half. Also, you may now use the Spread (Half) as a Free Action.
Scan Field - Roll Perception/Awareness test when within 60dm/6km of target to gauge strength of their ATS. Success of 3 DoS or more tells you exact ATS.
Synchronize Group - Full Action. Your AT Field merges with the AT Fields of allies within 3km of you. All pilots involved must test Synch Ratio, or spend a Reaction to automatically pass. If at least two pilots succeed (including yourself), Group Synchronization occurs. Any pilot who fails is not included in the Synchonization and must make a WP test or take 1d5 Ego damage. If you fail, then the entire group fails. In Group Synchronization, all Evas in the Sync lose their AT Fields, and you gain an AT Field with strength equal to your ATS, plus the highest ATS out of the rest of the Evas, then finally half of the ATS of every other member. At the start of every round after the first round in which Sync was formed, you must test SR or else the Sync fails. If an Eva other than you attempts to use an AT Field power during this, you must pass an SR test at -30 or else Sync fails, and all involved are Stunned for 1 round. Whilst Sync is in effect, any mental attack that affects one member affects all members, although they gain a +20 to any resistance tests.

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AT Field Powers

Spread Patterns

Name: Accelerated Territory
Deflection per ATS: 10% Action: Half/Full to Spread, Maintain Free
Effect
Your AB increases by 1 per 20% of Deflection for the purposes of movement.

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Offensive Powers

Name: AT Blast
ATP: 4 ATP Action: Half
Damage: 1d10+4E, Pen 2, AT Pen 2 Range: Medium Range (6km)
Effect
Single-target ranged attack, roll to hit with BS or WP, and inflict damage as above.
Augment
+1 damage and per 1 ATP, +1 Pen and AT Pen per 2 ATP. Increase Range by one step per 4 ATP, to a maximum of Very Long (15km). The attack gains Semi-Auto +1 per 6 ATP.

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Enhancement Powers

Name: AT Funnel
ATP: 4 ATP Action: Half, Maintain Free
Damage Bonus: +2 Dam, Pen, AT Pen Range: Own weapon
Effect
Apply to a ranged weapon you are currently wielding. The next shot with this weapon has its range increased by one step, and the damage dealt by its next attack is increased as above. May not be fired on anything but Single Shot.
Augment
+1 Damage, Penetration and AT Penetration per 2 ATP.

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Dirac Powers

Name: Dirac Breach
ATP: 5 ATP Action: 1 Half, Maintain Half
Range Sensory
Effect
You use your dirac sea to warp space-time into a superluminal structure analogous to a wormhole. This wormhole has two entrances. The first is created adjacent to you. The second may be created anywhere so long as you can see or perceive it clearly- either through your own eyes, through a monitor, or through having precise coordinates for it. The generated wormhole has a diameter of roughly 5 metres. Anything that passes through one end of the wormhole passes out into the other, potentially increasing the range of weapons by a drastic amount. The wormhole remains open for as the power is maintained, even if you move away from it. You may move either or both ends of the wormhole as a half action, up to a distance of 5km.
Special Notes and Effects
You may attempt to redirect ranged attacks targeted at or fired from a point within 5km of you. If this power is active, you may test agility-20 as a reaction to shift an end of the wormhole in front of the ranged attack. If successful, you catch the attack, which is resolved as though fired out of the other end of the wormhole in a straight line, potentially hitting a target.
You may use this power to breach into a Dirac Sea, or out of one, including your own. If you are using the Inverted Field pattern, you treat your dirac shadow's line of sight as your own.
Augment
May create an extra wormhole per 5 ATP.

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Utility Powers

Name: AT Ping
ATP: 1 ATP Action: Free Action
Range Medium Range (6km)
Effect
You very briefly expand your AT Field in a weakened state to feel the resistance of other AT Fields. You may detect any Active AT Field within Medium Range (6km). You know the presence and location of an active AT Field, even if the generator is hidden.
Augment
Range increases by one step to a maximum of Very Long (15km) per 2 ATP; past this, the range increases by 15km per 4 ATP, to a maximum of Orbital at 20 ATP. May detect the Fields of human beings, although knowing the exact amount becomes difficult in large groups, after 3 ATP.

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Neutralisation Powers

Name: Destructive Interference
ATP: 1 ATP Action: Half, Maintain Free
Range Close Range (3km)
Effect
Neutralizes 15% of target's Deflection. If 5 ATP or more is spent on this power, then the target suffers a -10 non-stacking penalty to all tests so long as the power is maintained.
Special Notes and Effects
This power is likely to cause the target to aggressively attack the user.
Augment
Neutralizes 15% of Deflection per extra ATP.

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AT Field Powers

Spread Patterns

Name: Accelerated Territory
Deflection per ATS: 10% Action: Half/Full to Spread, Maintain Free
Effect
Your AB increases by 1 per 20% of Deflection for the purposes of movement.

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Offensive Powers

Name: AT Blast
ATP: 4 ATP Action: Half
Damage: 1d10+4E, Pen 2, AT Pen 2 Range: Medium Range (6km)
Effect
Single-target ranged attack, roll to hit with BS or WP, and inflict damage as above.
Augment
+1 damage and per 1 ATP, +1 Pen and AT Pen per 2 ATP. Increase Range by one step per 4 ATP, to a maximum of Very Long (15km). The attack gains Semi-Auto +1 per 6 ATP.

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Enhancement Powers

Name: AT Funnel
ATP: 4 ATP Action: Half, Maintain Free
Damage Bonus: +2 Dam, Pen, AT Pen Range: Own weapon
Effect
Apply to a ranged weapon you are currently wielding. The next shot with this weapon has its range increased by one step, and the damage dealt by its next attack is increased as above. May not be fired on anything but Single Shot.
Augment
+1 Damage, Penetration and AT Penetration per 2 ATP.

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Dirac Powers

Name: Dirac Breach
ATP: 5 ATP Action: 1 Half, Maintain Half
Range Sensory
Effect
You use your dirac sea to warp space-time into a superluminal structure analogous to a wormhole. This wormhole has two entrances. The first is created adjacent to you. The second may be created anywhere so long as you can see or perceive it clearly- either through your own eyes, through a monitor, or through having precise coordinates for it. The generated wormhole has a diameter of roughly 5 metres. Anything that passes through one end of the wormhole passes out into the other, potentially increasing the range of weapons by a drastic amount. The wormhole remains open for as the power is maintained, even if you move away from it. You may move either or both ends of the wormhole as a half action, up to a distance of 5km.
Special Notes and Effects
You may attempt to redirect ranged attacks targeted at or fired from a point within 5km of you. If this power is active, you may test agility-20 as a reaction to shift an end of the wormhole in front of the ranged attack. If successful, you catch the attack, which is resolved as though fired out of the other end of the wormhole in a straight line, potentially hitting a target.
You may use this power to breach into a Dirac Sea, or out of one, including your own. If you are using the Inverted Field pattern, you treat your dirac shadow's line of sight as your own.
Augment
May create an extra wormhole per 5 ATP.

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Utility Powers

Name: AT Ping
ATP: 1 ATP Action: Free Action
Range Medium Range (6km)
Effect
You very briefly expand your AT Field in a weakened state to feel the resistance of other AT Fields. You may detect any Active AT Field within Medium Range (6km). You know the presence and location of an active AT Field, even if the generator is hidden.
Augment
Range increases by one step to a maximum of Very Long (15km) per 2 ATP; past this, the range increases by 15km per 4 ATP, to a maximum of Orbital at 20 ATP. May detect the Fields of human beings, although knowing the exact amount becomes difficult in large groups, after 3 ATP.

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Neutralisation Powers

Name: Destructive Interference
ATP: 1 ATP Action: Half, Maintain Free
Range Close Range (3km)
Effect
Neutralizes 15% of target's Deflection. If 5 ATP or more is spent on this power, then the target suffers a -10 non-stacking penalty to all tests so long as the power is maintained.
Special Notes and Effects
This power is likely to cause the target to aggressively attack the user.
Augment
Neutralizes 15% of Deflection per extra ATP.

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Equipment

Melee Weapons

Ranged Weapons

Ammo

Armour

Gear

Starting Stats

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 42 4 +5 (NeoSpartan Background)
Ballistic Skill 39 3 -
Strength 41 4 +5 (NeoSpartan Background)
Toughness 36 3 -
Agility 42 4 +5 (NeoSpartan Background)
Intelligence 35 3 -
Perception 34 3 -
Willpower 33 3 -
Fellowship 26 2 -5 (NeoSpartan Background)
Synch Ratio 53 5 -

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Vitals

Vitals
Wounds: 13 Fate Total: 2
Fatigue Threshold: 3 Conditional Fates: 0

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Traits

Assets
Asset Effect
Athlete Spend a Conditional Fate Point which may only be spent to restore wounds, reduce damage or to remove all levels of fatigue. Automatically gain 2 successes when using Personal Training to improve Strength, Toughness or Agility.
Fearless Gain the Fearless talent.
Soldier Gain the Jaded, Arms Master and This Gun Is Mine talents.

Injuries and Complications

Injuries
Injury Effect Cause Incident
- - - -

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Starting Skills and talents

From Background

Command
SL (Tactics)

From Assets

From Career

Literacy
Speak Language (English, German)
Acrobatics (SP)
Scholastic Lore (Physics)

Starting Talents

Deflective Field
Neutralise
Melee (General)
Pistol (General)
1 SUP
1 BUP

Experience Table


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