Campaign Turn System Rules

War Campaign Rules

The War Campaign is broken up into turns. Each turn follows a set pattern outlined below.

Step One: Review Resources

In this step, you review the Resources available. Resources are broken up into six categories:

Resource Description
Leaders The Leaders available for you to deploy on missions.
Evangelions A list of all Evangelions available for your forces, along with a breakdown of their damage and status. Defeated Evangelions, or Evangelions with incapacitated or dead pilots, may not be deployed on missions.
Eva Letter-Type Equipment A list of all available Letter-Type Equipment your forces possess. Most equipment was destroyed or lost during the battle with Metatron; new suits will have to be built or repaired.
Superheavy Squadrons A list of available Superheavy squadrons available for your forces, along with a breakdown of the Squadron's damage and status. Defeated individual Superheavies, or Superheavies with incapacitated or dead pilots, may not be deployed on missions.
Horde Armies A list of available Hordes available for your forces, along with a breakdown of the Hordes' damage and status. Hordes are typically organised into Armies, which are just collections of Hordes that fight together for ease of bookkeeping. Hordes with 0 Magnitude may not be deployed on missions.
Capacity Points Your accumulated pool of Capacity Points. Capacity Points are accumulated by successful missions, and are spent on upgrades, new equipment and Reserves.
Prestige Points Your accumulated pool of Prestige Points, which represent how successful the UEF is considered to be. Prestige Points are like Fate Points in the sense that although you spend them each turn, they regenerate at the start of the next turn. They can, however, be burned, like Fate Points, to gain special benefits. Prestige Points may be spent before or after missions.
Reserves Your accumulated pool of Reserves. Reserves are used to repair hordes and Evangelions.

Doctor Tenma will brief you as to the medical status of your pilots.
Dr. Surov will brief you as to the preparedness of your Eva Corps.
A Note: Characters will remove 1 Insanity and gain 2 Ego each turn.

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Step Two: Review Missions

In this step, you review the missions available to you and allocate forces to those missions. Missions are covered in detail in their own section. Missions which are successful will yield Capacity Points, which are added to your Capacity Point pool, and may grant other benefits such as adding new armies to your forces. Failed missions, however, can have consequences, such as a Capacity Point penalty, the loss of a potentially valuable ally, or the destruction of Hordes.

Note that missions that do not receive any force allocations are considered to have been automatically failed, and the penalties for failing that mission come into play.

Do note that for the sake of ease, any Traumas you gain during a Mission will carry over into the next turn at minimum.

Vice President Fontaine will brief you as to the nature of the missions and advise what to do.

For Events, you may, once, for free, tap Monica Messina, Raphael's informant, for information. This may be a single question about the event's circumstances ("Who is behind the attacks in Johannesburg?"), but if an Event option has a roll associated with it or some other random or unknown quality, then the result is rolled or revealed first; you are not obliged to take the result regardless.

Messina may be tapped multiple times per Campaign Turn, but for each tap past the first, you must trade something to her: information. The nature of the information depends on the size of the request made of her and the value your information has to potential buyers. Messina may also be tapped in this way to reveal a special hidden option in an Event or reveal a secret about a combat mission, but this may never be accessed with her 'free' tap and must be purchased with information.
Monica Messina Info
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Step Three: Personal Actions

At the start of every turn, all Pilots and Operations Directors are entitled to a Personal Action. If the Pilot was not deployed this turn, then they may take two actions.

Personal Action Effect
Characteristic Improvement The character may choose one Characteristic to improve. They gain one success. When the number of successes equal their chosen Characteristic's Bonus, their Characteristic improves by 1 point. They may not gain more than 5 points per characteristic in this fashion.
Ego Restoration The character gains 1 Ego Point. This stacks with the 1 Ego Point gain given freely per Turn. As always, the character may not increase their Ego above the last multiple of ten crossed.
Therapy The character loses 1 Insanity Point. This stacks with the 1 Insanity Point reduction given freely per Turn. As always, the character may not reduce their Insanity below the last multiple of ten crossed.
Skill Improvement The character may choose one untrained skill (or unlearned specialist branch of a skill). They gain one success. When the number of successes equal 10 minus their chosen skill's Characteristic's Bonus, they gain basic training in that skill. They may not gain advanced training (+10, +20) through this mechanism.

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Step Four: Medical Debriefing

In this step, you review the injuries taken by participants in the Missions, and calculates how long it will take for them to recover.

First and foremost, characters who are Lightly Injured- who have taken wounds equal to less than twice their Toughness Bonus may skip this step; they are treated as fully healed by the start of next turn.

Secondly, make a First Aid Test with a +0 Modifier on every injured character (Who at this point should consist of characters who are either Heavily or Critically Injured), using one of the members of the Medical Corps (see Step Six). Then, compare their final outcome to the table below. Note that a Medical Corps member may tend to a number of characters equal to their 'Capacity', which is half their Intelligence Bonus plus other unlockable modifiers; beyond this, they take a -10 penalty to Medicae tests per character in excess of this number.

Outcome Result Time
Character is now missing wounds equal to less than twice their Toughness Bonus Lightly Injured 0 Turns, Character will be ready for action next turn
Character is now missing wounds equal to or higher than twice their Toughness Bonus Heavily Injured 1 Turn. Heavily Injured characters may be deployed, but begin with a level of fatigue that cannot be removed.
Character has Critical Damage remaining Critically Injured 2 Turns

If a character has lost a limb or body part, and that body part has not been destroyed, there exists the possibility that it may be reattached. In this case, this is a Medicae-50 test that takes place instead of the above First Aid test. On either a success or failure, the character is always treated as being Critically Injured for the purposes of discerning how long they will be out of action.

If a character was forced to burn fate due to injury, then they are always treated as being Critically Injured for the purposes of discerning how long they will be out of action.

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Step Five: Spend Capacity Points and Prestige Points

In this step, you add the Capacity Points gained to your store of Capacity Points, which can then be spent on improvements to your forces. Proper and careful expenditure of CP is necessary to maintain the war effort and ensure you have what it takes to complete later missions.

The table below lists all the various uses for Capacity Points.

Dr. Hohenzollern-Sigmaringen will brief you as to how much CP you need for various tasks.
Drs. Surov, Fontaine and Tenma will give advice on what to pursue next as well as advise you on technological pursuits.

Name Effect CP Cost
Build A-Type Build 1 A-Type "Flight" Armour. Evas wearing A-Type Armour gain special flight abilities. 1
Build C-Type Build 1 C-Type "Aqua" Armour. Evas wearing C-Type Armour are better at fighting in water. 1
Build D-Type Build 1 D-Type "Extremis" Armour. Evas wearing D-Type Armour can resist extreme environments, and become resistant to energy attacks. 1
Build E-Type Build 1 E-Type "Booster" Armour. Evas wearing E-Type Armour are better at fighting in space. 2
Build F-Type Built 1 F-Type "Titanicus" Armour. Evas wearing F-Type Armour are heavily armoured and much stronger. 2
Build G-Type Build 1 G-Type "Sniper" Armour. Evas wearing G-Type Armour are superior at ranged attacks. 1
Build Venator Destroyer Build 1 Venator-Class Void Destroyer, which may be added to any Army. 20
Generate Reserves You generate 15 Reserves, which may be spent on repairing damaged Hordes and Evangelion units. 1
Requisition Supplies Select a single Eva or Superheavy pilot. Until the start of the next campaign turn, that pilot pays half the amount of XP when buying SUP, WUP or BUP. 1
Technical Funding Increase this turn's Research Points by 5. May be purchased a number of times equal to the number of Researchers in Technical. 1
Upgrade: Anzu Upgrade a single Artillery Division into an Anzu Artillery Division. 1
Upgrade: Horus Upgrade a single Armored or Tyrannosaur Armored Division into a Horus Grav Tank Division. 1
Upgrade: Kirishima Upgrade a single Fighter Aircraft Group into a Kirishima Starfighter Group. 1
Upgrade: Marines Upgrade a single Mechanised Infantry division into a Starfleet Marine Division. 1
Upgrade: Mk2 AC Upgrade a single AC Suit Division into a Mk2 AC Suit Division. 1
Upgrade: Tyrannosaur Upgrade a single Armored Division into a Tyrannosaur Armored Division. 1

Note that not all upgrades may be available at the start of the campaign.
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Step Six: Spend Reserves

In this Step, you add any new Reserves to your store of Reserves, which may then be spent on repairing forces. The amount of Reserves a unit requires depends on its traits- repairing an Eva is much more expensive than reinforcing a division of infantry, for example. Below are the rules for how to spend Reserves.

Name Effect Summary
HORDE REPAIR
Repairing Small Hordes You may repair a Small Horde (a Horde possessing the 'small' trait) by spending 1 Reserve per Squad (20 Magnitude). After a battle, all Small Hordes round their Magnitude up to the next Squad threshold. For example, if a Small Horde has 61 Mag, after the battle it'll be treated as having 80 Mag (4 squads). You would then spend 1 Reserve to restore its 5th Squad. A Small Horde with 81 Mag would be treated as having 100 Mag after the battle (and so would not need to be repaired). A Small Horde with 0 Mag, however, is treated as having 0 Mag after the battle, and requires 5 Reserve to repair fully. 1 Reserve per Squad
Repairing Large Hordes You may repair a Large Horde (a Horde possessing the 'Large' trait) by spending 3 Reserve per Squad (20 Magnitude). Large Hordes round their post-battle Magnitude off in the same way as Small Hordes: up to the next Squad threshold. 3 Reserve per Squad
Repairing Capital Ships You may repair a Capital Ship (a Horde possessing the 'Capital Ship' trait) by spending 5 Reserve per Squad (20 Magnitude). Capital Ships round their post-battle Magnitude off in the same way as Small Hordes; up to the next Squad Threshold. The only exception is if a Capital Ship was sunk (Mag 0). This incurs a one-time 15 Reserve cost, on top of the Reserve to repair all five squads. 5 Reserve per Squad
SUPERHEAVY REPAIR
Repairing Damaged Superheavies A Superheavy counts as 'Damaged' if it has received Critical Damage to any location during a battle, but has not been destroyed. If a Superheavy takes damage, but not Critical Damage, then after the battle it restores its wounds for free. A Damaged Superheavy, on the other hand, will restore no Wounds or remove no Critical Damage until it is repaired. Repairing a Superheavy costs 5 Reserve. 5 Reserve
Repairing Destroyed Superheavies A Superheavy counts as 'Destroyed' if it has been rendered inoperative due to taking excessive Critical Damage to the body. Repairing a Destroyed Superheavy costs 15 Reserve. 15 Reserve
EVANGELION REPAIR
Repairing Damaged Evangelions An Evangelion counts as 'Damaged' if it has received Critical Damage to any location during a battle, but has not been destroyed. If an Eva takes damage, but not Critical Damage, then after the battle it restores its wounds for free. A Damaged Eva, on the other hand, will restore no Wounds or remove no Critical Damage until it is repaired. If an Eva is equipped with the Fleshwarper Upgrade, then it is only counted as Damaged if it lost a limb completely; otherwise it heals all damage, including Critical Damage, for free after the battle. Repairing a Damaged Eva costs 45 Reserve. 45 Reserve
Repairing Destroyed Evangelions An Evangelion counts as 'Destroyed' if it has been rendered inoperative due to taking excessive Critical Damage to the Head or Body. Berserk Evangelions who were defeated but then reactivated due to talents count as Damaged instead (even if in the process they remove all Critical Damage). Repairing a Destroyed Eva costs 100 Reserve. 100 Reserve

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Step Seven: Medical Corps Review

In this step, you review the capabilities of the Medical Corps, the section of the Adeptus Eva dedicated to keeping everyone healthy.

There are four components to the Medical Corps, as shown below.

Components
Officers of the Corps, listing characters- drawn from Leader and Follower lists- who are on hand to administer healthcare. These Officers may be used during Step Four: Medical Debriefing to heal injured Pilots and Leaders.
Medical Ability, listing improvements to the Corps' abilities in three areas: Capability (the amount of times an Officer may administer First Aid in Step Four per Turn), Efficacy (bonuses related to healing patients faster), and Success Rate (bonuses related to improving the success rate of the Corps' tests.)
Therapeutic Ability, listing improvements to the Corps' ability to reduce Insanity amongst its patients.
Metaphysical Ability, listening improvements to the Corps' ability to reduce Ego Damage amongst its patients.

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Step Eight: Technical Corps Review

In this step, you review the capabilities of the Technical Corps, the section of the Adeptus Eva dedicated to researching new technologies and prototyping equipment.

Every turn, the Technical Corps generates a number of Research Points equal to the total Intelligence Bonus of all of its members. These Research Points may then be spent on a number of technologies over several fields. Each technology has a beneficial effect, unlocking new upgrades, weapons, or improvements. Each tech also has a 'Research Threshold', which represents how many Research Points must be spent on the improvement before it can be unlocked. Before a tech may be invested in, however, you must have achieved the tech's prerequisites, which may be a different technology, or something else (for example, killing a certain type of enemy).

There are four components to the Technical Corps, as shown below.

Components
Researchers, listing characters- drawn from Leader and Follower lists- who devote their energies to research. Each Researcher generates Research Points equal to their Intelligence Bonus.
Researched Technologies, listing technologies that have been unlocked.
Available Technologies, listing technologies for which we meet the prerequisites.
Research Ability, listing improvements to the Corps' research abilities.
Bonuses, listing all of the bonuses provided by the Corps.

Technology List

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End of Turn

Once you have spent all of your points and completed any Redeployment Missions, the turn ends and you start again from Step One.

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Appendix

Prestige Point Uses

Whenever the Federation gains a Prestige Point, it increases the Prestige Point Pool by 1. Every turn, these Prestige Points may be spend on abilities as shown below. Alternatively, a point may be permanently spent, or 'burnt', to activate an especially powerful effect.

Name Effect
Compelled to Glory One character this turn gains a Conditional Fate Point.
Economic Growth You gain 1 extra CP this turn.
Heroic Spirit One combat mission this turn increases its starting Morale by 1, to a maximum of 10.
Pulling Through All characters who end this turn as Wounded or worse (but not dead characters) instantly heal 1d5 damage or Critical Damage.
Scientific Enthusiasm You gain 10 extra Research this turn.
War Bonds and Volunteers You gain 20 extra Reserves this turn.
Burn Effects
Champions of the Federation All characters this turn gain a Conditional Fate Point.
Economic Boom You gain 5 extra CP this turn.
Miraculous Recovery All characters who end this turn as Wounded or worse instantly heal all damage.
Summit of Science You gain 50 extra Research this turn.
War Solidarity You gain 100 extra Reserves this turn.

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Turn Mission Guide

Missions

P-Scale Missions

Subsidiary Missions

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