Cav 01
CAV-01.png?dl=0
Full Name: Tactical Mk2 Pattern Cavaleiro Unit 01
Unit Code: CAV-01
Pilot: Eufemia Eliana de Franco Salazar
Assignment: Project Cavaleiro
Colours: Gold and Green
Role: Close to Medium Combat and Command
Soul: ???

The end product of Project Cavaleiro's work, the Tactical Mk2 Pattern Cavaleiro Unit 01, also referred to as CAV-01, is the single Evangelion Brazil possesses. Since even one Eva is an incredible weapon, this helps cement Brazil's status as a true great power.

The Tactical-Pattern Cavaleiro is built to be a flexible yet solid bulwark, with a heavy armoured shell hiding a powerful, mighty beast within. It benefits from the best and brightest of Brazil's engineers, incorporating efficient yet effective equipment, with advanced auto-stabilizer systems capable of turning it into a gun platform easily. With just the one unit, Project Cavaleiro has funneled its resources into a unit that could conceivably handle any threat, and in this it seems they have been successful.


Cavaleiro Unit 01

Characteristics

Eva Characteristics
Name Value Bonus Modifiers
Weapon Skill 60 6
Ballistic Skill 65 6
Strength 80 8 Strength 4
Toughness 90 11 Toughness 4, UT (4)
Agility 50 7 Unnatural Agility (2)
Synch Ratio 90 9 Plugsuit (+10)

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Body Parts

Body Parts
Body Part Hit Locations AP Wounds Qualities
Head 1 – 10 10 26 Ablative (4)
Right Arm 11 – 20 12 28 Ablative (4)
Left Arm 21 – 30 12 28 Ablative (4)
Body 31 – 70 12 42 Ablative (4)
Right Leg 71 – 85 10 28 Ablative (4)
Left Leg 86 – 100 10 28 Ablative (4)

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Movement Speed

Movement Speed
Movement Type Half Move Full Move Charge Run
Walking 7 11 14 21
Flight 7 11 14 21

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Features

FEATURES
Category Name Effect
Soul 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.
Mutation 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.
Construction 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.
Construction (Concept Model) 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.
History 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.
Berserk Normal +10 WS, Unnatural Strength (2), Unnatural Toughness (2), +2 ATS

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Traits

Traits
Trait Subname Effect
Auto-Stabilised - This creature always counts as Braced, and may fire Semi or Full auto as a half action.
Sturdy - This creature takes a +20 bonus to resist Knockdowns and Takedowns. Grapple attempts on them take a -20 penalty.
Unnatural Toughness 2 This Creature increases its TB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminders: This trait also reduces the damage the creature takes, and if the Unnatural Toughness is permanent, increases its wounds.
Unnatural Agility 2 This Creature increases its AB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminder: This trait also increases the creature's movement speed.
- -

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Loadout

LOADOUT
Plugsuits Worn?
Armoured
Biorelay
Dive Yes
Limiter
Monitor
Nerve
Standard
Silksuit
Test Suit
Entry Plug Worn?
Armoured
Basic
HarOS
Improved Yes
Organic
Spiritual AI
Trace
Plugmods Worn?
Care Mod Yes
Command Mod
Defense Locker Yes
Enviroseal
OTIS II Yes
Reference Mod
Safe Port
Superior Jets
Survival Mods
Armor Slots Loadout
Slot 1 Armour Interface
Slot 2 Cerovite Shell
Slot 3 Damaskite Mantle
Slot 4 Fortified Armour
Slot 5 Elasticity Treating
S2 Slots Loadout
Slot 1 Adrenal Implants
Slot 2 Fleshwarper
Slot 3 Winged Form
Right Wing Loadout Cargo
Gunframe 1 clip of Storm Bolter force ammo
Left Wing Loadout Cargo
Markerlight -
Right Arm Loadout Cargo
Storage Dock 2 clips of Storm Bolter force ammo
Left Arm Loadout Cargo
Storage Dock Hyper Axe

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Biological Upgrades

BIOLOGICAL UPGRADES
Name Subname Effect
Basic Upgrades
Accelerated Mitosis - You gain the Regeneration (+2) trait.
Chameleomimesis - You gain the Chameleon (TB/2) trait. If you take Critical Damage to the body, this upgrade is disabled.
Contraterial Lobe - You gain the Stims Armour Quality.
Core Modifications - This upgrade allows you to choose one of the below effects; you may not have more than one.
- Core Membrane Your pilot may reduce Ego Damage incurred due to Synch level by half their WPB.
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.
- Offensive You gain +4 ATP with which to activate 'Offensive' and 'Neutralise' Powers, as well as to channel into weapons.
- Utility You gain +2 ATP with which to activate powers.
Dermal Armour - Whenever you take Critical Damage, you reduce the amount taken by 1, to a minimum of 1.
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.
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.
- 2 +2 to your Eva's wounds (+4 total).
- 3 +2 to your Eva's wounds (+6 total).
- 4 +2 to your Eva's wounds (+8 total).
- 5 +2 to your Eva's wounds (+10 total).
Redundant Senses - You ignore the first case of Blindness and Deafness per battle.
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.
- 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.
Strength - Each rank of this Upgrade increases your Eva's Strength by 10 in all areas.
- Strength 1 +10 to Eva's Strength characteristic.
- Strength 2 +10 to Eva's Strength characteristic (+20 total).
- Strength 3 +10 to Eva's Strength characteristic (+30 total).
- Strength 4 +10 to Eva's Strength characteristic (+40 total).
Sturdy - You gain the Sturdy trait.
Subdermal Absorber Dermal Armour You ignore the first Critical Damage you take per battle.
Toughness - Each rank of this Upgrade increases your Eva's Toughness by 10 in all areas.
- Toughness 1 +10 to Eva's Toughness characteristic.
- Toughness 2 +10 to Eva's Toughness characteristic (+20 total).
- Toughness 3 +10 to Eva's Toughness characteristic (+30 total).
- Toughness 4 +10 to Eva's Toughness characteristic (+40 total).
Twitch Fiber Grafts 1-2 Each rank of this Upgrade grants your Eva Unnatural Agility (+1).
- 1 Unnatural Agility (+1).
- 2 Unnatural Agility (+1) (+2 Total).
Unnatural Eye Clarity, Farsight, Spectrum This upgrade allows you to choose one of the below effects; you may not have more than one.
- Clarity Whenever you test Awareness, you may roll twice and take the better result.
- Farsight You gain Unnatural Perception (+2).
- Spectrum You gain the Dark Sight trait, and reduce by -10 the penalty from fog, mist, shadow and smoke.
S2 Upgrades
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.
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.
Glial Mutation - Whenever you take more than 1 Critical Damage from any source, roll for Berserk.
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.
Winged Form Morphic Wings Grants the user Flight (AB) and the ability to make Boosted Jumps.

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Structural Upgrades

STRUCTURAL UPGRADES
Name Subname Effect
Basic Upgrades
Ablatives - You gain the Ablative (4) Quality on all locations.
Active Camo - You gain a +10 Bonus to Stealth tests; increases to +20 if in cover.
Arm Remodelling - You gain one extra Wing Loadout on each arm; these slots may only take Storage and Sensor docks.
Armor Enhancement - Each rank of this Upgrade increases your Eva's AP by 1 in all areas.
- 1 +1 to your Eva's AP.
- 2 +1 to your Eva's AP (+2 total).
- 3 +1 to your Eva's AP (+3 total).
- 4 +1 to your Eva's AP (+4 total).
- 5 +1 to your Eva's AP (+5 total).
- 6 +1 to your Eva's AP (+6 total).
Autobalancer - Whenever you are knocked Prone, you may make a free -30 Acrobatics test; on a pass, you do not fall prone.
Entry Plug - You gain access to the following Plugs. Before a battle you may select one Plug to use for that battle.
- 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.
- HarOS You gain 10 BS.
- Improved You gain 5 WS and 5 BS.
- 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.
- 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.
- Trace You gain 10 WS.
Heavy Chassis - You may now wield Mounted Weapons.
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.
- 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.
- Mesh Plating You gain an extra Reaction which may only be used to dodge. 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.
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.
- 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).
- Defense Locker You gain a locker containing a single suit of armour and three basic or smaller weapons, or one basic or smaller weapon and a heavy weapon.
- Enviroseal You gain an emergency secondary seal that deploys in the case of an Entry Plug breach in space or underwater.
- OTIS II The first 2 times your OD uses the Precision Targeting talent on you per battle, it becomes a Free Action instead.
- 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.
- 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.
- Superior Jets You gain a +20 bonus to Ejection rolls.
- 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.
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.
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.
White Noise System - You reduce the Stealth Penalty for having 7 or more AP by 10.
Special Armour Upgrades
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.
Cerovite Shell - You gain the Cerovite Armour Quality.
Damaskite Mantle - You gain the Damaskite (3) Armour Quality.
Elasticity Treating - You gain the Slippery Armour Quality.
Fieldblinder Fitting - You gain the Fieldblinder Armour Quality.
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).
Fortified Armour - You gain the Fortified Armour Quality.
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.
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.
Shadowline Weave - You gain the Shadowline Armour Quality.
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.
Heavy Chassis Upgrades
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.
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.
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.
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.
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.
Tactical Rig - The Tactical Rig adds one extra space for a Storage Dock on the body.
Wing Upgrades
Arm Dock - This upgrade allows you to carry equipment within the small arm dock on an Eva's arm. Each arm dock can hold either one Compact weapon or one clip of ammo.
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.
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.
- 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.
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.
Weapon Dock - This upgrade allows you to choose one of the below effects; you may not have more than one per wing slot.
- Disposable Launcher The Disposable Launcher acts as a one-shot Tactical Bazooka that may be fired as a Half Action.
- 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.
- 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.
- 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.
- 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.

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Weapons

Natural Weapons

Weapon Subweapon Class Range RoF Damage Penetration Clip Reload Qualities Upgrades
Arm Blades Basic Melee - - 1d10+0 E 0 - - Defensive, Shield (0); Devastating (2), Power Field (20); +2 AP Carapace, Bone Shield, Energy Field, Flensing 1
Real Melee - - 1d10+8+3(11) E 0 - - Defensive, Shield (0); Devastating (2), Power Field (20); +2 AP Carapace, Bone Shield, Energy Field, Flensing 1

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Melee Weapons

Weapon Subweapon Class Range RoF Damage Penetration Clip Reload Qualities Upgrades
Hyper Axe Base Melee - - 1d10+5R 5 - - Unbalanced, Hyper-Progressive; Devastating (2), Proven (4)
Real Melee - - 1d10+5+8+3(16)R 5 - - Unbalanced, Hyper-Progressive; Devastating (2), Proven (4)

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Ranged Weapons

Weapon Subweapon Class Range RoF Damage Penetration Clip Reload Qualities Upgrades
Storm Bolter Base Basic Medium S/3/4 1d10+6X 4 8 Full F-Type, Special Bolts; Tearing
- Real Basic Medium S/3/4 1d10+6+1(7)X 5 8 Half F-Type, Special Bolts; Accurate, Rapid Fire, Tearing Markerlight; Smart Demotimer; Lubricated Workings; HATE; Autoloader
- Real (S2 Bolt) Basic Close S/3/4 1d10+6+1(7)X 5 8 Half F-Type, Special Bolts; Accurate, Rapid Fire, Tearing; Unreliable Markerlight; Smart Demotimer; Lubricated Workings; HATE; Autoloader

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