Eva 07

EVA-07%20trans.png?dl=0
Full Name: Experimental Dual Plug-Model Evangelion Unit 07
Unit Code: EVA-07
Pilot: Sophia and Elene Simonides
Assignment: ???
Colours: Light purple and blue
Role: AT Manipulation and Close Combat
Soul: Classified

EVA-07 is a special experimental model of Evangelion, designed to take advantage of a unique control system known as Dual Plug mode. In Dual Plug Mode, two Entry Plugs are loaded into an Evangelion. Whilst this has the benefit of pushing the Evangelion's AT Field to greater lengths and vastly increasing its combat capabilities, the sheer inability for most people to act in perfect synchronization makes such a method impractical.

Almost impractical. The two pilots of EVA-07, Adrian and Isabelle Bellamy, share a unique AT trait known as the Libido Effect that has permanently linked their two AT Fields. This allows them to work together with exceptional ease, turning EVA-07 from a shaky experimental model into a perfectly working juggernaut.

The Evangelion was rebuilt after the Eden Base Catastrophe, and reconfigured to a single plug mode. However, some of its spontaneous mutations- such as its glowing wings- were kept.

After Isabelle was stricken blind by Metatron, EVA-07 was reconfigured for Elene and Sophia Simonides, who now pilot it in its dual plug form.

Characteristics

Eva Characteristics
Name Value Bonus Modifiers
Weapon Skill 60 6 Dual Plug (+5)
Ballistic Skill 60 6 Dual Plug (+5)
Strength 80 9 Mighty Form (+10), Strength 4, Unnatural Strength (1)
Toughness 90 13 Eva (+10), Mighty Form (+10), Unnatural Toughness (4), Toughness 4
Agility 45 6 Heavy Armour (-5), Mighty Form (-10), Unnatural Agility (2)
Synch Ratio 125 18 Plugsuit (+10)

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Body Parts

Body Parts
Body Part Hit Locations AP Wounds Qualities
Head 1 – 10 10 28 Ablative (4), Fortified, Shadowline
Right Arm 11 – 20 10 30 Ablative (4), Fortified, Shadowline
Left Arm 21 – 30 10 30 Ablative (4), Fortified, Shadowline
Body 31 – 70 12 46 Ablative (4), Fortified, Shadowline
Right Leg 71 – 85 10 30 Ablative (4), Fortified, Shadowline
Left Leg 86 – 100 10 30 Ablative (4), Fortified, Shadowline

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Movement Speed

Movement Speed
Movement Type Half Move Full Move Charge Run
Walking 6 9 12 18
Flight 6 9 12 18

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Features

FEATURES
Category Name Effect
Soul 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.
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 Bonus) Heavy Armour This Eva is heavily armoured, turning it into a walking juggernaut. It gains +2 AP, but a -5 penalty to agility.
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 Ruler of Eden +10 WS, Unnatural Strength (2), Unnatural Toughness (2), +2 ATS. On Fate: +10 WS, Unnatural Strength (3), Unnatural Toughness (3), +2 ATS, Cruel Angel (Seraphic Halo). Loses Dual Plug extra action; gains Superior Action

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Traits

Traits
Trait Subname Effect
Flight AB This creature is capable of flying. Flying units ignore Difficult Terrain, but cannot benefit from ground-based Cover unless they land. Its flight speed is calculated treating AB as X.
Angel - This creature is an Angel. It is immune to Fear, Fatigue, Insanity, Ego damage and Pinning and begins with the Touched by the Fates (1) trait. It may spend a Fate Point to heal an amount of wounds equal to its TB distributed as it wishes. It may burn a Fate Point to heal 1d10+TB wounds, or automatically negate an attack that it deems too dangerous. If the regenerated wounds are enough to bring a limb out of Critical Damage it loses all penalties associated with the damage instantly, but may not heal destroyed limbs. Finally, Angels gain special powers based on how high their SR is; if the creature with this trait does not possess an SR, then it does not gain these powers.
- SR 50+ The Angel may, for every 50 SR, reroll one test or damage roll per battle. They count as having Lore (AT Fields).
- SR 100+ The Angel gains Unnatural Characteristic for a single Characteristic of its choice, with a value equal to its SR Bonus/10, rounded down. They count as having Lore (AT Fields+10).
Angelic Senses - You possess powerful, Angelic-type senses completely divorced from that of simple fleshly organs. So long as you have a spread AT Field, you do not count as blind or deaf. Furthermore, whenever you activate the AT Ping, AT Flare or Telepathy powers, the first 8 ATP are free (i.e. if you spend 10 ATP on AT Ping, you would only have to spend 2 ATP). When using AT Ping, you may test Awareness to discern their identity, although this may not provide anything that a normal Awareness test wouldn't do. Finally, you can use Telepathy to test Scrutiny on individuals that are within range, but again this may not provide anything that a normal Scrutiny test wouldn't do.
Multiple Arms 2 This creature has multiple arms. The value of X represents how many extra arms it possesses (with two arms being the norm). It takes a +10 bonus to Athletic tests. When it uses the Multiple Attack action, it gains an extra 'offhand' attack for every two extra limbs. Furthermore, if the creature has the Swift or Lightning Attack talent, it increases the number of possible hits by +1 per 2 X.
Regeneration 2 This creature regenerates or has a self-repair function. It may test Toughness as a free once per round to heal a number of wounds equal to X.
Stuff of Nightmares - This creature possesses the Undying trait, and is immune to blood loss and environmental hazards. They also ignore any Critical Effect apart from one that would remove a limb or kill (or Disable, for Angels) them.
Sturdy - This creature takes a +20 bonus to resist Knockdowns and Takedowns. Grapple attempts on them take a -20 penalty.
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.
Unnatural Strength 1 This Creature increases its SB 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 increases the creature's damage with melee attacks.
Unnatural Toughness 4 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.

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Loadout

LOADOUT
Plugsuits Worn?
Armoured -
Biorelay -
Dive Yes
Limiter -
Monitor -
Nerve -
Standard -
Test Suit -
Armor Slots Loadout
Slot 1 Armour Interface
Slot 2 Formidability Revision
Slot 3 Fortified Armour
Slot 4 Reactive Gel
Special Slot 5 Shadowline Weave
S2 Slots Loadout
Slot 1 Fleshwarper
Slot 2 Solenoid Organelles
Slot 3 Seraphic Pinions
Right Wing Loadout Cargo
Smoke Launcher
Left Wing Loadout Cargo
Disposable Launcher
Right Arm Loadout Cargo
Sensor Dock (MAGI)
Left Arm Loadout Cargo
Storage Dock

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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 Array Whenever you make a move Full Action, you may activate any Half Action AT Field Power as part of that action; this power still requires ATP to activate, however.
Dense Field - This upgrade allows you to choose one of the below effects; you may not have more than one.
- Offensive You gain +4 ATP with which to activate 'Offensive' and 'Neutralise' Powers, as well as to channel into weapons.
Dermal Armour - Whenever you take Critical Damage, you reduce the amount taken by 1, to a minimum of 1.
Redundant Organs 3 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).
S2 Organ 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 2 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 2 Each rank of this Upgrade grants your Eva Unnatural Agility (+1).
- 1 Unnatural Agility (+1).
- 2 Unnatural Agility (+1) (+2 Total).
Unnatural Eye - This upgrade allows you to choose one of the below effects; you may not have more than one.
- Spectrum You gain the Dark Sight trait, and reduce by -10 the penalty from fog, mist, shadow and smoke.
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 (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 Spectrum You gain the Dark Sight trait, and reduce by -10 the penalty from fog, mist, shadow and smoke.
S2 Upgrades
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.
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.
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.
Solenoid Organelles - You augment all AT Field Powers by your WPB/2.
Winged Form - This upgrade allows you to choose one of the below effects; you may not have more than one.
- 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.
Adaptive Morphologies
Divine Divine Form You gain the Multiple Arms (2) trait.
- Divine Inspiration You gain the Baneful Presence (4) trait. Any allies within that range also gain a +10 to all Willpower tests.
- Divine Above Mundanity You gain the Angel and Stuff of Nightmares traits.

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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.
- Dual Plug Permits a two-pilot unit. +5 to WS and BS, other rules.
- 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.
- 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.
- 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 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 except for Armour Upgrade discount.
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 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.
- 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 Armour Quality.
Elasticity Treating - You gain the Slippery 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.
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
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 - 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.
- 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, which begins loaded with two Blind Grenades.

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Weapons

Natural Weapons

Weapon Subweapon Class Range RoF Damage Penetration Clip Reload Qualities Upgrades

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Melee Weapons

Weapon Subweapon Class Range RoF Damage Penetration Clip Reload Qualities Upgrades
Spark Lee (Hyper Fist) Base Melee - - 1d10+5 5 - Fist-Base, F-Type, Hyper-Progressive; Proven (4) Masterwork; Vibration Spike
- Real Melee - - 1d10+5+9+3+2(+19) 5 - Fist-Base, F-Type, Hyper-Progressive; Proven (4)
- Berserk Melee - - 1d10+5+11+3+2(+21) 5 - Fist-Base, F-Type, Hyper-Progressive; Proven (4)
Hyper Bayonet (Hyper Knife) Base Melee - - 1d5+5 3 - Bayonet, Compact, Hyper-Progressive; Proven (3) Spare Housing; Heavier Model
- Real Melee - - 1d5+5+9+3+2(+19) 3 - Bayonet, Compact, Hyper-Progressive; Proven (3) Spare Housing; Heavier Model
- Berserk Melee - - 1d5+5+11+3+2(+21) 3 - Bayonet, Compact, Hyper-Progressive; Proven (3) Spare Housing; Heavier Model

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Ranged Weapons

Weapon Subweapon Class Range RoF Damage Penetration Clip Reload Qualities Upgrades
Firekisses (Storm Bolter) Base Melee Medium (6km) S/3/4 1d10+6x 5 8 Half F-Type, Special Bolts; Tearing Smart Demotimer; Bayonet; Skywatcher; Autoloader
- IV Melee Close (3km) S/3/4 1d10+6x 7 8 Half F-Type, Special Bolts; Tearing, Vengeful (-1) Smart Demotimer; Bayonet; Skywatcher; Autoloader
- MS Melee Medium (6km) S/3/4 1d10+5x 4 8 Half F-Type, Special Bolts; Blast (2); Anti-Air (10), Devastating (2), Tearing Smart Demotimer; Bayonet; Skywatcher; Autoloader

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