Eva 21

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Full Name: Executor-Production Model Evangelion Unit 21
Unit Code: EVA-21
Pilot: Michael Leon
Assignment: Paris-2
Colours: Blue
Role: Fire Support
Soul: Dorian Lachapelle

At the beginning of Project Evangelion, once work on the Prototype and Test-Type model were completed, project planners were in two minds as to how to proceed with the Production Models. One school of thought favoured an adaptable dynamic model that was equally competent at CQC and ranged combat, with the actual focus decided by the pilot's talents. This school became known as the Exterminator-Pattern school.

The other school was the Executor-Pattern school, which was dedicated entirely to long-ranged combat, durability, high speeds and AT Field mastery, armoured with a lightweight seamless plate carapace under laid with a highly flexible mesh design. Although the Executor-Pattern had great promise, it was shown as being mediocre in close combat situations, and although a concept model was designed, it was mothballed in favour for the Exterminator-Pattern school, which went on to become the main line Production Model units.

The Executor-Pattern concept model was not put to waste, however. The armour design went on to become standard issue for all Master-Model Eva units. Eventually, NERV decided not to waste the ability of their one Executor-Pattern model, instead refurbishing it, upgrading it and equipping it, releasing it into service as EVA-21.

Characteristics

Eva Characteristics
Name Value Bonus Modifiers
Weapon Skill 25 2 Multiple Eyes (-5)
Ballistic Skill 80 8 Multiple Eyes (+5), Trace (+10)
Strength 70 7
Toughness 80 12 UT (4)
Agility 60 8 UA (2)
Perception 55 7 UP (2)
Synch Ratio 80 8 Plugsuit (+10)

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Body Parts

Body Parts
Body Part Hit Locations AP Wounds Qualities
Head 1 – 10 8 27 Weak Spot (2), Ablative (4)
Right Arm 11 – 20 8 29 Weak Spot (2), Ablative (4)
Left Arm 21 – 30 8 29 Weak Spot (2), Ablative (4)
Body 31 – 70 10 44 Weak Spot (2), Ablative (4), Cerovite, Damaskite (3), Shadowline
Right Leg 71 – 85 8 29 Weak Spot (2), Ablative (4)
Left Leg 86 – 100 8 29 Weak Spot (2), Ablative (4)

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Movement Speed

Movement Speed
Movement Type Half Move Full Move Charge Run
Walking 8 12 16 24
Flight 8 12 16 24

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Features

FEATURES
Category Name Effect
Soul Protective This Eva is a protective spirit, both towards itself and to others. When Berserk, it may add its AB to its DoS on a parry or dodge test, and its AT Field may be used to deflect attacks aimed at adjacent allies, just like the Guardian talent. However, it lacks some of the ferocity one might expect of a berserk Eva; it gains 10 less extra Weapon Skill on a Berserk.
Mutation Multiple Eyes This Eva has a sophisticated set of eyes, which grant it excellent long-range vision. It gains +5 BS and Unnatural Perception (+2). However, the sensation is not always natural to pilots, and so the unit gains a -5 WS penalty.
Construction Lightweight Chassis This Eva is lightly armoured, its form instead augmented with specialised sensors that allow it to evade attacks easily. It gains an extra reaction which may be expended to dodge. However, the lightly armoured form makes the Eva more vulnerable to concussive shock; it gains Weak Spot (2) on all areas and whenever the Eva is stunned or knocked prone, it is both stunned and knocked prone.
Construction (Concept Model) Weapon Mounts This Eva's arm-fins have been remodelled into weapon hardpoints. It gains, for free, two Integrated Weapon docks which may be placed on its arms, leaving the shoulder wings free. However, this unit may no longer take the Arm Remodelling upgrade, and whenever the arm takes Energy or Explosive critical damage to that arm, there is a 25% chance that the weapon may explode, dealing a regular attack to the arm in question and rendering it useless.
History 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 Protective Unnatural Strength (2), Unnatural Toughness (2), +2 ATS

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Traits

Traits
Trait Subname Effect
Chameleon 6 You may as a Half Action activate Chameleon Mode. You gain a +30 bonus to Stealth tests, and attacks made against you take a -20 penalty. Energetic activity (Running or attacking) reduces the Stealth bonus to +10 and the attack penalty to -10. You may sustain Chameleon Mode for a number of rounds per day up to X.
Flight 8 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.
Hoverer 8 This creature is capable of hovering a few metres above the air. Hoverers may ignore River and Water terrain. Its Hover speed is calculated treating AB as 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.
Void 8 This creature possesses the ability to move in Space. It can survive unaided in a vacuum, and counts its speed in space as being X.

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Loadout

LOADOUT
Plugsuits Worn?
Armoured Yes
Biorelay
Dive
Limiter
Monitor
Nerve
Standard
Silksuit
Test Suit
Entry Plug Worn?
Armoured
Basic
HarOS Yes
Improved
Organic
Spiritual AI
Trace
Plugmods Worn?
Care Mod Yes
Command Mod
Defense Locker
Enviroseal Yes
OTIS II Yes
Reference Mod
Safe Port
Superior Jets
Survival Mods
Armor Slots Loadout
Slot 1 Cerovite Armour
Slot 2 Damaskite Mantle
Slot 3 Shadowline Weave
Slot 4 Fortified Armour
S2 Slots Loadout
Slot 1 Fleshwarper
Slot 2 Extreme Senses
Slot 3 Morphic Wings
Right Wing Loadout Cargo
Sensor Dock Markerlight
Left Wing Loadout Cargo
Storage Dock -
Right Arm Loadout Cargo
Integrated Weapon
Left Arm Loadout Cargo
Integrated Weapon

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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 Full Move, you may activate any AT Power at Half Strength, so long as it only takes a Half Action.
- 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 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 4 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 4 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 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
Extreme Senses - So long as you are not in melee combat, you gain all the benefits of the Unnatural Eye upgrades (which do not stack) and may half-aim as a reaction, or full-aim as a half action.
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.
Adaptive Morphologies
Aquiline Aquiline Grace You no longer have to expend a Reaction to maintain flight, and you gain a +10 to Agility tests whilst flying. If for whatever reason you are Falling, you may instantly test Acrobatics; on a success you crash land harmlessly.
- Aquiline Form You gain Flight (AB), Void (AB) and Hoverer (AB). You ignore the effects of the space exposure table. If you possess the Talons Natural Weapon, it now gains the Snapshot Quality.
- Aquiline Hunter Charge attacks made from the air, including Gravity Kicks and Assault Jumps, gain the Concussive and Lock-On qualities.

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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.
Sigilite Armour - You gain the Sigilite Armour Quality.
Spiritual Circuitry - You gain the Spirit Armour (2) and Psy-Proof (2) Qualities. However, you take a -10 penalty to Feedback, and increase Insanity and Ego damage in the plug by 1.
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.
Suzanium Plating - You gain the Suzanium Armour Quality.
Variable Type Generator - As a Half Action, you may generate a covering around yourself that exactly mimicks one type of Letter-Type Equipment. This equipment may be removed as a Free Action, and may be changed to another type as a Half.
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

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Melee Weapons

Weapon Subweapon Class Range RoF Damage Penetration Clip Reload Qualities Upgrades

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Ranged Weapons

Weapon Subweapon Class Range RoF Damage Penetration Clip Reload Qualities Upgrades
Bolt Pistol (Base) Pistol Assault (1km) S/2/- 1d10+6x 5 4 Full Compact, Special Bolts; Tearing
Bolt Pistol (Current) Pistol Assault (1km) S/2/- 1d10+6+4 (10)x 5 4 Half Compact, Special Bolts; Tearing
Positron Gun (Base) Basic Medium (6km) S/2/- 1d10+5E 7 6 Full Maximal, Positron; Overheats Laser Sight
Positron Gun (Current) Basic Medium (6km) S/2/- 1d10+5+4 (9) E 7 6 Full Maximal, Positron; Overheats Laser Sight
Jeanne d'Arc (Base) Heavy Bolter Heavy Medium (6km) -/3/6 1d10+7x 5 18 2 Full Special Bolts; Anti-Air (10), Devastating (4), Tearing
Jeanne d'Arc (Current) Heavy Bolter Heavy Medium (6km) -/3/6 1d10+7+4 (11)x 5 18 3 Halfs Special Bolts; Anti-Air (10), Devastating (4), Rapid Fire, Tearing Lubricated Workings, Laser Sight, Fire Selector
Jeanne d'Arc (Current, S2) Heavy Bolter Heavy Close (3km) -/3/6 1d10+7+4 (11)x 5 18 3 Halfs Special Bolts; Force; Anti-Air (10), Devastating (4), Rapid Fire, Tearing; Unreliable Lubricated Workings, Laser Sight, Fire Selector
Jeanne d'Arc (Current, IV) Heavy Bolter Heavy Close (3km) -/3/6 1d10+7+4 (11)x 5 18 3 Halfs Special Bolts; Anti-Air (10), Devastating (4), Rapid Fire, Tearing, Vengeful (-1); Unreliable Lubricated Workings, Laser Sight, Fire Selector
Who is Like God? (Base) GPC Mounted Heavy Orbital S/-/- 3d10+6E 12 1 2Full Maximal, Great Cannon, Positron; Line, Longshot; Overheats
Who is Like God? (Current) GPC Mounted Heavy Orbital S/-/- 3d10+6+4 (10)E 12 1 Full Maximal, Great Cannon, Positron; Line, Longshot; Overheats S2 Rifling, Laser Sight, Autoloader

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