Extreme Environment Rules

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Sea Combat

Evangelions

Evas in water take the following effects.

Details
-20 to WS.
-20 to BS.
-20 to Agility.
Evas must succeed on an Athletics test in order to move every round. On a failure they sink 10dm.
Even with this success, Evas only move half their normal speed. They may use the Float or an A-Type Armour charge to move normally, as well as automatically pass the above test.
The deeper an Eva goes, the more risk there is of being subjected to pressure damage. Consult the Pressure chart below.
If an Entry Plug is ejected into water, unless it rolls an 81+ on the ejection test, will begin to sink. Otherwise it deploys flotation devices and bobs on the water. Entry Plugs have enough life support for 48 hours.
Breached Entry Plugs in water instantly begin filling up. The pilot counts as being underwater and do not count as having life support. Pilots wearing Armoured Plugsuits or using specialised plug features may have ways of alleviating this.

Superheavies

Superheavies in water take the following effects.

Details
Superheavies do not suffer characteristic penalties for being in or under water. Superheavies are designed for omniterrain capabilities.
Superheavies may move half their normal speed in water.
Superheavies may use the Athletics skill to move at full speed.
Superheavies may not benefit from any flight-related equipment or abilities when underwater.
Superheavies count as being 500dm higher than they really are for the purposes of Pressure.
AC Suits ejected into the water are capable of moving under their own power freely. AC Suits have enough life support for 120 hours.
Breached AC Suits in water have methods of sealing themselves against water. They begin to sink but count as having life support for 48 hours. The pilot is not counted as being underwater.

Weapons

Weapons perform differently when immersed in water.

Ranged Weapon Details
Energy Weapons (Maser, Pulse and Hellguns) cannot be fired underwater.
Positron and Fusion Weapons will explode if fired underwater, destroying the weapon and causing a Blast (Pen/2) attack centered on the wielder, dealing a single hit as per the weapon profile. This also creates a steam explosion- everything within the blast radius counts as being in a smoke grenade for one round.
Bolt and General Weapons halve their range underwater and will jam on a roll of 80+ until the weapon is properly dried. The only exceptions are the Eva Pistol and the Anti-Eva Bazooka, due to the Eva Pistol's rugged design and the fact that the Anti-Eva Bazooka has torpedo-like launchers designed for underwater use.
Melee Weapon Details
Progressive, Hyper-Progressive and Heat Weapons superheat the water around them, causing a constant cloud of steam. This steam cloud counts as a smoke grenade that functions so long as the weapon is used.
Positron Weapons will explode if wielded underwater, destroying the weapon and causing a Blast (Pen/2) attack centered on the wielder, dealing a single hit as per the weapon profile. This also creates a steam explosion- everything within the blast radius counts as being in a smoke grenade for one round. Positron Weapons can deactivate their power field as a free action, removing the Positron and Power Field qualities and reducing their Penetration by 2.
All other weapons work as intended.

Pressure Chart

Depth Result
20dm or higher No effect.
20-60dm Pressure begins to build and light becomes dim. -10 to perception tests.
61-80dm Pressure makes movement stiff. As above, but with a -10 penalty to Agility and Athletics.
81-100dm Pressure becomes extreme. As above, but Pilot must test Toughness once every 5 rounds or take 1 level of fatigue. The water is very dark; you are treated as being in darkness.
101-200dm The pressure becomes genuinely harmful. As above, but for every TB amount of rounds you are at this depth, you take 1 damage to all areas, ignoring TB, AP or any other defense. This does not cause critical damage.
201-300dm As above, but the damage is applied once every TB/2 rounds.
301-600dm As above, but the damage may deal critical damage.
601+dm As above. At this range you reach neutral buoyancy and stop sinking. You may swim lower, but this requires a swim test and on a failure, to rise 10dm until you reach this depth once again.

Space

Detail Subdetails Effect Horde Effects
Frictionless - Although space is not purely frictionless (as it is not completely devoid of masses), in general the friction is miniscule enough to have little effect on momentum. Units in space can spend a move action to move as normal, assuming they have some sort of thrust. However, at the end of their next turn, the unit continue to move in that same direction, at the same speed unless they make a move action; this is called Frictioness Move, and does not require an action to sustain. If they do so, then the rule applies there as well (If you move 4km north, then 4km west, you will now keep travelling 4km west). Hordes follow the same rules.
- Frictionless Notes If a character's movement would take them in multiple directions (say they move north then east), they travel in the same direction as their last heading, moving the same distance as they spent in that specific direction; so if a unit moves 10km, but it's 3km north, 2km east, then 2km north again then 3km west, their Frictionless Move will become 3km west. Hordes follow the same rules.
- AT Float and Frictionless Moves The AT Float power can be used to navigate in space. On using the power, the user may decide if they want to maintain inertia (and gain a Frictionless Move as normal) or if they want to come to a complete, easy stop. Hordes follow the same rules.
- Weapons The lack of drag and gravity have major effects on weapons; all ranged weapons increase their range by one step. Furthermore, the increase of distance, lack of sound and a few other things (eg. Positron weapon emissions are far less visible in space, because there's less matter for it to burn) mean that dodging or (if applicable) parrying ranged attacks take a -10 penalty. Hordes follow the same rules.
Overheat - There is no air in space, meaning it's impossible to transmit heat via convection; this means objects in space can be prone to overheating without the proper equipment. Since Superheavies and other units with the Void trait possess all of these innately, this effectively means Evangelions; an Evangelion without an Unlimited S2 Organ reduces their toughness and strength by 10 every round; once they hit 0 in either, they are instantly counted as defeated. -
Decompression - If an Evangelion ever completely loses a limb, it begins to suffer from Blood Loss automatically. -
Adrift - The lack of gravity or a 'ground', as well as the frictionless nature of space, means that things have a tendency to get lost. Unless an item was safely and deliberately dropped by a unit, an unhandled item will quickly drift away; unless it is recovered by the end of the next round, the item remains lost for the rest of the battle. -
- Destroyed Constructs Constructs who have been destroyed either keep drifting in the direction of their Frictionless Move or, if they were stationary, begin drifting in the direction opposite the one their attack came from, with a speed equal to half the damage of the final attack which killed them. Defeated Constructs that drift off the map entirely require an extra 10 Reserve to recover (as energy is wasted locating them). -
- Ejected Construct Pilots An ejected pilot is in grave danger. Cockpits which have been ejected follow the Frictionless rules as normal. If a cockpit drifts entirely off the map, then there is a 20% chance that they will be Lost. This is particularly dangerous for Entry Plugs, because unlike AC Suits, Entry Plugs cannot correct their course. -
- Breached Construct Pilots Being a pilot inside a Construct's breached cockpit is possibly one of the most dangerous fates available. Firstly, unless the Pilot is wearing Sealed armour (such as Power Armour or the Armoured Plugsuit) they will instantly begin to suffocate. Secondly, a pilot within a breached cockpit may only 'leave' their unit by propelling themselves in a single direction and hoping for the best; in this case, the pilot is in extreme danger, as they cannot course correct and have limited avenues for survival. If a free-drifting pilot drifts entirely off the map, then there is a 75% chance that they will be Lost. -

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