E Scale Weapon Values

The Weapon Entries

Lowdef Weapon Entries can be found at weapon entries.

This page is for general notes.

Ranged Weapons

General Weapons (Ranged)

General Weapons is a catch-all category that represents typically fairly generic weapons pretty familiar to most people. Railguns are the most advanced thing on the list, but they're a new way to do an old thing.
General Weapons should not be hugely powerful and have average range.are best for three things: horde-clearing, reliability, and delivering customised ammo.** Generally speaking, most General weapons should be able to deal damage only to lightly armoured Indies, such as Destroyers.
General Weapons should be very cheap, however, have reasonably large ammo clips and the highest rate of fire available. This means that General Weapons can be devastating in some circumstances, but it requires a great deal of setup.
The exception to this is the Heavy Railgun, with heavy damage and long range. The Heavy Railgun should be able to deal damage to even a Dysangelion Pointman on a reasonable. However, the Heavy Railgun will be hampered by having a clip size of one.
Pistol Notes
The Rail Pistol is a generic pistol with low damage, but a relatively high rate of fire. It is free and reliable; as a weapon it's not very useful against most Indies, and is taken only when better pistols are unavailable.
Basic Notes
The Concussive Shotgun's damage is far too low for its central intent (concussive effect) to really play a role. It's being put into the Bolt Weapons section.
The Combat Carbine is a standard carbine model. It has smaller range than a regular gun, a lower rate of fire and a smaller clip; its value comes from the Burst and Carbine traits.
The Rail Assault Rifle is the 'assault rifle' (obviously) model for the General Weapons. It has average range and a high rate of fire. It is a great deliverer of custom ammo, and in the right circumstances- with an enemy set up with lower defenses- it can really go to town.
The Rail Battle Rifle is designed primarily for use by snipers against Superheavy targets. It's the weakest sniper rifle available; however, to make up for it, it possesses the Snapshot Quality, which allows it to be half-aimed as a Reaction action.
The Rocket Rifle is being removed and put into the Bolt Weapons section, where it'll benefit as being a dedicated Basic-class Horde Clearer par excellence.
Basic Notes
The Heavy Railgun is the king of General Weapons. It is also one of the few weapons with a 3d10 code, although its general penetration and damage are lower. The Heavy Railgun is intended to be used when others have set a target up; you use the Heavy Railgun to knock 'em down. The Railgun is very powerful, has huge range and is reliable, but it has a heavy Mounted penalty and a terrible clip value. Generally, it can hurt anything it hits, but with such a high weapon variable it tends to be best used with the Tank Buster formation.
The Tactical Bazooka (which is renamed because not once has anyone ever tried to use it to kill an Eva) is being retooled into a 'cheap' heavy weapon whose value comes from eventually versatile warheads and a relatively large blast radius. The main purpose of the Tactical Bazooka is Horde hunting, especially Large Hordes, but also in breaking up formations of Superheavies and lighter Evangelions. The Indirect quality, however, lets a unit with a Tactical Bazooka use it as a mortar- taking a slight BS penalty and action economy penalty, but avoiding penalties for shooting through rough cover in most cases.
The Rail Minigun is a standard 'heavy volume' weapon. Much like the rest of the General Weapons list, it doesn't do much damage. The main value of the Minigun is that it has the Storm value, which means even in relatively poor circumstances, it can land quite a lot of hits.

-- Back to Top --

Bolt Weapons

Bolt Weapons fire dense shells that bury into the target, then explode causing massive damage.
Bolt Weapons do not have good range. However, they're very powerful weapons and intended to be able to 'Eva hunt'. They also possess many weapons that excel at Horde clearing.
Bolt Weapons have poor rates of fire, low clips and are quite expensive.
The exception to this is the Heavy Railgun, with heavy damage and long range. The Heavy Railgun should be able to deal damage to even a Dysangelion Pointman on a reasonable. However, the Heavy Railgun will be hampered by having a small clip size.
Pistol Notes
The Bolt Pistol is the most powerful pistol going, but has terrible ammo capacity and questionable range.
Basic Notes
The Bolter is the standard Bolt 'assault rifle'. It has average range, a very low rate of fire for its class, but packs more punch than any comparable weapon in its role.
The Bolt Shotgun is the Concussive Shotgun, migrated to its optimal home; concussive relies on damage, and Tearing increases that chance which makes the two complimentary. The Scatter quality makes it pretty brutal in close range as well.
The Bolt Burstgun is the 'Rocket Rifle', now placed somewhere useful. Its main goal is to be an anti-horde weapon, for people who can't or don't want to carry Heavy Weapons. Its Blast radius also makes it decent at scattering formations or mauling unlucky Superheavy formations. It also has some rudimentary anti-air qualities and can be used as an impromptu mortar!
The Stalker Bolter is the Bolt 'sniper rifle'. It has lower range than most sniper rifles, but has high damage, and the Tearing quality applies to any extra 1d10s generated from the Accurate bonus.
The Storm Bolter is a little sweetie for anyone in F-Type. It's the only Basic Bolt weapon with full auto capacity.
Heavy Notes
The Earthshaker (Less unwieldy and cooler than 'Strategic Shell whatever') is a very traditional artillery weapon, capable of being fired Indirectly, and with a heavy range. Compared to the old version, its blast radius has been sharply reduced so that most units have a chance of dodging it, and the ones who can't won't be too bloodied by it. One major change is that the Earthshaker has the new 'Quelling' quality; Hordes struck by an Earthshaker must make an instant Pinning test. It is hampered by a low clip, however, it is still a very powerful weapon and great for breaking up formations and demoralising Hordes.
The Heavy Bolter is a dangerous heavy weapon with the highest rate of fire for a bolter. It also has a slightly higher damage rating than a regular bolter. It gains rudimentary anti-air qualities, and its Devastating value is increased.
Special Bolt Notes
Not many notes as of yet. Potential options: Disruptor Bolts might be dropped. Metal Storm rounds will gain an anti-air (10) bonus. Dragonfire rounds may be scrapped, depending. Other ideas forthcoming.

-- Back to Top --

Fusion Weapons

Fusion weapons use fusion reactions to unleash an extremely high level of energy at a target, usually enough to tear through just about any type of defense.
Fusion Weapons have utterly miserable range, but have excellent penetration and are perfect as Eva Hunters or Angel Hunters. There should be no target a Fusion gun can't crack.
However, Fusion Weapons are very clearly good for one thing and one thing only, and this makes them inflexible and temperamental weapons. Horde-wise they're good only for really tough Large Hordes or Capital Ships. They are all Inaccurate and Overheats, which harms accuracy and reliability. Most of them are also Recharge, which means that they're often favoured by specialist characters who can grab Overcharge.
Compared to before, Fusion Weapons have much lower penetration, yet still have the best penetration in the game.
Pistol Notes
The Fusion Lance and Shot have been merged into one weapon under the Lance name- the Shot wasn't very useful anyway. This is a short-range Fusion pistol weapon that can be used in melee that can treat melee as Point Blank for the purposes of extra effects.
Basic Notes
The Fusion Gun is the standard Fusion weapon, capable of dealing heavy damage to large targets but having terrible range and a propensity to overheat.
The Fusion Wavegun is a new weapon, designed to be great for people with shitty BS who enter close combat a lot and need ways to handle formations. It's a short-ranged fusion spray weapon.
Heavy Notes
The Fusion Cannon has been dropped to 2d10, because the world wasn't ready for a Fusion weapon that could clock up to 4d10 worth of damage. As it stands the Fusion Cannon has all of the regular Fusion penalties, is also very heavy and has deplorable clip size, but is capable of exceptionally high damage outputs.
The Fusion Multigun is the only Fusion weapon capable of autofire.
Fusion Quality Notes
The Fusion Quality has been slightly tweaked; Fusion's 'Felling (2)' Quality now kicks in here, instead of it being standard. I've also considered dropping the 1d10 extra damage from Fusion, as 1d10 with double Pen is enough to ruin many days, and replacing it with either a situational increase in damage, or just increasing flat Fusion damage. But what do people think?

-- Back to Top --

Maser Weapons

Maser Weapons use a tight beam of combination light, molecule and electromagnetic microwaves to cause damage to their target, often penetrating armour through heat effects.
Maser Weapons and Hellguns have been merged into a single category.
Masers are the weapon you choose when you don't know what to choose, or you don't know what's coming. Masers have superior range, good rate of fire, larger clips, anti-air capabilities and are cheap and reliable. Their damage output is average. However, they have a variety of useful settings that make them quite flexible.
Hellguns are slightly more powerful. They are less reliable than Masers, but have the powerful 'Hellgun' setting, which means that extra hits from semi and full can be traded in to increase the penetration value of a single shot. Hellguns also have a chance to set enemies on fire, and deal extra damage to enemies on fire too.
Masers are flexible weapons, but Hellguns tend to excel at hunting bigger prey. Hellguns were created for the D-Titans to use, so they're Federation only, and D-Titans get discounts for using them (and possibly other benefits).
Pistol Notes
The Maspistol is a reliable pistol with better range than most, a good clip and good rate of fire.
The Hellpistol is less of an 'emergency' weapon than the Maspistol. It tends to be good for dedicated gunslingers.
Basic Notes
The Hellgun has the potential to increase its Penetration by 4 on a good roll, and has decent damage. It's better off using full auto on lightly armoured units, but focused shots on more heavily armed foes.
The Masgun is a decent weapon with average damage, but great range for an assault rifle and a solid ammo clip. With Variable settings, it can also be used to hurt Evas pretty decently.
The Mas Carbine is a typical carbine weapon, valuable for those who like closer-range combat and the flexibility a Maser weapon brings.
The Mas Long Rifle is an excellent sniper rifle with good range and the ability to hunt big game or Superheavies both with the flick of a setting. The Proven quality means the Long Rifle is likely to always do some damage.
The Tactical Maser is for people who want to have specialised units to use the Maser's special abilities, but keep them safely away from the action. It has terrible damage, but excellent range and a good rate of fire.
Heavy Notes
The Hellgun Annihilator was created when a Hellgun seduced Maser Annihilator-chan, producing this mess. In all seriousness, the Maser Annihilator is much more suitable now as a Hellgun anyways
The Hellstorm Vulcan is the ultimate application of the Hellgun gimmick, able to add up to +6 Penetration to a single attack. However being a heavy weapon, it has some drawbacks… (Maybe this gun shouldn't exist. It's really hard to balance.)
The Maser Beam Cannon (which no one liked using) and the Planetary Defense Cannon (which was cool and all, but…) have both been scrapped, and the Mascannon has taken their place as a reliable, ultra-long range energy weapon with a low payload.
The Multi-Maser is a standard heavy rate-of-fire beast that when set up properly, can make an Eva formation hurt. It also has significant anti-air capabilities and although it has low natural damage, is light enough to be carried by many forces.
Variable Notes
Variable has been resorted into five settings: Beam, Overload, Tactical, Stun and Surface Focus. Tactical, Stun and Surface Focus are unchanged.
With the death of the Beam Cannon, the Beam quality has migrated here as a voluntary maser setting. Although expensive, it can be valuable in nailing hard-to-hit targets and maintaining that pressure.
The Overload setting used to add +2 Damage and Penetration, but it now adds Felling (2) instead and reduces auto quality. The reason for this: it allows Maser weapons to have a setting that deals extra damage to Evangelions… But Felling has no effect on Superheavies!

-- Back to Top --

Positron Weapons (Ranged)

Positron Weapons use a burst of positron particles to deal their damage, making them highly powerful weaponry capable of penetrating an AT Field.
The biggest change to Positron Weapons is that they've been merged with Pulse Weapons. Positron Weapons now work at two 'speeds': true Positrons and Pulse.
All Weapons have the Positron quality. 'True' Positron Weapons have exceptionally low rates of fire even for basic weapons. However, they possess extremely high penetration, enough to make them effective against many AT Fields as well as Ablatives. This gives them a specialised role and makes them more attractive.
Pulse Weapons have lower damage and penetration, but they have higher rates of fire, fewer drawbacks and better range. Basically, Pulse Weapons will fill the role the 'Positron Rifle' had before the change. Moreso, they now possess the 'Modal' quality, which lets them turn off Positron and turn on Disruption to weaken AT Fields. Pulse Weapons are better for lightly-shielded AT Field using foes, such as Angelspawn.
The rule of thumb is you use Positron weapons against Evangelions and Angels, and Pulse Weapons against lightly armoured Evangelions or targets protected by a weak area AT Field (such as a Bunker Field) or Kinetic Barrier.
Pistol Notes
The Pulse Pistol is a fairly average pistol. It has a decent rate of fire and average damage, making it favourable for taking on softened up opponents if necessary.
Basic Notes
The Positron Gun (formerly the Positron Rifle Mk3) has been strongly changed. Its Rate of Fire has been cut back, its clip has dropped, but it deals higher damage and has the best penetration for a weapon of its weight size. It's also less reliable (it overheats), but the Maximal quality gives it excellent stopping power at the cost of burning through its clip stores like nobody's business.
The Pulse Autorifle is an 'Assault Rifle' model, with decent rate of fire and stats that can do some damage to Evas with off-body hits.
The Pulse Blaster is essentially a shotgun, intended for close range combat. It has a reasonable rate of fire, and aggressive play with it can make it quite capable of hurting an Evangelion at close range.
The Pulse Carbine is a scaled down version of the Autorifle, made for people who often find themselves in close combat.
The Pulse Sniper Rifle is a very mainline sniper rifle, good for the person who knows they'll be fighting enemies with AT Fields. The 'Accurate' quality means that Formations or OD abilities that buff the weapon's penetration make it a very valid Eva hunter.
Heavy Notes
The Burst Cannon is a Pulse high volume gun with high rate of fire and slightly higher penetration than a regular Pulse weapon. This allows for a well set-up Burst Cannon to do good damage to an Evangelion through weight of fire.
The Positron Blastgun has been erased. Instead, the 'Maximum Yield' option has been added to the Maximal list, allowing any Maximal Weapon to get a similar effect. The Blastgun and the Cannon just were too difficult to fit together.
The Positron Cannon has lost 1d10, but this is more than enough to have the potential of causing serious harm to any target. It has unreliable damage, due to its low damage mod but high dice dependence, but formations or abilities that correct this make it monstrous.
The Positron Great Cannon is now 3d10, down from 4d10, but it remains the most powerful purchaseable weapon in the game, with a penetration that overcomes all but the most hardened of units and high damage. The 'Line' quality makes the Great Cannon capable of some clever use, as does the Longshot quality. It is extremely fiddly to set up, however.
The Pulse Railcannon is the most powerful Pulse weapon going and combines long range with a decent penetration value. It also has a very high Modal setting, so it will often be seen depleting AT Fields.
Maximal Notes
Maximal has been split into three categories: Max Pen, Max Power and Max Yield. All options use less ammo than they used to (3 down from 4), and all have the Recharge quality added.
Max Penetration now adds +4 Penetration to the attack. Down from +5.
Max Power adds an extra 1d10 damage but doesn't affect blast radius.
Max Yield is created due to the Blastgun and the Cannon having too much overlap. Max Yield grants Maximal weapons a blast radius, with bigger weapons getting bigger blasts.

-- Back to Top --

Melee Weapons

General Weapons (Melee)

For Melee, General Weapons fit into the mould of "Weapons that don't fit anywhere else".
They consist of the Dynamic Glaive, the Power Glove, and the Tesla Stake.
Most of the General Weapons were stripped out. No one's buying the generic 'sword' anymore. No one's used it for four years. I was still at my old university studying Japanese when people stopped using generic fucking 'sword'. Just slap Heat onto the fucking Dynamic Glaive, it's more effective.
One-Handed Notes
The Double-Dynamic Glaive is twice as dynamic as normal glaives slightly weaker than it used to be, losing 1 damage and 1 pen. However, its main role continues to be flexibility, sporting a suite of upgrades. It has two Dynamic Blades, which can both be upgraded with different equipment.
The Dynamic Blade is what you get when you split a Dynamic Glaive in half. Both parts are Balanced, allowing for easy dual-wielding.
The Power Glove is so bad a small upgrade to unarmed melee attacks. Its main use is in slapping it onto an F-Type Eva so they can wield Fist-Base Weapons. It hasn't changed.
The Tesla Stake is the generic melee weapon of the E-Destroyer. Although it has a 2d10 damage code, it can't inflict more than one point of Critical Damage at a time. Its main use is in letting E-Destroyer Hordes deplete Indie wounds.

-- Back to Top --


Shields are used to protect you against attacks.
Specialised Armour upgrades are being scrapped. So as a result, the idea is being reused here as a series of shields. This way it's a choice as to which to use, you're limited to one, and it takes up an arm.
One-Handed Notes
The Combat Shield is a cheap, generic shield that anyone can use as it's free.
The AM Shield, Blast Shield, Plate Shield and Sloped Shield are all types of Specialised Shield, each defending against a different type.
The ESV Unit returns! Here! Only now it's a shield with Ablative (6) instead of having three separate layers of ablative armour. Ablative (6) is quite good, better than average Ablatives.
Two-Handed Notes
The Heavy Ablative Shield has been moved here as a weapon too. An excellent defensive tool that never got used in its old incarnation, it now makes a return sporting a very high Ablative quality and strong defenses, making it great for specialised defenders who don't really need an arm free for weapons.

-- Back to Top --

Pneumatic Weapons

Pneumatic Weapons use internal motors to add extra force to their impact.
Pneumatic Weapons have low damage values, but decent penetration. Their greatest strength lies in their Pneumatic quality. This quality has been heavily retooled: it now doubles penetration against Ablative weapons and can sacrifice extra melee hits to gain +2 Penetration to a max of double the usual amount.
One-Handed Notes
The Smash Flail has low damage, but the Flail makes it unable to be parried, which is useful against slower enemies with bad dodges, or enemies hiding behind Pointmen. On the other hand, it can't parry back either. Gained +1 Dam, +2 Pen and Unwieldy.
The Smash Hammer is a reliable Pneumatic weapon, offering the best damage of its type for its size. Gained two Penetration.
The Smash Knuckle is a big dumb pneumatic fist for F-Type Evangelions. It has average stats for an F-Type Fist Weapon, but it has a high Penetration that can allow it to completely ignore some Ablatives entirely.
The Smash Stake is a pneumatic weapon that comes standard for E-Destroyers, and is mostly going to see use with E-Destroyer Hordes.
Two-Handed Notes
The Demolisher is a heavy, unwieldy pneumatic hammer that can be used to bludgeon its way through most Ablatives in general, but is unwieldy. It lost two damage, but gained two pen.

-- Back to Top --

Positron Weapons (Melee)

Positron Melee Weapons consist of highly reinforced metal housing which contains magnetic field generators and positron emitters, that generate second-long bursts of positron in a halo around themselves near impact, shearing through almost any surface without pause.
Positron Weapons have the lowest average damage of any melee weapon, but conversely possess the highest penetration values. This makes them good for piercing ablatives as well as AT Fields.
One-Handed Notes
Positron Claws are an F-Type Weapon, possessing excellent penetration and the desirable Power Field quality. It's lost 4 points of damage and 1d10, but gained 2 Pen adds half SB again to its damage, making it deadly in an F-Type Eva's hands.
The Positron Labrys is a heavy axe that hits very hard for a Positron Weapon, and has great penetration as well.
The Positron Naginata is an elegant and precise weapon, good for considerate attacks or horde clearing due to its low damage. The Naginata has lost 3 points of damage, gained 2 Penetration, and a point of Devastating, making it good for taking down armoured or AT Fielded Hordes.
The Positron Sabre is a reliable sword for the Positron class, with few drawbacks and a dependably solid damage and penetration output. It's lost 3 points of damage and the Balanced quality, but gained 2 Penetration.
The Positron Sting is a Positron knife, fast and quick but with poor damage. It's good for those who fancy their chances seeking that special crit.
Two-Handed Notes
The Annihilation Weapon is a large and bulky positron weapon, perhaps an axe, sword or hammer. For a two-handed weapon it's rather weak, but it has excellent Penetration and the great Power Field quality. It has a lot less damage than the old Positron 2H Weapons, but it has a lot more penetration as well as Power Field.

-- Back to Top --

Progressive Weapons

Progressive Weapons support social advancement and equity use a blade that vibrates at a very high frequency, creating intense cutting power which slices easily through metal, flesh and bone.
Progressive Weapons have high damage values and average penetration. Their major draw is the Progressive and Hyper Progressive traits, which see them reroll damage dice once or twice. This makes Prog weapons reliably damaging, and universally popular. It also makes them excellent Horde clearers.
Prog Weapons establish the typical paradigm of melee weapons: it has a light version (knife), a reliable standard (sword), a heavy dumb version (axe), a Speary version (the Hyper Sarissa) and the special version for F-Types (Hyper Claws).
One-Handed Notes
The Hyper Knife is small enough to fit inside a small dock, and doesn't have a wide damage array. However, with two rerolls and a 1d5, it's great for crit-fishing. It hasn't changed.
The Hyper Axe is a big heavy axe with the best damage for a one-handed Prog Weapon going and enough penetration to deal with the average ablative. Compared to before it now has +1 Pen and -1 Damage.
The Hyper Claw is a sweetie for F-Type Evangelions: a highly powerful melee weapon that can lightning attack. Compared to before, it has slightly higher pen, but it has lost 1d10 damage, replaced instead with adding an extra SB/2.
The Hyper Sarissa is a throwable spear. It has low damage and pen compared to its siblings, but it has a great Devastating rating, can be used in Lightning Attacks, and can activate Sarissa mode, where it shakes itself apart but does extra critical damage in the process.
The Hyper Sword is a well-balanced weapon with no major shortcomings and decent attack, popular with skirmishers who value shredding enemies with Lightning Attacks. Compared to before it has lost a point of penetration and lost the Balanced upgrade.
The Core Knife, Prog Spear and Hyper Prog Pilum have all been erased; instead merged into a single weapon, the Hyper Sarissa.
Two-Handed Notes
The Executioner is a massive, unwieldy Progressive weapon, either an axe, sword, or whatever you prefer. It all adds up to the same: a terribly slow weapon unable to parry, but possessing a 2d10 damage code and plenty of sheer force and the lovely Cleaving quality. The Executioner is the successor to the Progressive Great Weapon. It only has Progressive, not Hyper-Prog, but it has Proven anyway, and 2 Pen more than it used to.

-- Back to Top --

S² Weapons

S² Weapons are filled with circuitry that reacts with AT Fields, channelling them into a tightened plane of force around the weapon, allowing it to deal heavy damage.
S² Weapons have the worst overall damage and penetration qualities. However, they can augment AT Fields in some ways; furthermore, when channelled with an AT Field, they can be truly devastating, and an AT Tactician wielding an S² Weapon should be approached with caution.
The Force quality has changed slightly; you may only add extra damage once per turn, and you now test vs. SR-30. However, whenever you use a Force Weapon as a throwing weapon, you may spend 1 ATP (or reduce Channel by 1) to instantly have the weapon return to your grasp.
Since AT Fields are being clarified to note that ATP remains constant even if neutralised, S² Weapons are likely to become much more worth taking now.
One-Handed Notes
The Force Blade is a dagger with force qualities. Although it has poor damage and penetration, AT Tacticians who use ranged weapons may benefit from keeping one around as an emergency melee weapon. It hasn't changed, except for the Offhand Quality becoming obselete.
The Force Francisca (a type of European throwing axe) is like many axes, heavy and powerful, but it can be thrown into melee combat as well, then retrieved thanks to Force.
The Force Spear adds some horde-clearing ability to the S² list, and is designed to take advantage of Force's ability to retrieve thrown weapons automatically, allowing AT Tacticians to skirt around the edges of actual melees.
The Force Staff is not much use as a Weapon, as the Defensive Quality makes it awkward to use offensively. However, it has the strongest AT Field augmenting qualities of all the Force Weapons, boosting range and providing AT Foci (2). It gained a single point of Penetration.
The Force Sword strikes a balance between the low-power Blade and Staff and the unwieldy Two-Hander, with good damage and some AT Field boosting power.. It gained one point of both Damage and Penetration.
Two-Handed Notes
The Force Great Weapon is a fairly standard two-handed Force Weapon, with low damage bonuses but high damage potential, some Devastating ability and slightly above average penetration.

-- Back to Top --

Sigilite Weapons

Sigilite Weapons are secrets gleaned from the billion-year knowledge of the First Federation; crafted out of Sigilite, an extremely tough, sharp glass-like material that reacts very strongly to AT Fields and can augment them or be made malleable by them.
Sigilite Weapons are like Force Weapons' big brothers, possessing higher penetration and stronger qualities.
The Sigilite quality has changed slightly; you may only add extra damage once per turn, and you now test vs. SR-20. However, whenever you use a Force Weapon as a throwing weapon, you may spend 1 ATP (or reduce Channel by 1) to instantly have the weapon return to your grasp.

-- Back to Top --

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License