P Scale Missions

P-Scale Missions

In P-Scale Missions, characters on foot lead companies of infantry and war machines into the fray. They may be battles where an Eva cannot go, or cannot arrive in time; despite this they're often still critically important.

P-Scale Mission Briefings are broken into the following categories:

  • Objectives, which breaks down the mission's Turning Points and Outcomes
  • Valid Deployments, which breaks down the units that may be deployed
  • Local Allies, which lists local forces that are already on the battlefield
  • Force Allocation, which records the forces you have chosen
  • The Situation Report (Sitrep), which outlines any special qualities of the battlefield, any estimations on enemy force strength, and advice from your strategists.
  • Maps, which displays any available maps.


The Objectives field covers two specific areas: Turning Points (TPs) and Outcomes.

All P-Scale Missions have a collection of Turning Points. Turning Points function as list of objectives that need to be accomplished in the course of the Mission. At the end of the 10th round, the Mission ends and the Outcome is calculated based off the existing Turning Points you have achieved.

Every achieved Turning Point provides 50 XP, rounding up to 100; so if you only achieve 1 Turning Point, you get 100 XP; if you achieve two Turning Points, you still receive 100 XP.

Although Turning Points can be unique in how they are achieved, most TPs fall into one of the following categories:

  • Control a marked area. You count as controlling the area if you possess more Magnitude within the area than your enemy. Length of occupation doesn't matter; so long as you possess it when the Mission ends, the TP is yours.
  • Collapse the enemy force by ensuring that at least half their Hordes are either routing or destroeyd by the end of the Mission.
  • Destroy an object or unit. Simply put, the unit must be wiped out (either killed, knocked out, or for Hordes, Mag drops to 0). If the unit never appeared, then you gain the TP, but if it appeared and fled, you do not.
  • Rout an object or unit. The unit must either be wiped out as per 'Destroy', but it may be routed or forced to withdraw as well.
  • Protect an object or unit. The unit must not be destroyed or reduced to 0 Magnitude.

Outcomes, on the other hand, detail the specific results gained by your TPs. Each Outcome has a requirement in TPs, which may be a minimum number of TPs gained and/or specific TPs taken. Outcomes also have effects, which determine what happens due to those Outcomes.

Outcomes are divided into three categories:

  • Primary Outcomes, which detail the most important outcomes. Primary Outcomes often trigger events or major story effects. Achieving at least one Primary Outcome is required to count the Mission as a success.
  • Secondary Outcomes, which detail secondary objectives that are not required, but often provide extra bonuses. Secondary Outcomes usually only provide Effects if the Mission was a success.
  • Bad Outcomes, which detail what happens in the worst case scenarios. Usually, Bad Outcomes occur when you have failed to achieve even one Primary Objective.

Valid Deployments

Before each Mission, the players must decide on what units to bring. To do this, they are presented with six categories of units. Each category has a pool of valid options, but each category also carries limited slots; you may have three options to choose from, but only one slot for them. The six categories are:

  • Directors. Directors represent the commanders on the battlefield, and are a type of IC; however they do not take up any slots from the IC category. Characters with Director Styles and Talents may only use those effects if they are chosen as Directors. Each Director may choose a single existing Infantry, Rare Infantry or Vehicle pick to be their Entourage.
  • Infantry. Infantry are Hordes drawn from the 'Infantry' section of your faction's army list, and often make up the bulk of your forces. You may of course take copies of the same type of Horde, up to your category limit.
  • Rare Infantry. Rare Infantry are Hordes, just like Infantry, but they're often stronger and more powerful; conversely, they'll possess fewer slots for their category. You may take multiple copies of the same type of Horde, up to your category limit.
  • Elites. Elites are generic ICs drawn from the "Elites" and "Commanders" sections of your faction's army list. They are often quite powerful. You may take copies of the same type of Elite, up to your category limit. They do not count against the IC category limit.
  • Vehicles. Vehicles are often powerful machines drawn from your Faction's vehicle list. Each vehicle comes with a free crew of often lightly-equipped ICs specialising in piloting, which do not count against the IC category limit. If a vehicle is disabled or destroyed, these pilots will either attempt to repair the vehicle or, if that is unviable, flee the field to simplify their turns. You may take multiple copies of the same type of vehicle, up to your category limit.
  • ICs (Independent Characters). These are various ICs which do not fall into the other categories. For example, pilots or Followers. They are often useful for shoring up spare Hordes. Before deployment, ICs may also replace the generic pilots within a Vehicle.


Each Director has the ability to designate a single Horde or Vehicle each and declare it as their special Entourage. This has differing effects based on whether a Horde or Vehicle is chosen:

  • Hordes. If a Horde is chosen, then it may increase two Characteristics by +10, and gain any one Horde Trait chosen from the Mobility, Morale, Offensive, Support and Terrain sections. Entourage Hordes may, if they so choose, replace as much of their equipment as the like with the equipment outlined in their Director's chosen Outfit (see Equipment for details). Weapon Specialists are treated as possessing the 'Frontline' Package. Any Specialists may have their role filled by one of the Director's Followers (who provide the Specialist bonus and not their own Leader bonus). They otherwise follow the normal rules for Specialists.
  • Vehicles. If a Vehicle is chosen, then the Director replaces a member of the crew, and the rest of the crew may be replaced with the Director's Followers, if applicable, so long as the Follower can Operate the vehicle; furthermore these Followers will not flee the battlefield should their vehicle be destroyed. The Vehicle may take three free pieces of Vehicle Special Equipment.

Local Allies

Some Missions will possess Local Allies, which represent local forces already in the area at the time the fighting began; for example, if the mission were to reinforce a front, then the Local Allies might be bitterly dug-in forces that were desperately holding the line, and are waiting for reinforcements (you).

Force Allocation

This section records the units chosen for the Mission; for Directors it also records their Entourages, and for Hordes it also records their chosen weapons and Specialists.

Situation Report

This section is divided into three: Special Circumstances, Intelligence and Advice.

  • Special Circumstances list any notable circumstances of which players should be aware. For example, it usually tells if the map will be shrouded in fog of war, or certain environmental qualities.
  • Intelligence lists what we know about the enemy forces. This can be improved through the Intelligence Agency in most cases.
  • Advice lists the opinions and thoughts of your strategists. Marianne outlines environmental and terrain factors; Alphonse analyses the capabilities of the enemy forces; Minerva will analyse your own forces and give advice on various strengths and weaknesses to watch out for; Liu Lin analyses the enemy commanders and offers suggestions as to their psychology, style and weaknesses; whilst Misato provides advice on how to defeat particularly powerful enemies.


This section displays the maps of the battlefield. Usually, it will list the location of Turning Points (if applicable), deployment zones, and other useful notes.

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