Special Scenarios

Geofront Assault

The Geofront is the greatest fortress in human history. It is a sphere of near-indestructible Ancestral Steel, also known as Cainium, the same material Excalibur and the Lances are crafted from. There is only one breach in this Cainium shell, and it was here that the Black Moon impacted with the Earth billions of years ago. That impact caused so much damage that the debris became the moon and the impact crater became the Pacific Ocean. The hole itself is relatively small. Over this hole, twenty-two layers of hyper-reinforced armour plates made even this breach impervious to most N2 strikes and weapons. It has only ever been breached once by force.

It has one weakness, however. The Geofront was designed to keep out Angels and strategic weapons. Against a well-trained, well-prepared ground force, however, all that armour becomes meaningless as NERV HQ itself becomes a battlefield. To this end, the HQ is heavily fortified with traps, blast doors and security forces. But these things are not impregnable, especially against enemies that come from beyond the stars.


This scenario takes place in an abstract version of NERV HQ. As combat is, in many ways, horde versus horde, specific rules are used to represent this. This will be explored further down the track, but the important thing to know now is this: The map is built like a hexagonal wheel, with the Command Centre at the central axis, with six spokes radiating out. Each spoke terminates in an elevator to the surface. The spokes are usually connected completely, but in emergency situations many of the elevators and lifts between spokes are deactivated. There are junctions between them however.

The role of the NERV Commander is to hold his ground and fend off the invaders. He wins when all the enemy units are dead, fleeing, or their commanders have been destroyed. The role of the invader is to take and hold the Command Centre for four rounds.

This scenario has two phases. The first is the Strategic Phase.
In this phase, the NERV Commander is informed as to which elevators have been breached, places his forces down, assigns officers, and also sets up traps. He cannot deploy units in corridors or in the External Elevator Rooms.

The Invader lays some of his forces down on the three Elevators he controls. As the Invaders come in waves, the Invader starts off with twelve Hordes, two Heavies and one Guardspawn.

The second phase is Combat, which plays out as usual- with some changes.
The Invader is allowed to bring in six extra Hordes, one extra Heavy and one Guardspawn on the 4th round; on the 8th round, Lord Mina appears with eight extra hordes, two extra Heavies and himself.

At 8 rounds in, reinforcements arrive for NERV HQ.

Horde on Horde combat

Much of the combat takes place between two groups of hordes- Children of Adam invaders and Stormtrooper defenders. As resolving Horde-on-Horde combat the usual way would take too long and be tedious, it is simply resolved like this.

Horde Defense
Hordes add together their Toughness Bonus, Agility Bonus, their AP (including Cover) and half the tens of their Magnitude (round up). This gives them their Horde Defense rating.
Example: A Squad of Stormtroopers has TB 4, AB 4, AP 8 and a Magnitude of 80, which gives them 4 (8/2). They add this together to produce 20.

Horde Attack
Hordes add together their WS/BS Bonus (Depending on if it's melee or ranged), their weapon damage bonus (Including Strength if melee) and Pen bonus, and half the tens of their magnitude (round up). This gives them their Horde Attack rating.
Example: A Squad of Cultists armed with Bolters (+6 Damage Pen 2). They have BSB 4 and Magnitude of 80, which gives them 4 (8/2). That gives them their Horde Attack of 16.

When one horde attacks another, they take their Horde Attack and add 1d10 to it. If result is higher than the Defense of their target they deal Magnitude damage equal to their normal weapon attack, half their semi-auto/full auto quality (rounded up) as well as half of the tens of their Magnitude, rounded down.
Example: The Cultists shoot at the Stormtroopers. They roll a 5, and add that to 16 to get 21, which surpasses the Defense. They now deal 1d10+6 damage due to their bolters, a +1 from semi-auto and a +4 from Magnitude (1d10+11). They roll a 4, and thus the Stormtroopers lose 15 Magnitude.

If the result of the attack is less than the Defense of their target they roll damage as usual, but halve the damage dealt, rounded down.

If a result of an attack is less than half of the Defense, no damage is dealt at all.

Combat between individuals and Hordes proceeds as per usual.

Modifiers and Contextual Rules

Hordes that charge into CQC gain a +2 to their Horde Attack for that attack.
Hordes that are tied up in CQC gain a +4 to their Horde Defense against ranged attacks.
Hordes that are tied up in CQC may not use ranged attacks and can only target Hordes they're engaged with in melee.
If more than two Hordes are in CQC in the same room they're considered to be part of the same melee, and so can attack other Hordes in that melee, even if, graphically, they aren't touching.
Hordes in CQC take outnumbered penalties. Tally up the number of Hordes in CQC in the room. If one side has a double advantage over the other, the outnumbered side take -2 penalties to their Horde Defense. This increases by -2 should the Horde be outnumbered three to one, another -2 if outnumbered four to one, and so on.
Example: There is one Horde of Stormtroopers in the room and two Hordes of Cultists, all fighting in a melee. Normally the Stormtroopers would have a Horde Defense of 20, but because they are outnumbered two to one, their Horde Defense becomes 18 against melee attacks. A third group of Cultists join the fray and the Stormtroopers' Defense drops to 16.

The Commander, the Command Centre, And Officers

NERV HQ's defense is led by a commanding officer (for this situation, Captain Guillory). The Commander is a powerful figure who directs the defense from the Command Centre, which offers him a great tactical advantage.

So long as the Commander is in the Command Centre, he can order all NERV units as a Free Action and use traps and other defensive measures as a Half Action. The following orders he may give are as follows:

Attack Target!

The unit will attack the target as ordered, using the ordered methods (CQC charge, shooting etc).

Tactical Advance!

The unit will advance to an adjacent corridor or room cautiously, allowing them to move and shoot.

Rapid Advance!

the unit will advance straight to an adjacent room without having to wait in a corridor, but will not be able to shoot.

Tactical Retreat!

The unit will automatically retreat towards HQ, moving to the adjacent room nearest to the HQ that is under allied control. This allows them to get out of a tight spot, but it's not good for units isolated behind enemy lines.

Full retreat!

The unit will automatically retreat towards HQ. They dissolve completely and reappear in HQ 2 rounds later. They will lose 1d5 Magnitude if all the paths back to HQ were enemy controlled. This allows units behind enemy lines to pull back without being wiped out.


Use this on units that are routing or otherwise suffering morale damage. They gain a free Willpower test to regain control.


The unit will split into two more units. The Commander may select the level of Magnitude each unit ends up with.


Two or more units (in proximity) merge into a larger one. For command purposes this unit cannot be larger than 100 Magnitude.

The Commander may leave the Command Centre, in which case they may only send orders to units they're in the same room with.


Certain characters, colloquially called Officers regardless of title, act independently like PCs in a normal situation. However, these officers may also, as a free action, join any allied Horde they're adjacent with, granting that Horde special abilities based on who they are.

Whilst in a Horde, enemy Hordes cannot target those Officers. Officers may attack freely in return, however. Conversely, enemy Heavies and Spawn can target Officers regardless of their status.

Enemy Spawn can also join enemy Hordes.

Raphael's Squad count as Officers, but their equipment pool is limited to 40 RS. He may only choose 2 extra squads, and the squaddies are converted into a Horde. A Horde can have no more than one Officer at a time.

Frederic Gosselin

WS BS Str Tou Ag Int Per WP Fel SYR
55 60 50 45 50 45 40 45 40 00

Skills: Awareness+20, Acrobatics+20, Dodge+20, Climb+20, Swim+20, Tech Use, Command+10, Charm+20, Scrutiny+20, Intimidate+10, Deceive+10
Talents: Ambidextrous, Step Aside, Fearless, Unarmed Master, Berserk Charge, Street Fighting, Furious Assault, Irresistible Force, Lightning Attack, Whirlwind of Death, Crushing Blow, Mighty Shot, Hip Shooting, Proficiency/Dual Wield talents, Hard Target, Takedown, True Grit, Disarm, Unarmed Fighting, Counter-Attack
Equipment: Bolter, Bolt Pistol, UN Power Armour, 6 frags, 3 anti-armour
Wounds: 25
Fate: 3/3
Officer Ability: Commando Tactics (Horde can Full Retreat without taking damage; when Gosselin targets enemy Officers he adds half the tens of the Horde's magnitude to his damage)

Barzilai Surov

WS BS Str Tou Ag Int Per WP Fel SYR
50 50 40 40 40 70 40 35 15 00

Skills: Awareness+20, Dodge+10, Climb+20, Swim+20, Tech Use+20(T), Intimidate+20
Talents: Wall of Steel, Step Aside, Emotionless, Berserk Charge, Furious Assault, Swift Attack, Nanoregeneration*, Crushing Blow, Unnatural Strength, Unnatural Toughness, Unnatural Intelligence, Technical Knock

  • Nanoregeneration: Toughness test as a free per round to heal 1 wound or 1 fatigue. Does not heal Critical Damage.

Equipment: Servo-Arm (2d10+Strength, Pen 4), Combat Mechadendrites (3 bolt pistols fired simultaneously), Fortress-Class Power Armour (+20 Str, +12 AP body, +10 Arms, Head)
Wounds: 30
Fate: 2/2
Officer Ability: Defensive Augmentations (Horde increase their AP bonuses by +2, +4 if in cover)

Tobias Linden

WS BS Str Tou Ag Int Per WP Fel SYR
35 55 35 40 50 40 40 40 40 00

Skills: Awareness+20, Acrobatics+10, Dodge+20, Climb+20, Swim+20, Tech Use, Command+10, Charm+20, Scrutiny+20, Intimidate+10, Deceive+10
Talents: Ambidextrous, Step Aside, Fearless, Mighty Shot, Hip Shooting, Hard Target, Sharpshooter, Marksman
Equipment: Bolter, Bolt Pistol, UN Power Armour, 6 frags, 3 anti-armour
Wounds: 21
Fate: 2/2
Officer Ability: The Lion (Horde counts as Fearless and ignore Fatigue)

Terence Savage

Captain Terence Savage
Officer Ability: Guard of Steel (Enemy units will focus their attacks on this horde; Terence can convert Horde magnitude damage to damage to himself at a rate of 3 mag per 1 wound)

Eevi Nieminen

WS BS Str Tou Ag Int Per WP Fel SYR
50 30 50 50 50 50 20 20 20 80

Skills: Awareness+20, Acrobatics+20(T), Dodge+20
Talents: Counter-Attack, Step Aside, Wall of Steel, Emotionless, Crushing Blow, Precise Blow, Hard Target, Swift Attack, Killing Blow, Takedown, Disarm, Unnatural Strength, Unnatural Toughness
AT Powers Deflection, Barrier, Blast, Float
Equipment: Force Sword (1d10+8, Pen 3, Channel ATS (2 ATS Per +1 Dam, Pen)), Combat Dress (4 AP Body, 3 AP limbs)
Wounds: 24
Fate: 2/2
Officer Ability: Absolute Territory (Horde receive a +10 to all characteristics)

Victor Clement

WS BS Str Tou Ag Int Per WP Fel SYR
25 25 30 30 30 65 30 35 30 00

Skills: Dodge, Medicae+20(T), Climb, Swim
Talents: Master Chirurgeon
Equipment: UN Combat Armour, Medikit, 4 lots of Biogel
Wounds: 14
Fate: 2/2
Officer Ability: First Aid (Whenever the Horde takes damage, reduce amount of Magnitude Loss by 25%)

Bruce Savage

WS BS Str Tou Ag Int Per WP Fel SYR
35 30 45 45 45 40 30 35 30 60

Skills: Dodge, Climb, Swim
Talents: Unarmed Warrior, Unnatural Toughness, Unnatural Strength, Regeneration
Equipment: Brother Armour (7 Head, 8 body, 7 limb, +20 Str)
AT Powers: Deflect, Float, Blast, Cross Blast
Wounds: 21
Fate: 3/3
Officer Ability: AT Blanket (+20 to tests to resist AT Powers, reduce AT Damage by -2)

Hugues Monette

Officer Ability: Reckless Beyond Question (Allows the Horde to add their full number of tens in Magnitude to their Horde Attack, at the cost of removing any Mag bonus to their Horde Defense)

Euphrasie Beringer

Officer Ability: First Aid (Whenever the Horde takes damage, reduce amount of Magnitude Loss by 25%)

Marie Favager

Officer Ability: Heavy Weapons Lady (Adds +4 to the Horde's Damage)

Blaise Herriott

Officer Ability: Everyone Fears the Demoman (Adds +2 to the Horde's damage and Horde Attack)

Mana Kirishima

Officer Ability: Vanguard (Horde increases Defense by +2 and can move and shoot even on a Rapid Advance)

Samantha Martins

Officer Ability: Fight Harder (Horde counts as full strength for the purposes of adding Mag bonuses)

Victor Pai

Officer Ability: Precision Shots (+4 to the Horde's Attack with Shooting)

Isidor Rurikovich

Officer Ability: Legendary Charge (+4 to the Horde's Attack with Melee)

Blake Macnair

Officer Ability: Stubborn (+2 to the Horde's Attack and Defense, can attack once whilst retreating)

Rooms and Movement

All rooms are connected to another room by a corridor. There are three types of rooms and only one type of corridor. A Horde can move to an adjacent room or corridor using the Tactical Advance order, or they can move straight from room to room (or corridor to corridor) using the Rapid Advance order. Hordes are not allowed to advance pass rooms that are considered Contested (One or more units of each side fighting in the same room) or Enemy-controlled.

Units are allowed to shoot as far as line of sight and range allows. Note that Hordes block line of sight, even if they're allied.
Example: There are two rooms and a corridor. The room to the west contains 2 Cultist Hordes; the room to the east contains 1 Stormtrooper Horde. The Stormtroopers can fire at either Cultist Horde through corridor, and both can fire back at the Stormtroopers. On their next turn, however, one Cultist Horde moves into the corridor. The Stormtroopers can no longer fire into the western room.

Command Centre

The nerve centre of NERV HQ and the defense, the room is roughly rectangular consisting of a large gathering area at one end and the command towers at the other. The command towers contain the MAGI supercomputers, the holographic display systems and allow the Commander to coordinate units from within the room. Within the Command Centre is also the central elevator that allows access to Terminal Dogma.

The Command Centre can hold up to eight Hordes, but only four of them may fire at enemies at any one time.

Normal Room

These rooms make up a great majority of the HQ, and may contain special facilities. You can hold up to four Hordes in a Normal Room but only three of them may fire at enemies at any one time.

Small Room

These rooms are often used as security checkpoints. You can only hold up to three Hordes in a Small Room, but only two of them can fire at enemies at any one time.


Corridors connect two rooms together. They're very narrow, and whilst up to two Hordes can occupy a Corridor at once, only one can fire at enemies at any one time.

Traps, Defenses, and other Countermeasures

NERV HQ is full of traps and security countermeasures designed to offset its relatively weak security force. The NERV Commander has a list of traps, defenses and other such things he can use to slow the attackers down and buy him time. Each Trap has a Quantity, which list how many times it can be used, and special restrictions on where it can be placed. Note that the Commander does not have to place traps and defenses down beforehand but can declare them to be wherever he likes -when- they are used.


Security Cameras

Quantity: One in every room
Restrictions: None
Effect: Allow the Commander to see what is going on in the room.
Security cameras are ubiquitous and are essential to giving the Commander information on what he is facing. Otherwise, he has to deploy traps blind and his ability to direct troops becomes severely limited. Cameras can be destroyed, providing an enemy Heavy or Guard makes a -10 Search test.

Blast Doors

Quantity: Every door
Restrictions: None
Effect: Seal a room with an AP 8, 20 Wounds door impervious to small arms fire. (Heavy Attacks, Guardspawn attacks or Explosives only)
Warning: Once a Blast Door is closed, it remains magnetically sealed and can only be opened, due to NERV security protocols, by the opening of -all- Blast Doors.

Recessive Cover

Quantity: 6 sets
Restrictions: No Corridors, no Command Centre
Effect: Cover barriers rise up in a room. They give officers AP 16 if used, and Hordes gain a +2 Cover AP bonus.


Quantity: 4
Restrictions: No Command Centre
Effect: Deploy an autoturret from the roof (immune to Horde melee attacks) in the room that attacks automatically on the Commander's turn. The turret has the following characteristics:
BS 50, To 10, AP 8, 6 wounds, Heavy Machine Gun.


Bakelite Flood

Quantity: 3
Restrictions: Corridor Only
Effect: The room seals with Void Locks (no one in or out) and floods with quick-hardening Bakelite. Any Hordes within are unable to move and take 1d10 Mag damage per round as they suffocate. Officers begin to suffocate and cannot move. Should the Void Locks be broken (by force; they are AP 4, Wound 10), allies can start breaking the Bakelite with an equivalent of 2 full actions.


Quantity: 4
Restrictions: No Command Centres
Effect: Deploy firebombs from the roof and walls, which flood the room with flame. All Hordes take 1d4 attacks dealing 1d10 damage, and Officers must make an Agility test with a -10 penalty or take 2d10+2 P5 Energy damage and catch on fire.

Electrified Floors

Quantity: 4
Restrictions: No Corridors, No Command Centres
Effect: Electrify the floor for 1d3 rounds. All Hordes are considered stunned and lose 1d10 Magnitude per round. Officers must test Toughness or be stunned; they take 1d10+8 damage ignoring armour either way, unless they are immune to energy damage or block it with an AT Field.

Pacification Gas

Quantity: 2
Restrictions: No Normal Rooms, No Command Centres
Effect: All Hordes within the room take a Toughness test; on a fail they stop fighting for 1d2 rounds, giving them a -10 penalty to Horde Defense, they take +5 damage from Horde Attacks, and Officers attacking them earn extra attacks per degree of success in melee (instead of 2 degrees). Officers must test Toughness or be stunned for 1d3 rounds.

Berserker Gas

Quantity: 2
Restrictions: No Normal Rooms, No Command Centres
Effect: All Hordes within the room take a Toughness Test; on a fail they frenzy for 1d3 rounds, and attack everything in range, including allies.


The NERV Commander has access to the following forces.

S2 Security Squad

Quantity: 3 Squads
Magnitude: 100/100

WS BS Str Tou Ag Int Per WP Fel SYR
30 35 35 35 30 25 25 30 25 00

AP: 5
Ranged Attacks: Masguns (1d10+2 Pen 3)
Melee Attacks: Combat Blade (1d10+1 Pen 1)

Storm Trooper Squad

Quantity: 8 Squads
Magnitude: 80/80

WS BS Str Tou Ag Int Per WP Fel SYR
35 45 40 40 40 25 25 30 25 00

AP: 8
Ranged Attacks: Pulse Rifle (1d10+6 Pen 4 Range 150, Disruptive*)

  • Disruptive weapons reduce an ATS by 1 every time they hit, or if no ATS, deal +1d5 damage

Melee Attacks: Combat Blade (1d10+1 Pen 1)
Traits: Disciplined, Fire Drill

  • Disciplined: Does not suffer the -10 WP penalty for being under 50% Strength, does not automatically break at 25%

** Fire Drill: +1 Ranged Attack (not against Hordes)

Storm Trooper Heavy Weapons Team

Quantity: 4 Teams
Magnitude: 20/20

WS BS Str Tou Ag Int Per WP Fel SYR
35 45 40 40 35 25 25 30 25 00

AP: 8
Ranged Attacks: Mascannon (-10 to Horde Attack, -10 to Horde damage) -or- Heavy Masgun (+10 to Horde Attack)
Melee Attacks: Combat Blade (1d10+1 Pen 1)
Traits: Disciplined

Lightning-class Armored Combat Suit

Quantity: 2 Units

WS BS Str Tou Ag Int Per WP Fel SYR
40 55 40 40 30 35 30 40 25 00

Wounds: 35/35
AP: 12 (Body), 11 (Limbs), 10 (Head)
Skills: Dodge+10, Awareness+20
Talents: Independent Targeting, Dual Wield talents, Resistance (Fear)
Traits: Machine, Unnatural Strength, Toughness, Flight (6), Size (Enormous)
Weapons: Heavy Pulse Blaster, Positron Cannon, Missile Pod
Heavy Pulse Blaster
Class: Heavy
Damage: 1d10+6 Pen 5
Range: 150m
RoF: -/-/10
Special: Disrupt, Overheats
Ammo: 100

Missile Pod
Class: Heavy
Damage: 1d10+8 Pen 6
range: 200m
RoF: -/-/5
Special: Blast (3)

Mjolnir-class Armored Combat Suit

Quantity: 1 Units

WS BS Str Tou Ag Int Per WP Fel SYR
40 55 40 40 25 35 30 40 25 00

Wounds: 35/35
AP: 12 (Body), 11 (Limbs), 10 (Head)
Skills: Dodge+10, Awareness+20
Talents: Independent Targeting, Dual Wield talents, Resistance (Fear)
Traits: Machine, Unnatural Strength, Unnatural Toughness, Flight (6), Size (Enormous)
Weapons: Pulse Railcannon, Pulse Rifle
Pulse Railcannon
Class: Heavy
Damage: 2d10+20 Pen 10
Range: 300m
RoF: 1/-/-
Special: Double-Disrupt*, Tearing, Overheats, Unreliable, Inaccurate, Recharge, Rooted**
Disrupt enemy twice, or deal +1d10 damage

  • Unit must spend a Full Action rooting themselves to the spot before they can fire. Must spend a full action to uproot themselves.
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