Campaign Cycles


The Campaign is divided up into large turns called 'Cycles'. Each Cycle structures the course of the game, allowing for the easy tracking of time, resource income and expenditure as well as tracking missions and battles. Each Cycle is divided into phases, which are covered below. You go through each phase from top to bottom, but you are aware of the information from phases you haven't yet reached- so for example, you can't make firm decisions about which battle to engage in before you decide your Requisitions, but you can base your Requisitions around the information you can see from the battles.

Resource Review

This phase lists all of your resources and the condition they are in. There aren't any decisions to be made here, but it serves as an important element of bookkeeping.

  • Advantages. Advantages are special cards which are accumulated over the course of Cycles, usually from good performance. They are divided into one of six types, and a copy of each type may be expended during a specific Phase. Advantage cards (not the effects) carry from Cycle to Cycle until expended, and you can expend as many Advantage cards as you like in a given time.
    • Salvage. This Advantage may be played during the Requisitions phase, and adds +1 temporary Supply until the start of the next Cycle. It is usually gained from good performance in battle.
    • Stockpile. This Advantage may be played during the Requisitions phase, and adds +2 temporary Supply and reduces Reload speeds by half this Cycle. Acquiring Stockpile cards often requires specific outcomes during Events, Investigations or Battles and so are rarer than Salvage.
    • Refit. This Advantage may be played during the Requisitions phase, and doubles total Supply count for the purpose of generating Repair Points. It is most often gained by achieving certain goals in battle, events or investigations.
    • Cameraderie. This Advantage may be played during an Event, an Investigation or a Battle. When a player is forced to suffer a 'Compel', another player can instead volunteer to use a Cameraderie advantage to negate the Compel. Cameraderie is rewarded for surprisingly low damage taken during combat as well as events and investigations that enhance the bond of the crew.
    • Secret Intel. This Advantage may be played during a Battle, where it can do one of three things: negate an enemy's ambush round, allow the crew's side to each reroll a single attack test per turn and take the preferred result, or allow them to reroll Evasion tests and take the preferred result. It may also be used during an Event or Investigation to reveal new data, determine the chances of success of proposed solutions, or to access hidden allies or data. Secret Intel is usually a reward of good event or investigation performance.
  • Supply Level. This lists the ship's Supply Level, which is covered in more detail below. Supply Level is used to gain new equipment and repair points.
  • Repair Points. This lists the ship's pool of Repair Points, which are used to repair damage to Constructs. It's covered in more detailed below.
  • Crew Manifest. This lists all of the important crewmembers, including all of the PCs and any other NPCs whose scores are important, linked to the ship. It also lists each members' role, wounds and fate points.
    • Crew who take more wounds than their TB count as Heavily Wounded; if they act in an event, investigation or battle this turn, they start at half wounds and with a rank of fatigue.
    • Crew who take Lethal Damage count as Lethally Injured instead, and enter events, investigations and battles with no wounds (and any permanent or long-term effects from the damage) plus two ranks of fatigue per point of Lethal Damage taken, to a maximum of equal to their Fatigue threshold.
    • Crew who are Heavily or Lethally Injured heal one category per cycle, which can be sped up through Extended Care cycle actions.
  • Construct Manifest. This lists all of the party's Constructs. It also lists their damage status and their pilots.
    • Constructs count as Damaged if they took Lethal Damage during a battle. They enter combat bearing 0 wounds on the damaged areas.
    • Constructs count as Destroyed if they took enough Lethal Damage during a battle to register a 'destroyed' result. They cannot be deployed.

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Cycle Actions

In this phase, you can make 'Cycle Actions', which vary from character to character based on their abilities. Each character may only make one Cycle Action per Cycle.


In this phase, you acquire upgrades and weapons and repair damaged units. This phase also explains the significance of Supply Levels and Repair Points. The Salvage, Stockpile and Refit Advantages can be used in this phase.

Supply Levels
Supply Levels represent the ship's access to equipment and resources, whether these are official supplies, items taken in raids or salvage, or even goods bartered for from other parties. It is used to acquire equipment for Constructs and the ship, such as components, upgrades and weapons.

  • During the Requisitions phase, each member of the party may acquire a number of items equal to the Supply Level. So a Level of 4 means you can make four different acquisitions of goods. Once you acquire an item, it is assumed that you also permanently gain the ability to maintain it with ammo or tools as necessary.
  • However, each item has a 'Value' field. Your Supply Level must equal or surpass an item's Value in order to be able to buy it. So if an item has a Value of 4, you need a Supply Level of 4 or higher to be able to buy it (and you can buy it four times if you so wish, if you're happy with buying nothing else).
  • Furthermore, each Cycle, you generate a number of Repair Points equal to your Supply Level- how Repair Points work is covered in length later.
  • How you calculate Supply Level is simple. Supply Level is really just the sum of two things: your Permanent Supply Level and your Temporary Supply Level.
    • Permanent Supply Level is exactly that- Supply Level that you have automatically each Cycle. It is a reliable, steady stream of Supply. Permanent Supply Level starts at one, and increases are very rare.
    • Temporary Supply Level is gained through expending Advantages, such as the Salvage and Stockpile cards. These expire at the start of the next Cycle, so maintaining a high level of Supply often requires gaining these Advantages constantly.
  • Permanent and Temporary Supply Level are also different in one other way: if Permanent Supply Level is equal to or higher than an item's Value, then you are assumed to have constant, steady access to these items and can acquire as many of them as you like without using up a Requisition. Effectively, these items become of unlimited access, and everyone can acquire them.

Repair Points
Repair Points (RP) represents the ship's reserves of spare parts, tools and other sundries needed to keep the ship and its mobile suits in fighting condition. Each Cycle, you generate a number of Repair Points equal to your Supply Level. Repair Points are spent to repair damaged Constructs, with a chart below showing how much must be spent.

  • Repair Points can be banked to carry over from Cycle to Cycle. The maximum amount that may be stored is the ship's Size*2.
Name Effect Summary
Superheavy and Evangelion Repair
Repairing Damaged Superheavies A Superheavy counts as "Damaged" if it has taken Lethal Damage of any kind. A Superheavy who takes damage, but not Lethal Damage, is automatically repaired at no cost. If it has taken Lethal Damage of any kind, however, it requires 1 RP to repair. Unrepaired Superheavies enter battle with all un-Lethally damaged areas restored to full wounds, but its Lethally damaged areas at 0 wounds and bearing whatever Lethal damage level they had previously. 1 RP if Lethaled
Repairing Destroyed Superheavies A Superheavy counts as "Destroyed" if it has taken excessive Lethal Damage to the torso, rendering it 'Destroyed'. It requires 2 RP to repair. 2 RP
Ship Repair
Repairing Damaged Ships A Ship counts as "Damaged" if it has taken Lethal Damage of any kind. A Ship who takes damage, but not Lethal Damage, is automatically repaired. If it has taken Lethal Damage of any kind, however, it requires 3 RP to repair. Unrepaired Ships enter battle with all un-Lethally damaged areas restored to full wounds, but its Lethally damaged areas at 0 wounds and bearing whatever Lethal damage level they had previously. 3 RP if Lethaled
Repairing Destroyed Ships A destroyed ship is extremely costly, and requires RP equal to its Size. If there isn't enough RP to manage it, then the ship is still repaired, but you suffer a -2 Supply Level penalty for a number of Cycles equal to the difference between available RP and the cost, maximum of 3. Size RP

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Events are special incidents that occur during an Cycle, and range from small scale situations- for example, a fight amongst the crew risks creating long-term resentment- to large ones- for example, decisions that might impact the Federation.

  • Each event comes with a description of the situation, and the players must then come up with their own solutions, which they can query to the GM as to whether or not they'll work. Some example solutions may be presented.
  • After a solution is agreed on, it is enacted and the result is given then and there.

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Investigations represent characters using their varied abilities and skills to solve mysteries, find information, set up traps, sneak up on enemies, and many other uses they can come up with. Investigations rely moreso on narrative rules and narrative time instead of structured rules. They are divided into rounds, but one round might be ten seconds long whilst another is hours long. They're a good test of characters' skills and personalities outside of combat.

Investigations use the Investigation-rules rules listed here.
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Battles are the main centrepiece of many Cycles! Here, the crew prepare their Constructs and get ready to do combat.

Sometimes, the players are given multiple Battles each Cycle. They're given the goals, rewards and estimated dangers for each Battle in advance. Of the battles offered, the players may only choose to engage in one of them. The battle they choose as well as the outcomes they achieve can go a long way toward shaping the plot, especially when the results are unexpected.

These use the Battles rules listed here.
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In this final phase, we take stock of everything and repaste the Resource Review, now with all the changes from the other phases updated. With that done, the Cycle ends.
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Not a phase in and of itself. Here we keep an ongoing log of all XP gains, Advantages and Supply Requisitions from Cycle to Cycle.
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