Constructs

Constructs: An Introduction

A 'Construct' is a term that refers to any large war machine or organism that makes up the basic unit for large, Strategic Scale combats. It includes Superheavies, Evangelions, Starships and, more rarely, Angels.

Despite their variety, Constructs share the same basic rules and operate in mostly the same fashion:

  • They all have multiple body locations, typically between 5 and 6. Unlike Personal Scale creatures, these body locations each possess their own individual wound pools; damage to one area does not damage another area.
  • Constructs only die if their body (or Core, for Angels) is destroyed.
  • Constructs can be upgraded through requisitions. These upgrades are divided into three broad categories: Mechanical Upgrades which are technological and equipment based and open to Superheavies, Evangelions and Starships; Biological Upgrades, which are open to Evangelions; and Universal Upgrades, which are available to everyone. Some upgrades must be equipped to a Module slot, of which each Construct has only a handful.
  • Constructs' characteristic scores are derived from a mix of their pilot's scores and their own inherent ones. Typically, they draw Strength and Toughness from themselves, whilst everything else is drawn from the pilot. Which is which is listed on each Constructs' profile; there, flat numbers are given for Construct-inherent scores, whilst ones derived from a pilot are noted with a dash if they use the pilot's score unmodified; otherwise, they list a + (pilot's score plus number listed) or a - (pilot's score minus number listed). So a Construct with WS +10 uses the pilot's weapon skill score, plus 10.
    • Many Constructs provide a Characteristic 'floor'; a minimum Characteristic value which may be used if the pilot's scores, plus the modifiers, would reduce the result below the minimum. It is rendered in brackets on the templates. For example, if a Characteristic is listed as having a score of "-10 (40)", it means that the pilot reduces their Characteristic by 10 whilst piloting the Construct, but if this would put the result below 40, it becomes 40 instead.

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Superheavies

Superheavies form the bulk of the Federation's military might. They are operated in large numbers by every branch of the military, but especially the Starfleet.

First pioneered during the early Angelic War with the invention of the Thruster Solace, the Superheavy was designed not to combat Angels, but to provide a military counter to Evangelions without relying on the temperamental Eva itself. They were first mass produced during the Liberated Nations War, where they were only capable of defeating Evangelions with the benefit of numbers. The designs diversified and became stronger, faster and deadlier during the end of the War of the Founding, until the most advanced designs could go toe-to-toe with an Evangelion and win.

In the New Era, Evangelions are much more powerful than they were during the Angelic War or the War of the Founding, and so Superheavies are no longer able to defeat them without the weight of numbers. But since the Federation isn't fighting Evangelions, Superheavies serve as its line forces: reliable, relatively cheap, highly effective and able to fulfil any strategic role.

Federation Superheavies are drawn from various contractors and design bureaus, but basically all of them follow the basic template of the first 'modular' Super, the Thruster Hero: a roughly bipedal form with the cockpit in the torso. The cockpit is in fact an Armoured Core suit, a three-to-five metre tall personal scale weapons platform, capable of flight and automated combat practices. Outside of battle, the Superheavy's cockpit block sits hollow; when it is time for battle, the pilot climbs into an AC Suit, then takes it into the Superheavy. This allows the pilot the luxury of heavy armour as well as a reliable ejection system, one capable of moving under its own power.

Modern AC Suits incorporate intuitive neuro-connecting piloting systems, allowing pilots to operate them as though they were moving their own body.
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Body Locations

Superheavies have the following locations:

  • Head. Contains sensors and scopes. If crippled or destroyed, the Superheavy is permanently Blinded until repaired. Superheavies that have no heads are rare, but have their sensors etc. built into their torso and thus cannot be blinded.
  • Torso. Contains power plant and cockpit. If crippled or destroyed, the Superheavy is out of action until repaired. Extreme damage might result in the permanent destruction of the Superheavy or the death of the pilot.
  • Arm. Superheavies have two arm locations, and if they have multiple pairs of arms, then each location counts for half of them. Arms each have one hand, which holds items, mainly weapons, and possess shoulder-mounted cargo docks. Crippled arms cannot be used and thus cannot attack. Destroyed arms cannot be used, drop anything they were holding, and their cargo dock is destroyed too.
  • Leg. Superheavies have two leg locations, and if they have multiple pairs of legs, then each location counts for half of them. Legs move; even in space or in the air, the legs contain propulsion systems and anti-grav generators. Losing one leg halves your AB and adds a -40 penalty to dodges; losing both legs makes you unable to move under your own power (in space, you start to drift).

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General Rules

Superheavies are mechanical in nature, and thus possess the Machine trait, making them immune to toxins and similar anti-biological weaponry, but are conversely vulnerable to EMPs and similar.

Superheavies take Universal and Mechanical upgrades,and by default, possess one module slot for the head, one for each arm, one for the legs (collectively), and two for the torso.

Each arm has a single shoulder dock, which can carry 2 things of pistol size or lower, including knives and ammo. -Or-, it can carry 1 basic or one-handed weapon of any size.
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Evangelions

Evangelions are essential to the Federation's military and economic strategic goals. More pressingly, they represent the unique advantage humanity has over everything else: nowhere in the galaxy will you find the merging of Knowledge and Life, except in an Eva.

Developed over fifteen years of painstaking research and monstrous experimentation, the first Evangelions were giant humanoid monsters, made from a chimera of Angelic and human DNA. Possessing Angelic cores, they had powerful AT Fields, but were highly unreliable and required specially trained, arbitrarily chosen children to pilot them. Furthermore, each Eva was implanted with the soul of a human being, to whom the pilot 'synchronised'. Although undeniably powerful, the Evangelion was still a living creature with a mind of its own, and if it overcame the sedatives, lobotomies and restraints on it, could become an uncontrollable force for destruction.

Evas bore the brunt of the fighting in the Angelic War, and were instrumental in humanity's victory. 22 'standard' Evangelions were produced, of which three were the 'Trinity' Evangelions: 00, 01 and 04, piloted by Aline Blanc, Zhang Yanmei and Sera de Pteres. These three Evas, all possessing a part of the soul of Elisha Caine, merged during Third Impact to heal humanity, restore the Earth, and bring about the start of the New Era. None of these units still remain, their souls having been freed and the original flesh turned to stone or crystal; they now stand as monuments or in museums.

Modern Evangelions are different in many key ways to their predecessors. For starters, they are no longer the product of evil science and torture; instead, willing human volunteers are given rigorous psychological testing. For the few who succeed, they then undergo a process that turns them into an Evangelion. These Evangelions are not restrained, lobotomised or piloted; each remains sentient, sapient and fully in control of themselves, with no break in memory or personality from when they were merely human. These Evangelions can then 'project' their normal human bodies around, allowing them to interact and live normal human lives.

The Modern Evangelion is more powerful than its Angelic War-era predecessors, much more powerful, capable of great feats of AT manipulation and being difficult to destroy. Despite this, few Evas are deliberately deployed exclusively to fight in frontline combat. In the New Era, Evangelions form the backbone of the Federation's stellar presence. They are used to sustain Dirac Gates, they allow transport between those Federation systems that sit on the Celestial Way and those that are not connected to the Way at all; to terraform new planets into ones fit for human occupation; and as the cores of the Starfleet's capital ships, where they provide the vessel with immense energy, a powerful AT Field, and the freedom to make self-directed Dirac Jumps. Evangelions are few in number, with only around 100 currently in service; recruitment is slow, as the process is expensive and the eligible candidates rare. They are thus too valuable to risk in open fighting, and thus must serve the strategic needs of the Federation.
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Body Locations

Evangelions have the following locations:

  • Head. Contains the Evangelion's eyes. If crippled or destroyed, the Evangelion is permanently Blinded until it heals.
  • Torso. Contains the Eva's internal organs and Core. If crippled or destroyed, the Eva is out of action until it heals. Extensive damage risks destroying the Core, permanently killing the Evangelion.
  • Arm. Evas have two arm locations, and if they have multiple pairs of arms, then each location counts for half of them. Arms each have one hand, which holds items, mainly weapons, and possess shoulder-mounted cargo docks. Crippled arms cannot be used and thus cannot attack. Destroyed arms cannot be used, drop anything they were holding, and their cargo dock is destroyed too.
  • Leg. Evas have two leg locations, and if they have multiple pairs of legs, then each location counts for half of them. Legs move; even in space or in the air, the legs contain propulsion systems and anti-grav generators. Losing one leg halves your AB and adds a -40 penalty to dodges; losing both legs makes you unable to move under your own power (in space, you start to drift).

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General Rules

Evangelions are more biological than mechanical, and thus are immune to most EMP or hacking attacks. They are, however, susceptible to toxins and anti-biological weapons, although they have to be fairly powerful ones.
All Evangelions possess an AT Field.

Evas take Universal, Biological and Mechanical upgrades,and by default, possess one module slot for the head, one for each arm, one for the legs (collectively), and three for the torso.

Each arm has a single shoulder dock, which can carry 2 things of pistol size or lower, including knives and ammo. -Or-, it can carry 1 basic or one-handed weapon of any size.
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Starships

Starships form the strategic concentration of Federation military power. Despite their name, Starships can enter atmospheres, hover over land and go underwater as well as traverse space, thus they are operated by all branches of the armed forces.

The first starships were designed and built by the Liberated Nations during their rebellion against the UN in 2016. The first of these was the LNS Independence, an Achaemenes-class dreadnought commanded by young LN general Silas Caine. It was destroyed by the UN, but later salvaged and used by the Federation under the name Gendo Ikari. The three dreadnoughts- Dorian Lachapelle, Gendo Ikari and Sword of Damocles were all instrumental in the defeat of the United Nations and the creation of the Federation.

Starships are used extensively today, not only as weapon platforms but also as exploration vessels. This is because the larger starships come with an 'Eva Harnesser', a special chamber that allows an Evangelion to plug into the starship. This feeds the starship energy from the Eva's S2 Organ, but also amplifies and broadcasts the Eva's AT Field as though the ship were part of the Eva, allowing these starships to make independent Dirac jumps as well as act as formidable military assets.

In combat, starships perform multiple roles. They can serve as artillery support if they have capital weapons, giving a starship the firepower to destroy another starship. They can also act as anti-Superheavy screens with smaller weapon emplacements. Many have hangar bays, which are stocked with starfighters and starbombers, allowing them to provide flexible cover and support. Larger vessels have complements of Marines or even Immortals, allowing for deadly boarding strikes.

Federation starships come in roughly five class sizes: Void Destroyers, Cruisers, Assault Carriers, Battlecruisers and Dreadnoughts.

  • Void Destroyers are the smallest, containing a crew of roughly 500. Designed for sublight hunting and escort, they lack capital ship weapons and may only possess one or two Superheavies.
  • Cruisers are the most numerous and flexible class type, consisting of fast vessels possessing a single capital weapon, some spacecraft hangars and two or three Superheavies. They have crews of about 1,000 and are often found in Sphere Defense Forces.
  • Assault Carriers are the smallest vessels that still possess an Eva Harnesser. They are balanced vessels, possessing a capital weapon and enlarged hangars for spacecraft and Superheavies. They have crews of up to 3,000 and are almost always only found within the Starfleet.
  • Battlecruisers are predominantly offensive vessels, possessing an Eva Harnesser and two capital weapons. Their carrying capacity is about equal to the Assault Carrier. They have crews of between 4,000 to 5,000 and are only used by the Starfleet.
  • Dreadnoughts are the largest vessels, possessing an Eva Harnesser, two capital weapons and a single Superweapon mounted on the bow. They come with large hangar bays for spacecraft and can maintain up to 10 Superheavies at once. They have crews up to 10,000 people, and are like floating cities. There are only ten of them in the Federation, all of them part of the 'Achaemenes' class.

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Body Locations

Starships have the following locations:

  • Bridge. Contains the Starship's command centre, including the command crew and the Captain. If crippled or destroyed, the Starship may only take half actions until repaired, and severe damage might harm or kill a crewmember.
  • Hull. Contains the Starship's power plant, Eva Harnesser (if any), and most of its crew. If crippled or destroyed, the Starship is out of action until repaired. Extensive damage risks destroying the vessel beyond repair.
  • Primary Weapons. Contains the Starship's 'primary' weapons: Capital Weapons, Superweapons and Hangar Bays. If crippled or destroyed, the Starship cannot fire any of these weapons. Starships that don't have Primary Weapons merge the hit locations into Standard Weapons instead.
  • Standard Weapons. Contains the Starship's standard weapons. If crippled or destroyed, the Starship cannot fire any of these weapons.
  • Propulsion. Contain's the ship's propulsion systems. If crippled or destroyed, the Starship cannot move under its own power, causing it to crash (if in an atmosphere), sink (if underwater) or drift (if in space).

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General Rules

Starships are mechanical in nature, and thus possess the Machine trait, making them immune to toxins and similar anti-biological weaponry, but are conversely vulnerable to EMPs and similar.

Starships take Universal and Mechanical upgrades, and by default, possess one module slot for the Bridge, one for Primary Weapons, one for Standard Weapons, one for Propulsion, and two for the Hull.

Starships of the Assault Carrier class or larger possess an Eva Harnesser, and may equip an Eva into it. This gives the Starship an AT Field, and grants the Starship an extra Full Action with which to use its AT Field.

Starships usually possess large Size traits.

Starships do not possess melee weapons. They cannot make normal melee attacks, nor can they Parry attacks. Instead, they gain access to three exclusive actions: Ram, Boarding Attack and Repel Boarders.

Starships do not have arms, and thus cannot 'hold' weapons (or grapple). Instead its weapons are built into the hull, as represented by the 'Primary Weapons' and 'Standard' Weapons body locations. Starships may have any of the listed weapon hardpoints, and may fire all of them once on its turn with the 'Multiple Attacks' action.

  • Standard Weapons are normal pistol, basic or heavy weapons, identical to the ones wielded by the Superheavies. Starships may have multiple slots, allowing them to take different weapons.
  • Capital Weapons are weapons too heavy to be wielded by Superheavies, and thus may only be placed on Starships. Capable of damaging or destroying other starships, most Starships possess only one, but some possess two. They count as a Primary Weapon.
  • Hangar Bays contain spacecraft, such as fighters or bombers. These are 'fired' like weapons. Fighters are mostly used as point defense, whilst bombers can deal real damage. They count as a Primary Weapon.
  • Superweapons are special weapons mounted on Dreadnoughts. They can only be fired once per battle, and do immense effects. They count as a Primary Weapon.

Standard Weapons and Capital Weapons have unlimited ammunition with two exceptions: Hangar Bays and Launchers.

  • Hangar Bays have limited 'ammo' (representing limited craft on hand), but can swap freely between ammo types before firing, representing launching different types of craft.
  • Launchers have their clip size doubled.

Starships count as storing the ammo and weapons the Superheavies did not take with them on deployment. They can retrieve these from the Starship as a half action, so long as they are adjacent.
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Construct Templates

Below are the templates for the most common standard designs of Constructs. Players use these templates as their basis.

Superheavy Constructs

Jatayu Superfighter

Designation: Saraisha F-3A Jatayu
Role: Multi-Role Superheavy Fighter
Manufacturer: Saraisha Engineering Cooperative
Introduction: 2033

The Jatayu is the most popular superheavy in the Federation military. A well-rounded workhorse capable of adapting to any situation, its flexibility and ease of handling make it popular amongst recruits and veterans alike.

The Jatayu was a departure away from the India-based Saraisha Engineering Cooperative, who focus primarily on medical equipment and computer development, with any work in the Superheavy industry being on specific, one-off custom models. The Jatayu, however, is a reliable, balanced, low-cost superheavy that is easy to pilot and modify, and thus sees heavy use across all branches of the military, especially the Starfleet.

Characteristic Scores
Characteristic Score
Weapon Skill +5 (35)
Ballistic Skill +5 (35)
Strength 30
Toughness 30
Agility +5 (35)
Intelligence -
Perception -
Willpower -
Fellowship -
AT Field -
Body Parts
Body Part Hit Locations AP Wounds
Head 1-10 3 TB+6
Right Arm 11-20 3 TB+8
Left Arm 21-30 3 TB+8
Torso 31-70 5 TB*2+7
Right Leg 71-85 3 TB+8
Left Leg 86-100 3 TB+8
Traits
Trait Subtitle Effect
Adaptable - Before each battle, you can select one body part; it now gains an extra Module slot for the duration of the Cycle.
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Well-Tuned - On creation, you may decide to permanently add +5 points to either the Jatayu's Strength, Toughness or Agility score. You can reallocate these points by spending 1 Repair Point in the Repair phase.

Free Starting Upgrades
Ejector Failsafes (Standard)

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Skylord Superfighter

Designation: DeForest-Winter RF-4A Skylord
Role: Reconaissance, Superheavy Fighter
Manufacturer: DeForest-Winter Industries
Introduction: 2041

Named after the giant Skylord Eagle, the Skylord was presented to the military as part of a design competition to replace the ageing E-Destroyer II. It came out on top and was accepted, with mass production starting in 2041.

Designed by DeForest-Winter Industries, a Franco-German heavy industry manufacturer, the Skylord adheres to the continental European superheavy design paradigm of light armour and high speeds. Designed as a close-range recon fighter, the Skylord performs well in CQC and short range gunfights, especially when attacking isolated targets. Its high speed allows it to pursue retreating targets as well as raid artillery units. It relies on its speed for survivability, however, as its armour is relatively thin.

Characteristic Scores
Characteristic Score
Weapon Skill +10 (40)
Ballistic Skill - (40)
Strength 30
Toughness 30
Agility +10 (40)
Intelligence -
Perception +10 (40)
Willpower -
Fellowship -
AT Field -
Body Parts
Body Part Hit Locations AP Wounds
Head 1-10 2 TB+5
Right Arm 11-20 2 TB+7
Left Arm 21-30 2 TB+7
Torso 31-70 4 TB*2+6
Right Leg 71-85 2 TB+7
Left Leg 86-100 2 TB+7
Traits
Trait Subtitle Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Light Frame - Attacks against you take a -10 penalty, and this increases to -20 on any turn in which you move. However, the unit may not equip weapons with the Oversized trait.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Recon Unit - The unit comes permanently installed with a Phoenix Sensor Module, which may not be removed, and does not take up a Module slot.

Free Starting Upgrades
Stealth Gravboots (Leg Module)

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Jupiter Defender

Designation: Peace Cannon DF-2 Jupiter
Role: Defensive Fighter
Manufacturer: Peace Cannon Corporation
Introduction: 2026

One of the older superheavies still in active duty, the Jupiter is an old reliable workhorse, highly durable and easily repaired.

Designed by Peace Cannon Corporation, a US arms manufacturer, the Jupiter was designed to replace the D-Titan as a heavy line unit, with which it shares many design similarities, such as the hard-edged shape and the mono-eye. The Jupiter is designed to screen allies, taking hits they might not be able to withstand. A heavy engine gives it reliable speed, but makes it a particularly unsubtle unit.

Characteristic Scores
Characteristic Score
Weapon Skill +5 (40)
Ballistic Skill - (35)
Strength 30
Toughness 40
Agility - (30)
Intelligence -
Perception - (30)
Willpower -
Fellowship -
AT Field -
Body Parts
Body Part Hit Locations AP Wounds
Head 1-10 4 TB+6
Right Arm 11-20 4 TB+10
Left Arm 21-30 4 TB+10
Torso 31-70 6 TB*2+8
Right Leg 71-85 4 TB+8
Left Leg 86-100 4 TB+8
Traits
Trait Subtitle Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Old Faithful - Whenever the unit restores a wound, it restores one extra. Modules that reduce the unit's Agility reduce it by 5 less than it would otherwise.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).

Free Starting Upgrades
Haze Launcher (Body Module)
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Republic Superbomber

Designation: Chengdu B-3 Republic
Role: Superheavy Bomber
Manufacturer: Chengdu Superheavy Arsenal
Introduction: 2036

The Republic is a reliable superheavy designed for heavy weapon and artillery support usage.

Because it was designed by the Chengdu Superheavy Arsenal, which also produces and designs many of the Federation's weapons, the Republic reflects a strong and intuitive understanding of the Federation's weaponry and how best to utilise it. It has reasonable speed and decent defenses, but is let down by poor handling.

Characteristic Scores
Characteristic Score
Weapon Skill - (30)
Ballistic Skill +10 (45)
Strength 30
Toughness 30
Agility -5 (25)
Intelligence -
Perception +5 (30)
Willpower -
Fellowship -
AT Field -
Body Parts
Body Part Hit Locations AP Wounds
Head 1-10 4 TB+5
Right Arm 11-20 4 TB+8
Left Arm 21-30 4 TB+8
Torso 31-70 5 TB*2+8
Right Leg 71-85 4 TB+8
Left Leg 86-100 4 TB+8
Traits
Trait Subtitle Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Fitted Design - When wielding Federation ranged weaponry, this unit removes the Unreliable Quality, or adds the Reliable Quality if the weapon is not unreliable. If the weapon is already reliable, it is treated as having High Craftsmanship.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).

Free Starting Upgrades
Entrenchers (Leg Module)
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Steelion Bomber

Designation: Thruster Unity B-4 T-Steelion
Role: Superheavy Bomber
Manufacturer: Thruster Unity Collective
Introduction: 2045

The newest superheavy design accepted by the Ministry of Defense, the Steelion is an unconventional superheavy, with a design departing from most other Federation superheavy plans.

Designed by the infamous Thruster Unity Collective, the Steelion (named after the neofauna Armoured Lion) was designed with an eye towards the past- namely the venerable Trident Superheavy. To that end, the Steelion boasts what has been called a 'centaur'-like design (despite the designers obviously going for a feline look), bearing four arced legs, on which sits the torso, which is hunched forward. The Steelion is something of an awkward machine, requiring high maintenance and retrofitting of technology in order to be compatible. Furthermore, its newness and its concept-model technologies make it generally unreliable in high stress situations. Nonetheless it possesses the capacity for heavy firepower, so long as it is handled well.

Characteristic Scores
Characteristic Score
Weapon Skill - (30)
Ballistic Skill +5 (40)
Strength 30
Toughness 30
Agility - (30)
Intelligence -
Perception +5 (30)
Willpower -
Fellowship -
AT Field -
Body Parts
Body Part Hit Locations AP Wounds
Head 1-10 3 TB+6
Right Arm 11-20 3 TB+8
Left Arm 21-30 3 TB+8
Torso 31-70 5 TB*2+7
Right Leg 71-85 3 TB+8
Left Leg 86-100 3 TB+8
Traits
Trait Subtitle Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Concept Model - Repairing this unit in the Construct Repair phase of the Cycle costs +1 RP.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Multiple Legs 1 This creature has multiple legs, making it faster. X represents each pair of legs (ie. 2 = 3 pairs of legs total). Creatures with multiple legs add X to their AB to determine movement.
Torso Weapon - This unit possesses a unique module: a torso-mounted weapon, which functions as a Gunmount Arm, except it takes up a Torso Module slot and can always carry a Heavy Weapon.

Free Starting Upgrades
Gunmount Arm*2 (Arm Module)
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Feranaea Utility Mech

Designation: DeForest-Winter U-2 Ironaea
Role: Utility and Battlefield Repair
Manufacturer: DeForest-Winter Industries
Introduction: 2043

The Feranaea is the standard Federation utility mech, designed for battlefield repair, recovery, support and salvage. Its name comes from the French term for the Australian Iron Spider, the great magnetised impact feral spider now found in Australia and on the Immortal Colonies. This is because the Feranaea's host of prehensile arms and cranes gives it a spiderlike appearance.

Designed by DeForest-Winter shortly after the introduction of the Skylord, the Feranaea is a well-designed unit whose most distinctive feature are its mechadendrites: a host of prehensile metal tentacles that can be used to manipulate objects. A combination of pilot control and AI automation allows for the arms to act semi-independently, maximising efficiency.

Characteristic Scores
Characteristic Score
Weapon Skill - (30)
Ballistic Skill - (30)
Strength 30
Toughness 30
Agility +5 (30)
Intelligence +10
Perception +5 (30)
Willpower -
Fellowship -
AT Field -
Body Parts
Body Part Hit Locations AP Wounds
Head 1-10 2 TB+5
Right Arm 11-20 2 TB+7
Left Arm 21-30 2 TB+7
Torso 31-70 4 TB*2+6
Right Leg 71-85 2 TB+7
Left Leg 86-100 2 TB+7
Traits
Trait Subtitle Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Mechadendrites - The Field Repair Suite and Loader Suite modules increase their ranges by 4m.
Multiple Arms 1 This creature has multiple arms, with X representing each extra pair of arms (ie. 2 = 3 pairs of arms total). When making the Multiple Attack action, it may make one extra offhand attack per X, and adds X to its maximum hits when using the Flurry action.
Repair Harness - The unit comes permanently installed with a Field Repair Suite Module, which may not be removed, and does not take up a Module slot.

Free Starting Upgrades
Loader Suite (Torso)

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Dominion Superwarper

Designation: Lunar Jerusalem AT-1 Dominion
Role: AT Field Manipulation
Manufacturer: Lunar Jerusalem Foundation
Introduction: 2040

The Dominion is the least used of the 'common' Federation superheavy designs, not because of unpopularity but because of its cost. The Dominion has been a strategic dream for the Federation for decades: a superheavy capable of AT Field manipulation on the macro scale, like an Evangelion. This was a practical and not a theoretical problem: a superheavy capable of manifesting an AT Field had already been invented- the G-Defiant Peacecraft- and a few other custom units possessed it, such as the G-Defiant Harmony or the Saraisha Kshatriya. However, mass production remained a problem due to the fact that the only feasible method of doing so required building sigilite directly through the mech's frame, powered by a liquid sigilite 'battery' at the heart of the mech. This amplifies the pilot's inherent AT Field as well as allowing the battery to provide extra energy. Sigilite is rare, however, as its synthesis requires an Evangelion, and the time-to-product ratio is poor.

The Lunar Jerusalem Foundation, based in the 3rd-largest city on Lunar, approached it from a different angle. By building large quantities of soulstone into the frame, one could bring costs down considerably whilst still having the same effect. Soulstone was developed as a lesser alternative to the Eternity Tear, a now-unreplicable artefact produced during the Angelic War. Capable of containing souls, soulstone is merely able to copy memories, images and AT Field energy. It is cheaper to produce than Sigilite, but lacks Sigilite's inherently useful properties such as tensile strength or cutting edges. The Foundation had been set up to explore uses for soulstone, and struck upon this as one such use, although it took a great deal of funding and research.

The Dominion is the first and only Superheavy developed by the Lunar Jerusalem Foundation, who hired extensive assistance from DeForest-Winter and Saraisha in doing so. The result is an expensive, high-maintenance mech, but its ability to bring AT Manipulation to a battlefield without risking an Eva or a capital ship is a valuable asset.

Characteristic Scores
Characteristic Score
Weapon Skill - (30)
Ballistic Skill - (30)
Strength 30
Toughness 30
Agility - (30)
Intelligence -
Perception - (30)
Willpower +10
Fellowship -
AT Field +10 (40)
Body Parts
Body Part Hit Locations AP Wounds
Head 1-10 2 TB+5
Right Arm 11-20 2 TB+7
Left Arm 21-30 2 TB+7
Torso 31-70 4 TB*2+6
Right Leg 71-85 2 TB+7
Left Leg 86-100 2 TB+7
Traits
Trait Subtitle Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Concept Model - Repairing this unit in the Construct Repair phase of the Cycle costs +1 RP.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Soulstone Circuits - You gain use of your AT Field in Strategic Scale when piloting this superheavy.

Free Starting Upgrades
ECM (Head Module)
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Starship Constructs

Venator Destroyer

Designation: Venator Class Void Destroyer
Role: Patrol, Flanking, Fleet Escort
Manufacturer: Starfleet Vessel Design Bureau (designed), Cydonian Fleet Yards, Mars (manufactured)
Introduction: 2021

The Venator Destroyer is a small starship with a crew of around 450. Conditions are cramped and the crew live in spartan arrangements.

Military starship construction is a wholly state affair, as they are too expensive and important to be contracted out to private industry. The Venator is no exception, being designed in 2020 and first built a year later in the Starfleet's first dedicated shipyard, located in Bristol in the United Kingdom. Since then, most of the Federation's shipyards have been built in orbit, the largest of which is the Cydonian Fleet Yards above Mars.

The Venator is nimble and fast for a starship, and excels at fleet pursuit and harassment. It is popular amongst Sphere Defense Forces due to its low maintenance costs, relatively simple construction and easy customisation.

Venators are Destroyers, and so are named after military heroes of history and myth (although not leaders).

Characteristic Scores
Characteristic Score
Weapon Skill -20 (10)
Ballistic Skill +10 (40)
Strength 30
Toughness 40
Agility -10 (30)
Intelligence -
Perception - (30)
Willpower -
Fellowship -
AT Field -
Body Parts
Body Part Hit Locations AP Wounds
Bridge 1-10 5 TB+10
Standard Weapons 11-30 5 TB+12
Hull 31-70 8 TB*2+12
Propulsion 71-100 5 TB+12
Traits
Trait Subtitle Effect
Adaptable - Before each battle, you can select one body part; it now gains an extra Module slot for the duration of the Cycle.
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Size 6 (Enormous) You take a +60 bonus to Grapples, and attempts to Grapple you take a -60 penalty. Attacks against you take a +20 to hit, and you count your AB as +2 for the purposes of speed.

Weapon Points
2 Standard Weapon slots (Pistol, Basic or Heavy)

Free Starting Upgrades
Starship Ablatives (Hull Module)
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Hwacha Torpedo Boat

Designation: Hwacha Class Torpedo Boat Destroyer
Role: Long range missile support
Manufacturer: Starfleet Vessel Design Bureau (designed), Cydonian Fleet Yards, Mars (manufactured)
Introduction: 2024

The Hwacha is an artillery support destroyer, designed to deliver constant payloads of missiles.

Named after a medieval Korean wagon-mounted rocket launcher, the Hwacha is able to quickly get into position and start firing without much trouble. Its expectations that it will remain out of close combat mean that its armour is relatively thin.

Like other Destroyers, Hwachas are named for military heroes of history and legend.

Characteristic Scores
Characteristic Score
Weapon Skill -20 (10)
Ballistic Skill +10 (40)
Strength 30
Toughness 40
Agility -10 (30)
Intelligence -
Perception - (30)
Willpower -
Fellowship -
AT Field -
Body Parts
Body Part Hit Locations AP Wounds
Bridge 1-10 4 TB+10
Standard Weapons 11-30 4 TB+12
Hull 31-70 6 TB*2+12
Propulsion 71-100 4 TB+12
Traits
Trait Subtitle Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Missile Salvo - So long as you are only firing Heavy Launchers, the penalty for using Multiple Attacks drops to -10 instead of -20.
Size 6 (Enormous) You take a +60 bonus to Grapples, and attempts to Grapple you take a -60 penalty. Attacks against you take a +20 to hit, and you count your AB as +2 for the purposes of speed.

Weapon Points
2 Standard Weapon slots (Heavy Launchers)

Free Starting Upgrades
Stabilised Fire Deck (Standard Weapons Module)
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Sera de Pteres Shield Cruiser

Designation: Sera de Pteres Shield Void Cruiser
Role: Defense
Manufacturer: Starfleet Vessel Design Bureau (designed), Cydonian Fleet Yards, Mars (manufactured)
Introduction: 2028

The Sera de Pteres Shield Cruiser, nicknamed the Pug for its boxy appearance, is a defense cruiser designed to protect allied assets through a combination of PD guns and Kinefields. It has a crew of 1050-1100, and is relatively cramped.

Seras are relatively common in the Starfleet, with each major fleet possessing at least one for each three destroyers. The Sera possesses an average weapons yield for its size, as most of its focus is on defense.

Starfleet Cruisers are named for Federation cities, and by tradition, the Sera line is named after French cities.

Characteristic Scores
Characteristic Score
Weapon Skill -15 (20)
Ballistic Skill +10 (40)
Strength 30
Toughness 45
Agility -15 (25)
Intelligence -
Perception - (30)
Willpower -
Fellowship -
AT Field -
Body Parts
Body Part Hit Locations AP Wounds
Bridge 1-10 6 TB+14
Standard Weapons 11-30 6 TB+18
Hull 31-70 10 TB*2+18
Propulsion 71-100 6 TB+18
Traits
Trait Subtitle Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Kinefield Cover - The unit comes permanently installed with a Kinefield Array, which may not be removed, and does not take up a Module slot. As a Full Action, the unit may 'spread' its Array to cover all allies within 3 Squares, who gain its Deflection. However, Disruption against any unit affects the coverage of all units.
Size 7 (Massive) You take a +70 bonus to Grapples, and attempts to Grapple you take a -70 penalty. Attacks against you take a +30 to hit, and you count your AB as +3 for the purposes of speed.

Weapon Points
3 Standard Weapon slots (1 PD Gun. 2 Pistol, Basic or Heavy or Launcher)

Free Starting Upgrades
Advanced PD Network (Bridge Module)
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Union Cruiser

Designation: Union Void Cruiser
Role: Line Combat
Manufacturer: Starfleet Vessel Design Bureau (designed), Cydonian Fleet Yards, Mars (manufactured)
Introduction: 2024

The Union is a common sight in the Federation's armed forces. It is a heavily armed cruiser with a crew of roughly 900, designed for 'line combat', meaning close-to-medium direct engagement with enemy forces. Its design is simple and built around a core capital weapon.

The Union, like other Cruisers, is named for cities.

Characteristic Scores
Characteristic Score
Weapon Skill -15 (20)
Ballistic Skill +10 (40)
Strength 30
Toughness 45
Agility -15 (25)
Intelligence -
Perception - (30)
Willpower -
Fellowship -
AT Field -
Body Parts
Body Part Hit Locations AP Wounds
Bridge 1-10 5 TB+12
Primary Weapons 11-20 5 TB+16
Standard Weapons 21-30 5 TB+16
Hull 31-70 8 TB*2+16
Propulsion 71-100 5 TB+16
Traits
Trait Subtitle Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Size 7 (Massive) You take a +70 bonus to Grapples, and attempts to Grapple you take a -70 penalty. Attacks against you take a +30 to hit, and you count your AB as +3 for the purposes of speed.

Weapon Points
2 Standard Weapon slots (2 Pistol, Basic, Heavy or Launcher)
1 Primary Weapon slot (1 Capital or Hangar)

Free Starting Upgrades
Kinefield Array (Hull Module)
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Minerva Assault Carrier

Designation: Minerva Void Assault Carrier
Role: Fleet Operations, Survey, Long Range Patrol
Manufacturer: Starfleet Vessel Design Bureau (designed), Cydonian Fleet Yards, Mars (manufactured)
Introduction: 2030

The Minerva is the standard Starfleet Assault Carrier design. Packing a crew of 3,000 and an Eva Harnesser, it is possibly the most recognisable and flexible of starships due to its ability to act independently across star systems.

Named after Minerva Linden, the first President of the 'New United States', almost every superheavy pilot serves on a Minerva sooner or later, and many start their careers on it. The Minerva is the smallest Starship to carry a sizeable Superheavy contingent.

All Assault Carriers are named after major battles.

Characteristic Scores
Characteristic Score
Weapon Skill -10 (20)
Ballistic Skill +10 (40)
Strength 40
Toughness 50
Agility -30 (20)
Intelligence +5
Perception - (30)
Willpower +5
Fellowship +5
AT Field +30 (100)
Body Parts
Body Part Hit Locations AP Wounds
Bridge 1-10 6 TB+15
Primary Weapons 11-20 6 TB+18
Standard Weapons 21-30 6 TB+18
Hull 31-70 10 TB*2+20
Propulsion 71-100 6 TB+18
Traits
Trait Subtitle Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Eva Harnesser - This unit is equipped with an Evangelion Harnesser, allowing an Eva to be plugged into it to serve as its power core. So long as an Eva is interred within the vessel, it gains an AT Field, based off the Evangelion's AT Field score instead of the Captain's. You gain an extra Full Action each turn, which may only be used to activate AT Field powers.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Size 8 (Immense) You take a +80 bonus to Grapples, and attempts to Grapple you take a -80 penalty. Attacks against you take a +40 to hit, and you count your AB as +4 for the purposes of speed.

Weapon Points
2 Standard Weapon slots (2 Pistol, Basic, Heavy or Launcher)
2 Primary Weapon slots (1 Capital, 1 Hangar of Medium size or smaller)

Free Starting Upgrades
Rapid Repair Bay (Hull Module)
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Victory Battlecruiser

Designation: Victory Void Battlecruiser
Role: Fleet Operations and Fire Support
Manufacturer: Starfleet Vessel Design Bureau (designed), Cydonian Fleet Yards, Mars (manufactured)
Introduction: 2040

The Victory is the first and only Battlecruiser class the Federation operates. In essence, it possesses firepower approaching a Dreadnought, but without the matching defenses. It possesses a crew of 4,800.

The Victory was invented to meet a specific strategic need of the Federation: vessels with heavy firepower, but not requiring the investment in resources of a Dreadnought. To this end, its firing systems have been optimised to work together, allowing the Victory to deliver powerful salvoes.

Federation Battlecruisers are named after positive concepts, idealogies or symbols.

Characteristic Scores
Characteristic Score
Weapon Skill 0 (30)
Ballistic Skill +20 (40)
Strength 50
Toughness 50
Agility -40 (20)
Intelligence +10
Perception +5 (30)
Willpower +10
Fellowship +5
AT Field +40 (120)
Body Parts
Body Part Hit Locations AP Wounds
Bridge 1-10 6 TB+18
Primary Weapons 11-20 6 TB+22
Standard Weapons 21-30 6 TB+22
Hull 31-70 10 TB*2+25
Propulsion 71-100 6 TB+22
Traits
Trait Subtitle Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Eva Harnesser - This unit is equipped with an Evangelion Harnesser, allowing an Eva to be plugged into it to serve as its power core. So long as an Eva is interred within the vessel, it gains an AT Field, based off the Evangelion's AT Field score instead of the Captain's. You gain an extra Full Action each turn, which may only be used to activate AT Field powers.
Fire Control - The unit comes permanently installed with a Networked Fire Control array, which may not be removed, and does not take up a Module slot.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Size 9 (Monumental) You take a +90 bonus to Grapples, and attempts to Grapple you take a -90 penalty. Attacks against you take a +50 to hit, and you count your AB as +5 for the purposes of speed.

Weapon Points
2 Standard Weapon slots (2 Pistol, Basic, Heavy or Launcher)
3 Primary Weapon slots (2 Capital, 1 Hangar of Medium size or smaller)

Free Starting Upgrades
Heavy Ammunition (Standard Weapons Module)
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Achaemenes Dreadnought

Designation: Achaemenes Void Dreadnought
Role: Fleet Command
Manufacturer: Starfleet Vessel Design Bureau (designed), Cydonian Fleet Yards, Mars (manufactured)
Introduction: 2016

The oldest ship in the fleet is also its most powerful and cherished: the mighty Achaemenes Dreadnought, possessing a crew count of 10,000 and a bow-mounted Superweapon.

The Achaemenes- named after the dynasty that founded the ancient Persian Empire- was built and premiered during the LN War in 2016. Since then, it has remained in service simply because the design works: it is easier to modify and update existing ships than it is to build a wholly new design. The Achaemenes bristles with weaponry, most notably the mighty bow weapon, of which there are three configurations.

There are ten Achaemenes vessels in service, including two of the originals- the Dorian Lachapelle and the Gendo Ikari. The ships are like flying cities, especially since many host civilian-run shops and malls within their hull. Some of these become legendary in their own right, and few Starfleet personnel would ever leave the Dorian without paying a visit to Blue's Bar and Grill first.

Achaemenes vessels are named after great leaders.

Characteristic Scores
Characteristic Score
Weapon Skill +10 (30)
Ballistic Skill +20 (40)
Strength 60
Toughness 60
Agility -50 (10)
Intelligence +10
Perception +10 (40)
Willpower +10
Fellowship +10
AT Field +50 (140)
Body Parts
Body Part Hit Locations AP Wounds
Bridge 1-10 8 TB+24
Primary Weapons 11-20 8 TB+28
Standard Weapons 21-30 8 TB+28
Hull 31-70 16 TB*2+32
Propulsion 71-100 8 TB+28
Traits
Trait Subtitle Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Dreadnought - The unit has one extra Module slot for all locations.
Eva Harnesser - This unit is equipped with an Evangelion Harnesser, allowing an Eva to be plugged into it to serve as its power core. So long as an Eva is interred within the vessel, it gains an AT Field, based off the Evangelion's AT Field score instead of the Captain's. You gain an extra Full Action each turn, which may only be used to activate AT Field powers.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Size 10 (Titanic) You take a +100 bonus to Grapples, and attempts to Grapple you take a -100 penalty. Attacks against you take a +60 to hit, and you count your AB as +6 for the purposes of speed.

Weapon Points
2 Standard Weapon slots (2 Pistol, Basic, Heavy or Launcher)
3 Primary Weapon slots (2 Capital, 1 Hangar of any size)
1 Superweapon (Xerxes Drill, Doomsday Cannon, Gravitron Cannon)

Free Starting Upgrades
Enlarged Hangars (Primary Weapons Module)
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Construct Lethal Damage

Below are the nine charts outlining lethal damage results for Constructs. Constructs, like normal characters, suffer Lethal Damage to a body part whenever they take damage without having any wounds left to absorb it (ie. 'negative wounds').

All of the nine charts consist of a single universal result that occurs regardless of damage type, as well as a smaller result that changes based on the type of damage dealt.

Head

Lethal Damage Effect Impact Rending Energy Explosive
1 You take a -10 penalty to all Perception tests for one turn. You are knocked back 1 square. You lose 1 AP on the head. Pass an Agility+20 test or catch fire on the head. Suffer 1 damage, ignoring TB/AP, to all other locations
2 One head module of the attacker's choice is disabled for one turn. You are knocked back 1 square. You lose 1 AP on the head. Pass an Agility+20 test or catch fire on the head. Suffer 1 damage, ignoring TB/AP, to all other locations
3 You must pass a Toughness+20 test or be blinded for one turn. You are knocked back 1 square. You lose 1 AP on the head. Pass an Agility+20 test or catch fire on the head. Suffer 1 damage, ignoring TB/AP, to all other locations
4 You suffer a -10 penalty to all Perception and attack tests until repaired. Pass a Toughness test or be knocked prone. You lose 2 AP on the head. Pass an Agility test or catch fire on the head. Suffer 2 damage, ignoring TB/AP, to all other locations
5 One head module of the attacker's choice is permanently disabled. Pass a Toughness test or be knocked prone. You lose 2 AP on the head. Pass an Agility test or catch fire on the head. Suffer 2 damage, ignoring TB/AP, to all other locations
6 As above. You must also pass a Toughness test or be blinded for 1d3 turns. Pass a Toughness test or be knocked prone. You lose 2 AP on the head. Pass an Agility test or catch fire on the head. Suffer 2 damage, ignoring TB/AP, to all other locations
7 The head is crippled. You are knocked prone. The attacker instantly deals a minimum-roll damage attack to a body part of their choice You are dazed for one round. Suffer 2 damage, ignoring TB/AP, to all other locations
8+ The head is destroyed. You are knocked prone. The attacker instantly deals a minimum-roll damage+4 attack to a body part of their choice You are stunned for one round. You and all within 1d3 squares suffer 1d3 damage, ignoring TB/AP, to all locations

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Torso

Lethal Damage Effect Impact Rending Energy Explosive
1 You take a -10 penalty to all Toughness tests for one turn. Pass a Toughness+10 test or be knocked prone. You lose 1 AP on the body. Pass an Agility+20 test or catch fire on the torso. 5 Toughness Decay
2 One torso module of the attacker's choice is disabled for one turn. Pass a Toughness+10 test or be knocked prone. You lose 1 AP on the body. Pass an Agility+20 test or catch fire on the torso. 5 Toughness Decay
3 You must pass a Toughness test or suffer one rank of fatigue. Pass a Toughness+10 test or be knocked prone. You lose 1 AP on the body. Pass an Agility+20 test or catch fire on the torso. 5 Toughness Decay
4 You take a -10 penalty to all Toughness and Willpower tests until repaired. Pass a Toughness test or be Dazed. You lose 2 AP on the body. Pass an Agility test or catch fire on the torso. 10 Toughness decay, 1d10 damage ignoring AP to the pilot.
5 One torso module of the attacker's choice is permanently disabled. Pass a Toughness test or be Dazed. You lose 2 AP on the body. Pass an Agility test or catch fire on the torso. 10 Toughness decay, 1d10 damage ignoring AP to the pilot.
6 As above. You must also pass a Toughness test or be stunned for 1 round. Pass a Toughness test or be Dazed. You lose 2 AP on the body. Pass an Agility test or catch fire on the torso. 10 Toughness decay, 1d10 damage ignoring AP to the pilot.
7 The torso is crippled, and the Construct out of action. You automatically make an Ejection test. -10 to Ejection test. No effect. +5 damage to the pilot if they fail their ejection. Pilot takes +1d10 damage on a failed ejection
8+ The torso is destroyed. You automatically make an Ejection test with a -20 penalty. On a failure, you (the pilot) take 1d10 damage, +2 per point of lethal damage past 8, ignoring TB/AP. -20 to Ejection test. No effect. +5 damage to the pilot if they fail their ejection. Pilot takes +2d10 damage on a failed ejection

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Arm

Lethal Damage Effect Impact Rending Energy Explosive
1 You take a -10 penalty to attack tests with that arm's weapons for one turn. Pass a Strength+20 test or lose your grip on any held object You lose 1 AP on the arm. Pass an Agility+20 test or catch fire on the arm. 5 Strength Decay
2 One of the arm's modules of the attacker's choice is disabled for one turn. Pass a Strength+20 test or lose your grip on any held object You lose 1 AP on the arm. Pass an Agility+20 test or catch fire on the arm. 5 Strength Decay
3 You take a -10 penalty to all attack tests for one turn. Pass a Strength+20 test or lose your grip on any held object You lose 1 AP on the arm. Pass an Agility+20 test or catch fire on the arm. 5 Strength Decay
4 You take a -10 penalty to all attack and parry/point defense tests for one turn. Pass a Strength test or lose your grip on any held object You lose 2 AP on the arm. Pass an Agility test or catch fire on the arm. 10 Strength Decay
5 One of the arm's modules of the attacker's choice is permanently disabled. Pass a Strength test or lose your grip on any held object You lose 2 AP on the arm. Pass an Agility test or catch fire on the arm. 10 Strength Decay
6 As above. There is a 20% chance of any held object being damaged. Pass a Strength test or lose your grip on any held object You lose 2 AP on the arm. Pass an Agility test or catch fire on the arm. 10 Strength Decay
7 The arm is crippled. 25% chance of held firearm going off and shooting a random object nearby Enemy can take any held item from your arm as a Free Action Held firearms explode if they are loaded, dealing 1 hit to the wielder You are knocked prone
8+ The arm is destroyed. 25% chance of held firearm going off and shooting a random object nearby Enemy can take any held item from your arm as a Free Action Held firearms explode if they are loaded, dealing 1 hit to the wielder You are knocked prone

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Leg

Lethal Damage Effect Impact Rending Energy Explosive
1 You take a -10 penalty to agility tests for one turn. Pass a Toughness test or be knocked prone You lose 1 AP on the leg. Pass an Agility+20 test or catch fire on the leg. 5 Agility Decay
2 One leg module of the attacker's choice is disabled for one turn. Pass a Toughness test or be knocked prone You lose 1 AP on the leg. Pass an Agility+20 test or catch fire on the leg. 5 Agility Decay
3 You take a -20 penalty to agility tests for one turn. Pass a Toughness test or be knocked prone You lose 1 AP on the leg. Pass an Agility+20 test or catch fire on the leg. 5 Agility Decay
4 You must pass a Toughness test, or lose the ability to dodge for one turn. Pass a Toughness test or be immobilised You lose 2 AP on the leg. Pass an Agility test or catch fire on the leg. 10 Agility Decay
5 One leg module of the attacker's choice is permanently disabled. Pass a Toughness test or be immobilised You lose 2 AP on the leg. Pass an Agility test or catch fire on the leg. 10 Agility Decay
6 As above. You must pass a Toughness test or be immobilised. -20 to Toughness test You lose 2 AP on the leg. Pass an Agility test or catch fire on the leg. 10 Agility Decay
7 The leg is crippled. You are knocked prone and dazed for one round The attacker instantly deals a minimum-roll damage attack to the other leg (or torso if leg is gone) Your torso and other leg automatically catch fire You are knocked prone and stunned for one round
8+ The leg is destroyed. You are knocked prone and dazed for one round The attacker instantly deals a minimum-roll+4 damage attack to the other leg (or torso if leg is gone) Your torso and other leg automatically catch fire You are knocked prone and stunned for one round

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Bridge

Lethal Damage Effect Impact Rending Energy Explosive
1 You take a -10 penalty to all tests for one turn. Take a -10 penalty to Perception tests for one turn You lose 1 AP on the bridge. Pass a Toughness+20 test or catch fire on the bridge. 5 Intelligence and Willpower Decay
2 One bridge module of the attacker's choice is disabled for one turn. Take a -10 penalty to Perception tests for one turn You lose 1 AP on the bridge. Pass a Toughness+20 test or catch fire on the bridge. 5 Intelligence and Willpower Decay
3 You take a -20 penalty to all tests for one turn. Take a -10 penalty to Perception tests for one turn You lose 1 AP on the bridge. Pass a Toughness+20 test or catch fire on the bridge. 5 Intelligence and Willpower Decay
4 You must pass a Toughness test, or lose a half action on your next turn. Take a -20 penalty to Perception tests for one turn You lose 2 AP on the bridge. Pass a Toughness test or catch fire on the bridge. 10 Intelligence and Willpower Decay
5 One bridge module of the attacker's choice is permanently disabled. Take a -20 penalty to Perception tests for one turn You lose 2 AP on the bridge. Pass a Toughness test or catch fire on the bridge. 10 Intelligence and Willpower Decay
6 As above. The Captain suffers 1d10 wounds, ignoring AP. Take a -20 penalty to Perception tests for one turn You lose 2 AP on the bridge. Pass a Toughness test or catch fire on the bridge. 10 Intelligence and Willpower Decay
7 The bridge is crippled. The Captain must pass an Agility test to abandon it, or suffer 1d10+5 wounds, ignoring AP. You are dazed for one round The attacker instantly deals a minimum-roll damage attack to the Hull Captain takes a -10 penalty to their Agility test. +1d10 damage to the Captain if they take damage
8+ The bridge is destroyed. The Captain must pass an Agility test to abandon it, or suffer 1d10+5 wounds, ignoring AP, +2 per point of Lethal Damage in excess of 8. You are stunned for one round The attacker instantly deals a minimum-roll damage attack to the Hull Captain takes a -10 penalty to their Agility test. +2d10 damage to the Captain if they take damage

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Hull

Lethal Damage Effect Impact Rending Energy Explosive
1 Shaky Cam! No effect. Take a -10 penalty to WS and Toughness tests for one turn You lose 1 AP on the Hull. Pass a Toughness+20 test or catch fire on the hull. 5 Strength and Toughness Decay
2 You take a -10 penalty to all tests for one turn. Take a -10 penalty to WS and Toughness tests for one turn You lose 1 AP on the Hull. Pass a Toughness+20 test or catch fire on the hull. 5 Strength and Toughness Decay
3 One Hull module of the attacker's choice is disabled for one turn. Take a -10 penalty to WS and Toughness tests for one turn You lose 1 AP on the Hull. Pass a Toughness+20 test or catch fire on the hull. 5 Strength and Toughness Decay
4 You lose the benefit of the Marines, Navigation or Technical crew for one turn (Attacker's choice). Take a -20 penalty to WS and Toughness tests for one turn You lose 2 AP on the Hull. Pass a Toughness test or catch fire on the hull. 10 Strength and Toughness Decay
5 You take a -10 penalty to all tests for 1d3 turns. Take a -20 penalty to WS and Toughness tests for one turn You lose 2 AP on the Hull. Pass a Toughness test or catch fire on the hull. 10 Strength and Toughness Decay
6 One Hull module of the attacker's choice is permanently disabled. Take a -20 penalty to WS and Toughness tests for one turn You lose 2 AP on the Hull. Pass a Toughness test or catch fire on the hull. 10 Strength and Toughness Decay
7 The Hull is crippled and the ship is out of action. No effect No effect No effect No effect
8+ The Hull is destroyed and the ship is out of action. No effect No effect No effect No effect

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Primary Weapons

Lethal Damage Effect Impact Rending Energy Explosive
1 You take a -10 penalty to attack tests with Primary Weapons for one turn. Take an extra -10 penalty to Primary Weapon attack tests for one turn. You lose 1 AP on the Primary Weapons Pass a Toughness+20 test or catch fire on the primary weapons. 5 BS Decay
2 Your fighters and bombers lose one ammo unit. Take a -10 penalty to Primary Weapon attack tests for one turn. You lose 1 AP on the Primary Weapons Pass a Toughness+20 test or catch fire on the primary weapons. 5 BS Decay
3 One Primary Weapon module of the attacker's choice is disabled for one turn. Take a -10 penalty to Primary Weapon attack tests for one turn. You lose 1 AP on the Primary Weapons Pass a Toughness+20 test or catch fire on the primary weapons. 5 BS Decay
4 One Primary Weapon of the attacker's choice is disabled for one turn. Take a -20 penalty to Primary Weapon attack tests for one turn. You lose 2 AP on the Primary Weapons Pass a Toughness test or catch fire on the primary weapons. Suffer 1 hit from a weapon of your choice
5 One Primary Weapon Module of the attacker's choice is permanently disabled. Take a -20 penalty to Primary Weapon attack tests for one turn. You lose 2 AP on the Primary Weapons Pass a Toughness test or catch fire on the primary weapons. Suffer 1 hit from a weapon of your choice
6 One Primary Weapon of the attacker's choice is permanently disabled. Take a -20 penalty to Primary Weapon attack tests for one turn. You lose 2 AP on the Primary Weapons Pass a Toughness test or catch fire on the primary weapons. Suffer 1 hit from a weapon of your choice
7 The Primary Weapons are crippled. No effect No effect No effect 1 weapon of your choice is destroyed and must be replaced
8+ The Primary Weapons are destroyed. No effect No effect No effect 1 weapon of your choice is destroyed and must be replaced

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Standard Weapons

Lethal Damage Effect Impact Rending Energy Explosive
1 You take a -10 penalty to attack tests with Standard Weapons for one turn. Take an extra -10 penalty to Standard Weapon attack tests for one turn. You lose 1 AP on the Standard Weapons Pass a Toughness+20 test or catch fire on the Standard weapons. 5 BS Decay
2 Your launchers lose one ammo unit. Take a -10 penalty to Standard Weapon attack tests for one turn. You lose 1 AP on the Standard Weapons Pass a Toughness+20 test or catch fire on the Standard weapons. 5 BS Decay
3 One Standard Weapon module of the attacker's choice is disabled for one turn. Take a -10 penalty to Standard Weapon attack tests for one turn. You lose 1 AP on the Standard Weapons Pass a Toughness+20 test or catch fire on the Standard weapons. 5 BS Decay
4 One Standard Weapon of the attacker's choice is disabled for one turn. Take a -20 penalty to Standard Weapon attack tests for one turn. You lose 2 AP on the Standard Weapons Pass a Toughness test or catch fire on the Standard weapons. Suffer 1 hit from a weapon of your choice
5 One Standard Weapon Module of the attacker's choice is permanently disabled. Take a -20 penalty to Standard Weapon attack tests for one turn. You lose 2 AP on the Standard Weapons Pass a Toughness test or catch fire on the Standard weapons. Suffer 1 hit from a weapon of your choice
6 One Standard Weapon of the attacker's choice is permanently disabled. Take a -20 penalty to Standard Weapon attack tests for one turn. You lose 2 AP on the Standard Weapons Pass a Toughness test or catch fire on the Standard weapons. Suffer 1 hit from a weapon of your choice
7 The Standard Weapons are crippled. No effect No effect No effect 1 weapon of your choice is destroyed and must be replaced
8+ The Standard Weapons are destroyed. No effect No effect No effect 1 weapon of your choice is destroyed and must be replaced

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Propulsion

Lethal Damage Effect Impact Rending Energy Explosive
1 You take a -10 penalty to Agility tests for one turn. Take a -10 penalty to Agility tests for one turn You lose 1 AP on the Propulsion location Pass a Toughness+20 test or catch fire on the Propulsion location. 5 Agility Decay
2 You lose the benefits of the Navigation crew for one turn. Take a -10 penalty to Agility tests for one turn You lose 1 AP on the Propulsion location Pass a Toughness+20 test or catch fire on the Propulsion location. 5 Agility Decay
3 One Propulsion module of the attacker's choice is disabled for one turn. Take a -10 penalty to Agility tests for one turn You lose 1 AP on the Propulsion location Pass a Toughness+20 test or catch fire on the Propulsion location. 5 Agility Decay
4 You take a -10 penalty to Agility for 1d3 turns. Non-Reaction Movement actions count as one Half Action longer for one turn You lose 2 AP on the Propulsion location Pass a Toughness test or catch fire on the Propulsion location. 5 Agility Decay
5 One Propulsion Module of the attacker's choice is permanently disabled. Non-Reaction Movement actions count as one Half Action longer for one turn You lose 2 AP on the Propulsion location Pass a Toughness test or catch fire on the Propulsion location. Pass a Toughness test or be dazed for one round
6 You are Immobilised for one turn. Non-Reaction Movement actions count as one Half Action longer for one turn You lose 2 AP on the Propulsion location Pass a Toughness test or catch fire on the Propulsion location. Pass a Toughness test or be dazed for one round
7 Propulsion is crippled. No effect No effect No effect No effect
8+ Propulsion is destroyed. No effect No effect No effect No effect

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Ejection

A Superheavy pilot may eject at any time. This is a test against 80; a pass means they eject and safely escape, whilst a failure means they fail to eject this round and must try again next round. A roll of 100 jams the ejection systems, and prevents any ejections from occurring.
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