Turn Summaries

Turn Summaries

Turn Summaries act as the fulcrum for a Grand Campaign Turn. They include much of your key information and also represent where most of your resources are spent. The different elements of a Summary will be explained below.

Resource Review

This area lists your various resources:
Entry Description
Advice and Reminders At the start of your Resource Review section, Dr. Tenma will inform you as to the health status of your ODs, Commanders and Pilots. Dr. Surov will inform you as to the damage status of your Eva and Superheavy corps. Finally, you will receive reminders regarding ongoing issues for pilots and ODs.
Operations Director This entry lists all of your Operations Directors and their current status, who are your most high-level commanders and one of your most powerful resources.
2nd Level Commanders This entry represents a pool of commanders who have their own uses, but are not as powerful or able as ODs. This also represents generic commanders, of which you may deploy an unlimited number.
P-Scale Force Cards This entry lists all of the special characters who have 'P-Scale Forces'; that is, they can be deployed on a mission to add a specific template of forces to that battle.
Evangelions This entry lists all of your Evangelions and Eva Pilots, as well as listing their health, damage status and career.
Superheavies This entry lists all of your Superheavies and Superheavy Pilots, divided by role. It lists their health and damage status as well.
Angels This entry lists all of your Angels, as well as their health status.
Hordes This entry lists all of your Hordes, divided by class type. It lists their Magnitude and weapon loadouts as well.
Letter-Type Equipment This entry lists all of your Letter-Type Equipment, which can be equipped to Evangelions to improve their abilities.
Capacity Points This entry lists your stored Capacity Points from the last Campaign Turn. Capacity Points are used to purchase upgrades, fund extra research, use powerful Event bonuses, and purchase Reserves.
Reserves This entry lists your stored Reserves from the last Campaign Turn. Reserves are used to repair damaged units.
Purchase List This entry lists what you may spend your CP on, and which options are currently available. The 'Master' List is shown below.
Repair List This entry lists how much it costs to repair something, along with the discounted price if appropriate. The 'Master' List is shown below.
Prestige List This entry lists how many Prestige Points you possess, along with how you may use them this turn. Prestige Points are like Fate Points, but for your faction; they are expended each turn, and regenerate next turn, and may be burned (used permanently) to gain special bonuses. Prestige Points are rarely gained.

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Purchase List

Name Effect CP Cost
Build A-Type Build 1 A-Type "Flight" Armour. Evas wearing A-Type Armour gain special flight abilities. 1
Build C-Type Build 1 C-Type "Aqua" Armour. Evas wearing C-Type Armour are better at fighting in water. 1
Build D-Type Build 1 D-Type "Extremis" Armour. Evas wearing D-Type Armour can resist extreme environments, and become resistant to energy attacks. 1
Build E-Type Build 1 E-Type "Booster" Armour. Evas wearing E-Type Armour are better at fighting in space. 2
Build F-Type Built 1 F-Type "Titanicus" Armour. Evas wearing F-Type Armour are heavily armoured and much stronger. 2
Build G-Type Build 1 G-Type "Sniper" Armour. Evas wearing G-Type Armour are superior at ranged attacks. 1
Build Venator Destroyer Build 1 Venator-Class Void Destroyer, which may be added to any Army. 20
Generate Reserves You generate 15 Reserves, which may be spent on repairing damaged Hordes and Evangelion units. 1
Requisition Supplies Select a single Eva or Superheavy pilot. Until the start of the next campaign turn, that pilot pays half the amount of XP when buying SUP, WUP or BUP. 1
Technical Funding Increase this turn's Research Points by 5. May be purchased a number of times equal to the number of Researchers in Technical. 1
Upgrade: Anzu Upgrade a single Artillery Division into an Anzu Artillery Division. 1
Upgrade: Horus Upgrade a single Armored or Tyrannosaur Armored Division into a Horus Grav Tank Division. 1
Upgrade: Kirishima Upgrade a single Fighter Aircraft Group into a Kirishima Starfighter Group. 1
Upgrade: Marines Upgrade a single Mechanised Infantry division into a Starfleet Marine Division. 1
Upgrade: Mk2 AC Upgrade a single AC Suit Division into a Mk2 AC Suit Division. 1
Upgrade: Tyrannosaur Upgrade a single Armored Division into a Tyrannosaur Armored Division. 1

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Reserve List

Name Effect Summary
HORDE REPAIR
Repairing Small Hordes You may repair a Small Horde (a Horde possessing the 'small' trait) by spending 1 Reserve per Squad (20 Magnitude). After a battle, all Small Hordes round their Magnitude up to the next Squad threshold. For example, if a Small Horde has 61 Mag, after the battle it'll be treated as having 80 Mag (4 squads). You would then spend 1 Reserve to restore its 5th Squad. A Small Horde with 81 Mag would be treated as having 100 Mag after the battle (and so would not need to be repaired). A Small Horde with 0 Mag, however, is treated as having 0 Mag after the battle, and requires 5 Reserve to repair fully. 1 Reserve per Squad
Repairing Large Hordes You may repair a Large Horde (a Horde possessing the 'Large' trait) by spending 3 Reserve per Squad (20 Magnitude). Large Hordes round their post-battle Magnitude off in the same way as Small Hordes: up to the next Squad threshold. 3 Reserve per Squad
Repairing Capital Ships You may repair a Capital Ship (a Horde possessing the 'Capital Ship' trait) by spending 5 Reserve per Squad (20 Magnitude). Capital Ships round their post-battle Magnitude off in the same way as Small Hordes; up to the next Squad Threshold. The only exception is if a Capital Ship was sunk (Mag 0). This incurs a one-time 15 'Salvage' Reserve cost, on top of the Reserve to repair all five squads. 5 Reserve per Squad
SUPERHEAVY REPAIR
Repairing Damaged Superheavies A Superheavy counts as 'Damaged' if it has received Critical Damage to any location during a battle, but has not been destroyed. If a Superheavy takes damage, but not Critical Damage, then after the battle it restores its wounds for free. A Damaged Superheavy, on the other hand, will restore no Wounds or remove no Critical Damage until it is repaired. Repairing a Superheavy costs 5 Reserve. 5 Reserve
Repairing Destroyed Superheavies A Superheavy counts as 'Destroyed' if it has been rendered inoperative due to taking excessive Critical Damage to the body. Repairing a Destroyed Superheavy costs 15 Reserve. 15 Reserve
EVANGELION REPAIR
Repairing Damaged Evangelions An Evangelion counts as 'Damaged' if it has received Critical Damage to any location during a battle, but has not been destroyed. If an Eva takes damage, but not Critical Damage, then after the battle it restores its wounds for free. A Damaged Eva, on the other hand, will restore no Wounds or remove no Critical Damage until it is repaired. If an Eva is equipped with the Fleshwarper Upgrade, then it is only counted as Damaged if it lost a limb completely; otherwise it heals all damage, including Critical Damage, for free after the battle. Repairing a Damaged Eva costs 45 Reserve. 45 Reserve
Repairing Destroyed Evangelions An Evangelion counts as 'Destroyed' if it has been rendered inoperative due to taking excessive Critical Damage to the Head or Body. Berserk Evangelions who were defeated but then reactivated due to talents count as Damaged instead (even if in the process they remove all Critical Damage). Repairing a Destroyed Eva costs 100 Reserve. 100 Reserve

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Prestige Point List

Name Effect
Compelled to Glory One character this turn gains a Conditional Fate Point.
Economic Growth You gain 1 extra CP this turn.
Heroic Spirit One combat mission this turn increases its starting Morale by 1, to a maximum of 10.
Pulling Through All characters who end this turn as Wounded or worse (but not dead characters) instantly heal 1d5 damage or Critical Damage.
Scientific Enthusiasm You gain 10 extra Research this turn.
War Bonds and Volunteers You gain 20 extra Reserves this turn.
Burn Effects
Champions of the Federation All characters this turn gain a Conditional Fate Point.
Economic Boom You gain 5 extra CP this turn.
Miraculous Recovery All characters who end this turn as Wounded or worse instantly heal all damage.
Summit of Science You gain 50 extra Research this turn.
War Solidarity You gain 100 extra Reserves this turn.

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Funding

This area lists CP, Reserve and Prestige Point expenditures and incomes.
Entry Description
Advice and Reminders At the start of your Expenditure section, Hannelore will advice you on how much has to be spent on repairs this turn; Dr. Surov will advise you on research to prioritise; other people will remind you on various financial obligations, such as to other countries.
CP Account This entry lists your stored CP from last turn, but also all income of this turn and all expenditures.
Reserves Account This entry lists your stored reserves from last turn, but also all reserves income of this turn and all expenditures.
Prestige Account This entry lists all your Prestige Point expenditures for this turn as well as any gains.

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Medical Corps

This area lists all information pertaining to your Medical Corps.
Entry Description
Medical Officers This entry lists all of your Medical Officers, their health status, their Medicae success threshold, their Psychology success threshold, and their Medical Capability.
Capability This term represents how often a Medical Officer can make Medical Actions. Any First Aid tests in excess of this amount take a -20 penalty and incur a level of fatigue on the officer that lasts until the end of the next Campaign Turn. Capability is equal to the Officer's TB.
Medical Ability This entry lists all of the improvements to your Medical Corps in two areas: Capability, and Efficacy, which is a bonus to tests made as part of the Medical Actions section.
Medical Actions This entry lists all of the characters who were injured this round, and the actions if any taken to heal them. This section requires some greater elaboration.

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Medical Actions

In this step, you tally up all the characters who took injuries, the actions to heal them, and calculate how long it will take for them to fully heal.
First and foremost, Characters who are Lightly Injured are recorded in this step for the sake of bookkeeping, but require no actions and are treated as being fully healed by the start of the next campaign turn.
The remaining characters, who are either Heavily or Critically Injured, may now receive a First Aid test. Select one Medical Officer, and make a First Aid test. Then, compare the result to the "First Aid Outcome Table" below.
Ego First Aid. (Requires AT Consolidation technology) In place of a First Aid test, a character may be subjected to Ego First Aid, which can reduce the Ego Damage taken during that battle. Select one Medical Officer to oversee the process; the patient then makes a Willpower test, gaining Assistance from the Officer. On a success, and for evey extra DoS, the patient negates 1 point of Insanity gained during the battle. This ignores the restrictions on removing Insanity below the next multiple of ten as it treats the damage as having never happened.
Mental First Aid. (Requires Psychological Therapy Equipment technology) In place of a First Aid test, a character may be subjected to Mental First Aid, which can reduce the Insanity Points taken during that battle. Select one Medical Officer, who then takes a SL (Psychology) test; on a success, and for every DoS, the patient negates 1 point of Ego damage gained during the battle. This ignores the restrictions on increasing Ego above the next multiple of ten as it treats the damage as having never happened.
Lost Limb Reattachments: If a character has lost a limb or body part, and that body part has not been destroyed, there exists the possibility that it may be reattached. In this case, this is a Medicae-50 test that takes place instead of the above First Aid test. On either a success or failure, the character is always treated as being Critically Injured for the purposes of discerning how long they will be out of action.
Fate Burns: If a character was forced to burn fate due to injury, then they are always treated as being Critically Injured for the purposes of discerning how long they will be out of action.
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First Aid Outcome Table
Outcome Result Time
Character is now missing wounds equal to less than twice their Toughness Bonus Lightly Injured 0 Turns, Character will be ready for action next turn
Character is now missing wounds equal to or higher than twice their Toughness Bonus Heavily Injured 1 Turn. Heavily Injured characters may be deployed, but begin with a level of fatigue that cannot be removed.
Character has Critical Damage remaining Critically Injured 2 Turns

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Research Division

This area lists all information pertaining to your Research Division. Every turn, the Research Division generates a number of Research Points equal to the total Intelligence Bonus of all of its members. These Research Points may then be spent on a number of technologies over several fields. Each technology has a beneficial effect, unlocking new upgrades, weapons, or improvements. Each tech also has a 'Research Threshold', which represents how many Research Points must be spent on the improvement before it can be unlocked. Before a tech may be invested in, however, you must have achieved the tech's prerequisites, which may be a different technology, or something else (for example, killing a certain type of enemy).
Entry Description
Researchers This entry lists all of your Researchers, their health status and their RP (Research Point) value. Researchers generate a number of RP equal to their IB each turn.
Research Ability This area is broken up into three categories: Researched Technologies, Technologies Available, and Research Bonuses.
Researched Technologies This entry lists all the technologies you've researched in each of the five disciplines.
Technologies Available This entry lists all of the technologies you are able to research, as well as any progress already invested in them.
Research Bonuses Certain Researchers, Techs and other bonuses provide Discounts to a certain Discipline. Techs in a discounted discipline have their total cost reduced by the sum of all the discounts (rounding the cost down), so a tech costing 100 RP, with a 5%, 10% and 15% discount, will reduce its cost by 30% (to 70). If, for whatever reason, a discount would drive the cost down below the RP already invested, the excess RP is refunded. Note: the 'General Improvement' field adds any discounts within to all research.
Research Allocation This entry lists all of your gained RP, as well as where it is expended.

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Diplomatic Service

This area lists all information pertaining to your relations with other factions.
Entry Description
Advice This entry will provide you with advice about your standing with factions and potential flashpoints in the future.
Satisfaction Marks This lists all of the factions you deal with, as well as their Satisfaction Marks. Satisfaction goes from -10 (the worst) to 10 (the best), with 0 representing an indifferent attitude. Generally speaking, the higher the better. Factions whose Satisfaction drops below 0 will begin causing problems, and Federation members might withdraw if it drops below -5. Meanwhile, neutral or enemy factions are more likely to provide beneficial events or other such things if their Satisfaction is popular.

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Intelligence Agency

This area lists all information pertaining to your Intelligence Agency, which is used to perform clandestine operations that provide information and other benefits on battles, events, and missions. The Agency is made up of a number of Operatives, who may, once per turn, perform an Operation; see below.
Entry Description
Operatives This entry lists all of your Operatives, who are your dedicated intelligence staff. It lists their health status and their Skill Level, which is between 1-5.
Agency Operations This represents all of the actions you can make with the Agency.

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Agency Operations

Agency Operations represent all of the actions you can make with the Agency. Agencies rely on their Operatives; each Operative possesses a Skill Level, and may, once per Turn, perform any Operation with a Skill Level equal or below the Operative's level.
Name Effect Skill Level
Battlefront Intelligence Select one Battlefront. You may reveal all information on the Enemy. 1
Counter-Operations All Characters gain a +5 bonus per Skill Level to resisting the Sabotage operation. 1
Event Monitoring Select one Event. You may roll a single die associated with a single action. This happens before you make any action selections, and the rolled result stands. Alternatively you can use this Operation to reveal extra context or details about one of the characters or events mentioned in the Event outline. 2
Field Intelligence This action will reveal extra information about an Investigation, based on the players' request. For example, it might be detailed maps of the region or a special security code. Alternatively, the benefit might be 'banked' until during the mission, where, assuming contact with Intelligence, the characters can tap Field Intelligence to learn new information or gain a boost to a test. 3
Personnel Espionage Select one known enemy character. So long as the choice is not vetoed by the GM, you may reveal one of the following: the character's Characteristics, their Traits (assets, drawbacks, OD assets, disorders, Instabilities etc), or their Skills and Talents. 3
Skirmish Intelligence Select one Skirmish. You may reveal all information on the Enemy. 3
Data Worm Select one enemy unit that you know is being deployed to a Mission. You may, for the duration of the mission, gain access to their Line of Sight as well as information on their Characteristics etc as though you rolled the best result on 4
Mission Data Select one Mission. You may reveal all of the details of a single enemy battlegroup card. 4
Sabotage Select one enemy Construct or Horde that you know is being deployed to a Mission. During the mission, your Supreme Commander may make an opposed Intelligence test against the target's Intelligence or Security. On a success, select one option: the Construct takes 1d10 explosive damage to any location bar the head that is not reduced by TB or AP (or 20 Mag if a Horde); the target takes a -10 penalty to all tests for the duration of the mission; the target loses all connection with allies and may not grant or receive OD, Tactics or Formation benefits for 2 rounds. A target may only be selected for Sabotage once per mission. 5

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