Uef Army List

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E-Scale

Fortresses and Capital Ships

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Characteristics
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
60 75 40 50 30 35 35 35 20
SKILLS
Awareness
HORDE TRAITS
Capital Ship, Command Centre; Disciplined, Fighting Withdrawal; Support (5)
TRAITS
Amphibious (6), ATS (20), Flight (6), Hover (6), Void (6), Machine (30), Regeneration (2), Size (10)
TALENTS
Barrage, Rapid Reload
AT FIELD POWERS
As per Core Eva Pilot
SPECIALISTS
Engineer, Pathfinder, Spotter, Weapon Specialist (Impact Cannon, Hellfire Cannon, Fusion Striker)
AP Turrets W-Spec Weapons
30 Macrobattery Impact Cannon/Hellfire Cannon/Fusion Striker
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
Ablative Gel Passive 5 No Limit You negate the first attack dealt to you that does damage per round.
Automatic Defenses Passive 1 No Limit You may, once per round, make a free attack with one of your non-Specialist weapons against an enemy that moves within, or attacks an ally within, Support Range of you.
Garrison Passive 1 No Limit You always count as possessing one instance of the 'Garrison' Advantage. (This gives you a +40 bonus against the Boarding Assault and Fortress Assault Advantages.)
Melee Abilities
Positron Drill 1 Full 5 No Limit Make a Melee attack against an E-Scale enemy of size Monumental or larger (Battleships included). You ram it with your massive Positron Drill, dealing 6d10+5 P15 damage with the Positron, Disrupt (15), Proven (3) and Hy-Prog qualities. You may not move or attack for another 2 rounds afterwards. This weapon loses the Positron quality if you are submerged.
Ranged Abilities
AT Cannon 1 Full 5 1 per Battle You make a Ranged attack against a target within Long Range (100dm, 10km). The attack deals 4d10+(ATS/2) energy damage, Pen ATS, Blast 10, and has the Positron quality. Until the start of your next turn, your ATS is zero.
Battleship Weapons Passive 1 No Limit Your Macrobattery gains the Storm quality. You gain a free Weapon Specialist equipped with one W-Spec weapon, which becomes Twin-Linked.
Support Abilities
Assault Carrier Passive 1 No Limit You count as a Supply Port (as well as a Launch Port not connected to the network). Furthermore, Constructs can stand on your deck and/or retreat below. When a Construct deploys via your Launch Port, they may make a Boosted Jump or as a Free Action. Furthermore, Constructs within your Support radius may use your Supply Port as though they were adjacent to you.
AT Equipped Passive 1 No Limit The ship is equipped with an Eva in an augmentation chamber, giving it an AT Field and powers. The ship may not use AT Powers, but gains a Specialist who may only use their actions to use or sustain Powers.
Supply Crews Full Action 4 1 per Battle Select one spent Advantage that derives from an Air Horde. You now regain that Advantage. Note that only one Advantage may be refreshed per battle, even if you have multiple units with Supply Crews.

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Superheavies

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The first Superheavy model that nations such as France and the Soviet Union obtained access to were the Thruster Dreadnoughts. More a walking weapons platform than anything, the Thruster Dreadnought was a small, squat thing, about 15 to 25 metres tall, with stumpy little legs that limited its speed. However, what it lacked in speed it made up for with firepower. The average Thruster Dreadnought was capable of packing an exceptional amount of heavy weaponry with which to destroy it foes.

For the nations of the Federation, mass-producing E-Destroyers is a pipe dream. However, the major states all realised that they would be helpless without access to some sort of Superheavy corps. To that end, the nations charged Thruster Unity with modernizing and upgrading their design. The result was the Thruster Unity Mk2 Dreadnought. Roughly the same size, with the same distinctive boxy shape, the Mk2 is nevertheless a Thruster design through and through, being an unusually rugged design with an incredibly strong frame and powerful armour. Its main weakness is its limited maneuverability. The Mk2 still lacks flight capabilities, and has a slow natural movement speed. It cannot keep up with E-Destroyers, Evangelions or Dysangelions. However, anyone expecting its armament to be as limited as its maneuverability is in for an extremely rude awakening. When placed within the fortified defenses of a fortress city such as Verdun or Paris-2, the Mk2 doesn't need to keep up with any E-Destroyers; instead they become unflinching bulwarks, unable to be dislodged without a massive and costly effort.

The Mk2 has an unerring effect on many of the foes it fights in the field, especially in cities. Whilst E-Destroyers float and fly gracefully over the battlefield, Mk2s are… Different Enemy tank commanders have reported that it starts with the rumbling as they hear -something- stomp-stomp towards them, something massive, yet not big enough to be seen around the high-rise buildings. Then it appears at the end of the street- massive, bulky, box on two stubby legs, not even pausing, just awkwardly turning mid-run, stomping towards them at top speed. Most tank rounds simply bounce off the armour, and the Dreadnought doesn't slow down, instead just stomping right over the vehicles and grinding them into paste… If they're lucky. Otherwise, once it has finished its charge, the Dreadnought then situates itself in the middle of the unit, its massive bulky fist coming down, flattening tanks or otherwise grabbing them, compressing suddenly, and tossing the wreck at another vehicle, all the while stomping about. The effect is brutal on morale.
Characteristics
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
50 50 40 40 20 30 35 40 25
SKILLS
Awareness+10
HORDE TRAITS
Large; Battle-Hardened, Disciplined, Fighting Withdrawal; Fire Drill (1), Overwhelming (1)
TRAITS
Machine (8)
TALENTS
Barrage, Furious Charge
SPECIALISTS
Coordinator, Sergeant, Spotter, Weapon Specialist
W-Spec Melee W-Spec Pistol W-Spec Basic W-Spec Heavy W-Spec Other
Hyper Claw, Smash Knuckle, Positron Claw Burst Cannon, Heavy Bolter, Fusion Multigun, Hellstorm Vulcan, Mascannon, Multi-Maser, Positron Cannon, Pulse Railcannon, Tactical Bazooka
AP Ranged Weapons Melee Weapons
8 Bolter/Rail Minigun/Fusion Gun/Hellgun/Masgun/Pulse Autorifle/Positron Gun Dreadnought Fist
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
Bulwark of Stone Free 1 3 per Battle Use at the start of your round. Until the start of your next turn, you automatically pass any break tests. Furthermore, during your turn, you may for all intents and purposes treat your as though you were at full strength, except that enemies do not gain hit bonuses against you due to your magnitude.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, you may make standard Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn. You may not use this ability against enemies who have Surprised you.
Support Abilities
Thruster Ingenuity Half Action 1 1 per battle You instantly regain +20 Magnitude. If you are still alive at the end of the battle and have not used this ability, then it is automatically expended then (but not if you were completely destroyed).
Weapons Team Passive 1 Unlimited You gain an extra Weapons Specialist, who is treated as per usual for a Weapons Specialist and may be equipped with any weaponry your Specialists may access.

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Spawn

Characteristics
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
SKILLS
HORDE TRAITS
TRAITS
TALENTS
SPECIALISTS
W-Spec Melee W-Spec Pistol W-Spec Basic W-Spec Heavy W-Spec Other
AP Ranged Weapons Melee Weapons
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
Melee Abilities
Movement Abilities
Ranged Abilities
Support Abilities

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Pilot Templates

CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Synch Ratio
50 40 40 35 50 35 35 35 35 0
SKILLS
Acrobatics+20, Athletics+10, Awareness+10, Dodge+20, Intimidate+10, Literacy, Parry+20, Stealth+10
SPECIALIST SKILLS
Linguist (English, any two), Operate (Superheavy+20)
TRAITS
-
HORDE LEADER BONUS
-
PROFICIENCY TALENTS
Melee Training, Pistol Training, Basic Training, Heavy Training Melee Specialist, Pistol Specialist
SKILL TALENTS
Talented (Operate Superheavy)
COMBAT TALENTS
Arms Master, Commission*2, Quick Draw Ambidextrous, Precision Attack, Two Weapon Wielder (Melee, Ranged)
MELEE TALENTS
Furious Charge, Disarm, Double Team, Takedown, Street Fighting, Swift Attack, Unarmed Warrior Assassin Strike, Battlemaster, Crippling Strike, Combat Master, Duelist, Dual Strike, Gravity Kick, Lightning Attack, Unarmed Master Irresistable Force
RANGED TALENTS
CQC Gunplay, Deadeye Shot, Hip Shooter, Rapid Reload Barrage, Cleanse and Purify, Crack Shot, Dual Shot, Gun Drill, Independent Targeting
MENTAL TALENTS
Blind Fighting, Heightened Senses, Hotblooded, Indomitable, Jaded Fearless, Light Sleeper, Nerves of Steel, Unshakeable Faith
PHYSICAL TALENTS
Bulging Biceps, Catfall, Hardy, Resistance (Cold, heat, poison, fear, mental), Sound Constitution*3 Hard Target, Leap Up, Lightning Reflexes, Rapid Reaction, Sprint Step Aside
PILOTING TALENTS
Adept Maneuvering, Brace for Impact, Reduce Profile
WOUNDS FATES EQUIPMENT
17 2 -

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Retinues

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The Liberated Nations, awash in the resources and manufacturing base granted to it by the Synfront and flush with advanced technology, developed an audacious shipbuilding programme. It was hoped that, by building large warships bristling with weapons, possessing Evangelion hangar facilities and capable of flight, submerging and space travel, strategic prominence would shift away from Evangelions and towards these warships. To that end, the LN created the Achaemenes-class AT Battleship. Designed by Doctor Barzilai Surov and his team, the design was extremely powerful and possessed of ablative gel generators that would shield the ship from damage, the true strength of the Achaemenes-class was its S2 Chamber- by placing a fully realised Eva unit into this chamber, the ship could act as an amplifier, strengthening the Eva's AT Field and projecting it around the Battleship, essentially giving the Battleship an AT Field of its very own, whilst the entire energy needs could be met by the S2 Organ. Three Achaemenes-class hulls were placed down for construction. The first, the Independence, was destroyed by NERV during the LN War. The second was the Cyrus Achaemenes, which was not quite finished by the end of the war. Instead, the Cyrus was found by the ascended Silas Caine, who used his incredible AT Field powers to finish it and ultimately enhance it. It was to be his flagship and his divine palace.

Then it was stolen by Aline Blanc and Sera de Pteres during the Brother Insurrection.

Renamed the Dorian Lachapelle, the AT Battleship is the flagship of the United Earth Federation and one of its greatest resources. Sitting at 1.643 kilometres long and 265 metres wide at the beam, it is one of the largest human-made objects in history, and possesses a crew of over 10,000. A logistical nightmare at best, at full combat readiness the Dorian nevertheless can be expected to go for up to twenty days without having to resupply and is capable of maintaining five Evangelions permanently, and up to fifteen on a short-term basis. It comes with extensive hangars for fighters and bombers as well as AC Suits and Superheavy units. The vessel is cheaper than one would expect, due to its unique power source and its self-maintenance ability. The Dorian sports heavy weaponry, with its primary capital ship guns being a pair of 50"/32 Explosive Impact Rail Cannons and a pair of Positron Impact Cannons; it also possesses formidable secondary turret weapons, over 200 anti-air autocannon defenses and multiple long range missile batteries. Its most distinctive weapon however is the Xerxes-Type Positron Bow Drill; a massive drill built into its bow that can be charged with positron energy, guaranteed to severely damage any enemy Battleship foolish enough to get in close.
Characteristics
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
60 85 40 60 30 35 35 35 20
OWNER XO Navigational Engineer Coordination Security Warfare
Marianne Amatore-DeForest Frederic Gosselin Casey Cole James Riel Sophie Gagnier Frederic Gosselin Cornelia Archibald
Command Staff Bonuses
Intelligence made 50; Perception made 60; Increase Void/Flyer/Hoverer by 3; Gains Precision Attack/Elite Precision/Covering Fire/Crack Shot/Mighty Shot
Retinue Upgrades
Elite Abilities (Fearless), Special Training (Dirty Fighters, Exemplary Leadership), Enhanced Armour (+4), Veterans (BS, Toughness)
SKILLS
Awareness
HORDE TRAITS
Capital Ship, Command Centre; Disciplined, Fighting Withdrawal; Dirty Fighters; Exemplary Leadership, Support (5)
TRAITS
Amphibious (6), ATS (20), Flight (6), Hover (6), Void (6), Machine (30), Regeneration (2), Size (10)
TALENTS
Barrage, Rapid Reload, Fearless
AT FIELD POWERS
As per Core Eva Pilot
SPECIALISTS
Engineer, Pathfinder, Spotter, Capital Weapons (Impact Cannons, Positron Impact Cannons)
AP Turrets W-Spec Weapons
34 Macrobattery Impact Cannon/Hellfire Cannon/Fusion Striker
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
Ablative Gel Passive 5 No Limit You negate the first attack dealt to you that does damage per round.
Automatic Defenses Passive 1 No Limit You may, once per round, make a free attack with one of your non-Specialist weapons against an enemy that moves within, or attacks an ally within, Support Range of you.
Garrison Passive 1 No Limit You always count as possessing one instance of the 'Garrison' Advantage. (This gives you a +40 bonus against the Boarding Assault and Fortress Assault Advantages.)
Melee Abilities
Positron Drill 1 Full 5 No Limit You may activate this when you make a Melee attack against an E-Scale enemy of size Monumental or larger (Battleships included). You ram it with your massive Positron Drill, dealing 6d10+5 P15 damage with the Positron, Proven (3) and Hy-Prog qualities. You may not perform any attacks for another 2 rounds afterwards. This weapon loses the Positron quality if you are submerged.
Ranged Abilities
AT Cannon 1 Full 5 1 per Battle You make a Ranged attack against a target within Long Range (100dm, 10km). The attack deals 4d10+(ATS/2) energy damage, Pen ATS, Blast 10, and has the Positron quality. Until the start of your next turn, your ATS is zero.
Battleship Weapons Passive 1 No Limit Your Macrobattery gains the Storm quality. You gain a free Weapon Specialist equipped with one W-Spec weapon, which becomes Twin-Linked.
Support Abilities
Assault Carrier Passive 1 No Limit You count as a Launch Port/Supply Port. Constructs can stand on your deck and/or retreat below. When a Construct deploys via your Launch Port, they may make a Boosted Jump or as a Free Action. Furthermore, Constructs within your Support radius may use your Supply Port as though they were adjacent to you.
AT Equipped Passive 1 No Limit The ship is equipped with an Eva in an augmentation chamber, giving it an AT Field and powers. The ship may not use AT Powers, but gains a Specialist who may only use their actions to use or sustain Powers.
Supply Crews Full Action 4 1 per Battle Select one spent Advantage that derives from an Air Horde. You now regain that Advantage. Note that only one Advantage may be refreshed per battle, even if you have multiple units with Supply Crews.

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P-Scale

Infantry

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" The Federation's largest military branch is the Army; and the majority of the Army is made up of Infantry such as these. They fight using tried and true tactics and strategies, advancing in APCS under air and artillery cover, before dispersing to fortify and hold a position. The Federation Army is drawn from a dozen different nationalities using different doctrines, fighting styles and equipment, so not every regiment is identical. Equipment varies by country, although the vast majority of the bulk of the Army is drawn from the richest states, so equipment tends to be high quality: protective carapace armour is practically standard, whilst modern firearms are common. The French, British, Russians and Chinese rely on the trusty Railgun for their needs, whilst the Americans and Canadians cleave to Maser weaponry.
"
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
35 35 35 35 35 25 30 25 25
SKILLS
Athletics +10, Awareness, Dodge, Literacy
HORDE TRAITS
Disciplined
TRAITS
-
TALENTS
Nerves of Steel, Rapid Reload
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Engineer, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist Bolter/Bolt Shotgun/Crack Grenades/Death Blossom Grenades/Frag Grenades/Mas Longrifle/Rail Battle Rifle - Multi-Maser, Rail Minigun
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
9 Mascarbine/Masgun/Railcarbine/Railgun Maspistol/Railpistol Surovite Shortblade Carapace Armour
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move or are moved. This ability also stacks with itself up to a maximum of +4 AP.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, your horde and its W-Specs may make a Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn. You may not use this ability against enemies who have Surprised you.
Grenade Abilities
Frag Assault 1 Full 1 3 Per Battle You make a ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.

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Rare Infantry

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These tough soldiers have been drawn from John Brown's guerrilla army. They are an experienced, battle-hardened lot, well-used to combat in difficult and unforgiving terrain. They make excellent light infantry, skirmishing and harassing enemy forces and launching ambushes, but they can face trouble when countered with heavier forces.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 45 40 35 45 30 40 35 25
SKILLS
Athletics +10, Awareness, Dodge, Literacy, Stealth+10, Survival+10
HORDE TRAITS
Ambushers, Battle-Hardened, Dirty Fighter, Evasive, Fire Drill (1), Mobile (1), Rangers
TRAITS
-
TALENTS
Deadeye Shot, Hard Target, Nerves of Steel, Rapid Reload, Swift Attack, Swift Shadow
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Coordinator, Engineer, Medic, Pathfinder, Sapper, Sergeant, Spotter, Weapon Specialist Mas Longrifle Hyper Axe, Hyper Sarissa, Hyper Sword Multi-Maser
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
12 Hellgun/Mascarbine/Masgun Hellpistol/Masgun Surovite Sword/Hyper Knife Carapace Armour
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move or are moved. This ability also stacks with itself up to a maximum of +4 AP.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, your horde and its W-Specs may make a Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn. You may not use this ability against enemies who have Surprised you.
Grenade Abilities
Anti-Armour Assault 1 Full 1 1 Per Battle You make a ranged attack with the Crack Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Frag Assault 1 Full 1 3 Per Battle You make a ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.
Movement Abilities
Rapid Retreat Free 1 3 per Battle May be used after you have suffered a single attack from an enemy unit. You instantly make a Full Move, which you may only use to move away from the attacker.

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Elites

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Characteristics
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 45 35 35 45 35 35 35 25
Skills
Literacy Athletics+10, Awareness+10, Dodge+10
Specialist Skills
Linguist (English, One other) Operate (Wheeled+10, Tracked+10, Superheavy+10, Fixed Wing+10, Variable Wing+10, Skimmer+10)
Weapon Talents
Training (Melee+Pistol+Basic+Heavy)
Skill Talents
Talented (Operate)
Mental Talents
Nerves of Steel
Piloting Talents
Adept Maneuvering, Reduce Profile
Wounds Fates Equipment
12 0 Federation Officer Outfit

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Commanders

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Characteristics
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
30 40 40 40 40 45 40 35 40
Traits
Tactician, Touched by the Fates (2)
Horde Leader Bonus
Varies
Skills
Athletics, Charm, Dodge, Intimidate, Literacy, Scrutiny, Stealth Command+10
Specialist Skills
Linguist (English, one other) Lore (Tactics+10, War+10)
Weapon Talents
Training (Melee, Pistol, Basic, Heavy)
Skill Talents
Talented (Lore)
Combat Talents
Arms Master Favoured Enemy (one)
Melee Talents
Unarmed Warrior
Ranged Talents
Rapid Reload
Interpersonal Talents
Air of Authority, Cold-Hearted Galvanising Presence, Inspirational
Mental Talents
Foresight Unshakeable Faith
Physical Talents
Rapid Reaction
Director Talents
MAGI Command
Support Talents
Able Assistant, Combat Formation, Hunker Down, Marker
Wounds Fates Equipment
15 2 Best Pistol (General/Maser/Positron/Bolt), Best Basic (General/Maser/Positron/Bolt/Fusion), Fed. Heavy Power Armour

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Battlefront Units

Air Forces

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Battlefront Traits
Trait Name Subname Effect
Fast Attack Unit - If you have more Hordes with this Trait than the enemy does, then you gain +2 Edge.
Regular - You possess 25 Willpower (for the purpose of Break tests).
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Advantages
Advantage Usability Range Duration Effect Stacking Effect
Markerlights Your Turn Universal Start of your next turn You may apply 2 Markerlights to any targets you like. +2 per extra use.
Recon Passive Universal Unlimited All allied units increase their vision range by +2. If 2 used, all allied units gain unlimited vision.

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Ground Forces

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Battlefront Traits
Trait Name Subname Effect
Assault Unit - So long as your side has morale advantage, this Horde provides +3 Edge.
Armoured 2 This Horde ignores X Mag Damage per turn.
Terrain Adept Flatland For each X terrain the Battlefront provides, you gain +1 Edge.
Terrain Poor Rough, Shallows For each X terrain the Battlefront provides, your enemy gains +2 Edge.
Regular - You possess 25 Willpower (for the purpose of Break tests).
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Shock Attack Once Before If you win this round, the enemy takes a -20 penalty to all Break tests. Increase the penalty by -5.
Advantages
Advantage Usability Range Duration Effect Stacking Effect
Depleted Rounds Your Turn Close (3km) Start of your next turn All enemy units reduce their AP on all areas by 2. +1 per extra use.
Gruelling Attack Your Turn Close (3km) Start of your next turn Select one enemy unit with no Deflection. It must test Toughness or take a rank of Fatigue. -10 to test per extra use.

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Skirmish Units

Capital Ships

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Battlefront Traits
Trait Name Subname Effect
Armoured 2 This Horde ignores X Mag Damage per turn.
Coordinator - All allied Units take a +10 to Break tests.
Support Unit - For every Troop Unit on your side, you gain +1 Edge, up to your Squad amount.
Retreat - This unit may be withdrawn from battle before any Tactics tests; their traits and abilities cease applying immediately.
Terrain Master Water For each X terrain the Battlefront provides, you gain +2 Edge.
Elite - This Unit possesses 40 Willpower and the Disciplined and Stubborn Unit traits (for the purposes of Break tests).
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Command Post Once Before Gain a +10 to your Tactics test this turn. No effect.
Repair Construct Once After All Constructs regain 6 Wounds. Increase wounds by +2.

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Evangelions

AT Tacticians

Ayanami%20Go.png?dl=0
Battlefront Traits
Trait Name Subname Effect
Construct 30 This unit never takes Break tests, and instead of Magnitude, possesses wounds equal to X that deplete in the same way.
Armoured 6 This Horde ignores X Mag Damage per turn.
AT Tactician - So long as your side has morale advantage, this Unit provides +2 Edge, and all units on your side take -2 damage.
AT Field - You take no damage and automatically pass Break tests unless the enemy wins by 3 DoS or more than your commander.
Retreat - This unit may be withdrawn from battle before any Tactics tests; their traits and abilities cease applying immediately.
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Focus Blast Once Before If you win this round, the enemy takes +2 damage, +1 for every unit on your side with the AT Field Trait. Increase damage by +2.
Evasive Maneuvers Twice After Reduce your Mag damage taken by 4. No effect.
Mindbolt Once Before If you win this round, the enemy leader, and all enemy Hordes, take a -10 to their next tactics and break tests. Increase penalty by -5.

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Berserker

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Battlefront Traits
Trait Name Subname Effect
Construct 40 This unit never takes Break tests, and instead of Magnitude, possesses wounds equal to X that deplete in the same way.
Armoured 8 This Horde ignores X Mag Damage per turn.
Berserker 20 The first time this unit's wounds drop to 0 or below, it regains X wounds and gains Armoured +2 and Powerful +2 for the rest of the battle. It now counts as 'Berserked'. However, it still must be repaired as though it were Heavily Damaged.
AT Field - You take no damage and automatically pass Break tests unless the enemy wins by 3 DoS or more than your commander.
Reign of Terror - All enemy Units take a -10 to Break tests.
Retreat - This unit may be withdrawn from battle before any Tactics tests; their traits and abilities cease applying immediately.
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Devour Once Before If you win this round, you may select one enemy Construct, which must also be biological in nature (GM's discretion). This Construct loses any benefit from the AT Field trait this round, and if the damage it takes drops it to 0 wounds or lower, it is instantly destroyed; you regain 10 wounds. Must be Berserked. No effect.
Evasive Maneuvers Twice After Reduce your Mag damage taken by 4. No effect.

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Dervishes

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Battlefront Traits
Trait Name Subname Effect
Construct 30 This unit never takes Break tests, and instead of Magnitude, possesses wounds equal to X that deplete in the same way.
Armoured 6 This Horde ignores X Mag Damage per turn.
Dervish - If you have more Units with this Trait than the enemy does, then you gain +3 Edge.
AT Field - You take no damage and automatically pass Break tests unless the enemy wins by 3 DoS or more than your commander.
Retreat - This unit may be withdrawn from battle before any Tactics tests; their traits and abilities cease applying immediately.
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Evasive Maneuvers Twice After Reduce your Mag damage taken by 4. No effect.
Momentum Once Before If you win this round, deal +5 extra damage to a single target of your choice. Increase damage by +2.
Raid Once Before If you win this round, the enemy loses an extra point of Morale. On a success, all enemy units take a -5 penalty to Break tests this turn.

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Pointmen

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Battlefront Traits
Trait Name Subname Effect
Construct 40 This unit never takes Break tests, and instead of Magnitude, possesses wounds equal to X that deplete in the same way.
Armoured 8 This Horde ignores X Mag Damage per turn.
Pointman - If you have more Units with this Trait than the enemy does, then you gain +3 Edge.
AT Field - You take no damage and automatically pass Break tests unless the enemy wins by 3 DoS or more than your commander.
Retreat - This unit may be withdrawn from battle before any Tactics tests; their traits and abilities cease applying immediately.
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Cover Five After Select one ally; they take no damage this turn, but instead their damage is added to your own as a separate attack (i.e. it is also affected by Armoured). No effect.
Evasive Maneuvers Twice After Reduce your Mag damage taken by 4. No effect.
Neutralise Twice Before If you win this round, the enemy's AT Field Traits effects are nullified until the start of the next turn. No effect.

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Snipers

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Battlefront Traits
Trait Name Subname Effect
Construct 30 This unit never takes Break tests, and instead of Magnitude, possesses wounds equal to X that deplete in the same way.
Armoured 6 This Horde ignores X Mag Damage per turn.
Sniper - For every Construct and Troop Unit on your side, you gain +1 Edge, up to your Squad amount.
AT Field - You take no damage and automatically pass Break tests unless the enemy wins by 3 DoS or more than your commander.
Retreat - This unit may be withdrawn from battle before any Tactics tests; their traits and abilities cease applying immediately.
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Evasive Maneuvers Twice After Reduce your Mag damage taken by 4. No effect.
Royal Heartbreaker Once After If you won this round, you either deal either +5 damage to all targets, or deal +20 damage to a single target. No effect.

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Superheavies

Support

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Battlefront Traits
Trait Name Subname Effect
Construct 20 This unit never takes Break tests, and instead of Magnitude, possesses wounds equal to X that deplete in the same way.
Armoured 6 This Horde ignores X Mag Damage per turn.
Special Training Command Your side's starting Morale increases by 1.
Retreat - This unit may be withdrawn from battle before any Tactics tests; their traits and abilities cease applying immediately.
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Ambush Once After Requires Forest, Rough or Urban terrain. May be used after a Tactics roll you won. You increase total damage to the enemy by +4 for this turn, and they take a -5 penalty to Break tests. Increase damage by +2.
Evasive Maneuvers Twice After Reduce your Mag damage taken by 4. No effect.

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Dervishes

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Battlefront Traits
Trait Name Subname Effect
Construct 18 This unit never takes Break tests, and instead of Magnitude, possesses wounds equal to X that deplete in the same way.
Armoured 5 This Horde ignores X Mag Damage per turn.
Dervish - If you have more Units with this Trait than the enemy does, then you gain +2 Edge.
Retreat - This unit may be withdrawn from battle before any Tactics tests; their traits and abilities cease applying immediately.
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Assassin Once Before If you win this round, deal +6 damage to units with the Coordinator or Special Training (Command) trait. Increase damage by +2.
Evasive Maneuvers Twice After Reduce your Mag damage taken by 4. No effect.

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Pointmen

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Battlefront Traits
Trait Name Subname Effect
Construct 26 This unit never takes Break tests, and instead of Magnitude, possesses wounds equal to X that deplete in the same way.
Armoured 7 This Horde ignores X Mag Damage per turn.
Pointman - If you have more Units with this Trait than the enemy does, the enemy loses -3 Edge.
Retreat - This unit may be withdrawn from battle before any Tactics tests; their traits and abilities cease applying immediately.
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Cover Five After Select one ally; they take no damage this turn, but instead their damage is added to your own as a separate attack (i.e. it is also affected by Armoured). No effect.
Evasive Maneuvers Twice After Reduce your Mag damage taken by 4. No effect.
Positron Burrow Once After Select one enemy; it loses the AT Field quality and -2 AP for this round. No effect.

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Snipers

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Battlefront Traits
Trait Name Subname Effect
Construct 18 This unit never takes Break tests, and instead of Magnitude, possesses wounds equal to X that deplete in the same way.
Armoured 5 This Horde ignores X Mag Damage per turn.
Sniper - For every Construct and Troop Unit on your side, you gain +1 Edge, up to your Squad amount.
Retreat - This unit may be withdrawn from battle before any Tactics tests; their traits and abilities cease applying immediately.
Terrain Master Forest, Rough, Shallows, Water For each X terrain the Battlefront provides, you gain +2 Edge.
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Evasive Maneuvers Twice After Reduce your Mag damage taken by 4. No effect.
Penetrate Once After Enemies lose the Armoured trait for this round only. No effect.

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Hordes

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Battlefront Traits
Trait Name Subname Effect
Armoured 3 This Horde ignores X Mag Damage per turn.
Troop Unit Skirmish Gain +1 Edge for every unit with this type.
Terrain Adept Forest, Rough, Shallows, Water For each X terrain the Battlefront provides, you gain +1 Edge.
Veteran - You possess 30 Willpower and the Disciplined Unit Trait (for the purpose of Break tests).
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Deep Strike Once Before If you win this round, deal +10 damage to Support Units. Increase damage by +5.
Raid Once Before If you win this round, the enemy loses an extra point of Morale. On a success, all enemy units take a -5 penalty to Break tests this turn.

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