UN Army List

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E-Scale

Fortresses and Capital Ships

Sword%20of%20Damocles%20portrait.png?dl=0
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. The third and last was the Grand Darius.
The Grand Darius was not yet finished by the end of the war, but much of its super structure had been laid down, in a hidden sea harbour built beneath the Synfront. The UN poured resources into secretly completing it. On completion, it was renamed the Sword of Damocles, where it now acts as the flagship of the UN.
The Sword of Damocles has greater comparable firepower than the other Achaemenes vessels, possessing fearsome Fusion Battlelances as well as a deadly Graviton Cannon, which has the ability to cause localised gravitational spikes, crushing heavily armoured foes beneath their own weight.
Characteristics
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
0 75 40 40 20 35 35 35 20
SKILLS
Awareness
HORDE TRAITS
Capital Ship, Command Centre; Disciplined, Fighting Withdrawal; Support (5)
TRAITS
Amphibious (5), ATS (20), Flyer (5), Hoverer (5), Void (5), Machine (30), Regenerative (2), Size (10)
TALENTS
Barrage, Rapid Reload
AT FIELD POWERS+TALENTS
As per Solomon Sophia
SPECIALISTS
Engineer, Pathfinder, Spotter, Damocles Pattern Weapons (Fusion Battlelances, Impact Cannons, Positron Impact Cannons)
W-Spec Missiles W-Spec Turrets W-Spec CSW W-Spec Basic W-Spec Heavy
- - Fusion Battlelances, Impact Cannons, Positron Impact Cannons - -
AP Missiles Turrets Basic Heavy
30 1x Bolt/Positron/Fusion Torpedoes 1x Bolt Turret/LRM Battery/Turbomaser/Positron - -
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.)
Ranged Abilities
Damocles-Pattern Weapons Passive 1 No Limit You have three extra Weapon Specialists, as shown in the Specialists tab. They may be hit with Called Shots as per the norm, and possess 20 Wounds each.
Battleship Weapons Passive 1 No Limit Your weapons gain the Twin-Linked Quality.
Graviton Cannon 1 Full 5 No Limit You make a Ranged attack against an enemy within Long Range (150dm, 15km). This attack deals 3d10 P15 damage with the Graviton, Devastating (10) and Blast (6) qualities. You may not move or attack for another 2 rounds afterwards.
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, as can Air Hordes. 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.
Positron Outlet Passive 1 3 per battle You count as possessing the 'Heavy Duty Portatron Generator' equipment. The Outlet may not be attacked.
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

E-Desu%20Small.png?dl=0 E-Desu%20Horde.png?raw=1
NEW WORLD E-DESTROYER WING
Characteristics
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
50 50 30 30 50 35 35 30 25
SKILLS
Awareness
HORDE TRAITS
Large; Disciplined, Fighting Withdrawal; Fire Drill (1), Overwhelming (1)
TRAITS
Flight (5), Hoverer (5), Void (5) Machine (7)
TALENTS
Barrage, Crack Shot, Positron Drill
SPECIALISTS
Coordinator, Sergeant, Spotter, Weapon Specialist
W-Spec Melee W-Spec Pistol W-Spec Basic W-Spec Heavy W-Spec Other
Hyper Sword, Positron Sabre - Mas Longrifle, Pulse Blaster, Pulse Sniper Rifle Burst Cannon, Multi-Maser, Pulse Railcannon, Tactical Bazooka
AP Ranged Weapons Melee Weapons
7 Bolter/Rail Minigun/Masgun/Pulse Carbine/Pulse Autorifle. May be replaced w/Combat Shield. Pneumatic Stake/Tesla Stake
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
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.
Movement Abilities
Jump Packs Free 1 6 per Battle Use at the start of your turn. Until the end of the turn, you possess the Hoverer (AB) trait and can make Boosted Jumps as a Half Action. Any melee attacks performed after a Jump Pack move gain +10 to hit, +1 damage and Devastating (1). Jump Pack moves ignore most difficult terrain and in certain circumstances (open spaces etc) can lift you onto higher floors or over enemies.
Melee Abilities
Close Assault Free 1 3 per Battle Use at the start of the turn. Until the end of your turn, you gain +20 WS and may substitute the Degrees of Success from your attack rolls with your WS Bonus (inc. the +20 WS in the workings).
Ranged Abilities
Fire Storm Free 1 3 Times per Battle Use at the start of the turn. Until the end of your turn, You gain +20 BS and double your Semi/Full max. However, you may not perform any ranged attacks on your next turn.

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Independent Characters

Solomon%20Knights.png?dl=0 Red%20Arrow%20Captain%20Page%20Pog.png?dl=0
NEW WORLD RED ARROW CAPTAIN
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
60 60 50 40 60 40 45 40 40
SKILLS
Awareness+10, Dodge+10, Operate (Superheavy)+20
TRAITS
Flyer (6), Hoverer (6), Void (6), Machine (9), Touched by the Fates (1)
COMBAT TALENTS
Ambidextrous
MELEE TALENTS
Berserk Charge, Furious Assault, Swift Attack
MENTAL TALENTS
Nerves of Steel
PILOTING TALENTS
Adept Maneuvering, Brace for Impact, Rapid Repositioning, Reduce Profile
RANGED TALENTS
Barrage, Deadeye Shot, Gun Drill (Positron), Mighty Shot, Rapid Reload
INTERPERSONAL TALENTS
Iron Discipline, Radiant Presence
SUPPORT TALENTS
Hunker Down, Soak Fire, Mass Marking
OFFENSIVE TACTICS
Butts and Bayonets, Coordinate Volleys, Massive Damage
DEFENSIVE TACTICS
Defensive Formation
SUPPORT TACTICS
Example to Others, Get Moving
WOUNDS AP EQUIPMENT
24 9 Pneumatic Stake/Positron Sabre/Hyper Sword/Tesla Stake, Pulse Sniper Rifle/Stalker Bolter/Positron Gun/Pulse Autorifle/Pulse Railcannon

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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

Sword%20of%20Damocles%20portrait.png?dl=0
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. The third and last was the Grand Darius.
The Grand Darius was not yet finished by the end of the war, but much of its super structure had been laid down, in a hidden sea harbour built beneath the Synfront. The UN poured resources into secretly completing it. On completion, it was renamed the Sword of Damocles, where it now acts as the flagship of the UN.
The Sword of Damocles has greater comparable firepower than the other Achaemenes vessels, possessing fearsome Fusion Battlelances as well as a deadly Graviton Cannon, which has the ability to cause localised gravitational spikes, crushing heavily armoured foes beneath their own weight.
Characteristics
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
0 85 40 50 20 35(60) 35(60) 35 20
OWNER XO Navigational Engineer Coordination Security Warfare
Sarah Holt-Caine Michael Sinclair Wangari Kibaki Liliya Lytvynenko Michael Sinclair Frederick Ackerman Eliphas Meir
Command Staff Bonuses
Intelligence made 60; Perception made 60; Increase Void/Flyer/Hoverer by 3; Gains Precision Attack/Covering Fire/Crack Shot/Sharpshooter/Mighty Shot
Retinue Upgrades
Elite Abilities (True Grit), Special Training (Exemplary Leadership, Fire Drill (4)), Veteran (BS/Toughness), Enhanced Armour (+4)
SKILLS
Awareness
HORDE TRAITS
Capital Ship, Command Centre; Disciplined, Fighting Withdrawal; Support (5)
TRAITS
Amphibious (5), ATS (20), Flyer (5), Hoverer (5), Void (5), Machine (30), Regenerative (2), Size (10)
TALENTS
Barrage, Rapid Reload
AT FIELD POWERS+TALENTS
As per Solomon Sophia
SPECIALISTS
Engineer, Pathfinder, Spotter, Damocles Pattern Weapons (Fusion Battlelances, Impact Cannons, Positron Impact Cannons)
W-Spec Missiles W-Spec Turrets W-Spec CSW W-Spec Basic W-Spec Heavy
- - Fusion Battlelances, Impact Cannons, Positron Impact Cannons - -
AP Missiles Turrets Basic Heavy
34 1x Bolt/Positron/Fusion Torpedoes 1x Bolt Turret/LRM Battery/Turbomaser/Positron - -
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.)
Ranged Abilities
Damocles-Pattern Weapons Passive 1 No Limit You have three extra Weapon Specialists, as shown in the Specialists tab. They may be hit with Called Shots as per the norm, and possess 20 Wounds each.
Battleship Weapons Passive 1 No Limit Your weapons gain the Twin-Linked Quality.
Graviton Cannon 1 Full 5 No Limit You make a Ranged attack against an enemy within Long Range (150dm, 15km). This attack deals 3d10 P15 damage with the Graviton, Devastating (10) and Blast (6) qualities. You may not move or attack for another 2 rounds afterwards.
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, as can Air Hordes. 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.
Positron Outlet Passive 1 3 per battle You count as possessing the 'Heavy Duty Portatron Generator' equipment. The Outlet may not be attacked.
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

Stormtrooper.png?dl=0
"Storm Troopers form the bulk of the New World Army, numbering in the millions. Storm Troopers are drawn from dozens of different sources- UN member states, Valentine forces, pro-UN Guerrillas and so on. Each Storm Trooper is highly trained and extremely disciplined, and are expected to continue fighting in the worst of circumstances. Storm Troopers are equipped with Storm Trooper Power Armour, which is lighter and more maneuverable than other suits; but more notably their weapons all rely on Pulse technology. As a rule, Storm Troopers rely greatly on their ability to lay down heavy amounts of accurate, devastating fire.
"
STORMTROOPERS
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
35 45 35 40 40 25 30 30 20
SKILLS
Athletics+10, Awareness+10, Dodge, Literacy
HORDE TRAITS
Disciplined, Fire Drill (1)
TALENTS
Barrage, Deadeye Shot, Nerves of Steel, Rapid Reload
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Engineer, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist Positron Gun, Pulse Rifle - Burst Cannon, M-Launcher (Frag), SAM Launcher
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
14 Pulse Carbine Pulse Pistol Surovite Sword/Hyper Knife Stormtrooper Power Armour
Horde Abilities
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, 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.
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

Phantoms.png?dl=0
"The Phantoms are an elite army of hidden soldiers, designed, created and harvested from the alien depths of the Synfront. Little is known about them; what is known, however, is that each and every one is a lethal killer, agile and skilled, and armed with powerful and highly advanced technology that seems a little more than human in its creation. Indeed, it's theorised that the gear the Phantoms are using is actually based off ancient Ancestral knowledge laid bare by Mary Caine's Eternity Drive. More disturbingly, each Phantom is identical physically, each of them an Ayanami clone. Mentally, the Phantoms have been given a truly intense level of conditioning beyond anything ever seen before. The conditioning the Phantoms go through means that each Phantom has a number of 'conscious minds'. Memories don't transfer between minds, and the abilities each mind can access are limited. Thus Phantoms might go into a 'training' mind when they practice; when they go into battle, Phantoms wear a 'killer' mind, which allows them to use their deadly skills; after the battle is done, the 'killer mind' switches off and is replaced with a more passive form. Although Phantoms are capable of learning, their conditioning means that at any given time, they're unable to remember most of their thoughts at once; this means that in most cases they're mentally foggy and confused, unable to think very quickly and completely bereft of things as simple as being able to track the time. Finally, all Phantoms are, through some process of the Eternity Drive, bound to an Adept; multiple Phantoms are bound to the same Adept, usually 20 or 40 at a time. These form a Phantom family; a collection of sisters gently led by a loving parent.
"
PHANTOMS
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 45 40 40 50 30 40 30 20
SKILLS
Athletics+10, Acrobatics+20, Awareness+20, Dodge+10, Literacy, Stealth+10
HORDE TRAITS
Adept-Linked, Ambushers, Disciplined, Evasive, Fire Drill (2), Mobile (3), Overwhelming (1)
TRAITS
Unnatural Agility(+2)
TALENTS
Barrage, Catfall, Deadeye Shot, Nerves of Steel, Swift Attack, Rapid Reload, Sprint
SPECIALISTS
Coordinator, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist (Anathema Blade, Bane Rifle, Dirac Cannon, Hyper Cannon, Reaper Sword, Shuriken Cannon, Spinner Pistol)
WOUNDS EQUIPMENT
15 Shuriken Rifle, Shuriken Pistol, Phantom Sword, Phantom Armour
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Coordinator, Engineer, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist Bane Rifle, Spinner Pistol Anathema Blade, Reaper Sword Dirac Cannon, Hyper Cannon, Shuriken Cannon
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
16 Shuriken Rifle Shuriken Pistol Phantom Sword Phantom Armour
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, 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.
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.
Blind Assault 1 Full 1 2 Per Battle You make a ranged attack using either the Smoke or Blind Grenade profile.
Flashbang Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Flashbang Grenade profile. Tests to resist the grenade take a -5 penalty 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.
Ranged Abilities
Fire Storm Free 1 3 Times per Battle Use at the start of the turn. Until the end of your turn, You gain +20 BS and double your Semi/Full max. However, you may not perform any ranged attacks on your next turn.

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Elites

RedArrowPilot_zps9d75cf85.png
These pilots are representatives of the massive corps of tank drivers, navigators, air force pilots, AC Suit fighters and Superheavy operators. Skilled and able, their expertise keeps the UN war machine going forward.
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 UN Officer Outfit

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Commanders

JuniorMagistrate.png?dl=0
"Junior Magistrates are expected to lead their Storm Troopers in battle. Junior Magistrates make their presence felt with their combat skill and stern authority, stiffening the resolve of their forces. Off the battlefield, Junior Magistrates are expected to be incorruptible upholders of the Universal Law, and are all at once judge, jury and executioner. Junior Magistrates are the equivalent to Captains and command Companies; High Junior Magistrates are the equivalent to Colonels and command brigades. Out of combat, they are expected to be capable of managing 'a populace below 10 million people'."
Characteristics
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
30 40 35 35 40 45 35 40 40
Traits
Touched by the Fates, Peer (UN, 1)
Horde Leader Bonus
Junior Magistrate (Fire Drill (+1). Land units gain +1 Ranged Damage and Fire Drill (1)).
Skills
Athletics, Charm, Dodge, Intimidate, Literacy, Scrutiny Awareness+10, Command+10
Specialist Skills
Lore (Universal Law) Lore (Tactics+10)
Weapon Talents
Training (Melee, Pistol, Basic, Heavy)
Skill Talents
Combat Talents
Arms Master
Melee Talents
Unarmed Warrior
Ranged Talents
Rapid Reload
Interpersonal Talents
Air of Authority, Cold Hearted Inspirational
Physical Talents
Rapid Reaction
Support Talents
Marker Mass Marking
Wounds Fates Equipment
15 1 Best Pulse Carbine, Best Pulse Pistol, Magistrate Glaive, Magistrate Power Armour, Grenades (2 frag, 2 blind).

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Battlefront Units

Air Forces

Aurora%20Fighters.png?dl=0
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
Intercept Once Before If you win this round, deal +10 damage to Fast Attack Units. Increase damage by +5.
Evasive Maneuvers Twice After Reduce your Mag damage taken by 4. No effect.
Advantages
Advantage Usability Range Duration Effect Stacking Effect
Markerlights Mk2 Your Turn Universal Start of your next turn You may apply 3 Markerlights to any targets you like. +3 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

NW%20Armor.png?dl=0
Battlefront Traits
Trait Name Subname Effect
Assault Unit - So long as your side has morale advantage, this Horde provides +3 Edge.
Armoured 3 This Horde ignores X Mag Damage per turn.
Terrain Adept Flatland For each X terrain the Battlefront provides, you gain +1 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 Mk2 Your Turn Close (3km) Start of your next turn All enemy units reduce their AP on all areas by 3. +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

Battlefront Traits
Trait Name Subname Effect
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect

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Evangelions

AT Tacticians

Battlefront Traits
Trait Name Subname Effect
Construct 28 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.
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.

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Dervishes

Battlefront Traits
Trait Name Subname Effect
Construct 28 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 +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.

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Pointmen

Battlefront Traits
Trait Name Subname Effect
Construct 32 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.
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

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 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.
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.
Killing Field Once Before If you win this round, deal +6 damage to Dervishes. Increase damage by +2.

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Superheavies

Battlefront Traits
Trait Name Subname Effect
Armoured 2 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.
Regular - You possess 25 Willpower (for the purpose of Break tests).
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
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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