adeptus evangelion v2.5 public beta[bookmarked]
TRANSCRIPT
Hey there, AdEva Fans.
It’s been a long time since you got a new edition from me. Longer than I expected, and
longer than you probably hoped for. My bad. The reason is that we had a number of false
starts on that, going through several iterations of major design directions before realizing
how much a mistake it was and needing to start over from scratch. This took a lot of time, but
we are on the right path now.
We have brought it this far, but you know what one of the big problems with V2 was? It had
playtesting, but it didn’t have *enough* playtesting. It had editing (As hard as that may be to
believe now. Yeesh.) but it clearly didn’t have *enough* editing.
To prevent that from happing again for Version 2.5, I feel the best approach is a Public Beta
stage.
So by all means, read and use and play with this document. I want you to use it! While it is
not yet perfect (I’ll need your help for that) I am sure you will find it to be leagues better
than V2 was.
The plan is to let everyone have a chance to settle in and play with this draft for a while. I
won’t personally be taking direct feedback on 2.5 until March 1st,2012. I want to give at least
until then for people to build up a reasonable amount of experience with the system, rather
than first impressions. Feedback will be accepted until April 20th, 2012. Then, we will put
together the final version of the 2.5 PDF with the intent to release it sometime in May, 2012.
When in May depends on how many changes we need to make. If it is mostly minor stuff, it
could be as early as May 1st. If we need to redo a major mechanic from scratch? I want to
give myself enough wiggle room to get that job done right.
However, March 1st is a while away. And I can totally understand if you don’t want to wait
that long to give certain feedback. So, to that end, I have created a thread on the Adeptus
Evangelion Forums. Now, you are going to have to register to post, but it is free and such is
life. The thread can be found at:
http://tinyurl.com/2-5-Feedback
So drop by, and leave anything you feel like saying about 2.5. I thank you in advance for
your contribution, and I hope that together we can make 2.5 even better.
Have a Happy Holidays, AdEva fans! And everyone else too, I guess…
- Black Mesa Janitor
CHARACTER CREATION
In Adeptus Evangelion, you take the role of one of the few Pilots of the monstrous Evangelion
war machines. Given the nature of the battle system described later, it is important for GMs
and players alike to note that this system plays best with a number of pilots between 2-4.
Character Creation Building your character is accomplished in the following steps:
Background
The Background of your character
represents how they came to be an Eva
pilot. Do they have a genetic disposition
for it that has only recently been
discovered, or have they been training for
this their whole life. Perhaps it is a position
they were made for, literally. In either
case, each Background has its own impact
on your skills and Characteristics, as well
as its own unique Traits. These Traits are
divided into two categories: Positive and
Negative. Choose two Positive Traits and
two Negative Traits from the lists
provided.
Characteristics
Once you have chosen your background,
you may roll your characteristics. To do
this, roll 2d10 11 separate times, and write
down the resulting numbers. Remove the
lowest number from the pool, and assign
the remaining 10 numbers to your
characteristics as you see fit. Your
Background will impose modifiers to
various characteristics, so be sure to take
that into account.
Assets and Drawbacks
Each character is required to have 10
Depth worth of drawbacks, and may
choose to have more. Unlike in previous
editions of Adeptus Evangelion, taking
Drawbacks does not provide experience.
Instead, it provides Depth, which may be
spent on Assets before the game begins.
Once you have selected your Drawbacks,
and spent the resulting Depth on Assets,
you may continue on to your career.
Career
Choose which career you intent to play.
For pilots, the available options are
Skimrisher, Berserker, AT Tactician and
Pointman. At your GM’s discretion, you
may instead choose to play the special
non-pilot career of Operations Director.
There may be, at most, one Operations
Director in a given campaign. Each
Career provides a short list of starting
skills and talents to players. A starting
character has 400 experience to spend
before the first session begins.
Evangelion
Once your starting experience has been
spent, pilot characters should create their
Evangelions. Each Evangelion starts with
the same basic statline, and is then
modified by their Distinguishing Features.
To determine these features, roll 1d10 4
times. You may then assign the resulting
rolls as you see fit to each of the four
Distinguishing Features charts, not using
any roll more than once. In this way, the
pool of options that you have for
Distinguishing Features is random, but
you may pick from those options as you
like.
Once your Evangelion has been assigned
a Distinguishing Feature of each type, you
may spend any Biological, Structural or
Weapon upgrade points you have at this
time to enhance or equip your Evangelion.
Finishing Touches
The above steps handle the major
mechanical portion of your Adeptus
Evangelion character, but they do not
cover the most important part: making
your character a character. Your country
of origin, physical description, backstory
and personality all are very important
components of your character. While
many of the rules of the game may focus
on the combat between the Evangelions
and Angels for the fate of the world, the
best part of a well-run Adeptus Evangelion
campaign is the interaction between the
characters. Bring something to the table
that has the chance to take on a life of its
own, rather than sit in the corner and wait
for the next chance to roll initiative.
BACKGROUNDS
Unlike the Dark Heresy system, all of the possible characters have the same Homeworld
(Earth). Instead, Adeptus Evangelion adapts the Homeworld system for background types.
Depending on the sort of campaign your GM wants to run, some of these Backgrounds may
not be available.
Backgrounds
Neo-Spartan Neo-Spartans have been trained in combat and piloting since a very
young age, taking the time to learn to use a large number of weapons.
They are defined by their roles as warriors and pilots. There is nothing
else for them.
Prodigy Prodigies are pilots that have only recently been tapped. They lack the
extensive training of most other pilots, but maintain a synch ratio well
above normal.
Manufactured A genetic experiment specifically designed to pilot an Evangelion.
Though they often suffer from various disorders, the Manufactured can
synchronize and pilot effectively - and are easily replaced.
Impact Survivor You remember Second Impact. You have seen the world at its worst and
survived. The resourcefulness and luck that got you through then is still
on your side now.
NEO-SPARTAN
"The Neo-Spartan program has, over the course of the
last ten years, provided some of the best trained non
genetically engineered canidates, and also proved the
malleability of the adolescent psyche. Through rigid
indoctrination, training, and mental and psychical
conditioning, we have simultaneously produced both a
superior soldier, and a generation that has never had a
childhood."
-Dr. Amber Dickson, private notes
While still a child, one of many powerful organizations selected you as one of
humanity’s future saviors. Since then, your life has been orchestrated to prepare you for that
role. Hours of training in simulations as well as tactical training and, to a lesser degree,
physical conditioning, have made you a superior pilot and fighter in virtually all forms.
Neo-Spartan Skills
Used to military life and recognizing their own importance on the battlefield, Neo Spartans
begin play trained in Command and Common Lore (War).
Neo-Spartan traits
Each Neo-Spartan begins play with 4 traits, two of which are Positive and two of which are
Negative. Choose two traits from each of the following lists.
Positive Traits:
Trained for War
After years spent with a gun gripped
tightly in their hands, Neo-Spartans have
gained a preternatural connection with the
modern implements of death. They treat
the breach of any ranged weapon wielded
to be two higher than it is listed to be.
Know your Enemy
Clocking in thousands of hours in the
simulator against Angelic templates grants
Neo-Spartans an edge on finding where
and when to strike. The character gains
the Hatred (Angels) talent as from Dark
Heresy.
Loyalist
The character has been trained and
prepared for some of the greatest mental
stress the human body can take and live.
The character may spend a Fate Point to
take any status effect measured in rounds
applied to him or his Evangelion and
reduce its duration by a number of rounds
equal to your OD's FB or your own WPB
(whichever is higher), to a minimum of 0
rounds.
Reputation
The Neo-Spartan, having been raised and
trained by Nerv, has a lot of history with
the people that work there. He gets the
Good Reputation (Nerv) talent.
All I See are Weapons:
A Neo-Spartan is trained to never let their
guard down, and to protect the most
valuable asset in Nerv: the pilots.
Improvised weapons in their hands,
instead of dealing 1d10-2 damage, deal
1d10+1 damage, and furthermore do not
have the primitive trait.
Negative Traits:
Memento:
Nerv’s training is often brutal and in the
process many Neo-Spartans lose all ties
with their past life and family. However,
some manage to keep hold of some
fragment of their past. The Neo-Spartan
has, in their possession, one small item
that they consider irreplaceable and of
immense value. If taken or lost, the Neo-
Spartan must try everything they can to
retrieve it and suffer a -10 to all tests until
they have it back in their possession. If
lost permanently, the -10 penalty persists
until the character opts to take 10+1d5
insanity.
Living Weapon
Neo-Spartans are taught that the best
course of action isn’t to think of a way out
of a situation but to smash their way
through it. This Gordian Knot approach is
so ingrained that the Neo-Spartan must
test WP when presented with a problem
that can be solved with a proper
application of force or else solve it as
such. If required to harm a superior in the
process, the WP test is considered an
automatic success.
Lone Wolf: All organisations know the
benefit of having employees with good
self-esteem. Nerv’s training staff
unfortunately went a little far in pursuing
that goal and the character thinks that he
doesn’t need anybody else to succeed.
Any ability that grants a numerical bonus
through assistance (e.g. Gang Up, Aid
Another, or Precision Targeting) is halved.
Repression
Burying something away isn’t the same as
being over it. Either as a result of less than
human methods of training or trauma from
before even being inducted into the Neo-
Spartan programme, the character’s
mental state isn’t as stable as it seems.
They treat their insanity total as 10 higher
for the purpose of WP test modifiers and
disorders.
Know Your Place
All insubordination and cleverness when
reporting to superiors was slowly beaten
out of most Neo-Spartans. Any Fellowship-
based skill directed at a superior is
treated as failing with 0 degrees of failure
by default.
Starting Wounds
Neo-Spartan characters start with 1d5+ TB + 8 wounds.
Fate Points
Roll a 1d10 to determine starting Fate Points. On a 1-8, the character has 2 Fate Points. On a
9-10, they have 3.
PRODIGY
"Subjects pulled from a civilian background into the Evangelion
program are usually given the codename designation 'Prodigy'.
Candidates are usually pulled due to being a statistical outlier in a
particular category that makes them specifically suited well to
piloting and synchronizing an Evangelion. Due to the fact that prior
to their contact with the program they have believed the global
facade that we have presented to the world regarding second
impact, they generally are psychologically unprepared for the
realities of the program. In practice, the best way to receive
continued positive results is to carefully cultivate and maintain the
fantasy that they will be allowed to leave."
-Dr. Amber Dickson, private address at NERV conference.
Not long ago, you had never even heard of the Evangelions. You were among the
vast majority of humanity that truly believed Second Impact to be the result of a meteorite
strike. That comfortable lie has since been shattered. You have been tapped by a powerful
organization to pilot a living weapon of war. Whether they knew of your talent before or only
recently discovered you, you possess the ability to synchronize with your Evangelion
without years of training.
Prodigy Skills
As a member of the general populace, a Prodigy is less sheltered than other pilots. They
begin play trained in any two Common Lores.
Prodigy traits
Each Prodigy begins play with 4 traits, two of which are Positive and two of which are
Negative. Choose two traits from each of the following lists.
Positive Traits:
Natural Talent
A Prodigy can come from virtually any
walk of life, and many have some personal
knack or skill as a result of their
upbringing. The Prodigy may add a +5
bonus to any single Characteristic other
than WS, BS, Ag or SR.
Beginners Luck:
Sometimes things just go a Prodigy’s way.
Whenever a Fate point is spent in order to
reroll, gain a +10 bonus to that reroll.
Expert Coward
Unlike other pilots, Prodigies have not
been taught to swallow their fears and
stare down an enemy barrelling down on
them. They may automatically succeed at
breaking from or resisting a Grapple and
may use the Disengage Action as a Half
instead of a Full Action. By succeeding at
an Acrobatics test, a Prodigy may use
Disengage as a Reaction Action.
Unindoctrinated
The Prodigy lacks the proper respect for
the chain of command beaten, trained or
bred into his fellows and may at any time
elect to be immune to the Command skill.
Synch Flux
By some quirk of fate or biology, the Prodigy has some degree of control over how their
Synch Ratio’s fluctuates. Whenever Synch Disruption is rolled, roll an extra 1d10. This 1d10
can either positive or negative and is applied at the same time as the normal Synch
Disruption roll.
Negative Traits:
Unprepared
You were not trained for this, and you are
not ready for the stresses of your position.
Frankly, it’s a wonder that anyone is.
Whenever you take Insanity as a result of
Critical Damage, take 1 extra.
Open Mind
The Prodigy’s strange connection to their
Evangelion unfortunately makes them
easily disturbed and distracted by foreign
sensations from its nervous system. The
character’s Feedback Threshold is 1 lower
than normal.
Untrained Eye
Lacking the combat training of other
Pilots, a Prodigy lacks the skill to feel
openings in enemy defences. They suffer
a -3 penalty to both WS and BS
Characteristics.
Pacifist
A Prodigy is not a soldier. The taking of
another human’s life is abominable to
them. In order to take any action that they
know would harm another person, they
must first spend a Fate Point. After this
expenditure, this trait may be ignored for
the rest of the confrontation, or session,
whichever is shorter.
Empathic
Abnormal Synch Ratios are commonly
detected in Prodigies, representing a
closer tie to the Eva than should be
expected. Whenever the pilot takes Ego
Damage, they take an extra amount equal
to their current SR Bonus.
Starting Wounds
Prodigy characters start with 1d5+ TB + 6 wounds.
Fate Points
Roll a 1d10 to determine starting Fate Points. On a 1-7, the character has 2 Fate Points. On a
8-10, they have 3.
MANUFACTURED
"In regards to my latest denial of accepting
another manufactured candidate, I must officially
protest the constant pressure to use
manufactured candidates over the standard
trained candidates or the statistical anomalies
that you have codenamed 'prodigy'. Yes, they
are quiet suited to their task. Yes, they are easily
replaced and we have several backups in
storage as we speak. Yes, they even have a
delightful array of codephrases, conditioned responses, and cognitive impairment that makes
them good little soldiers. In our attempts to develop an appropriate candidate for Evangelion
use, we seem to have ignored the fact that we have managed to create the first biologically
separate caste of a human being. Do you expect the Angels to exist forever? What is going to
happen to these pilots when we no longer need them?"
-Dr. Amber Dickson, communications with SEELE
After it became obvious that Evangelions wouldn’t synchronize with just anyone,
many different solutions were investigated. You are the result of one such solution. A
genetically engineered human specifically designed for synchronization.
Manufactured Skills
Many manufactured display personality traits bordering on the Autistic or Sociopathic. All
manufactured begin play trained in Logic and Deceive.
Manufactured Traits
Each Manufactured begins play with 4 traits, two of which are Positive and two of which are
Negative. Choose two traits from each of the following lists.
Positive Traits:
Replaceable
Some Manufactured lines are considered
genetically stable enough and important
enough to be batch grown. Thus if one
copy should fall in the war with the
Angels, another can take its place.
Manufactured with this trait begin play
with 1d5+3 backup bodies. However, this
precludes being able to burn fate to
survive and the character may never burn
to survive for any reason. Whenever the
Manufactured dies, has a significant
physical penalty permanently applied
(such as blindness or limb loss), betrays
Nerv, would be removed from play or for
other reasons a GM might feel are
appropriate, a clone in perfect physical
health replaces the character. Any and all
drawbacks taken by the character are
assumed to apply to all clones equally.
Implanted Memories
Nerv can’t simply wait around for
Manufactured to learn naturally so they
did the next best thing: implanting the
memories of someone who did. Choose
any two skills that are not Dodge, gain the
Talented talent for them both.
Distinguished Donor:
There’s no sense in not using perfectly
good existing genetic material if the
opportunity arises. The Manufactured is
the spitting image of one of their genetic
donors and it is not uncommon for people
they have never met to feel like they know
them. The character gains the Peer talent
for a group of their choice. In addition, the
genetic strengths of the donor shine
through. The character gains an extra 5
Depth to spend on assets and one of the
bought assets should be strongly implied
to be an inherited trait.
Feedback Buffer
Manufactured have been specifically
designed to handle the rigors of piloting.
Their Feedback Threshold increases by 1.
Superior Specimen
When engineering a human being, there
is no reason not to have them win the
genetic lottery in the process. The
Manufactured’s Strength, Toughness, and
Agility Characteristics all increase by 3.
Negative Traits:
Mental Conditioning
Various forms of subliminal messaging
and indoctrination have been used to
make Manufactured incredibly obedient
resources for Nerv. To disobey a direct
order given in combat by a member of the
organization that created them, they must
pass a difficult (-10) Willpower Test.
Outside of combat this control lessens but
is still present requiring a Challenging
(+0) Willpower test to disobey.
Flawed
Whether due to a rushed job or an
unforeseen complication, the
Manufactured is deeply afflicted by
problems. The character must take 10
Depth worth of extra drawbacks in
addition to the minimum 10 which do not
count towards Depth to spend on Assets.
Gullible
The speed at which Manufactured are
brought to maturity sometimes means they
fail to gain certain social capabilities,
specifically an inability to notice ulterior
motives. Barter, Blather, Charm, and
Deceive Tests made against the character
are at a +20 bonus.
Artificial Ego
The compressed development time for
Manufactured can occasionally impact
negatively on the growth of something far
more important than the body. The
maximum value of the Character’s Ego
pool is 10 less than it should be.
Inhuman Biology
The saying ‘keep it simple’ never passes
through the heads of some scientists. The
Manufactured’s body is internally far more
complex than a human one. Choose one
common substance; it is now poison to the
character and if consumed they must test
Toughness or suffer a debilitating effect of
the GM’s choice (such as fatigue,
Characteristic reduction, or blindness). In
addition, the Medicae skill cannot be used
on the character.
Starting Wounds
Manufactured characters start with 1d5+ TB + 7 wounds.
Fate Points
Roll a 1d10 to determine starting Fate Points. On a 1-9, the character has 2 Fate Points. On a
10, they have 3.
IMPACT SURVIVOR
"Second Impact, and the melting of very nearly
the entire continent of Antarctica, was the single
most catastrophic event in human history. When
the U.N. finally took control, nobody cared it had
long abandoned its original mission, or that is
was kept in power by oppressive force, for
mankind's soul had been purified by the near-
apocalypse. No more would we hold ourselves
apart in appeasement of tired lines of race,
politics, ideology, or religion. For the first time
in human history, we were united by the common goal of survival. No matter who they were, or
how they survived, everyone alive who remembers the days of Second Impact shares one goal:
Never again."
- Adrian Hertz, Director of Operations
Second Impact and the years of chaos that followed it was the closest thing to hell on
Earth in human history. And you survived.
This makes you, by implication, older than any pilot seen in the Evangelion series.
How much older is very much variable, but depending on how strict the GM sets the age
requirements, this background might not be available for pilots. It would, however, work for
“Operations Director”. Even in situations where an Impact Survivor may pilot an Evangelion,
their Synch Ratio is always noted to be dramatically lower than that of those born after the
Second Impact.
Impact Survivor Skills
Impact survivors learned to make do with very little. They begin play trained in Common
Lore (Second Impact) and either Tech-use or Medicae.
Impact Survivor Traits
Each Impact Survivor begins play with 4 traits, two of which are Positive and two of which
are Negative. Choose two traits from each of the following lists.
Positive Traits:
Resourceful
Impact Survivors had to learn to do a lot
with very little to make it through the
shortages of everything. When spending a
fate point to add 1 degree of success to a
roll, instead add 2 degrees. In addition, by
spending a fate point, degrees of failure
may be reduced to 0.
Better Lucky than Good
Lady Luck smiles on the Impact Survivor.
On a failed test, they may spend a fate
point to reverse the digits of the roll
instead of rerolling.
Just Try Me
Kids these days don’t know what a REAL
traumatic experience looks like.
Whenever the Impact Survivor takes
insanity points, reduce the amount taken
by their Willpower Bonus (to a minimum
of 1 Insanity Point gained).
Prepared for the Worst
A survivor of Second Impact can never be
caught without exactly what they need.
The Impact Survivor may spend a Fate
Point to suddenly have on their person a
small item even if they did not previously
appear to have it. This item requires GM
approval and may not be a weapon.
Impact Hero
Tough times call for brave and selfless
men and women and the Impact Survivor
was among their number during Second
Impact. They are well known for their
deeds and while it’s only worth the
occasional free drink most of the time, the
attributes that allowed them to keep
standing remain. The character’s
Toughness, Willpower and Fellowship
characteristics all increase by +3.
Negative Traits:
Trauma
No one got through Second Impact
unscathed. The character begins play with
1d5 Insanity points as well as a Minor
Mental Disorder of their choice.
Scarred
Either physically or mentally, Second
Impact left a mark on all survivors. The
character starts with a -5 to their
Fellowship characteristic.
Pick Your Battles
For some, no conflict is worth any pain to
themselves. When helping another person
would put the Impact Survivor at risk, they
must test WP. On a failure, they decide not
to. If helping them is absolutely crucial to
the Impact Survivor’s own success or
survival (such as having something they
need and cannot get elsewhere), they get
a +10 to their roll. This Trait cannot be
taken with Loss.
Flashback
Nightmares don’t always wait to claim the
survivor in his sleep. Whenever they
would be Stunned, they instead suffer the
effects of a Hallucinogenic Grenade
(details of which are in Dark Heresy) for
the amount of time they would be stunned.
Loss
During Second Impact, millions of people
lost their loved ones and Impact Survivor
is no exception. The loss of people so
close to them has affected them
considerably and haunts them to this day.
Whenever another human being in their
presence is in danger of death, they must
succeed on a difficult (-10) Willpower Test
or attempt to intervene, regardless of
consequences. If the Impact Survivor
knows the individual personally, the
penalty is instead -30.
Starting Wounds
Impact Survivor characters start with 1d5+ TB + 9 wounds.
Fate Points
Roll a 1d10 to determine starting Fate Points. On a 1-6, the character has 2 Fate Points. On a
7-10, they have 3.
Characteristics
Once you have chosen your background, you may roll your characteristics. To do this, roll
2d10 11 separate times, and write down the resulting numbers. Remove the lowest number
from the pool, and assign the remaining 10 numbers to your characteristics as you see fit.
Your Background will impose modifiers to various characteristics, so be sure to take that into
account.
Characteristic Base Neospartan Prodigy Manufactured Impact Survivor
Weapon Skill
(WS)
2d10 + 23 20 20 20
Ballistic Skill
(BS)
2d10 + 23 20 20 20
Strength
(S)
2d10 + 20 20 20 20
Toughness
(T)
2d10 + 25 20 20 23
Agility
(Ag)
2d10 + 20 20 20 20
Intelligence
(Int)
2d10 + 20 20 25 23
Perception
(Per)
2d10 + 20 20 15 20
Willpower
(WP)
2d10 + 20 20 23 20
Fellowship
(Fel)
2d10 + 15 20 20 25
Synch Ratio
(SR)
2d10 + 20 25 23 15
*Note: Unlike its parent system Dark Heresy, AdeptusEvangelion characters are
assumed to roll all of their characteristics separately, and then assign them where
they wish to best fit their character.
ASSETS & DRAWBACKS
At Character Creation, all players are required to select Drawbacks for their characters
which represent the flawed nature of every pilot ever seen entering an Evangelion in the
series. However, in return for each drawback, the character gains a form of credit known as
‘Depth.’
Each character is required to select at least 10 Depth worth of Drawbacks. A character may
have as many Drawbacks as they wish, but still gain at most 25. The more inconvenient the
Drawback, the more Depth received in return to spend on Assets, which are much like
talents. What makes Assets special is that they may be selected by any career, but only at
character creation. At no time afterward may new Assets be gained even if Depth is left
unspent.
It is important to note that some Assets have corresponding drawbacks that cannot be taken
together, such as Fearless and Coward.
No Asset or Drawback can be taken multiple times unless specified otherwise
ASSETS
Academic Depth Value: 10
Effect: Before joining Nerv, the character received extensive higher education, to the point
of having a PhD.
Academics gain the following:
Higher Education: Become trained in 2 Common Lores and 1 Scholastic Lore of your choice.
Thesis Paper: Gain the “Talented” Talent in one of the three skills chosen above. Special: This Asset may only be taken by characters with an Intelligence score of 40 or
higher.
Athlete Depth Value: 10
Effect: Being in excellent physical shape, enough to be a star in some sport or field game, is
never a bad thing.
Athletes gain the following:
Physical Endurance: The character may spend a Fate Point to remove all their levels of
Fatigue.
Training Regime: The character trains their body with great efficiency. When making use of
the “Physical Training” Time Management option, the character may test the characteristic
they want to improve afterwards. On a success, they have enough time left over to use
another Time Management Option that month that isn’t “Physical Training”.
Tough Guy: In unarmed combat, the character deals 1d5 + SB damage. Also, double SB for
the purpose of determining carrying capacity in personal scale. Special: This Asset may not be taken with the Skinny or Overweight Drawbacks.
Charming Depth Value: 5
Effect: Gain a permanent +10 to Fellowship based skills involving the opposite gender.
Common Sense Depth Value: 5
Effect: A sense that is uncommonly found in individuals despite the name. A character with
this asset may, no more than once per session, consult with the GM about a specific course
of action. The GM is required to explain if and how the idea is inherently flawed but only in
the context of information the character can be expected to know.
Cynic Depth Value: 10
Effect: The character is less easily swayed by emotion and always reads between the lines,
looking for the catch. They begin play with the Scrutiny skill, and furthermore gain a +20 to
Scrutiny to resist Charm and Deceive.
Driven Depth Value: 10
Effect: Never give up, never surrender. The character with this trait lives up to those words
never backing down in the face of adversity. The character gains a conditional Fate Point
that may only be spent in situations to overcome incredible odds or when refusing to back
down from a superior enemy. This Fate Point may never be burnt and must be announced as
being used specifically as opposed to the character’s normal pool of Fate Points.
Egghead Depth Value: 5
Effect: Gain proficiency in, and the “Talented” Talent for, any one Intelligence based skill.
Special: This Asset may be taken multiple times, but no more than the character’s
Intelligence Bonus.
Fast Depth Value: 5
Effect: There is something to be said about the ability to run away from things very quickly.
The character may spend a Fate Point and a Reaction Action in order to move a distance
equal to their Full Move. This may be done at any point during anyone's turn, but only before
or after actions are taken, not during. In addition, the character gets +1 AB when
determining their speed that does not apply to their Evangelion.
Fearless Depth Value: 15
Effect: Legendary courage or simply a special form of insanity? Either way the character
gains +10 to all tests to resist fear and are treated as if they had 20 more Insanity Points than
they actually do for the purposes of Fear immunity. Special: This Asset may not be taken with the “Coward” Drawback.
High Endurance Depth Value: 10
Effect: Any time the character takes a level of fatigue, they may attempt a Toughness Test.
On a success, they reduce the total levels of fatigue taken by 1 to a minimum of zero. In
addition, their Feedback Threshold is increased by 1. Special: This Asset may not be taken with the “Chronic Pain” Drawback.
Innovative Depth Value: 10
Effect: Creativity and imagination have their own place on the battlefield. The character
gains one conditional Fate Point that may only be spent when attempting a creative plan of
their own making or when using a skill in an unorthodox way. This conditional fate point may
never be burnt, and must be announced as being used specifically as opposed to the
characters normal pool of Fate Points.
International Depth Value: 5
Effect: You were raised in an environment that left you well-suited to pick up new languages
on the fly. Or perhaps English is your second language and after that everything else is
easy. In either case, you being play with an extra language, and in addition may, halve the
cost of Skill Proficiencies to buy additional Speak Language skills.
Mad Skill Depth Value: 10
Effect: Mental health is fine but sometimes being reasonable isn’t going to help anyone and
pushing the limits of the human body or an Evangelion to the limit doesn’t come naturally
with sanity. At any time when the character would gain 1 or more Insanity Points, they may
spend a Fate Point. For the next 5 rounds, they may add half their Insanity score as a free
bonus on all rolls dependant on a single characteristic chosen when the Fate Point is spent.
When the 5 rounds are over, immediately roll on the Trauma table.
Military Nut Depth Value: 5
Effect: Wargames, wars, and the implements of wars; is there anything better to know about
when a war comes a-calling? Begin play trained in the “Common Lore (War)” and
“Scholastic Lore (Tactics)” skills, as well as the Talents “Talented(Common Lore (War))” and
“Talented(Scholastic Lore (Tactics))”.
Mimic Depth Value: 5
Effect: Some people collect stamps, others collect voices. Nothing strange about that. As the
Talent from Dark Heresy.
Paranoia Depth Value: 5
Effect: Normally extreme suspicion and distrust is viewed as a negative trait. But in the
dangerous, post-Impact world of the Eva pilots, it can save your life. As the Dark Heresy
Talent of the same name.
Prepared Depth Value: 10
Effect: Some people can feel the winds of change and get ready for the oncoming storm.
Gain an extra 100 experience points to spend; they do not count towards rank.
Resilient Metabolism Depth Value: 5
Effect: True heroes train their internal organs and imbue them with the discipline and
efficiency of a modern Special Forces unit. Eating substandard food causes no problems for
the character and they gain Resistance (Poison), +20 to any tests to resist illness, and
automatically pass the toughness test when hit by Toxic weapons at P or E scale.
Shrewd Depth Value: 10
Effect: Brilliant negotiator and master of the social arts, the character gains one conditional
Fate Point that may only be spent in critical negotiations of business or diplomatic nature.
This conditional Fate Point may never be burnt and its use must be announced specifically.
Spending this conditional fate point for purposes other than “rerolling a failed Test” or
“adding 1 degree of success” are highly questionable.
Soldier Depth Value: 15
Effect: Prior experience in battles outside of an Evangelion before coming to Nerv, fighting
and killing human opponents, brings its own advantages for fighting Angels.
Soldiers gain the following:
Battlefield Experience: As the “Jaded” Talent from Dark Heresy. +20 to WP tests to snap out
of Fear. The character may un-jam a weapons as a half action.
Tough Guy: In unarmed combat, the character deals 1d5 + SB damage. Also, SB is doubled
for the purpose of determining carrying capacity in personal scale.
Thrill Seeker Depth Value: 5
Effect: Undaunted in the face of danger and the unknown, the character pursues them with
relish. Whenever the character spends a Fate Point in situations where they are outmatched
or performing some dangerous feat of exceptional bravery, roll a d10. One a roll of 9, the
Fate Point is not spent. This applies to conditional Fate Points as well. Special: This Asset may not be taken with the “Coward” Drawback.
Troublemaker Depth Value: 10
Effect: Raised without proper discipline, the character spent their younger years constantly
getting into trouble. And they got good at it. Troublemakers gain the following:
Street Skill: Become trained in any two of the following: Concealment, Deceive, Gamble,
Silent Move or Sleight of Hand.
Trouble with Authority: Anyone in a position of apparent authority over the pilot takes a -20 to
their Command or Charm skill tests to coerce them in any way. Intimidate works just fine,
though.
Uncanny Luck Depth Value: 5
Effect: A few lucky wins on scratchcards, a small payout from a local lottery, finding twenty
bucks on the street; the character has a record of having chance go their way. The character
is considered to be trained in the ‘Gamble’ skill and once per session may choose to modify
any single, already rolled skill test by rolling 2d10 and subtracting the total from their roll.
Unremarkable Depth Value: 5
Effect: Everyone is special, unfortunately or fortunately for the character, they are
especially good at being forgotten. As the talent of the same name from Dark Heresy.
Unshippable Depth Value: 5
Chastity in this modern age requires either a strong will or incredible naiveté, enough to
make the most direct forms of emotional manipulation fall flat. Choosing this asset grants the
Chem Geld talent from Dark Heresy and immunity to the effects of the Charming asset. Special: If the character willingly enters into a romantic relationship, this Asset is lost, only
in relation to that individual.
DRAWBACKS
“Madness, for most men, is a constant and looming dread. There is little that holds more terror
than the thought of losing one’s self, as though madness was some wicked doppelganger of the
mind, come to kill the man you are and replace it with a cruel shadow. But the bewildering
intricacy of the human mind defies any explanation so simple. Trooper Hong claims to be ‘fine’,
but has gone to such lengths to avoid me that he has nearly killed himself twice doing it. Adrian
Hertz hasn’t slept for more than thirty minutes in a row in the six years that I’ve known him.
Maxim Borusa is the only member of NERV CSAR without advanced-stage PSTD, but sleeps
holding an Action Joe doll and beat a man to death when he took it as a prank. Dr. Chandrahan is
nothing less than the most complete sociopath I have ever seen. And yet it is they who humanity
chooses to safeguard its very existence. Why? They know too well that madness is not a
condition, but a perspective; the ephemeral line drawn in the sand to give the functional the
false assurance that they are not like the men they fear. Mad is what those who have seen too
little must call those who have seen too much.
And we are all quite mad here.”
-Dr. Nina Credo, chief psychologist
Big Ego Depth Value: 10
Effect: There’s feeling good about oneself and then there’s believing, and needing to
prove, that one is the best of the best. In any situation when someone shows themselves to
be more skilled than the pilot with this drawback, the pilot must make an Ordinary (+10)
Willpower test or decide to prove their worth to those fools and show them how it is REALLY
done. At the next available opportunity, the pilot must choose to attempt some action that
imposes at least a net -20 penalty to its roll after all other effects have been applied. This
action must be at least somewhat flashy, attention getting, or a blatant attempt to show off
their skills. If the Willpower test is passed, they instead take a -10 penalty to Fellowship,
Intelligence, and Perception for one hour as they force themselves to swallow their pride,
which makes them irritable and distracted.
Chronic Pain Depth Value: 10
Effect: The character suffered a serious injury in the past, and ever since then has been
plagued by the wound. Whenever the character takes a level of fatigue for the first time in a
session, they immediately gain one extra.
Special: This Drawback may not be taken with the “High Endurance” Asset.
Civilian Depth Value: 10
Effect: Some are little prepared for the carnage and destruction left behind after a battle
and the images of the horror never leave them. In the aftermath of each battle, the pilot
gains a number of Insanity points equal to (the total Collateral Damage/10) * 2.
Compulsive Behavior Depth Value: 5
Effect: The character suffers from the psychological need to repeat some specific act, often
to offset some anxiety or depression. This act need not be dangerous or especially time
consuming, but must be a significant detour from a normal routine. Examples include
extremely thorough cleaning of the hands, or approaching and counting the number of
outlets in every room they enter. In every session, until this action can be completed, the
character takes a -10 penalty to all tests. Should the compulsive behaviour be conditional
(such as holding open doors for crowds) failure to do so when presented the opportunity
triggers the -10 penalty for one hour.
Coward Depth Value: 10
Effect: The character shies away from danger and avoids harm. He takes a -20 penalty to all
rolls to resist fear. Special: This Drawback may not be taken with the “Fearless” Asset.
Damaged Goods Depth Value: 5
Effect: The character has suffered some sort of massive trauma in the past and never fully
recovered. They begin play with 10 Insanity Points.
Dark Secret Depth value: 10
Effect: There is a part of the character’s past that must never be revealed. Be it something
they did or simply saw, should it come to light it would ruin them. What this secret happens
to be is a matter for the player and the GM to decide. Anyone who learns the character’s
dark secret (hereafter referred to as the confidant) must immediately choose and apply one
of the following reactions to their character:
Anger: The confidant will not willingly speak with the character with Dark Secret for 1d5
sessions. If forced to speak face to face, any Fellowship based rolls made by the character
against the confidant automatically fail, and the confidant is treated as having the Short Fuse
drawback in the character's presence. If they already have Short Fuse, they automatically
fail rolls to resist its effects.
Denial: The confidant gains a major Delusion Disorder (see DH’s Insanity rules), with the
delusion being that the character with Dark Secret is perfectly normal. If nature of the Dark
Secret ever comes up in conversation, the confidant will forcefully change the topic. If their
delusion is ever openly disproven for them, they must roll on the trauma chart and
afterwards there is a 50% chance that the delusion is maintained. Otherwise, the effect ends.
Evasion: The confidant will not willingly come closer than a few feet from the character with
Dark Secret, and is visibly uncomfortable in that character’s presence. This effect lasts for
1d10+2 sessions.
Fear: The confidant immediately rolls on the shock table (ignoring any form of fear
resistance or immunity), and treats the character with Dark Secret as having Fear (1) for 1d5
weeks.
Disgust: The confidant will never use aid another or any other joint action (such as Double
Team or Synchronize Group) with the character with Dark Secret. In addition, they must Test
WP to perform any action whose sole purpose is to save the life of that character.
Jaded: The confidant avoids being forced to react, but immediately gains 15 Insanity points
as the truth slowly festers in their mind. And because they picked the most boring option.
These Insanity Points cannot be reduced or negated.
Acceptance: In rare situations, by GM approval only, the confidant may decide that their
emotional attachment to the character is such that they are willing to ignore their shortfalls
and stand with them. However, they are then treated the same as the character by all other
confidants.
Once a reaction is chosen, it may not be changed. Depending on the nature of the secret,
additional penalties and punishments may apply.
Dependent Depth Value: 5
Effect: The pilot’s sense of self-worth is overly influenced by the opinions of others. They
must choose one person and, if their opinion of the pilot is ever negative, the pilot takes a -
10 to all rolls for 1d5 hours and must choose a new person to become dependent on.
Depressive Depth Value: 10
Effect: The character is prone to dark moods. At the beginning of each session, they must
roll a Willpower test. If this test is failed, the character begins the session with one level of
fatigue that persists for a number of hours equal to 1d5+the number of degrees of failure. No
ability may remove this level of fatigue until that time is up.
Diverse Troubles Depth Value: 5
Effect: You've got problems beyond what your peers experience. Choose any one negative
trait from any Background other than your own. You gain that trait. Special: It is encouraged that the chosen trait be given a slightly different explanation than
normal. A Prodigy with Inhuman Biology might instead have extreme allergies instead of
having overly complex internal organs, for example.
Duty of Care Depth Value: 15
Effect: Sometimes, surviving is its own punishment. There is someone, possibly a relative or
friend, who has no one else to care for them, and is incapable of caring for themselves.
Either as a result of obligation or compassion, the pilot’s attachment to this ward is a
defining aspect of their person.
This ward, the reason for their helplessness, and the pilot’s connection should be defined
through discussion with the GM.
If the pilot ever believes this person to be in danger (be it direct or indirect) they must pass
a difficult (-10) Willpower test or rush to their aid. If they have confirmed that their ward is in
immediate danger, they automatically fail the Willpower test, though in their frenzy to help
their charge they gain a +20 to all tests directly related to aiding the ward.
Should the person ever be harmed, the pilot takes 1 point of Insanity and a level of fatigue
for an hour afterwards due to depression. If the ward ever dies or is taken away from the
pilot permanently, the pilot immediately gains 2d10+10 Insanity Points.
In addition caring for this person takes up much of the pilot’s time. During the Time
Management stage, all options take one extra month for the pilot to gain the listed effect.
Special: This Drawback requires special permission from the GM, and any GM unwilling to
give the player time to interact with their ward in character is recommended to not allow its
use.
Fanatical Depth Value: 10
Effect: Choose an organisation, cause, or moral code. The character will follow the tenants
of that code (or orders handed down by important officials of that organisation) even if it
means danger or death. Failure to attempt to do so (but not attempting to and failing)
permanently sacrifices a fate point.
Foe Depth Value: 5
Effect: Someone, for real or imagined reasons, hates the pilot and seeks to ruin him. This
person may be a superior officer, news reporter, or even a humble yet resourceful member
of the janitorial staff. The foe should be a constant interference in the pilot’s life, either as a
nagging nuisance or legitimate threat. The GM and player should discuss who this person is
and why the situation exists.
Hoarder Depth Value: 5
Effect: In a post-Impact world, resources are often scarce. Either because their caretakers
never provided it, or because their family never had much to go around, the pilot is used to
having only as much as they could gather and keep to themselves. Even now, these old
habits have a firm hold on them, and they have a tendency to collect and store things “just in
case.” In addition, sharing is against their nature and, unless someone uses Charm,
Command, or Intimidate to coerce them, the character must test Willpower or refuse to let
something leave their possession, no matter how much someone else might want or need it.
Impetuous Depth Value: 10
Effect: The character tends to rush into things, engaging the enemy with gusto and throwing
caution to the wind. In any combat, the player may not replace a destroyed umbilical,
neutralize, or willing spend a turn doing nothing UNTIL they have performed one of the
following actions: All Out Attack, Charge, Full Auto, or used a ranged attack in Point Blank
Range.
Ineptitude: Depth Value: 5
Effect: Choose one basic skill. The pilot automatically fails that basic skill and may never
gain bonuses to it.
Lonely Depth Value: 5
Effect: The pilot doesn’t handle being by themselves very well. They take a -10 to all tests
made when they are isolated with no other people around. Being alone in a space would
only count if they were not in contact with other people at the time; as such this does not
apply to being in the entry plug during a battle, as the constant contact with Nerv’s support
staff and other pilots provides plenty of emotional reinforcement.
Low Pain Threshold Depth Value: 5
Effect: The character’s Toughness bonus is considered to be half (round down) its actual
value for all effects. Special: This Drawback may not be taken with the “High Endurance” Asset. This applies to
the pilot, not their Evangelion.
Medicated Depth Value: 5
Effect: Choose any one Characteristic that is not WS, BS, Fel or SR. The pilot has a chronic
condition that threatens that Characteristic, and any week in which they do not take
medication for their conditions means they reduce that Characteristic by 1d10 until they do
receive their medication and get some rest. However, even then, their chosen Characteristic
is not restored to full as they permanently lost 1 point in the Characteristic per week without
medication as their body has been weakened by the stress
Overweight Depth Value: 5
Effect: The pilot’s Agility Bonus is treated as 1 less for determining speed outside of the Eva.
If it makes you feel any better, you can tell people it is glandular… assuming you have the
Decieve skills to pull that off. Special: This Drawback may not be taken with the “Fast” Asset.
Phobia Depth Value: 5
Effect: Your character has an irrational fear of some specific thing. When confronted by
their phobia, they take a -20 to willpower and automatically fail any rolled Fear test for as
long as they in its presence or otherwise confronted by it. Special: This Drawback may not be taken with the “Fearless” Asset.
Physically Challenged Depth Value: 15
Effect: The character has trouble moving due to some physical injury, deformity, or
neurological condition. The character may only crawl without the use of assisting equipment
(such as crutches or a wheelchair). With such assisting equipment, their speed is half
normal. This does not affect their Evangelion. In addition, the stress this places on their body
has them roll all Toughness Tests at a -10 penalty, though their character’s actual Toughness
remains unchanged.
Poor Vision Depth Value: 5
Effect: The character's eyesight is impaired, halving their perception for sight-based skills
and halving the range of any ranged weapon they wield. The exact cause of this impairment
can range wildly, from partial blindness to an actual missing eye. However, no matter the
reason, it is crucial that this cannot be corrected. Saying that the character has poor
eyesight, but then wears corrective lenses to negate it, would not be a valid use of this
Drawback.
Prejudice Depth Value: 5
Effect: The character considers one demographic to be subhuman, and will not willingly
tolerate their presence. Should they be forced to, all skills involving them take a -20 penalty
as the pilot barely contains their disgust.
Repellent Depth Value: 5
Effect: The character is, simply put, ugly as sin. They may only use half their Fellowship
score when interacting with the opposite sex. This does not affect their ability to take the
Asset “Charming.”
Sadistic Depth Value: 10
Effect: The pilot likes causing others pain way more than they should. It’s even hard for
them to resist doing so when presented the opportunity. When the character has a clear
chance to cause pain or discomfort (either physical or emotional) to another person and they
are reasonably sure that they can get away with it, they must. If they choose to let the
opportunity pass without incident, they must make a Willpower Test. On a failure, one
unspent Fate Point they have is considered spent for the rest of the session. If the character
and the potential target are on bad terms already, or the character would otherwise have
special reason to want this person to suffer, they take a -30 penalty to the test.
Second Fiddle Depth Value: 15
Effect: The pilot naturally assumes a subservient role to another, more dominant,
personality. Choose one other player character or suitable NPC. The pilot will never
intentionally show them up, and has a tendency to follow them around and do what they say.
Should the pilot ever roll higher than the chosen person for Initiative, they are wracked by
indecision and instead go immediately after them in the turn order. Any Fellowship-based
skill that they roll with the pilot as the target automatically succeeds, and the pilot takes a -10
to all rolls for 1 hour whenever they are scorned by the person they are subservient to.
Should this person die, appear to have died, or somehow become their mortal enemy, the
pilot gains 1d10+5 insanity points and rolls on the Mental Trauma chart as if they had 2
degrees of failure.
Unlike the Dependent Drawback, once chosen the person who the character is subservient
to is permanent. The choosing of this dominant person may be delayed until after character
creation at the GM’s discretion, but it must be chosen by the beginning of the second
session of play.
Short Fuse Depth Value: 5
Effect: The character has a hard time controlling himself when he gets angry. When
confronted or otherwise stressed and agitated, they must pass a Willpower test or fly into a
rage either yelling at the source of their anger or trashing the surrounding environment.
Punching someone in the face might also be appropriate, if ill advised.
Suicidal Depth Value: 5
Effect: The character has no survival instinct, and will not retreat from combat of their own
will. If the character is asked to, or would have a motivation to retreat from a fight that isn’t
their own wellbeing, they may test Willpower to act normally.
Wimp: Depth Value: 5
Effect: The pilot’s Strength Bonus is treated as half its actual value (rounded down) for all
effects.
CAREER PATHS
For obvious reasons, the careers from Dark Heresy would not be appropriate for play
in Adeptus Evangelion. Three Pilot Careers are provided below (Berserker, AT Tactician,
Skirmisher and Pointman), as well the non-pilot career of Operations Director.
Talents marked with a DH are to be found in the Dark Heresy Core Rulebook.
Scale
Adeptus Evangelion takes place in two scales of play: Personal Scale and Evangelion Scale.
Pilots operate in both scales, and gain abilities geared for this purpose. However, pilots are
only in one scale at a time. There are many Evangelion Scale abilities that are mechanically
the same as those in the Personal Scale Dark Heresy system. Of these, there are many that
the Pilot simply cannot use outside of an Evangelion’s Entry Plug.
To avoid confusion of where this line is drawn, a new Column has been added to all Rank
charts for all available Pilot career paths. This is the Scale column, and may have any one of
the following values in each row:
E: (Evangelion) This means that the listed Skill or Talent may only be used by the character
when piloting an Evangelion. This is usually an ability that the Pilot is simply incapable of
doing themselves.
P: (Personal) This means that the Listed Skill or Talent may only be used by the character
when outside of an Evangelion, or in rare cases when the pilot them self is acting inside of
the Evangelion. This is usually an ability that the Pilot does which the pilot can only do face
to face, and which does not translate to being inside a giant war machine.
E/P: (Evangelion/Personal) This means that the Skill or Talent crosses over the scale barrier,
and the Pilot may use it in both scales. This is usually an ability that the Pilot possesses that
they can use to full effect both on their own as well as from the perspective of an Evangelion.
The non-pilot Career of Operations Director is incapable of Piloting an Evangelion, and as
such may only operate in the Personal Scale.
Skirmisher
“You know, hitting the broad side of a barn used to mean something that was very easy. But
when you are 40 meters tall, even the broad side of a barn is actually quite tiny! I can still hit it,
though.”
- Hikari Moto, the 6th Child.
Where Berserkers and A.T. Tacticians are the specialist pilot careers, Skirmishers
are the invaluable general fighters. No other pilot class can possibly match their
sheer skill and finesse in combat, or their mastery of heavy weapons. Skirmishers,
rather than rely on Evangelion specific attributes such as A.T. Fields and Berserking,
uses fighting styles and combat maneuvers that have been used by the best human
fighters on the ground for generations.
High level Skirmishers can be masters of Melee or Ranged combat, and use their
weapons to devastating effect. Successful Skirmishers do not focus on a single
weapon above all others, but instead keep a small armory of weapons handy,
deploying with the right weapon for the job every time.
Characteristic Simple Intermediate Trained Expert
Weapon Skill 100 250 500 750
Ballistic Skill 100 250 500 750
Strength 200 350 500 750
Toughness 200 350 500 750
Agility 100 250 500 750
Intelligence 200 350 500 750
Perception 100 200 300 400
Willpower 250 500 750 1500
Fellowship 200 350 500 750
Synch Ratio 250 500 750 1500
Starting Skills: Speak Language (English) (Int), Literacy (Int), Speak Language (any) OR
Common Lore (Any) Starting Talents: AT Power (Deflective Field), A.T. Power (Neutralize), Skill Proficiency
(Twice), Structural Upgrade, Weapon Upgrade Starting Gear: Standard Plugsuit, Standard Entry Plug, Nerv ID
Rank 1 : SCOUT(0-999)
Advance Freq Scale Cost Type Prerequisites
Awareness 1 E/P 100 S ---
Dodge 1 E/P 100 S ---
Skill Proficiency 3 E/P 100 T ---
Catfall DH 1 E/P 100 T Ag 30
Quick Draw DH 1 E/P 100 T ---
Commission 1 E 200 T ---
Weapon Expert 1 E 200 T ---
Biological Upgrade 3 E 100 T ---
Structural Upgrade 3 E 50 T ---
Weapon Upgrade 3 E 50 T ---
Sound Constitution DH 1 P 50 T ---
Rank 2 : WARRIOR (1000-1999)
Advance Freq Scale Cost Type Prerequisites
Skill Proficiency 4 E/P 100 T ---
Skill Training 1 E/P 100 T Skill Proficiency
AT Power (A.T. Ping) 1 E 100 T ---
Manipulation 1 1 E 200 T ---
Berserk Charge DH 1 E/P 100 T ---
Furious Assault DH 1 E 200 T WS 35
Leap Up DH 1 E/P 100 T Ag 30
Lightening Reflexes DH 1 E/P 100 T ---
Rapid Reaction DH 1 E/P 100 T Ag 40
Sprint DH 1 P 100 T ---
Target Acquisition 1 E 100 T ---
I am not Left Handed 1 E 100 T ---
Twin Weapon Wielder 1 E 200 T WS 35, BS 35, Ag 35
Biological Upgrade 2 E 100 T ---
Structural Upgrade 3 E 100 T ---
Weapon Upgrade 3 E 100 T ---
Sound Constitution DH 1 P 50 T ---
Rank 3 : LANCER (2000-3999)
Advance Freq Scale Cost Type Prerequisites
Awareness +10 1 E/P 100 S Awareness
Dodge +10 1 E/P 100 S Dodge
Skill Proficiency 2 E/P 100 T ---
Skill Training 4 E/P 100 T Skill Proficiency
Skill Mastery 2 E/P 100 T Skill Training
Manipulation 1 1 E 200 T ---
Blind Fighting DH 1 E 100 T Per 30
Combat Master DH 1 E/P 100 T WS 30
Hip Shooting DH 1 E/P 100 T BS 40, Ag 40
Nerves of Steel DH 1 E/P 100 T ---
Akimbo 1 E 100 T BS 40, Twin Weapon
Wielder
Drop Trained 1 E 100 T ---
Expert Aim 1 E/P 100 T ---
Precision (Melee) 1 E 100 T ---
Precision (Pistol) 1 E 100 T ---
Precision (Basic) 1 E 100 T ---
Precision (Heavy) 1 E 100 T ---
Quick Spread 1 E 100 T ---
Biological Upgrade 1 E 200 T ---
Structural Upgrade 2 E 100 T ---
Weapon Upgrade 3 E 100 T ---
Sound Constitution DH 1 P 50 T ---
Rank 4 : GUNSLINGER (4000-6999)
Advance Freq Scale Cost Type Prerequisites
Skill Proficiency 1 E/P 100 T ---
Skill Training 4 E/P 100 T Skill Proficiency
Skill Mastery 4 E/P 100 T Skill Training
Manipulation 1 1 E 200 T ---
Manipulation 2 1 E 200 T Manipulation 1
Hard Target DH 1 E/P 100 T Ag 40
Commission 1 E 200 T ---
Extra Precision 1 E 300 T Any 2 Precisions
Marksman DH 1 E/P 100 T BS 40
Swift Attack 1 E 300 T Furious Assault, WS 40
Gravity Kick 1 E 200 T Drop Trained
Please Move 1 E 100 T ---
Biological Upgrade 1 E 300 T ---
Structural Upgrade 2 E 150 T ---
Weapon Upgrade 3 E 100 T ---
Sound Constitution DH 1 P 50 T ---
Rank 5 : COMMANDO (7000-9999)
Advance Freq Scale Cost Type Prerequisites
Awareness +20 1 E/P 100 S Awareness +10
Dodge +20 1 E/P 100 S Dodge +10
Skill Training 2 E/P 100 T Skill Proficiency
Skill Mastery 4 E/P 100 T Skill Training
Manipulation 2 1 E 200 T Manipulation 1
Deadeye 1 E 100 T WS 40, BS 40, Expert Aim
Talented(Dodge) 1 E/P 200 T ---
Sniper 1 E 200 T BS 45
Biological Upgrade 1 E 300 T ---
Structural Upgrade 2 E 150 T ---
Weapon Upgrade 3 E 150 T ---
Sound Constitution DH 1 P 50 T ---
Rank 6 : GOD OF WAR (10000+)
Advance Freq Scale Cost Type Prerequisites
Skill Proficiency * E/P 200 --
Skill Training * E/P 200 T Skill Proficiency
Skill Mastery * E/P 200 T Skill Training
Manipulation 2 2 E 200 T Manipulation 1
Extra Precision 1 E 200 T Any 2 Precisions
Biological Upgrade * E 400 T ---
Structural Upgrade * E 200 T ---
Weapon Upgrade * E 200 T ---
Sound Constitution DH * P 100 T ---
*This talent may be bought an unlimited number of times at this rank
BERSERKER
"I've seen some things in my life. I lived through Second Impact, and survived wars. I was on the
ground when Israfel came through Boston. But the one thing that scares me more than anything
else are those
Evangelions. Nerv says that they are our only chance of getting out of this alive, but how much
control over them do we really have?”
-Sergeant Walters, 2Div Infantry.
Berserkers are pilots whose usefulness is readily apparent. While skilled at melee
combat, they lack skill at ranged combat and master only a fraction of their A.T.
Field’s true potential.
However, they share a special bond with their Evangelion that few other pilots can
match. Their Evangelion will rise to protect them with increasing frequency, and as it
slowly becomes more self aware more and more of its devastating power is realized.
With encouragement from the pilot, the Evangelion can become even more
monstrous a fighter than the Angels themselves.
High level berserkers are decent at melee and poor at ranged and A.T. Field
manipulation. However, when they enter berserk their worth cannot be ignored.
Characteristic Simple Intermediate Trained Expert
Weapon Skill 100 250 500 750
Ballistic Skill 250 500 750 1500
Strength 100 200 300 400
Toughness 100 200 300 400
Agility 250 500 750 1500
Intelligence 200 350 500 750
Perception 200 350 500 750
Willpower 250 500 750 1500
Fellowship 200 350 500 750
Synch Ratio 100 250 500 750
Starting Skills: Speak Language (English) (Int), Literacy (Int), Speak Language (any) OR
Common Lore (Any) Starting Talents: AT Power (Deflective Field), A.T. Power (Neutralize), Skill Proficiency
(Twice), Biological Upgrade, Weapon Upgrade. Starting Gear: Standard Plugsuit, Standard Entry Plug, Nerv ID
Rank 1 : BRAWLER(0-999)
Advance Freq Scale Cost Type Prerequisites
Awareness 1 E/P 100 S ---
Skill Proficiency 3 E/P 100 T ---
AT Power (AT Flare)
Berserk Charge DH 1 E 100 T Ag 30
Bloodlust 1 E 100 T ---
Bestial 1 E 100 T ---
Ghost in the Machine 1 E 100 T ---
Please Move 1 E 100 T ---
Biological Upgrade 3 E 100 T ---
Structural Upgrade 3 E 50 T ---
Weapon Upgrade 3 E 50 T ---
Sound Constitution DH 1 P 50 T ---
Rank 2 : SAVAGE (1000-1999)
Advance Freq Scale Cost Type Prerequisites
Dodge 1 E/P 100 S ---
Skill Proficiency 4 E/P 100 T ---
Skill Training 1 E/P 100 T Skill Proficiency
Manipulation 1 1 E 200 T ---
Furious Assault DH 1 E 200 T WS 35
Hotblooded 1 E/P 100 T ---
Take Control(Relentless) 1 E 100 T ---
Quick Draw DH 1 E 100 T ---
Quick Spread 1 E 100 T ---
Self Preservation 1 E 200 T ---
Street Fighting DH 1 E 100 T ---
I am not Left Handed 1 E 100 T ---
Biological Upgrade 3 E 100 T ---
Structural Upgrade 2 E 200 T ---
Weapon Upgrade 3 E 100 T ---
Sound Constitution DH 1 P 50 T ---
Rank 3 : BEASTLY (2000-3999)
Advance Freq Scale Cost Type Prerequisites
Awareness +10 1 E/P 100 S Awareness
Skill Proficiency 2 E/P 100 T ---
Skill Training 4 E/P 100 T Skill Proficiency
Skill Mastery 2 E/P 100 T Skill Training
Manipulation 1 1 E 200 T ---
Controlled Rage 1 E 100 T Bloodlust
Crushing Blow DH 1 E 100 T S 40
Drop Trained 1 E 100 T ---
Loose Control 1 E 200 T ---
Please Move 1 E 100 T ---
Rampage 1 E 200 T Bloodlust
Take Control(Stand) 1 E 100 T ---
Take Control(Mend) 1 E 100 T ---
Resistance (Fear) DH 1 E/P 100 T ---
Restraint 1 E 100 T ---
Sprint DH 1 E 100 T ---
Hidden Horror 1 E 100 T ---
Sum of Its Parts 1 E 100 T S 35
Together as One 1 E 200 T SR 50
Biological Upgrade 3 E 100 T ---
Structural Upgrade 1 E 200 T ---
Weapon Upgrade 2 E 100 T ---
Sound Constitution DH 1 P 50 T ---
Rank 4 : TENACIOUS (4000-6999)
Advance Freq Scale Cost Type Prerequisites
Awareness +20 1 E/P 100 S Awareness +10
Dodge +10 1 E/P 100 S Dodge
Skill Proficiency 1 E/P 100 T ---
Skill Training 4 E/P 100 T Skill Proficiency
Skill Mastery 4 E/P 100 T Skill Training
Manipulation 2 1 E 200 T Manipulation 1
Awakening 1 E 100 T ---
Brutality 1 E 100 T ---
Cannibalize 1 E 100 T ---
Take Control(Destroy) 1 E 100 T ---
Gravity Kick 1 E 100 T Drop Trained
Hard Target 1 E/P 100 T Ag 40
Heart of the Machine 1 E 100 T Sum of Its Parts
I Cannot Be Defeated 1 E/P 100 T Hotblooded
Indomitable 1 E/P 100 T ---
Rip and Tear 1 E 100 I ---
Biological Upgrade 3 E 100 T ---
Structural Upgrade 1 E 300 T ---
Weapon Upgrade 2 E 150 T ---
Sound Constitution DH 1 P 50 T ---
Rank 5 : DREADNOUGHT (7000-9999)
Advance Freq Scale Cost Type Prerequisites
Skill Training 2 E/P 100 T Skill Proficiency
Skill Mastery 4 E/P 100 T Skill Training
Manipulation 1 1 E 200 T ---
Manipulation 2 1 E 200 T Manipulation 1
From the Grave 1 E 200 T ---
Hostility Restrained 1 E 100 T Restraint
Like a Cruel Angel 1 E 200 T SR 60
Please Move 1 E 200 T ---
Ravenous 1 E 100 T Cannibalize
Rend Asunder 1 E 100 T ---
Together As One 1 E 200 T SR 50
Unlimited Potential 1 E 200 T ---
Biological Upgrade 3 E 150 T ---
Structural Upgrade 1 E 300 T ---
Weapon Upgrade 2 E 150 T ---
Sound Constitution DH 1 P 50 T ---
Rank 6 : JUGGERNAUT (10000+)
Advance Freq Scale Cost Type Prerequisites
Skill Training * E/P 200 T Skill Proficiency
Skill Mastery * E/P 200 T Skill Training
Manipulation 1 1 E 200 T ---
Manipulation 2 1 E 200 T Manipulation 1
Manipulation 2 1 E 200 T Manipulation 2
Carnage 1 E 200 T ---
Lucid Eva 1 E 200 T Hidden Horror
Please Move * E 300 T ---
Quickening 1 E 200 T ---
Biological Upgrade * E 200 T ---
Structural Upgrade * E 400 T ---
Weapon Upgrade * E 200 T ---
Sound Constitution DH * P 100 T ---
*This talent may be bought an unlimited number of times at this rank
Pointman
“The others are special. Hong’s Eva is… unique. Camille is really smart, and does things I can’t
even explain. Hikari is a great shot. Me? I’m not really bad, but I’m not important like they are.
We've got an entire species to fight for. Perspective is everything, and I'm cursed with having
enough of it to do the things that nobody else is willing to.”
- Raj Misra, Pilot of Unit 02
Adeptus Evangelion is a game where teamwork is the key to victory, and the
Pointman career path epitomizes this. A well played Pointman seems suicidal, but by
their actions can shift a battle from being unwinnable to an easy victory, even if their
Evangelion is in pieces by the end of it.
Pointmen combine tactical exploitation and precision teamwork to open up
opportunities for other pilots to strike with impunity, as well as defend their fellow
pilots with their lives. A Pointman may rarely deal damage to an opponent, but by
their actions they can leave the enemy open to attack from better armed allies.
High level Pointmen are masters of defense in melee, a field where they generally
thrive.
Characteristic Simple Intermediate Trained Expert
Weapon Skill 100 250 500 750
Ballistic Skill 100 250 500 750
Strength 200 350 500 750
Toughness 100 200 300 400
Agility 100 250 500 750
Intelligence 200 350 500 750
Perception 200 350 500 750
Willpower 250 500 750 1500
Fellowship 100 200 300 400
Synch Ratio 250 500 750 1500
Starting Skills: Speak Language (English) (Int), Literacy (Int), Speak Language (any) OR
Common Lore (Any) Starting Talents: AT Power (Deflective Field), A.T. Power (Neutralize), Skill Proficiency
(Twice), Structural Upgrade, Weapon Upgrade Starting Gear: Standard Plugsuit, Standard Entry Plug, Nerv ID
Rank 1 : BLOCKER (0-999)
Advance Freq Scale Cost Type Prerequisites
Awareness 1 E/P 100 S ---
Skill Proficiency 3 E/P 100 T ---
Halt Advance 1 E 100 T ---
Maneuver Mastery 1 E 100 T ---
Hotblooded 1 E/P 100 T ---
Guardian 1 E 100 T ---
Rapid Reaction DH 1 E 100 T ---
Biological Upgrade 3 E 100 T ---
Structural Upgrade 3 E 50 T ---
Weapon Upgrade 3 E 50 T ---
Sound Constitution DH 1 P 50 T ---
Rank 2 : CHARGER (1000-1999)
Advance Freq Scale Cost Type Prerequisites
Dodge 1 E/P 100 S ---
Skill Proficiency 4 E/P 100 T ---
Skill Training 1 E/P 100 T Skill Proficiency
Manipulation 1 2 E 200 T ---
Sprint 1 P 100 T ---
Berserk Charge 1 E 100 T Sprint
Interference Pattern 1 E 100 T ---
Spotter 1 E 100 T ---
Quick Spread 1 E 100 T ---
Jaded 1 E/P 100 T ---
Biological Upgrade 3 E 100 T ---
Structural Upgrade 3 E 100 T ---
Weapon Upgrade 3 E 100 T ---
Sound Constitution DH 1 P 50 T ---
Rank 3 : LIVING SHIELD (2000-3999)
Advance Freq Scale Cost Type Prerequisites
Awareness +10 1 E/P 100 S Awareness
Skill Proficiency 2 E/P 100 T ---
Skill Training 4 E/P 100 T Skill Proficiency
Skill Mastery 2 E/P 100 T Skill Training
AT Power (Containment) 1 E 200 T ---
Manipulation 1 1 E 200 T ---
Manipulation 2 1 E 200 T Manipulation 1
Sacrifice 1 E 300 T ---
Impervious 1 E 200 T ---
Force Move 1 E 100 T AT Power (Float)
Unshakeable Faith 1 E 100 T Hotblooded
Furious Assault 1 E 200 T WS 40
Drop Trained 1 E 100 T ---
Quick Draw 1 E/P 100 T ---
Biological Upgrade 2 E 200 T ---
Structural Upgrade 3 E 100 T ---
Weapon Upgrade 2 E 100 T ---
Sound Constitution DH 1 P 50 T ---
Rank 4 : EXPLOITER (4000-6999)
Advance Freq Scale Cost Type Prerequisites
Skill Proficiency 1 E/P 100 T ---
Skill Training 4 E/P 100 T Skill Proficiency
Skill Mastery 4 E/P 100 T Skill Training
Manipulation 1 1 E 200 T ---
Manipulation 2 1 E 200 T Manipulation 1
Gravity Kick 1 E 200 T Drop Trained
Interference Pattern 1 E 200 T ---
Double Team DH 1 E 200 T ---
Support Fire 1 E 200 T ---
Combat Master DH 1 E 100 T ---
Counter Attack DH 1 E 200 T Furious Assault, Rapid
Reaction
Tactical Blow 1 E 100 T ---
Wall of Steel DH 1 E 200 T ---
Expert Aim 1 E 200 T WS 35, BS 35
Blitz 1 E 200 T Berserk Charge
Target Acquisition 1 E 200 T Expert Aim
Biological Upgrade 2 E 200 T ---
Structural Upgrade 3 E 100 T ---
Weapon Upgrade 2 E 100 T ---
Sound Constitution DH 1 P 50 T ---
Rank 5 : DEEPSTRIKER (7000-9999)
Advance Freq Scale Cost Type Prerequisites
Awareness +20 1 E/P 100 S Awareness +10
Dodge +10 1 E/P 100 S Dodge
Skill Training 2 E/P 100 T Skill Proficiency
Skill Mastery 4 E/P 100 T Skill Training
Manipulation 1 1 E 200 T ---
Manipulation 2 1 E 200 T Manipulation 1
I Cannot Be Defeated 1 E 100 T ---
Hard Target DH 1 E 100 T ---
Takedown DH 1 E 100 T ---
Leap Up DH 1 E 100 T ---
Impervious 1 E 200 T ---
Biological Upgrade 2 E 300 T ---
Structural Upgrade 3 E 150 T ---
Weapon Upgrade 2 E 150 T ---
Sound Constitution DH 1 P 50 T ---
Rank 6 : PRAETORIAN (10000+)
Advance Freq Scale Cost Type Prerequisites
Dodge +20 1 E/P 100 S Dodge +10
Skill Proficiency * E/P 200 T ---
Skill Training * E/P 200 T Skill Proficiency
Skill Mastery * E/P 200 T Skill Training
Manipulation 1 1 E 200 T ---
Manipulation 2 1 E 200 T Manipulation 1
Tactical N2 Punch 1 E 200 T ---
Fearless 1 E 200 T ---
Biological Upgrade * E 400 T ---
Structural Upgrade * E 200 T ---
Weapon Upgrade * E 200 T ---
Sound Constitution DH * P 100 T ---
*This talent may be bought an unlimited number of times at this rank
A.T. TACTICIAN
"Perhaps most chilling would be those subjects that have shown exceptional ability with regard
to the manipulation of AT fields while piloting an evangelion unit. It took two years, billions of
dollars, and some of the greatest scientific minds in existence to properly deploy a deflective
field under test conditions with the first prototypes. It took two weeks for the first high-
synchronizing pilot candidate to declare the laws of gravity an inconvenient nuisance. The
upper limits as to what these candidates can do is unknown, because no one has seen it. Their
greatest advantage is that they do not know their own strength. As long as we do not tell them
there is something they cannot accomplish, I expect they will continue to accomplish the
impossible."
- Dr. Sama Chandrahan
The Absolute Territory Field is the ultimate defense and weapon of choice of the
Angels. Evangelions are fielded against them primarily because of their ability to
generate their own A.T. Fields, and fight the Angels on equal ground.
Controlling these A.T. Fields requires intense concentration. AT Tacticians
supplement this with something even more vital: imagination. The reality warping
properties of the A.T. Field are capable of performing actions that are blatantly
impossible outside of them. AT Tacticians are capable of recognizing the awesome
potential of this and exploiting it.
High level AT Tacticians are poor at melee and mediocre at ranged, but are capable
of manipulating their A.T. Fields in ways that other pilots could never hope to
Characteristic Simple Intermediate Trained Expert
Weapon Skill 250 500 750 1500
Ballistic Skill 100 250 500 750
Strength 200 350 500 750
Toughness 200 350 500 750
Agility 250 500 750 1500
Intelligence 100 200 300 400
Perception 100 200 300 400
Willpower 100 250 500 750
Fellowship 200 350 500 750
Synch Ratio 100 250 500 750
Starting Skills: Speak Language (English) (Int), Literacy (Int), Speak Language (any) OR
Common Lore (Any) Starting Talents: Skill Proficiency (Twice), A.T. Power (Deflective Field), AT Power
(Neutralize), Manipulation 1, Biological Upgrade or Structural Upgrade. Starting Gear: Standard Plugsuit, Standard Entry Plug, Nerv ID
Rank 1 : A.T. ADEPT (0-999)
Advance Freq Scale Cost Type Prerequisites
Awareness 1 E/P 100 S ---
Skill Proficiency 3 E/P 100 T ---
Manipulation 1 3 E 100 T ---
A.T. Maneuver 1 E 100 T ---
Foresight DH 1 E/P 100 T Int 30
Quick Spread 1 E/P 100 T ---
Interference Pattern 1 E 100 T ---
Biological Upgrade 3 E 200 T ---
Structural Upgrade 3 E 200 T ---
Weapon Upgrade 3 E 200 T ---
Sound Constitution DH 1 P 50 T ---
Rank 2 : A.T. FOCUSED (1000-1999)
Advance Freq Scale Cost Type Prerequisites
Dodge 1 E/P 100 S ---
Skill Proficiency 4 E/P 100 T ---
Skill Training 1 E/P 100 T Skill Proficiency
Manipulation 1 1 E 100 T ---
Manipulation 2 2 E 100 T Manipulation 1
A.T. Maneuver 1 E 100 T ---
Blind Fighting DH 1 E 100 T AT Power (Ping)
Magnify 1 E 200 T Int 30 or WP 30
Resonance Pulse 1 E 200 T ---
Scan Field 1 E 100 T Awareness
Biological Upgrade 2 E 200 T ---
Structural Upgrade 2 E 200 T ---
Weapon Upgrade 2 E 200 T ---
Sound Constitution DH 1 P 50 T ---
Rank 3 : A.T. MANIPULATOR (2000-3999)
Advance Freq Scale Cost Type Prerequisites
Awareness +10 1 E/P 100 S Awareness
Dodge +10 1 E/P 100 S Dodge
Skill Proficiency 2 E/P 100 T ---
Skill Training 4 E/P 100 T Skill Proficiency
Skill Mastery 2 E/P 100 T Skill Training
Manipulation 1 1 E 100 T ---
Manipulation 2 2 E 100 T Manipulation 1
Manipulation 3 2 E 100 T Manipulation 2
A.T. Maneuver 1 E 100 T ---
Analyze Field 1 E 100 T Scan Field
Causality Control 1 E 100 T Manipulation 2
Interference Pattern 1 E 100 T ---
Divert Field 1 E 200 T Resonance Pulse
Drop Trained 1 E 100 T ---
Please Move 1 E 100 T ---
Spark of Genius 1 E 200 T Int 40
Biological Upgrade 2 E 100 T ---
Structural Upgrade 2 E 100 T ---
Weapon Upgrade 2 E 100 T ---
Sound Constitution DH 1 P 50 T ---
Rank 4 : A.T. WONDER (4000-6999)
Advance Freq Scale Cost Type Prerequisites
Skill Proficiency 1 E/P 100 T ---
Skill Training 4 E/P 100 T Skill Proficiency
Skill Mastery 4 E/P 100 T Skill Training
Manipulation 1 1 E 100 T ---
Manipulation 2 2 E 100 T Manipulation 1
Manipulation 3 2 E 100 T Manipulation 2
Gravity Kick 1 E 200 T Drop Trained
Kingdom of One 1 E 100 T ---
Deadeye Shot DH 1 E/P 100 T ---
A.T. Maneuver 1 E 100 T ---
Mimic Field 1 E 200 T Analyze Field
Synchronize Group 1 E 200 T Divert Field
Target Acquisition 1 E 200 T ---
Biological Upgrade 2 E 150 T ---
Structural Upgrade 2 E 150 T ---
Weapon Upgrade 2 E 150 T ---
Sound Constitution DH 1 P 50 T ---
Rank 5 : A.T. MASTER (7000-9999)
Advance Freq Scale Cost Type Prerequisites
Awareness +20 1 E/P 100 S Awareness +10
Skill Training 2 E/P 100 T Skill Proficiency
Skill Mastery 4 E/P 100 T Skill Training
Manipulation 1 1 E 100 T ---
Manipulation 2 1 E 100 T Manipulation 1
Manipulation 3 2 E 100 T Manipulation 2
A.T. Maneuver 1 E 100 T ---
Magnify 1 E 200 T Int 30 or WP 30
Power Efficiency 1 E 100 T A.T. Maneuver
Quantumsurge 1 E 200 T Kingdom of One
Furious Assault DH 1 E 100 T WS 35
Biological Upgrade 1 E 200 T ---
Structural Upgrade 1 E 200 T ---
Weapon Upgrade 1 E 200 T ---
Sound Constitution DH 1 P 50 T ---
Rank 6 : A.T. MAGICIAN (10000+)
Advance Freq Scale Cost Type Prerequisites
Dodge +20 1 E/P 100 S Dodge +10
Skill Proficiency * E/P 200 T ---
Skill Training * E/P 200 T Skill Proficiency
Skill Mastery * E/P 200 T Skill Training
Manipulation 1 1 E 100 T ---
Manipulation 2 1 E 100 T Manipulation 1
Manipulation 3 1 E 100 T Manipulation 2
Impossible 1 E 200 T ---
Biological Upgrade * E 200 T ---
Structural Upgrade * E 200 T ---
Weapon Upgrade * E 200 T ---
Sound Constitution DH * P 100 T ---
*This talent may be bought an unlimited number of times at this rank
Talents (non-DH)
Akimbo Prerequisite: BS 40, Twin Weapon
Wielder Effect: Hours upon hours of practice (or
watching gun-fu flicks) have honed your
hands to an unnatural steadiness with your
beloved pistol. You do not suffer the Two
Weapon Wielder penalty for using a
Pistol.
Analyze Field Prerequisite: AT Tactician, Scan Field
Effect: As Scan Field, but AT Ping detects
the target's current Spread Pattern
automatically. The pilot may make an
Awareness Test, if successful they identify
one AT Power the target possesses plus
one more for every degree of success.
A.T. Maneuver
Prerequisite: none
Even when taking direct control via AT
Powers, as long as a pilot’s AT Field is
spread there is a powerful force at their
command, waiting to be used. Each time
this Talent is taken, choose one ability
from the following list. These abilities cost
no ATP to use. No ability may be taken
multiple times.
Energy Efficient – The pilot
maximizes the energy use of their
Evangelion, gaining an additional
round of battery power.
Fluid-Tuned – You may use your
Synch Ratio when Testing Swim,
instead of Strength.
Fortification – Your Fatigue
Threshold is increased by 1.
Inertia Boost – Your Agility Bonus is
increased by 1.
Kinetic Aid – You may use your
Synch Ratio when Testing
Acrobatics, instead of Agility.
Mind's Eye – You may use your
Synch Ratio when Testing
Awareness, instead of Perception.
Quick Draw – As the Talent from
Dark Heresy.
Wipe Clean – Ranged weapons you
use don't Jam.
Flux – You may spend a reaction
action to modify one rolled test
within 20 dam of you by an amount
equal to your current rank number.
This amount may be either added
to the roll, or subtracted from it,
your choice.
Awakening Prerequisite: None
Effect: Whenever you would roll a Test to
Berserk, you may instead spend a Fate
Point to automatically succeed.
Bestial Prerequisite: Berserker
Effect: When Berserk, the Berserker's
Evangelion is a terror to behold in
combat. All natural
weapons of the Evangelion gain +1
Penetration and when Berserk deal an
extra 1d10 damage.
Blitz Prerequisite: None
Effect: Line them up and knock them
down. The only thing that compares to the
sheer force that you barrel at your foes
with is the impact they feel when you
finally hit. As a Full Action, you may move
your Charge distance and make a Knock-
Down attempt at a +10 bonus.
Bloodlust Prerequisites: None
Effect: Your character boils up and
promptly explodes. As a Full Action you
incite yourself into a mad frenzy, gaining a
+20 bonus to Weapon Skill and Willpower
tests, but suffer a -20 penalty to Ballistic
Skill and Intelligence tests.
You must attack the nearest enemy in
melee combat if possible. If you are not
engaged with the nearest enemy, you
must move towards that enemy and
engage them if possible. You will not take
obviously suicidal actions such as leaping
off a building in order to engage someone
on the ground, but you will take any
actions that have a reasonable opportunity
to engage in melee with the nearest
enemy.
While Bloodlusted, you are immune to
fear, pinning, stunning effects, and the
effects of fatigue. You may not Parry, use
the Withdraw Action, or flee from Combat.
You must use the All-Out Attack option in
melee combat if possible and may never
make Called Shots under any
circumstance. You remain Bloodlusted for
the duration of the combat.
Brutality Prerequisite: None
Effect: The Berserker's Evangelion
demonstrates its fearsome nature,
empowering the pilot's attacks when he
employs similarly reckless tactics.
Whenever you use the All-Out Attack
Option with a Natural Weapon, they are
treated as if they had the Tearing quality.
Cannibalize Prerequisite: None
Effect: If an Angel or Evangelion has not
self destructed when defeated and your
Evangelion is Berserk, you may choose to
devour the flesh of the enemy to absorb its
biomass as a Full Action. The Evangelion
may either regenerate a number of
Wounds equal to 1d10 + Toughness
Bonus, applied how you choose across
body locations, or gain 1 BUP.
Carnage Prerequisite: None
Effect: While the Evangelion is Berserk,
you may perform a special attack once per
session by spending a Fate Point. When
activated, an arm of your choice reduces
its AP to 0 until repaired. The Evangelion
may then strike an Angel or Evangelion
with that arm as a normal attack and force
an Opposed Toughness Test. If successful,
the Evangelion’s flesh fuses with that of its
target, and it rips out its arm, dealing
(SB*2) damage that ignores Armor and
Toughness. The Evangelion immediately
absorbs this stolen biomass and gains
1d10 wounds to be divided up among its
body locations as chosen and 1 BUP which
it may spend immediately. At this time,
previously bought, but as yet unspent,
BUP may be spent as well to help pay for a
specific biological upgrade. If either the
Weapon Skill Test to hit or the Opposed
Toughness Test is failed, the Fate Point is
not expended, but the AP on the arm
remains at 0.
Causality Control Prerequisite: Manipulation 2
Effect: By bending the laws that govern
their ability to bend the laws of cause and
effect, a pilot can perform truly
spectacular feats. Choose one ability from
the following list that modifies a specific
AT Power. Displacement (Entropy Flux) - For as
long as Entropy Flux is activated, the pilot
may give their Evangelion‘s melee attacks
a reach equal to the ATP used to augment
Entropy Flux. Guided Funnel (Spatial Funnel) - The
pilot‘s shots almost aim themselves at the
target and even appear to be able to
predict where they would go. Enemies
take a -20 to Dodge Tests when reacting to
an attack enhanced with Spatial Funnel. Shunt (Dirac Cache) - When retrieving an
item from a Dirac Cache, the pilot may
have it appear at any spot they can see
within 50 dam. Newtonian Flip (Float) - Using an equal
yet opposite reaction, the pilot may
choose one object or willing target within
range of their Float distance. Both lift into
the air and switch places.
Commission Prerequisites: none
Effect: Gain one bonus from the following
list that applies to all ranged weapons of
the associated technology you wield. You
may not select the same option more than
once, even with multiple purchases of this
talent. Explosive Shells (General): +2 Damage
to all General Ranged weapons High Power (Maser): +2 Breach to all
Maser weapons Charged (Positron): +1 Critical Damage
whenever Critical Damage is dealt with
Positron Weapons Concussive (HE Bolt): In addition to the
normal effects based on damage amount
and body location, whenever HE Bolt
weapons deal critical damage they always
knock the target prone.
Controlled Rage Prerequisite: Bloodlust
Effect: You've managed to figure out how
to keep your wits about you some while
still being a raving lunatic. While in
Bloodlust you are no longer required to
use the All Out Attack Action, although
you must still attack if possible and may
not use the Multiple Attacks Action. You
may use the Neutralize A.T. Power and any
Enhancement A.T. Powers that you know
and may now Parry.
Deadeye Prerequisite: WS 40, BS 40, Expert Aim
Effect: You know precisely where to aim
your attacks and landing them is entirely
effortless. In any round in which you have
taken the Aim action, you do not suffer the
-20 Penalty for making a Called Shot. This
talent replaces Expert Aim.
Divert Field Prerequisite: Manipulation 3
Effect: You have the ability to displace
your AT Field from yourself, redirecting
your power at will, though doing so will
leave you without all of its defenses. You
may Test BS to activate any AT Power that
you know as if you were at some point of
your choosing within 20 dm of your actual
position, changing direction and range as
appropriate. Doing this completely
reduces your ATS to 0, regardless of
however much ATP you have left over
after using the power. If you fail the BS
Test, the power simply fizzles and you lose
your Action, though you don't lose any
ATP.
This Talent may not be used to divert
Spread Patterns or any A.T. Field Powers
that only affect the user.
Drop Trained Prerequisite: None
Effect: You have been trained in strategic
insertion from significant heights, or
maybe you just finally learned how to stop
falling flat on your ass. When falling from
heights of 10 dam or more, you always
land on your feet and treat your falling
distance as if you had fallen only 1/3rd as
far for the purposes of damage. Heights
below 10 dam are simply too short for you
to prepare yourself in time.
Expert Aim Prerequisite: WS 35, BS 35
Effect: You can hit the broad side of a
barn from 50 paces. You can also hit the
fly that you were aiming for. In any round
in which you have taken the Aim action,
the penalty for making a Called Shot is
only -10 instead of the normal -20.
From The Grave Prerequisite: None
Effect: The Evangelion is a force that
defies NERV's better predictions. After the
Evangelion has been defeated, you may
spend a Fate Point to Test for Berserk as
normal. If the Eva successfully Berserks, it
rises up one Round later and continues to
fight, having defaulted to 0 wounds and 0
critical damage on the body location that
was damaged to the point of defeat. No
Critical Damage effect applies from this,
although effects already applied other
than 'Evangelion defeated' remain. This is
an especially traumatic event for the pilot,
and they must make a Willpower Test, on
a Failure they gain 1d10 Insanity Points, on
a Success they gain 1d5 Insanity Points.
Gravity Kick Prerequisite: Drop Trained
Effect: A stylish move favored by aces,
which you count yourself among. When
above an opponent, you may make a
downwards Charge attack unarmed,
having your Evangelion drop onto the
enemy and gaining a bonus d10 to the
damage dealt, with a bonus to breach and
penetration equal to the fall distance in
dam halved (rounding down). This
unarmed attack may not be parried and
loses the primitive quality, but if you miss
the target the Evangelion falls to the
ground prone and the Evangelion's leg
suffers the same damage that the enemy
would have been dealt with this attack.
Ghost in the Machine Prerequisites: None
Effect: The pilot has a unique relationship
with their Evangelion, one that will grow
into a weapon far greater than anything
one can hold in their hands. When rolling
to Berserk, you do not suffer the usual -30
penalty to the SR Test.
In addition, the Evangelion can and will
awaken to fight should it be pushed to its
limit. Once per session, if the Evangelion
would be defeated, you may choose to
burn a Fate Point. Instead of being
defeated, the Evangelion reactivates on
the spot and Berserks automatically. In
addition to all other applicable bonuses,
the Evangelion is treated as being at full
health on all body locations, even going
so far as to regrow a missing limb. All
Critical Damage effects in place cease to
apply to this Eva. All remaining Fate
points default to unspent. After burning
Fate for this Talent, the pilot may not be
killed or forced to burn Fate to survive
barring truly exceptional circumstances. If
you would be forced to burn a Fate Point
to survive in the entry plug, this Talent
may be immediately activated to force the
Eva to berserk as well as save the pilot
from death.
Guardian Prerequisite: None
Effect: Your training has taught you to not
only look out for yourself, but for others as
well. You may expend your Reaction to
Parry an attack against an adjacent ally.
Halt Advance Prerequisite: None
Effect: On a successful melee attack the
pilot may instead cancel an enemy’s
ability to move for one round in place of
dealing damage. This does not affect their
ability to attack or defend, only change
their position.
Heart of the Machine Prerequisite: Sum of Its Parts
Effects: Sometimes, just jamming on the
triggers and shouting your lungs out as
you scream bloody murder just isn’t
enough. Usually, it's when you aren't toe to
toe with a giant alien abomination. The
pilot increases the melee damage of their
Eva by an amount equal to (their own
Strength Bonus) - 2. This Talent cannot be
used if the pilot is unconscious.
Hidden Horror Prerequisite: None
Effect: The Evangelion you pilot has
become the equivalent of a light sleeper,
and enters Berserk mode with ease. You
gain a +1 bonus to your Initiative and +10
bonus to the SR Test to Berserk.
Hostility Restrained Prerequisite: Restraint
Effect: Though still filled with an all-
consuming rage, you manage to channel
that rage into its enemies, and only its
enemies. You automatically succeed on
the Test to fall Dormant if circumstances
would not force you to attack an ally. If
circumstances would force you to attack
an ally, such as the Angelic Distinguishing
Feature or the special ability of an Angel,
you may make a Test to fall Dormant at an
additional +10 bonus (to a total of +20)
and, on a success, you do not attack them.
Hotblooded Prerequisite: None
Effect: The only way to keep you down is
with overwhelming force and violence.
Increase your Feedback Threshold by 1.
In addition, whenever you roll on the
Shock Table, you may roll twice and
choose whichever result you prefer.
I am NOT Left-Handed Prerequisite: None
Effect: You are equally competent with
both of your hands, a good thing when
your Evangelion happens to lose one or
the other. As a Free Action, you may
change which hand is your dominant one.
I Cannot be Defeated Prerequisite: Hotblooded
Effect: You refuse to give in, even when
pressed to your absolute limits. Treat your
Toughness Bonus as being 2 higher for the
purposes of determining whether or not
you pass out from Fatigue.
Impervious Prerequisite: Hotblooded
Effect: Painting a giant target on yourself
does the team little good if you cannot
withstand the heat, fortunately you’re a
little tougher than the average teenager.
Whenever you purchase this Talent,
choose one of the following: •Feedback Resistance- Increase your
Feedback Threshold by 1. •Resistance (Fear)- DH
•Stable Synch- Once per session, after
rolling for Synch Disruption, you may
choose to discard the roll and keep your
current Synch Ratio instead. •Shrug it Off- Once per session, you may
ignore all the effects of accumulated
Fatigue (including falling unconscious)
until the end of your next turn.
Impossible! Prerequisite: None
Effect: There are some ideas that just
sound crazy, but they might just be crazy
enough to work. Choose one ability from
the following list: Hostile Synch - The pilot may Test SR as a
Half Action when within 20 dam of an
enemy to forcibly attune its AT Field with
their Evangelion's. If the Test fails, the
pilot is Stunned and their field collapses,
requiring it to be re-spread. If successful,
the AT Fields become one, and neither the
enemy or the ATT have any Deflection
against the other. If the pilot's ATS is lower
than that of their opponent, their Ego
Barrier decreases each round by an
amount equal to the difference. Oscillating Field - It is a well known fact
that two separate Spread Patterns cannot
be active at the same time. However,
pilots can change between them. So the
AT Tactician does. Several times a second,
in fact. They may choose to have the effect
of any two Spread Patterns, using the
lowest Deflection of the two. They are
treated as having both spread patterns
active for any and all relevant abilities. Delta Waveform - By utilizing unstable
constructions of phase-space, the pilot
may do things which are physically
possible yet are statistically very unlikely
to ever occur. By spending a Fate Point,
the pilot may use any AT Power they know
to perform a single action that the player
can
convince the GM it could theoretically be
used for. The first time that you attempt to
use Delta Waveform in a session and the
GM rejects all ideas, all spent fate Points
reset to un-spent. However, this is the first
time only. After that, any turn in which the
GM rejects all ideas is a wasted turn on
your part.
Indomitable Prerequisite: None.
Effect: Your sense of self is incredibly
strong and will not easily be broken.
Whenever you remove points from your
Ego Barrier, remove one less (to a
minimum of one).
Interference Pattern Prerequisite: None
Effect: The act of Neutralizing an enemy
AT Field is usually an undertaking in force
rather than skill. But skill has its place too.
Every time this Talent is taken, choose one
option from the following list that may be
applied as an additional effect when
neutralizing the enemy. However, each
effect has a listed minimum amount of ATP
that must be Neutralized for in order to
trigger the effect, and no more than one
Interference Pattern effect can be active in
a single round. Using these effects, while
not directly harmful, may result in the
enemy considering the pilot a priority
target. •Deep (3 ATP): Neutralization range is
increased by 20. •Harmful (5 ATP): The Neutralized
opponent takes a -10 to all Tests this
round. •Broadcast (5 ATP): Neutralization,
instead of affecting one target, may affect
any number of targets within 10 dam of the
pilot. •Counter (Special): Choose one single AT
Field power that the character knows. The
minimum ATP to activate this effect is
equal to the ATP cost of that power, and
the Neutralized enemy cannot use that AT
Power this round. •Lock (7 ATP): The Neutralized enemy
must pass a WP test to successfully
teleport, and on a failure moves 0 dam.
Dirac Powers used by the enemy cost 4
ATP more. •Reality Reinforcement (Special): The
Minimum ATP is equal to the Angel's TB.
Select one Trait that the Angel possesses.
The Angel is treated as if it did not possess
that Trait. If the Angel moves out of
neutralization range, this effect ends
immediately. Certain Traits are so intrinsic
to the Angel that they may not be inhibited
in this manner. These include the
following traits: Amorphous, Angel, From
Beyond, Flyer, Natural Weapon, Size
(any), Swarm, Swim, and Decentralized
Core. At The GM‘s discretion, certain
Traits unique to an Angel (indicated by
one or more *’s in Angel entries) may also
be immune to this power. In general, any
Trait that if inhibited would cause the
Angel to change its physical shape, size or
composition is immune to this power. •Pattern Master (Special): The character
may have any two Interference Pattern
effects active in the same round, so long
as they meet the ATP minimum of both of
them.
Kingdom of One Prerequisite: None
Effect: The Tactician knows how to extend
themselves without becoming completely
defenseless, they get the most out of their
Spread Patterns and mandate their A.T.
Fields to reach heights and dimension
unknown before them. Choose one ability
from the following list that modifies a
specific AT Power. Particle Screen (Deflective Field) - As
the most basic of spread patterns, the pilot
can draw power from it quickly and easily.
For as long as you have Deflective Field
active, your Deflection increases by 2
against non-Energy based attacks. Faster Than the Eye can See
(Accelerated Territory) - During any
round in which the pilot has taken a
Movement action with Accelerated
Territory spread, they gain a +10 bonus to
all Dodge Tests. Mind Over Matter (Layered Field) -
Should the pilot’s Evangelion lose a limb
other than the Head, upon activating the
Layered Field A.T. Power a new limb of
energy is created in its place, so long as
the Layered Field maintains an ATS of 3
and an additional 3 per each limb past the
first replaced.
This new limb has a Strength Bonus and a
Toughness Bonus equal to the
Evangelion‘s current ATS for all intents
and purposes. If it takes damage, the limb
is disrupted and may not be used until the
beginning of the pilot‘s next turn. If a limb
is lost while Layered Field is already
active, this talent takes effect next turn or
by spending a Reaction Action to manifest
the new limb. EM Cushion (Bunker Field) - For as long
as the pilot has Bunker Field spread with
an ATS of 5 or higher, all within 20 dam of
the pilot‘s Evangelion take only half
damage from Area attacks. In addition, all
area attacks that overlap with this area of
protection deal collateral damage as if
they were one category smaller, to a
minimum of small. All allies within range
are treated as having a spread field with 1
ATS for relevant effects, even if they are
normally incapable of spreading a field at
all. If they have their own spread AT Field,
use the higher ATS.
Like a Cruel Angel Prerequisite: SR 50
Effect: There is more to the Evangelions
than would first appear. Simply
synchronizing your soul with that of the
machine causes a resonance between the
two, allowing the awakened monstrosity to
draw upon its true nature. Whenever the
Evangelion Berserks, it gains additional
benefits, depending on which Berserk
Type it has. If an Evangelion has more
than one Berserk Type, only the one
chosen when it was created is modified. Apex Predator - The Evangelion is an
unstoppable beast, barreling through any
opposition. Nothing can stop it once it has
chosen its path. When Berserk, The Eva
ignores any effect that would force the
Evangelion to move, hold it in place,
lower its Agility or prevent it from taking
actions, and it may ignore the effects of
the Barrier AT Power. This effect modifies
a Savage Evangelion. Deus In Machina - The Evangelion is
unnaturally quick, slipping through the
gaps in gunfire and striking in the space
between seconds, moving fast enough to
be naught but a blur. When Berserk, the
Evangelion gain the Unnatural Speed(x2)
Trait and may make use of an additional
Reaction Action each round that may only
be used to Parry or Dodge. However,
using this extra Reaction deals 1d5 Impact
damage, instead of the normal 1 from
using a Reaction while Berserk with the
Hunter Berserk type. This effect modifies a
Hunter Evangelion. Seraphic Halo - The Evangelion is a
master of manipulating local reality, on
par with the Angels themselves. When
Berserk, the Evangelion gains the
Heavenly Trait. This effect modifies a
Supernatural Evangelion. Unbound Soul - The Evangelion has finally
managed to surpass the limiters placed on
it by those who made it, its own
personality breaking free. When Berserk,
you may choose an additional Berserk
type, gaining all of its benefits and
penalties. This effect modifies a Protective
Evangelion. Immortal Being - Nothing stops the
Evangelion. It is a tireless juggernaut, an
irresistible force, a fundamental law of
nature. When Berserk, the Evangelion
gains the Stuff of Nightmares Trait. This
effect modifies an Unyielding Evangelion.
Loose Control Prerequisite: None
Effect: Whenever you are Stunned, you
may Test to Berserk.
Lucid Eva Prerequisite: Hidden Horror
Effect: The Evangelion has become self
aware, tolerating the pilot‘s presence but
ready to take control from the pilot at the
first sign of weakness. Whenever the pilot
suffers Synch Disruption, the Evangelion
Berserks. In any situation where you
would normally Test to Berserk, the
Evangelion Berserks automatically.
Magnify Prerequisite: None
Effect: An AT Field is a powerful tool
under normal conditions, but by
employing either clever or stupidly
dangerous methods a pilot can make it
even more so. Choose one ability from the
following list: AT Focus: As a Half Action, the AT
Tactician may designate a single AT Field
Power that they know, and 'stock' a
number of AT Field Points (ATP) no
greater than their Intelligence bonus.
Their ATS is decreased as if they had used
an AT Power of the same cost. One round
later, the AT Tactician begins their turn
with an ATS equal to what they would have
normally, but with a number of extra ATP
equal to the amount they stocked the
previous round. These
extra ATP may only be used to pay for the
power the AT Tactician declared on their
previous turn or to augment it. Self Dilation: Once during the round as a
Free Action a pilot may choose to 'spend'
an amount of Ego Barrier up to their
Willpower Bonus and gain a like amount of
ATP. If unused by the start of their next
turn, it is not refreshed with the rest of
their ATP. They will suffer Synch
Disruption after this ability resolves as
normal.
Maneuver Mastery Prerequisite: None
Effect: With impeccable footwork and a
judicious use of force you are more than
able to dictate the terms of your
engagement. When using the Maneuver
Action, you may roll twice and pick the
better result.
Manipulation 1
The pilot is a novice with AT Fields, but
has learnt some of its basic functions. Each
time this talent is taken, gain one AT
Power from the following list:
A.T. Ping
A.T. Flare
Inertia
Accelerated Territory
Bunker Field
Layered Field
Barrier
Restrict Shot
Manipulation 2 Prerequisites: Manipulation 1
Effect: The pilot is now competent with AT
Fields, and can utilize it with skill. Each
time this talent is taken, gain one AT
Power from the following list:
Entropy Flux
Spatial Funnel
Containment
Dirac Cache
Kinetic Manipulation
Kinetic Wave
Wrap Beam
Float
Manipulation 3 Prerequisites: Manipulation 2
Effect: The pilot is shockingly good with
AT Fields, and can perform feats
unimagined even a few years ago in less
time than it takes to explain them. Each
time this talent is taken, gain one AT
Power from the following:
Rutherford Chain
Anti-A.T. Field
Dirac Jaunt
Inverted Field
Friction Flood
Repulsion
Krasnikov Tube
Teleforce Blast
Mimic Field Prerequisite: AT Tactician, Analyze Field
Effect: As Analyze Field, but AT Ping
detects the target's AT Powers
automatically. The pilot may make an
Awareness Test; if successful they may
add an AT Power from the target's known
powers to their own for the duration of the
battle.
Please Move Prerequisites: None
Effect: For one time only, the Evangelion
may enter berserk without being
triggered. It is encouraged by GMs and
players to trigger this at a suitably
dramatic moment or otherwise under
special circumstances, rather than have it
seem completely random. Once used, this
ability may not be used again.
Power Efficiency Prerequisite: A.T. Maneuver
Effect: Through either long hours of
research and contemplation, or maybe
just a flash of insight, you've learned how
to better tune the usage of your power,
doing things no one else has with them.
Whenever you select this Talent, choose
one of the following options.
Efficient Breach - Whenever you
use an Enhancement power to
enhance an attack, that attack gains
a +1 bonus to Breach.
Efficient Cache – As long as you
have a spread A.T. Field, the cost
to Maintain your Dirac Cache costs
2 less ATP, though activating it still
costs the normal amount. If you are
storing only a single object, it costs
no ATP to Maintain the Cache.
Efficient Shot - Whenever you
enhance an attack with the Restrict
Shot or Spatial Funnel powers, that
attack ignores the penalties for
firing into melee, the target being
Prone, or the target being in
darkness.
Efficient Field – Your ATS is treated
as being 1 higher for the purpose
of Deflection and any special
ability of your Spread Pattern, but
not ATP or Breach.
Precision (Melee) Prerequisites: none
Effect: The pilot learns to make exact
motions with melee weaponry. Each time
this talent is taken, choose one ability from
the following list. This bonus applies to all
Standard Attacks made with this class of
weapon. You may not select the same
option more than once, even with multiple
purchases of this talent. Touché: This attack cannot by Parried.
Fast: Target takes a -20 penalty to Dodge
against this attack.
Cleaving: +2 Pen.
Crippling: If this attack deals Critical
Damage, deal 1 extra. Overwhelm: After Toughness, Armor, and
any special ability that the angel has that
might reduce damage (but not any form of
damage immunity) is applied, the attack
deals a minimum of 2 wounds worth of
damage. Finesse: You may modify your hit location
roll result by an amount equal to your
Weapon Skill Bonus, in either a positive
(to a maximum of 00) or negative (to a
minimum of 01) direction.
Precision (Pistol) Prerequisites: none
Effect: The pilot learns to use skill over
volume of fire. Each time this talent is
taken, choose one ability from the
following list. This bonus applies to all
Standard Attacks made with this class of
weapon. You may not select the same
option more than once, even with multiple
purchases of this talent. Well-Placed: Roll Ballistic Skill twice, take
the better roll. Fast: Target takes a -20 penalty to Dodge
against this attack. Cleaving: +2 Pen.
Crippling: If this attack deals Critical
Damage, deal 1 extra. Execution: In Point Blank Range or closer,
the weapon deals +3 damage. Gun Kata: When within 10 dam of the
enemy, you may use your WS in place of
your BS to fire this weapon.
Precision (Basic) Prerequisites: none
Effect: The pilot learns to use skill over
volume of fire. Each time this talent is
taken, choose one ability from the
following list. This bonus applies to all
Standard Attacks made with this class of
weapon. You may not select the same
option more than once, even with multiple
purchases of this talent. Well-Placed: Roll Ballistic Skill twice, take
the better roll.
Fast: Target takes a -20 penalty to Dodge
against this attack. Cleaving: +2 Pen.
Crippling: If this attack deals Critical
Damage, deal 1 extra. Double Tap: Deal an extra +2 damage,
but use up one extra ammunition. Sideshot: The attack gains a +2 Breach if
you moved immediately prior to firing.
Precision (Heavy) Prerequisites: none
Effect: The pilot learns to use skill over
volume of fire. Each time this talent is
taken, choose one ability from the
following list. This bonus applies to all
Standard Attacks made with this class of
weapon. You may not select the same
option more than once, even with multiple
purchases of this talent. Well-Placed: Roll Ballistic Skill twice, take
the better roll. Fast: Target takes a -20 penalty to Dodge
against this attack. Cleaving: +2 Pen.
Overpower: You may choose to not apply
your weapon’s Penetration to your attack
to instead lower the Deflection of this
enemy by 2 for 1 round. Brutal: Deal an extra +2 damage.
Arc: The attack gains a +3 Breach bonus if
fired from further away than Short Range.
Quantumsurge Prerequisite: Kingdom of One
Effect: By spending a fate point, you may
activate two powers in the same turn and
only spend ATP once, treating both
powers as if you had paid that amount of
ATP on them. This may not be used to
activate the same power twice, and takes
the same action to activate as the slower of
the two powers. Both powers resolve
simultaneously. The two powers do not
need to have the same target.
This talent may only work on AT Powers
that require ATP, and as such may not be
used on Spread Patterns.
Quickening Prerequisite: None
Effect: You may choose an additional
Berserk effect (Savage, Unbound, Spiral,
Unyielding, or Restraint), which applies to
any Evangelion you pilot. If an Evangelion
would have the same Berserk effect twice,
only one instance applies.
Quick Spread Prerequisite: None
Effect: Extending the Evangelion’s AT
Field has become familiar to you and you
are able to manifest it in significantly less
time. You may now Full Spread your A.T.
Field as a Half Action. As a Free Action
you may Spread your A.T. Field by an
amount of ATS and ATP up to your
Willpower Bonus.
Rampage Prerequisite: Bloodlust
Effect: While you are under Bloodlust or
Berserk and you make an All-Out Attack,
you may expend your own Reaction to
penalize any Reactions to your attack by -
10 for every 2 Degrees of Success in your
WS Test.
Ravenous Prerequisite: Cannibalize
Effect: Your Evangelion knows hunger,
and knows it well. A neverending
yearning, a bottomless hole that NEEDS to
be filled, and it begins to affect you, as
well. Simply the scent of a fresh meal
draws the still-slumbering beast towards
it, You may use the Cannibalize Talent
when not Berserk, the sleepwalking
monster pulling you along for the ride and
the meal. When Berserk, you may resolve
both effects of Cannibalize as it more fully
indulges itself, devouring every scrap it
can find.
Rend Asunder Prerequisite: None
Effect: When using a Weapon (Natural or
Otherwise) with the Tearing Quality, you
may roll an additional damage die and
drop the two lowest instead of just the
lowest.
Resonance Pulse Prerequisite: None
Effect: You attune your A.T. Field to an
ally's momentarily to transfer the
beneficial effects of your A.T. Field
temporarily to them. You may use A.T.
Field Powers that would normally only
affect you on another ally within 10 dm,
but only if they have an A.T. Field of their
own. This Talent may not be used to give
another your own ATS or Spread Pattern.
Restraint Prerequisite: None
Effect: You may reroll a failed Test to fall
Dormant. If circumstances would force you
to attack an ally, such as the Angelic or
Nemesis Distinguishing Features, you may
still attempt a Test to fall Dormant and, if
you succeed by 2 or more degrees, you
do not attack them.
Rip and Tear Prerequisite: None
Effect: When you deal Critical Damage to
a limb in melee, you may immediately
make a Strength Test opposed by the
enemy’s Toughness. If you succeed, the
limb in question is automatically removed
and the target suffers the maximum
Rending Critical Effect for that body
location.
Sacrifice Prerequisite: Pointman
Effect: The only wound that matters is the
one that finally puts you and your
Evangelion down, everything else is but a
nuisance. When hit with an attack, but
before rolling for damage, you may
declare that the attack has hit one of your
arms rather than any other body part,
whether the location was rolled randomly
or result of a Called Shot. The limb takes
damage as normal, and you must have an
arm to take the damage to use this Talent.
Attacks that have an area of effect or the
Blast Quality may not be redirected with
this Talent, and multiple hits from the
same attack (such as Full Auto) will treat
the chosen arm as the location for the first
hit only.
Special: If you have the Guardian talent,
you may use this Talent to allocate an
attack against an adjacent ally to yourself,
but if you do so you may not attempt to
Dodge or Parry this attack.
Scan Field Prerequisite: AT Tactician, AT Power
(Ping) Effect: AT Ping now detects the current
ATS value of the target. The pilot may
make an
Awareness Test; if successful they identify
the target's current Spread Pattern.
Self Preservation Prerequisite: None
Effect: If the Evangelion is crippled by an
attack and the pilot is incapable of
maintaining composure, the Eva feels
threatened and wrests control of the fight
from the pilot. Whenever the Evangelion
loses a limb, Test to see if the Evangelion
Berserks.
Skill Proficiency Prerequisite: None
Effect: Become trained in one skill from
the following list: Acrobatics, Barter,
Blather, Carouse, Charm, Climb, Common
Lore, Contortionist, Deceive, Demolition,
Disguise, Drive, Evaluate, Gamble,
Inquiry, Interrogation, Intimidate,
Literacy, Logic, Medicae, Performer, Pilot,
Scholastic Lore, Scrutiny, Search, Security,
Sleight of Hand, Speak Language,
Survival, Swim, Tech-Use, Tracking,
Trade, or Wrangling.
Skill Training Prerequisite: Skill Proficiency
Effect: gain a +10 bonus in any one skill
that you are trained in from the following
list:
Acrobatics, Barter, Blather, Carouse,
Charm, Climb, Common Lore,
Contortionist, Deceive, Demolition,
Disguise, Drive, Evaluate, Gamble,
Inquiry, Interrogation, Intimidate,
Literacy, Logic, Medicae, Performer, Pilot,
Scholastic Lore, Scrutiny, Search, Security,
Sleight of Hand, Speak Language,
Survival, Swim, Tech-Use, Tracking,
Trade, or Wrangling.
Skill Mastery
Prerequisite: Skill Training
Effect: gain a +20 bonus in any one skill
that you are trained in from the following
list:
Acrobatics, Barter, Blather, Carouse,
Charm, Climb, Common Lore,
Contortionist, Deceive, Demolition,
Disguise, Drive, Evaluate, Gamble,
Inquiry, Interrogation, Intimidate,
Literacy, Logic, Medicae, Performer, Pilot,
Scholastic Lore, Scrutiny, Search, Security,
Sleight of Hand, Speak Language,
Survival, Swim, Tech-Use, Tracking,
Trade, or Wrangling.
Sniper Prerequisite: BS 45
Effect: Your aim is unerring. Your nerves
are cool. The barrel of the gun is an
extension of your arm. Before rolling, you
may choose to spend a Fate Point to
automatically succeed on a single BS test
with 1d5+2 degrees of success.
Spark of Genius Prerequisite: A.T. Tactician, Intelligence
40 Effect: Usually, manipulating an A.T. Field
is a work of concentration and skill. But,
like much of the Evangelion, it is primarily
driven by thoughts. And the right
epiphany at the right time under pressure
can go a long way towards creating an
effect one could never replicate on
purpose.
By spending a Fate Point, an A.T. Tactician
may use any single A.T. Field Power
available through a Manipulation Talent
that they already have at least one
instance of, even if they did not purchase
that specific power using it. This power
costs as much ATP as it would normally if
they knew it, until the end of the battle.
Spotter Prerequisite: None
Effect: By feeding targeting data from
your Evangelion to an ally, they are able
to get a precise lock on their target. As a
Half Action you may designate a single
ally, on their next ranged attack they may
treat their distance modifier from a target
as if they were firing from your location. If
you are engaged in melee, the distance
modifier is treated as 0, not point-blank.
This does not allow them to attack beyond
the maximum range of their weapon or
beyond their line of sight without an
appropriate weapon.
Sum of Its Parts Prerequisite: Strength 35
Effect: Though the Evangelion is
controlled almost entirely through mental
action, being able to actually DO
something can help with that, and the plug
has those awfully convenient triggers just
sitting there… If you succeed on a
Strength Test in Eva, you may add a
number of Degrees of Success equal to the
pilot's Strength Bonus minus 2. In addition,
you may add the pilot's full Strength Bonus
to the Evangelion's for the purposes of
carrying, lifting, pushing, and leaping.
This Talent cannot be used if the pilot is
unconscious.
Support Fire Prerequisite: BS 35
Effect: CQC is not a requirement for
interference tactics, and indeed it would
be foolish to deprive yourself of all the
ways in which the use of a gun can deter
an enemy that it cannot kill. Whenever
you purchase this Talent, choose one of
the following: •Maser Overload- By adjusting your
weapon’s output, you bathe the target in a
wave of radiation that superheats their
body to incredible temperatures. While
not lethal on its own, this is excruciatingly
painful even to Angels. On a successful
attack with a Maser weapon, you may
choose to not roll for damage and instead
cause the target to suffer a -10 penalty to
all Tests for a number of rounds equal to
the number of shots that hit the target.
Multiple uses of this talent do not increase
the penalty but do add to its duration. •Positron Burrow- With a carefully placed
shot, you rend the target’s AT Field to
pieces if for just a moment. It’s up to your
allies to follow through and take
advantage of this lapse in defense. On a
successful attack with a Positron weapon
fired on single shot, you may choose to not
roll for damage and instead reduce the
target’s Deflection by an amount equal to
the weapon’s Penetration for the next
attack against the target. •Shell Shock- In a hailstorm of shrapnel
and fire, you aim for glancing shots that
rock the Angel and tear up its surface,
leaving it vulnerable. On a successful
attack with an N2 Shell weapon, you may
choose to not roll for damage and instead
halve the target’s Toughness Bonus until
the beginning of your next turn. Multiple
uses of this talent do not stack.
Synchronize Group Prerequisite: AT Tactician
Effect: As a Full Round Action the
Tactician may merge his or her AT Field
with those of friendly units within 20 dam.
All pilots involved must expend a Reaction
Action or Test SR (their choice) or the
merging fails on their part.
The ATT adds the strongest ATS to his
own, plus 1 ATS per additional participant.
All participants other than the initiator lose
their AT Field and cannot re-spread it
while they participate. All members must
either Test SR or expend a Reaction Action
each round to maintain the Group
Synchronization. If a participant lapses,
the group synch itself continues (if the
highest ATS participant leaves, the next
grants their full ATS), if the initiator lapses,
the group synchronization ends.
Tactical Blow Prerequisite: None
Effect: On a successful Maneuver against
an Angel, the target is moved an amount
equal to 1d5+ the Eva’s Strength bonus.
Take Control Prerequisite: None
Effect: The Pilot has learned to force the
Eva to do his bidding while slumbering,
exploiting its incredible power. However,
this requires tapping into a unique and
dangerous connection with the Eva.
Whenever you take this talent, you gain
one specified option from the following
list. Each option allows you to perform
some powerful new action, at a cost to
your Ego. Unlike other sources of Ego
Damage, Ego lost by using this talent
never provokes Synch Disruption. If any
ability would reduce or negate the amount
of Ego spent, the power of the produced
effect is changed accordingly. Mend: The pilot may spend a variable
amount of ego to heal wounds as a half
action. For every 3 Ego spent, the pilot
may heal 1d5 wounds to a single body
location of their choice. These d5 may be
applied to different locations or the same
location. This may not be used to heal
critical damage, but it may add wounds as
a buffer that must be bypassed as normal
before more critical damage can be
inflicted. Stand: By spending up to 10 Ego as a half
action, the pilot may increase the
Deflection of his Eva by an amount equal
to the Ego he spent until the beginning of
his next turn. Relentless: By spending 3 Ego as a
reaction action, the pilot can prevent this
round of activity from counting against his
remaining operation time. This ability
cannot force the Eva to move when the
battery is already depleted, but it can
extend the lifetime of that battery.
Destroy: By spending up to 5 Ego as a
reaction action, the pilot may increase the
Penetration of all melee attacks he makes
for 1 round by an amount equal to the Ego
spent.
Target Acquisition Prerequisite: None
Effect: Selecting your targets is one thing,
but hitting them in a confusing melee
while avoiding allies is quite another. You
only suffer a -10 penalty for firing into
melee instead of the normal -20.
Together as One Prerequisite: SR 40
Effect: The Evangelion and pilot are in
constant mental contact through
synchronization, and the Evangelion
begins to learn from it. Where the pilot
does well, the Evangelion will seek to
copy and together the two can do perform
even better. Choose one option from the
following list: Tool User - You know well enough how
best to use a weapon - smash your enemy
with them and never let up, grinding your
weapon into your foe's flesh. When
Berserk, and after a successful melee
attack on the previous round with a
Natural or Compact Weapon, you may use
a Full Action to make a standard half
action attack that automatically succeeds
on the WS Test to hit against the same
target. This attack may not be Parried or
Dodged, Deflected or otherwise negated,
and is resolved against the same hit
location as the initial attack. You may not
use this Talent if the target has left melee
range between your turns. Hunter - You gain the Mighty Shot talent.
As well, when Berserk and using the
Semiautomatic Burst or Full Auto Burst
actions, you gain a +20 bonus to Ballistic
Skill. Bloodlust does not reduce your
Ballistic Skill. Absolute Weapon - Not every Evangelion
is a master of brute physical force. Yours,
for example, is a bastion of brute mental
force, and synchronizing with it has
allowed you to tap into its capabilities.
You gain the Kinetic Wave and Teleforce
Blast A.T. Powers. As well, when Berserk,
any A.T. Powers you use are treated as if
they were augmented by 2 additional ATP
as the Evangelion violates the laws of
physics not with finesse, but through a
massive outpouring of raw power. Predator - Your Evangelion is a primal
killer, feral and murderous. Synchronizing
with such a creature tends to leave a bit of
an imprint. You may use the All-Out Attack
Action with the Charge Action. In addition,
when Berserk your Evangelion gains the
Quadruped and Brutal Charge Traits from
Dark Heresy as long as it holds nothing in
its hands, using all four limbs to rush at its
foes. Breakthrough - An Evangelion's purpose
is to defeat Angels. Your Evangelion’s
purpose is to shatter the Angel's defenses,
and you are quite happy to oblige it.
When taking the Charge Action, you may
use the Neutralize A.T. Power as a Free
Action against your target as you slam
through its defenses like they were panes
of glass. In addition, when Berserk you
may add your Strength Bonus to the
amount of Deflection you Neutralize as the
Evangelion physically tears through any
remaining resistance.
Twin Weapon Wielder Prerequisite: WS 35, BS 35, Ag 35
Effect: Why should you only use one hand
when you have another that is perfectly
serviceable? You gain the Two Weapon
Wielder (Ballistic) and Two Weapon
Wielder (Melee) Talents from Dark
Heresy.
Unlimited Potential Prerequisite: None
Effect: An awakened Evangelion is an
incredible, unearthly thing, capable of
partially rewriting local reality, much like
the Angels themselves can. You gain a
conditional Fate Point that may only be
used while Berserk and may never be
Burnt.
Weapon Expert Prerequisite: None
Effect: Piercing an AT Field with
conventional weaponry is all but
impossible. Too bad you didn’t get the
memo (or maybe you just ignored it).
When calculating total Breach for an
attack, you gain a bonus equal to every
degree of success on the test to hit instead
of the normal bonus for every two degrees
of success.
EVANGELIONS
"The Evangelion is a marvelously resilient tool, combining the self repair of biological systems
with the multiple redundancy of artificial weapons. It is capable of sustaining damage that
would be catastrophic to any other mechanical or biological weapon and continue performing,
and even when it is utterly defeated, so long as it can be recovered it can be restored to full
function. Their only weakness is the pilot itself. While an Evangelion can have its waist bisected
and continue to fight, it may be difficult to demonstrate to a panicking nerve-linked child that
their own legs are, in fact, still attached."
-Nerv Director of Operations Adrian Hertz
Although they appear to be giant humanoid robots, the Evas are actually cyborgs,
integrating a mostly biological being with a substantial mechanical infrastructure and
flexible polymer sheathing and armor plating. But like the Angels, their real defense is the
Absolute Territory Field (A.T. Field for short). A.T. Fields are almost invulnerable to
conventional weaponry, but can be neutralized by deploying an opposing A.T. Field,
allowing the Evas to fight the Angels with greater effectiveness than the conventional army.
More information on A.T. Fields can be found in Chapter 4.
PILOTING YOUR EVANGELION
Contrary to both the title of this section, and the designation of the characters as
‘pilots’, the Pilot skill is not involved in any way with the Evangelions. This results from a
combination of the following:
Evangelions are not machines. They are cybernetically enhanced and armor plated,
but they are still living creatures. The proper way to stat their abilities in the Dark
Heresy rule set (of which Adeptus Evangelion is a modification) would be as
creatures. Albeit very large and powerful creatures.
Evangelions are not controlled through a manual interface. Hand controls are
present, but lack the ability to actually manipulate the Evangelion with the range and
dexterity required. They are merely a focus for the pilot, a part of a larger, telepathic
control system achieved by synchronizing with the Evangelion. At this point the
Evangelion becomes an extension of the pilot, and normal vehicle rules cease to
apply.
For these reasons, piloting an Evangelion is represented by control of a large, powerful
character fighting similarly sized opponents. This does not render you ‘true’ character
obsolete, as many of your skills and talents carry over. After all, your character is the one
in control, not the Evangelion itself.
Know your Evangelion
An Evangelion is an unrivaled
fighting machine that is as much a product
of conspiracy and deceit as it is science
and engineering. Created by the secret
organization SEELE through its puppet
organization NERV, the Evangelions are a
mix of Angel and human DNA that have
been partially lobotomized and
cybernetically enhanced and restrained.
Evangelions are all humanoid in
shape, but of a vastly alien biology and a
monstrous appearance even with the
armor covering. They also have a number
of important primary systems beyond
simple locomotion and fighting.
Entry Plug
"Did you know LCL sticks to you? It's
disgusting. Even when they drain the entry
plug I still feel a layer of film on me. Most of
the time it even gets under the plugsuit.
That's not the worst of it, though. That all
washes off. It's what gets inside you that I
just can't stand.
You spend the first minute or so coughing
the stuff up, just so you're breathing air
again. But it still takes hours to get the taste
out of your mouth. I don’t know why but it
always seems to taste like blood.”
- Camille von Zeppelin, Pilot of Unit 01
The entry plugs are long,
cylindrical structures with rounded ends
which contain the cockpits for the
Evangelions. A pilot enters a plug through
a hatch in its center; once the hatch is
sealed, the plug is filled with LCL (a
yellow-tinted, translucent liquid used to
mentally link a pilot with the Evangelion
and supply oxygen directly to the lungs
when breathed). Each Eva has a socket in
a cervical vertebra in its upper spine,
covered by a retractable plate; the entry
plug is inserted into this socket, the hatch
closes, and pilot control of the Eva is
established. The plugs are heavily
armored and equipped with parachutes
and rockets to aid in escape from a badly
damaged Evangelion (see “Defeat” in
Chapter 5).
Control from within the entry plugs
for activation of the Evas usually consists
of voice-commands in conjunction with
mental thought, although this is usually
done remotely by Nerv personnel.
Apparatuses found within the entry plug
include two distinctly designed hand-
triggers which are used for simple, but
delicate, finger movements, such as using
firearms. The screens that show the
external environment surround the pilot
and are picked up by cameras mounted
on the Eva's head, and from the eyes of the
Eva itself. They also display other
information, and are apparently three-
dimensional projections. Smaller images
can be superimposed over the
environmental views for communication
between pilots and/or the command
station in Central Dogma.
The pilots must be able to
"synchronize" with their Evas in order to
control them. To aid in this, pilots wear the
distinctive uniform of their position: the
plug suit. The plug suit is a form-fitting full
body garment which the Eva pilots wear to
aid in synchronization with their Evas. The
suits are normally baggy but shrink to
conform to the pilot's body through a
mechanism housed in the wrists of the
suits. The suits contain devices which help
monitor the pilot's status and give medical
aid, such as defibrillation or CPR. No two
suits are alike: each suit bears its
corresponding Eva's numerical
designation on the chest and back and is
roughly color-coordinated with that Eva.
Pilots also wear A10 nerve clips, brain-
computer interface devices worn by Eva
pilots on their heads in order to better
establish a direct mental link with their
Evangelion.
Plugsuits – Dressed to Kill
The pilots must be able to
"synchronize" with their Evas in order to
control them. To aid in this, pilots wear the
distinctive uniform of their position: the
plugsuit. The plugsuit is a form-fitting full
body garment which the Eva pilots wear to
aid in synchronization with their Evas. The
suits are normally baggy but shrink to
conform to the pilot's body through a
mechanism housed in the wrists of the
suits. The suits contain devices which help
monitor the pilot's status and give medical
aid, such as defibrillation or CPR. No two
suits are alike: each suit bears its
corresponding Eva's numerical
designation on the chest and back and is
roughly color-coordinated with that Eva.
Pilots also wear A10 nerve clips, brain-
computer interface devices worn by Eva
pilots on their heads in order to better
establish a direct mental link with their
Evangelion.
An Eva pilot dressed in a plugsuit
has a natural +20 bonus to Synch Ratio in
the Evangelion.
Umbilical Cable
Evangelions have a massive
energy requirement, so much so that for
functions beyond pilot life support, their
internal batteries' charge only lasts for a
maximum of 3 rounds. To deploy Evas for
longer periods of time, power cables
referred to as "umbilical cables" are
inserted into the Evas' backs, instantly
recharging the battery and giving them
unlimited operation time so long as they
are plugged in. Evas are capable of
reaching behind themselves to attach a
new umbilical cable without external help.
When Evas are deployed to areas other
than the Base of Operations, portable sets
of umbilical cables attached to Mobile
Support Structures are often brought
along to connect them to an external
power supply.
Umbilical Cables also have a set,
standard length (starting at 60 dm, and
which can be increased by spending
surplus) that they may be used at. Though
most Evangelion movement speeds
automatically take into account changing
over to new Umbilicals, if an Evangelion
moves more dm in a single round than the
standard Umbilical length, the umbilical
they are plugged into is maxed out and
automatically ejects to not hinder the Evas
movement, defaulting them to battery
power. Evangelions can be voluntarily
disconnected from their umbilical cables
to provide greater mobility, albeit
knowing that they will only have 3 rounds
of power. Umbilicals that are ejected
voluntarily or for movement are not
counted as destroyed.
The Base of Operations has many
Umbilical Cables scattered across its
surface, which is abstracted to a small
number of available Umbilical ports in the
part of the Base of Operations that is the
current battlefield. This small number
maybe be increased by spending Surplus
to purchase additional Umbilical Cables.
An Eva’s Umbilical Cable may be targeted
as a Called Shot, and is instantly
destroyed on a successful hit. The Eva
may attempt to Parry or Dodge, but takes
a -10 penalty since it is not actually a part
of them they can move at will. An area
effect automatically destroys the
umbilical.
If an umbilical cable is severed
during battle, the end plugged into the
Eva's back will automatically eject from
the Eva so as not to hinder its movements.
If the Evangelion is within the Base of
Operations, they may spend a full action
to 'fall back' a distance equal to their
maximum Run away from the Angel and
plug in using another Umbilical port. If,
between Umbilicals currently in use and
Umbilicals destroyed this battle, no more
available Umbilical ports exist this action
may not be taken.
CREATING YOUR EVANGELION
In AdeptusEvangelion, in addition to filling out the character sheet for the pilot, there is an
additional page for the Evangelion itself.
Each Evangelion has the following sections of its character
sheets that need completing.
Characteristics
Evangelions are powerful beings, which start with the following
statline:
WS BS S T Ag
Pilot WS Pilot BS 30 30 Pilot Ag
Armor
Points
Wounds
Head 4 (TB)+2
R.Arm 4 (TB) + 4
L.Arm 4 (TB) + 4
Body 7 (TB*2) + 5
R.Leg 4 (TB) + 4
L.Leg 4 (TB) + 4
Note the complete omission of the Intelligence, Perception, Willpower, Fellowship and
Synch Ratio characteristics. These characteristics are derived from the pilot of the
Evangelion. The Evangelion’s WS and BS is often impacted by systems in the pilot’s Entry
Plug.
Evangelions also start with the following armor and wound placement:
Unlike characters, Evangelions do not have a single pool of wounds. Instead, each section of
the body has its own pool of wounds in addition to its own armor rating. This allows the
Evangelion to take massive damage to a limb and lose it without risk of instant death (such
as the normal Dark Heresy rules would have it). Unless otherwise stated, any temporary gain
of Toughness will not result in additional wounds.
However, if either the body or head are destroyed through critical damage, the Evangelion
is ‘killed’. However, much like an Angel, as long as the Evangelion’s core is intact the
Evangelion can be repaired back to full operating efficiency. The Pilot is often not so lucky.
Evangelion-Scale Movement (Decameters per Round)
AB Half Move Full Move Charge Run
0 1 2 4 6 1 2 4 6 8 2 4 8 12 16 3 6 12 18 24 4 8 16 24 32 5 10 20 30 40 6 12 24 36 48 7 14 28 42 56 8 16 32 48 64 9 18 36 54 72
10 20 40 60 80
Evangelion Falling Damage
Distance Damage
6 dam or less 1d5
7-15 dam 1d10
16-30 dam 1d10+2
31-50 dam 1d10+4, 1d10 to Pilot
51-100 dam 1d10+6, 1d10+1 to Pilot
100-200 dam 2d10+2, 1d10+3 to Pilot, +1 level of Fatigue
300+dam 2d10+5, 1d10+4 to Pilot, +2 levels of Fatigue
Orbit 2d10+8, 1d10+5 to Pilot, +1d5 levels of Fatigue
Evangelions use double their SB for the purpose of Jumping and Leaping.
A Unique Evangelion
Color Scheme
When everything is finished being grown, manufactured, installed and covered in 12,000
pounds of fortified armor, it still needs a proper paint job.
Roll 1d100 on the Descriptor and Color charts twice. The first is for your primary color, the
other is for your secondary color. If your color rolled is clearly nonsensical (such as Bright
Black), feel free to roll again.
Descriptor
Roll Result Descriptor
01-20 Plain
21-40 Bright
41-60 Dull
61-80 Dark
81-00 Neon
"Throughout my career, every project I have worked on has been the 'last, best hope to save
the human race', and in each of those projects there have been those devising a new way to kill
us all. NERV however, is different. NERV actually has a chance to actually make one of those
happen. I wish I could tell you which one.”
-Dr. Charles Eisenberg, Vice-Commander
Distinguishing Features
Evangelions are grown more than built, and can vary wildly even when based on the same
basic design. Additionally, many Eva’s are built with entirely new implementations of
systems, making the creation of any two Evangelions with more than a passing resemblance
unlikely. Even if an Evangelion seems physically according to plan, any number of
imperfections in the core, growing process or synchronization systems can lead to
psychological instability on the part of the Evangelion.
When creating a new Evangelion, roll 4d10. Apply the results of the rolls to the following
charts in any order; however no result may be used twice and each chart must have a result
attributed to it.
Color
Roll Result Color
1-11 Red
12-22 Orange
23-33 Yellow
34-44 Blue
45-55 Green
56-66 White
67-77 Black
78-88 Purple
89-100 Grey
Distinguishing Features - History
Roll Name Effect
1 Machina
Diabolus
While it may be a coincidence, you’re convinced the Eva it is actually trying to
get you killed. Whenever this Eva’s pilot takes damage while in the Entry Plug,
they take an additional point of damage. Its sadism is not purely limited to its
pilot, thankfully, and whenever you inflict Critical Damage, inflict one extra.
2 Resurrected During initial testing, there was a cataclysmic core failure that nearly destroyed
the Eva entirely. Only by rebuilding the body with parts salvaged from other,
failed Evangelions was this Unit saved. Its fractured nature provides a unique
buffer in the feedback response, reducing your SR by 5 while you are its pilot
but increasing your Feedback Threshold by 1.
3 REDACTED Your Eva's history has been systematically erased. Despite being an older
model, there is not one file, document, or reference on it before it was
transferred to your posting. Roll another d10, you may apply that roll to gain a
bonus Construction or Mutation Feature.
4 Super
Prototype
Designed to test the limits of next-generation Evangelion Synchronization
technology, your Evangelion treats its Synch Ratio as one category higher for
the purposes of the Synch Ratio effects chart.
5 Flagship As the symbol of a national power or major corporation, your Eva is expected to
perform at its utmost and never appear to be weak. Your Eva represents an
investment by your benefactors, but if it is damaged Nerv is held liable. You
gain an additional 1d5 + Fellowship Bonus surplus after every battle unless the
Evangelion was defeated. If the Eva was defeated, the collateral caused from
damage dealt to it is doubled.
6 Brand New Your Evangelion is fresh out of the box. It is in excellent condition and has
plenty of spare parts to use. Whenever this Eva loses a limb or is defeated, it
generates 1 less Collateral Damage. Unfortunately, it is untested and poorly
calibrated. Lower your WS, BS or Agility in the Eva by 5.
7 Nemesis Your Evangelion wasn't built to fight the Angels, and some of the systems almost
seem more suited to fighting people or other Evas. While in your Eva, you gain
Hatred (Evangelions) and Hatred (Mecha). Whenever your Eva berserks, it will
treat allied Evangelion-Scale units (including Conventional Forces) as if they
were the enemy.
8 Mismanaged This Evangelion is plagued with terrible paperwork, horribly complicating
things whenever funds for this Eva are involved. Your Evangelion's armor is
terrible and they suffer an additional point of damage every time they take
critical damage. On the plus side, you have more guns! You begin play with an
additional WUP.
9 Concept
Model
Built using only the best, newest, most expensive tech. It's like a sports car
compared to the other Evas. The Evangelion begins play with 1 free SUP and 1
free BUP, but on any deployment it automatically incurs an extra 2 points of
collateral damage as high maintenance parts must constantly be replaced.
0 Destined to
Meet
The personal history of your Evangelion is a complicated one, with many turns
and twists, that have somehow made their way towards you as its chosen pilot.
Choose any one History Feature other than this one, you keep that Feature.
Distinguishing Features – Construction
Roll Name Effect
1 Expansive
View
When you look down on the world from the towering height of your
Evangelion, it all looks so small to you, like even things far away are only at
arm's length. The ranges of AT Powers you use are increased by 10 dam.
However, as this screws with your depth perception at close ranges, you have
trouble recognizing an enemy’s melee range, and may not use the Disengage
action.
2 Wingless Because of a production flaw, the EVA lacks Shoulder Pylons on both arms.
However, all is not lost. You can still be equipped with wing loadout Structural
upgrades, and are no longer limited by the traditional space of 2 wing slots.
You may have a number of wing loadout upgrades equal to your Eva’s
Toughness Bonus, but each wing loadout costs 1 more SUP than normal.
3 Rescue
Charges
Your EVA’s frame includes a number of ironically-named devices intended to
stave off potential encroachment by the practical expedient of blowing the
affected limb off with high explosives. If one of your Evangelion's Arms or Legs
becomes individually subject to the effects of an ability that lowers your Ego
Barrier, that limb instantly takes 5 critical Explosive damage that cannot be
prevented. The limb is lost, but the Ego Barrier damage is prevented entirely.
4 Lightweight
Chassis
The Eva’s armor is especially light, and any time you would be knocked prone
or stunned, the other one also happens. However, the resulting freedom of
movement improves your response times granting you a bonus of +10 to your
Dodge tests.
5 Hulking
Frame
Your Evangelion is well-muscled and well-armored, providing the unit a +5 to
its Strength and Toughness, but its Agility is lowered by 5.
6 Feedback
Suppressors
Your Evangelion has an amount of nerve buffers that protect the pilot from all
but the worst of the Eva's hardships, at the cost of feeling so numb that your
effectiveness in combat is impacted. Raise your Feedback Threshold by 1, but
receive a penalty of -1 to all of your damage rolls.
7 Faulty
Wiring
There are serious flaws in the electrical system of your Eva, all the way from
the sensors to the computers to the wiring itself. Even after repairs, there are
flaws in the system. But after removing so many of the limiters, at least your
Synchronization has been enhanced. Take a -5 penalty to WS and BS inside
your Evangelion, but increase SR by 5.
8 Reactive
Armor
Your armor is lined with shaped charges meant to deflect powerful attacks,
though said charges are larger and deeper in the armor than is safe. When you
take critical damage for the first time in any battle, said damage is halved
(rounding up) and becomes of the Explosive instead of the normal type.
9 Reinforced
The Eva has multiple layers of armor, internal and external, making it
considerably hardier but also more difficult to properly power as the cableage
very obviously wasn't designed with such protection in mind. Increase the
Eva's AP in all areas by 1, but it has one less round of operational time without
an umbilical cable.
0 Black Box Deep in the labyrinthine wiring of your EVA, there is a small sealed box not
present in the blueprints. It has no external features to give clues as to its
purpose. The positive and negative aspects of this box are left in the hands of
the GM.
Distinguishing Features – Mutation
Roll Name Effect
1 Cyclopean Your Evangelion has a single dominant eye or optical array, far removed
from the way human optics work. You begin play with a free Unnatural Eye
type Biological Upgrade of your choice and may possess multiple of them at
once and their effects stack. The total number of wounds on the head is
lowered by 1.
2 Perverse
Anatomy
The Evangelion looks bloated, and inside it’s even worse. Everything about it
is wrong in some way, and the strange qualities of its physiology make it
inordinately difficult, and disturbing, to pilot. Take a -5 penalty to Agility, but
the unit has an additional +2 Wounds in all areas.
3 Photosynthetic The Evangelion takes in sunlight and converts it to energy, though all analysis
seems to indicate a lack of chlorophyll, in addition to being unusually
lethargic and slow on the uptake. You do not add your AB to your Initiative
rolls, but when fighting in appropriate levels of sunlight, the Eva’s
operational time is 1 round longer.
4 Regenerative When the Evangelion is repaired, it is found to have already healed its minor
wounds, which need not be paid for. Subtract one point of collateral from the
pool after every fight in which this Evangelion took Critical Damage, but lose
1 Wound in all body areas.
5 Leaper Possessed of abnormally powerful legs and an "enhanced" Synchronization
system to abuse this feature, your EVA is not only exceptionally fast when
underway, but also capable of particularly dramatic jumping. Double your
Eva's AB and SB for the purposes of the Run and Jump actions, but lower your
Feedback Threshold by 1.
6 Steel Giant The Evangelion beneath the armor is a powerful beast, noticeably stockier
than a normal Eva. The Eva gains an additional AP of 2 for all body locations,
but Tests to attack it are at a +10 bonus.
7 Small-Scale
Model
Smaller and sleeker than the others, it none the less moves and strikes with
vicious efficiency. The Eva has -2 AP for all body parts but Tests to attack it
are at a -10 penalty.
8 Multieyes The Evangelion has an extra set of eyes, usually totaling 4 or 6 eyes. It’s
increases sense of sight grants it a +5 to Ballistic Skill, making it extra
sensitive. Anytime you take Fatigue the Evangelion is blind for 1 round.
9 Extremophile Your Eva is naturally adapted to very deadly environments. It treats sea
pressure depth as 500 meters less, may not be set on fire, and can survive in
Space unharmed until it has taken Critical damage (at which point all normal
penalties apply). However, your Eva built to be tough, not strong, and
reduces its Strength score by 5.
0 The Beast The Evangelion is very difficult to keep restrained, and tests involving the
unit often ended in an attempt to break free in a violent manner. Gain a +20
bonus to your rolls to Berserk, but generate an additional point of collateral
from failing to fall dormant and thrashing about.
Distinguishing Features - Soul
Roll Name Effect
1 Mighty Soul Your EVA is possessed of an incredibly strong willpower, and it is all you can
do to keep it restrained during combat. The Eva has the Savage Berserk Type.
2 The Joy Piloting this Eva always puts you in a good mood and makes you feel like you
can take on the world. Sometimes, you are actually disappointed when a fight
ends. The Eva has the Savage Berserk Type.
3 Twin Soul Your EVA is unusually easy to synchronize with, and feels inordinately familiar.
It’s probably just you, but at times it feels almost like it isn’t another creature at
all, but rather an extension of yourself. The Eva has the Hunter Berserk Type.
4 Skittish Being in the Eva makes you feel like a trapped animal, always alert of every
threat around you and ready to make a run for it at the first opportunity. The
Eva has the Hunter Berserk Type.
5 Invasive Whenever you are in the Eva, you can feel something watching you. Worse yet,
sometimes you feel the same presence when you dream. The Eva has the
Supernatural Berserk Type.
6 Angelic Your EVA seems to work subtly differently to all the others, its A.T. Field
pattern reads as Blue and is sometimes referred to as an "Angel" by monitoring
equipment. The Eva has the Supernatural Berserk Type.
7 Maternal You feel… safe within the Eva. Like you have a friend that will allow you to
come to no harm. The Eva has the Protective Berserk Type.
8 Calm Particular care has been put into making sure your Evangelion does not go out
of control, a system of extremely powerful brainwave regulators make it so that
the Evangelion stays docile, even when awake. The Eva has the Protective
Berserk Type.
9 Bonded Your EVA has somehow become bonded with you on a fundamental level. You
and only you can bring out its true potential and it will not be cooperative to
other pilots. The Eva has the Unyielding Berserk Type.
0 Invincible You feel extremely confident in your Entry Plug, like there is nothing that can
stand in your way. The Eva has the Unyielding Berserk Type.
"Sometimes, I like to go to the Eva cages at night. I'm pretty cool with Perkins- yeah, the janitor-
and he lets me in if I bring him a coke. I like to sleep under my Eva. Not sure why, but I feel like
it’s safer there. Like something's watching over me. Same reason Hikari sleeps with a doll, I
guess."
-Trooper Hong, Pilot of Unit 00
CUSTOMIZING YOUR EVANGELION
"We can watch the Angel fights on the monitors down in Engineering, you know. Some people
might think that it’s not right, that it’s like watching a gladiator fight or whatever. It’s not like
that, at least for us. We've been worked ragged keeping those Evas and their equipment
fighting fit, so the higher ups let us watch to see it all in action in real time.
At the start, you're nervous obviously, fate of the Earth at stake and all, but then you see those
kids turn it around, and you can’t help but cheer them on. Remember that last attack? When the
second unit finished the Angel off with a hard left jab and a uppercut? Yeah, the military big
wigs and the egg heads all nodded their heads, wrote notes down, and assessed the damages.
But us down here in Engineering? We went nuts, totally. There were party hats, noise makers,
and I think one guy had a stereo blasting what I can only describe as victory music.
Believe me, we worry just as much as everyone else, but when you've got a hand in it, you get
your own satisfaction out of victory, even if you're not in the cockpit."
-Dr. Joseph Zarkev, Evangelion equipment engineer
As the pilot advances in their chosen career path, they will be able to purchase
upgrades for their Evangelions. Given the expensive nature of the Evangelions, and the fact
that any upgrade takes a team of technicians to install, this can hardly be assumed to be
something that comes out of the pilot’s own pocketbook or something they can do on their
own.
Instead, pilots may requisition upgrades for their Evangelion by spending
experience to
acquire Upgrade Points, in much the same way that normal characters might acquire more
Wounds by spending experience on Sound Constitution. When a pilot buys an Upgrade
Point, they put it into a pool of available Upgrade Points that need not be spent immediately.
They may then spend these points in between battles to make specific changes to their
Evangelion.
There are three types of Upgrade Points. These points are distinct from each other,
and may only be used to buy upgrades of their type.
Biological Upgrade Points (BUP) may be used to increase the Strength and Toughness
Characteristics of the Evangelion, or provoke changes in its external or internal anatomy.
Structural Upgrade Points (SUP) may be used to buy more armor for the Evangelion, or
otherwise modify the technological aspect of the Evangelion.
Weapon Upgrade Points (WUP) work differently from the other types and have their own
expanded description later in this chapter.
There are three Research Tiers which represent the resources and technology
available to the Nerv branch the pilots belong to. At the beginning of the campaign, Nerv is
at Research Tier 1. The
Research required to reach Tiers 2 and 3 must be paid for using the Research funds
acquired at the end of battles. More information on the process of researching Technologies
can be found in the post battle section of Chapter 5.
Weapons and Upgrades are available based on what the highest Research Tier is. A
pilot may still purchase from lower tiers, but under no circumstances may purchase from
higher tiers.
In addition to these Tiers are Technologies. Technologies are researched in the same
way as Research Tiers, but represent the development of a specific new technology rather
than a general upgrade to all currently existing fields. When a new technology is
researched, Nerv gains all of its relevant upgrades or weapons up to the current highest
Research Tier. Similarly, upon reaching a new Research Tier, the next tier of all currently
researched Technologies are unlocked as well.
Biological Upgrades
Biological Upgrades (Tier 1)
Upgrade Prerequisite Effect BUP Cost
Natural Weapon --- Acquire a Natural Weapon for your Eva. 1
Natural Talent Natural Weapon Increase the damage of your Natural Weapon. 1
Bulging Biceps --- As the Talent from Dark Heresy 1
Redundant Organs I --- +1 wound to all areas 1
Sprint --- As the Talent from Dark Heresy 1
Stronger* --- Increase the Eva's Strength 1
Biological Upgrades (Tier 2)
Sturdy --- As the Talent from Dark Heresy 1
Natural Sharpness* Natural Weapon Increase the Penetration of your Natural
Weapon.
1
Unnatural Eye(Clarity) --- Improve your Awareness in your Evangelion. 1
Unnatural
Eye(Farsight)
--- Improve your aim over long distances in your
Evangelion.
1
Unnatural
Eye(Spectrum)
--- Improve your ability to see in poor conditions. 1
Redundant Organs II Redundant Organs I +1 wound to all areas 1
Tougher* --- Increase the Eva's Toughness 1
Stronger* --- Increase the Eva's Strength 2
Biological Upgrades (Tier 3)
Dense Field
(Defensive)
SR 60 Increase the Evangelion's Deflection. 2
Dense Field (Offensive) SR 60 Increase the Evangelion's Breach. 2
Dense Field (Utility) SR 60 Increase the Evangelion's available ATP. 2
Redundant Organs III Redundant Organs II +1 wound to all areas 1
Tougher* --- Increase the Eva's Toughness 2
* This Upgrade may be purchased Twice at this Tier, and stacks with itself.
Bulging Biceps Prerequisites: None
Effect: As the Talent from Dark Heresy,
applied to the Evangelion.
Dense Field (Defensive) Prerequisites: SR 60+
Effect: Whenever the Evangelion's AT
Field is spread, it is treated as having an
ATS of 4 higher for the purpose of
Deflection.
The effects of multiple Dense Field
upgrades do not stack. Once one Dense
Field option has been purchased, the
player may not purchase another.
Dense Field (Offensive) Prerequisites: SR 60+
Effect: Whenever the Evangelion's AT
Field is spread, it is treated as having an
ATS of 2 higher for the purpose of Breach.
The effects of multiple Dense Field
upgrades do not stack. Once one Dense
Field option has been purchased, the
player may not purchase another.
Dense Field (Utility) Prerequisites: SR 60+
Effect: Whenever the Evangelion's AT
Field is spread, it is treated as having an
ATS of 1 higher for the purpose of
generating ATP.
The effects of multiple Dense Field
upgrades do not stack. Once one Dense
Field option has been purchased, the
player may not purchase another.
Natural Weapon Prerequisites: None
Effect: The Evangelion’s biology alters to
unlock a primitive form of melee attack.
Often a Bite, Claw, Fist or Cranial Horn
attack this natural weapon deals 1d10+SB
Rending or Impact Damage. Natural
weapons, regardless of Damage Type,
may not be upgraded with WUP or be
used to Parry.
Natural Talent Prerequisites: Natural Weapon
Effect: The Evangelion is especially adept
at using it's natural tools. Any and all
Natural Weapons of the Eva deal an extra
2 damage.
Natural Sharpness Prerequisites: Natural Weapon
Effect: The Evangelion's natural weapons
are especially good as tearing through
armor. Any and all Natural Weapons of the
Eva gain +1 Pen.
Sturdy Prerequisites: None
Effect: As the Trait in Dark Heresy,
applied
to the Evangelion.
Redundant Organs I Prerequisites: None
Effect: +1 Wound to all hit locations.
Redundant Organs II Prerequisites: Redundant Organs I
Effect: +1 Wound to all hit locations.
Redundant Organs III Prerequisites: Redundant Organs II
Effect: +1 Wound to all hit locations.
Sprint Prerequisites: None
Effect: As the Talent from Dark Heresy,
applied to the Evangelion.
Stronger Prerequisites: None
Effect: Increase the Evangelion's Strength
by +5.
Tougher Prerequisites: None
Effect: Increase the Evangelion's
Toughness by +5.
Unnatural Eye (Clarity) Prerequisites: None
Effect: The Eva may look human, but it is
still an alien beast with inhuman ability.
This Evangelion is blessed with an
incredible eye for detail, and when in it
the Pilot may test Awareness twice and
use the better roll.
The effects of multiple Uncanny Eye
upgrades do not stack. Once one Uncanny
Eye option has been purchased, the
player may not purchase another.
Unnatural Eye (Farsight) Prerequisites: None
Effect: The Eva may look human, but it is
still an alien beast with inhuman ability.
This Evangelion is especially good at
seeing long distances, and treats the
Range of all Ranged Weapons to be 10
more than it really is.
The effects of multiple Uncanny Eye
upgrades do not stack. Once one Uncanny
Eye option has been purchased, the
player may not purchase another.
Unnatural Eye (Spectrum) Prerequisites: None
Effect: The Eva may look human, but it is
still an alien beast with inhuman ability.
This Evangelion proves the point more
than most, as it can see in ranges outside
what mere humans call “visible light”. The
pilot of this Eva is never treated as being
in Darkness, and may test Awareness to
see things that would otherwise be
classified as “invisible”.
The effects of multiple Uncanny Eye
upgrades do not stack. Once one Uncanny
Eye option has been purchased, the
player may not purchase another.
"My biggest fear is that we're going to keep them. We're going to keep them, bring them into
the next human war, let them rip apart our enemies. Look, normally, I'd be all for this. I mean,
shit, I've got relatives who built the fucking N2 bomb. But we gotta look at the bigger picture;
necessary as the Evas are, they're going to be the death of humanity."
- Jason Wareheim, NERV R&D Technician
Structural Upgrades
Structural Upgrades (Tier 1)
Upgrade Prerequisite Effect SUP Cost
Armor Enhancement I --- Increase the Eva's Armor by 1. 1
Wing Loadout*
(Storage)
--- Store equipment in one wing 1
Wing Loadout* (Battery
I)
--- Gain an extra round of activity without the
umbilical
1
Autobalancer --- Increase Acrobatics in the Evangelion by +10 1
Entry Plug(Improved) --- Improve general weapons accuracy. 1
Entry Plug(Armored) Armor Enhancement I Protect the Pilot from Plug Breaches. 1
Structural Upgrades (Tier 2)
Armor Enhancement II Armor Enhancement I Increase the Eva's Armor by an additional 1. 2
Heavy Chassis --- Modify the Eva's body armor to support heavy
equipment.
2
N2 Powercell Heavy Chassis Equip the Eva with a small N2 powerplant. 2
Entry Plug(Trace) --- Improve melee weapons accuracy. 1
Entry Plug(HarOS) --- Improve ranged weapons accuracy. 1
Wing Loadout (Assault
Dock)
--- Store a weapon of larger size in a wing dock. 2
Wing Loadout
(Markerlight)
--- Store a markerlight in one wing. 1
Wing Loadout (Smoke
Launcher)
--- Store a smoke grenade launcher in one wing. 1
Wing Loadout (Spike
Launcher)
--- Store a small missile launcher in one wing. 1
Wing Loadout (MAGI-
RMD)
--- Aid the MAGI with a direct uplink. 1
Wing Loadout* (Battery
II)
Wing Loadout (Battery
I)
Gain an extra round of activity without the
umbilical
1
Structural Upgrades (Tier 3)
Armor Enhancement III Armor Enhancement
II
Increase the Eva's Armor by an additional 1. 3
Wing Loadout
(Integrated Weapon)
--- Install a compact weapon into one wing, ready
to fire.
2
Wing Loadout* (Battery
III)
Wing Loadout (Battery
II)
Gain an extra round of activity without the
umbilical
1
*This Upgrade may be purchased Twice at this Tier, and stacks with itself.
Armor Enhancement I Prerequisites: None
Effect: Increases the Armor for all Body
Locations by 1 point.
Armor Enhancement II Prerequisites: Armor Enhancement I,
Research Tier 2 Effect: Increases the Armor for all body
locations by 1 point which stacks with the
bonus from Armor Enhancement I.
Armor Enhancement III Prerequisites: Armor Enhancement II,
Research Tier 3 Effect: Increases the Armor for all Body
Locations by 1 point which stacks with the
bonus from Armor Enhancement II.
Autobalancer Prerequisites: None
Effect: The Evangelion's armor is laced
with a dense fluid counterweight system,
which allows it to change it's weight
distribution on the fly. The Pilot gains a
+10 to all Acrobatics tests made in the
Eva.
Entry Plug (Armored) Prerequisites: Armor Enhancement I
Effect: This Entry Plug has been
reinforced with a stronger armor layer.
When rolling damage for an Entry Plug
Breach, the damage dealt is halved.
Multiple Entry Plug upgrades may not be
equipped at the same time.
Entry Plug (HarOS) Prerequisites: Research Tier 2
Effect: Standing for Heads-up Artillery
Resource, the H.A.R. Operating System
(HarOS for short) is a unique form of
heads-up display for interfacing with the
Evangelion's targeting systems. Benefiting
from an interactive interface, the system
computes and feeds ballistic data in real
time using onboard equipment. While the
advantages of using this system as a
sniper are obvious, the analysis system
becomes rather enthusiastic in close
range, providing too much information on
too many variables to be useful.
Pilots using this Entry Plug gain a +10 to
BS (but no bonus to WS) when using the
Evangelion.
Multiple Entry Plug upgrades may not be
equipped at the same time.
Entry Plug (Improved) Prerequisites: none
Effect: An advanced version of the
baseline Entry Plug design, the hand
controls are more sensitive and the
targeting algorithms are more refined.
Pilots using this Entry Plug gain a +5 to WS
and BS when using the Evangelion.
Multiple Entry Plug upgrades may not be
equipped at the same time.
Entry Plug (Trace) Prerequisites: Research Tier 2
Effect: This revolutionary new plug
design replaces the standard seat and
hand controls with a spherical chamber
with view screens on all sides. The pilot is
suspended in the center by pressurized
LCL, and their movements correspond to
that of the Eva.
This system provides ample ease of
control of an Evangelion's dexterity and
footwork, enough to compensate for low
Synch Ratio scores at times, but has only
basic additional firearms support. Pilots
using this Entry Plug gain a +10 to WS (but
no bonus to BS) when using the
Evangelion.
Multiple Entry Plug upgrades may not be
equipped at the same time.
Heavy Chassis Prerequisites: Armor Enhancement I,
Research Tier 2 Effect: The Evangelion is outfitted with a
network of armored structural supports
designed to serve as a hardpoint for heavy
equipment the Evangelion would
otherwise be incapable of using. This also
grants the Evangelion 1 extra wound on
the body. If the Evangelion takes any
critical damage to the body, the structural
supports provided by Heavy Chassis are
ruined and any upgrades dependent on
Heavy Chassis that may be equipped
cannot be used until the Evangelion has
been repaired.
N2 Powercell Prerequisites: Heavy Chassis
Effect: The Evangelion is mounted with a
small N2 power source that generates an
enormous amount of power at a steady,
but ultimately limited, rate. The Eva may
not plug into an Umbilical Cable for
additional power, but has 1 hour of
operational time instead of the normal 3
rounds.
However, the N2 powercell is volatile. If
the Evangelion is defeated by the
destruction of its body, it always is treated
as having taken 10 Energy Critical
Damage to the body and the powercell
explodes dealing 1d10+3 X damage, Pen
2, with a Breach of +4 in a 3 dm area.
Only one Heavy Chassis-dependent
Upgrade or Weapon may be equipped at
a time.
Wing Loadout (Assault Dock) Prerequisites: None
Effect: The Evangelion has a reinforced
clamp built into one wing, designed to
twist and move as the Eva moves, ducks,
and dives. In this way, the clamp can hold
a single one-hanged melee weapon, or a
basic ranged weapon, without off-
balancing the Eva or encumbering it as it
moves.
Each Wing may only have one Loadout at
a time.
Wing Loadout (Battery Mk 1) Prerequisites: None
Effect: Choose one Wing of the
Evangelion (left or right). An additional
battery that allows your Evangelion to
operate longer when separated from its
umbilical has been installed. The
Evangelion may operate for 1 additional
round when disconnected from a power
source.
Each Wing may only have one Loadout at
a time.
Wing Loadout (Battery Mk 2) Prerequisites: Research Tier 2, Wing
Loadout (Battery Mk 1) Effect: Choose one Battery Mk 1 already
purchased and upgrade it to a Mk 2. The
Evangelion may now operate for 2 rounds
longer than normal when disconnected
from a power source.
Each Wing may only have one Loadout at
a time.
Wing Loadout (Battery Mk 3) Prerequisites: Research Tier 3, Wing
Loadout (Battery Mk 2) Effect: Choose one Battery Mk 2 already
purchased and upgrade it to a Mk 3. The
Evangelion may now operate for 3 rounds
longer than normal when disconnected
from a power source.
Each Wing may only have one Loadout at
a time.
Wing Loadout (Integrated Weapon) Prerequisites: Research Tier 3
Effect: Choose one compact ranged
weapon that the pilot may purchase. The
WUP required to purchase this weapon
are permanently sacrificed in order to be
built into the Eva’s shoulder ‘Wing’ as an
integrated weapon. Reduce the WUP pool
available to the pilot accordingly. The
weapon’s stats remain the same, except
that its range is decreased by 10 dam and
its ammo capacity is increased by 50%.
While not requiring the use of the Eva’s
hands, it requires a similar amount of
concentration to fire, thus requiring the
same action as if it was being used in the
Eva's hands.
Each Wing may only have one Loadout at
a time.
Wing Loadout (Launcher) Prerequisites: None
Effect: Choose one Wing of the
Evangelion. A row of small missile
launchers has been installed there. The
missiles may be fired at any target within
20 dam, dealing 1d10+4 X damage as a
single attack with a penetration of 2 and a
Breach of 3.
Any missile that strikes an area
unprotected by armor (before Penetration
is applied) deals an extra 4 damage. This
weapon may only be used once per battle,
and is fired as a reaction action. This
weapon may not be upgraded with WUP.
Each Wing may only have one Loadout at
a time.
Wing Loadout (MAGI-RMD) Prerequisites: none
Effect: The MAGI- Remote Monitoring
Device (RMD for short) is a complicated
sensory array in constant communication
with the MAGI system. The OD gains +20
bonus on MAGI analysis rolls or the ability
to utilize MAGI analysis while not on the
base of operations as long as this Eva has
been fielded there.
Each Wing may only have one Loadout at
a time.
Wing Loadout (Markerlight)
Prerequisites: None
Effect: As the weapon upgrade, which
may be used as a half action. (page ref).
Each Wing may only have one Loadout at
a time.
Wing Loadout (Smoke Launcher) Prerequisites: None
Effect: As the weapon upgrade, which
may be used as a half action. (page ref)
Each Wing may only have one Loadout at
a time.
Wing Loadout (Storage) Prerequisites: None
Effect: Choose one Wing of the
Evangelion (left or right). A specialized
container that may store and be deployed
with one Knife, Pistol or clip of ammo for
the pilot to use is installed.
Each Wing may only have one Loadout at
a time. Special: All Evangelions begin play with
one instance of this upgrade, and a
Progressive Knife to store there. Extra
ammo is always free, but any pistol stored
here must be paid for separately.
Ablative Structural Upgrades
Ablative Upgrades (Tier 1)
Upgrade Prerequisite Effect SUP Cost
Ablative Shield Ablative Technology,
Armor Enhancement I
Outfit the Evangelion with an Ablative Shield
that negates damage from one hit to one arm.
1
Ablative Upgrades (Tier 2)
Ablative Carapace Ablative Technology,
Armor Enhancement II
Negate damage from one hit to the body. 2
Fortified Armor Ablative Technology,
Armor Enhancement II
Become immune to Righteous Furies. 3
Ablative Absorbers Ablative Technology,
Heavy Chassis
Negate damage from one instance of falling
damage or an area attack.
2
Ablative Heavy Shield Ablative Technology,
Armor Enhancement II
Equip a heavy Ablative Shield that can be used
as mobile cover.
3
Ablative Absorbers Prerequisites: Ablative Technology,
Heavy Chassis, Research Tier 2 Effect: The Evangelion is outfitted with a
complex but fragile system of shock
absorbers, high energy capacitors and
ablative structural supports. This system
may absorb and negate the damage from
any one area effect or instance of falling
damage, no matter how much damage that
attack would have done. It always absorbs
the first possible attack that overcomes
the Eva’s Armor and Toughness, and
afterward is rendered useless until it can
be repaired and vital parts replaced.
Only one Heavy Chassis-dependent
Upgrade or Weapon may be equipped at
a time.
Ablative Carapace Prerequisites: Ablative Technology,
Research Tier 2 Effect: The Evangelion is outfitted with an
ablative shell of advanced armored plates
around the body. This shell may absorb
and negate the damage from any one non-
area of effect attack to the body, no matter
how much damage that attack would have
done. It always absorbs the first possible
attack (any attack that hits the body, is
neither dodged or parried, and would
deal damage after armor and toughness
have been taken into account), and
afterward is rendered useless until it can
be repaired and vital parts replaced.
Ablative Shield Prerequisites: Ablative Technology,
Research Tier 1 Effect: The Evangelion is granted an
advanced shell of ablative armor, grafted
onto one arm. This shield mayabsorb and
negate the damage from any one attack to
the arm on which it is attached, no matter
how much damage that attack would have
done. It always absorbs the first possible
attack (any attack that hits that specific
arm, is neither dodged nor parried, and
would deal damage after armor and
toughness have been taken into account),
and afterward is rendered useless until it
can be repaired and vital parts replaced.
This does not take up a hand, and is a part
of the arm itself.
Ablative Heavy Shield Prerequisites: Ablative Technology,
Research Tier 2 Effect: The Evangelion acquires a massive
protective shield. Large enough for the
entire
Evangelion to crouch behind, it is far too
massive for any Evangelion to parry with
(and does not count as being on an arm for
the purpose of the Sacrifice talent).
However, the Shield is designed to act as
mobile cover against ranged attacks. As a
half action, the Pilot may set the shield to
face a specific direction and crouch down
behind it. Thus set, any ranged attack from
that direction that requires a Ballistic Skill
roll to hit instead hits the shield. Ranged
attacks that do not require a Ballistic Skill
roll, or which have the Blast quality or
some other form of area attack, ignore the
shield entirely. In addition, melee attacks
from the specified direction made by an
enemy of a size equal to or smaller than
the Eva similarly hit the shield instead,
though they may easily move to a more
advantageous position.
The Ablative Shield is very thick, and has
multiple ablative layers. Any attack with a
Penetration of 3 or less is negated as
normal but does not expend the shield on
a hit. An attack that hits the shield with a
Penetration of 4 or more is still negated,
but destroys the shield.
It takes two hands to hold this massive
shield.
Fortified Armor Prerequisites: Ablative Technology,
Armor Enhancement 2 Effect: The Evangelion’s Armor is
designed to handle the worst. Enemies
can no longer score a Righteous Fury on
the Evangelion. The attack still deals
damage as normal, but no extra damage
die are rolled.
Weapon Upgrade Points
In the fight against the Angels, nothing short of the survival of the human race is at stake. To
this end, there is not cost, no amount of resources, that would be considered too high to
devote to the cause of Nerv and the Evangelions. Even so, resources are limited by what can
be produced. While it has resulted in the economic collapse of more than one country,
China’s production capacity has been utilized by the UN to produce virtually all of the
weapons for the Evangelion program in state of that art, modular factories designed to
produce many different kinds of E-Scale firearms with only a few days to modify the
equipment between production runs, often saving resources further by cannibalizing old,
discarded weapons. Given this sort of backing, each Player’s access to these resources has
been abstracted into a pool called Weapon Upgrade Points (WUP).
Each player has access to a limited amount of WUP. This requisition is spent at the beginning
of each new Angel attack to buy the weapons they will be using for that battle. At the end of
each battle, players have the option of re-spending their requisition as they see fit, but it is
important to note that weapons purchased by requisition are on-loan only. If the player does
not re-spend the necessary requisition for the weapon at the start of their next mission, they
no longer have that weapon available until such a time until they DO allocate their WUP to
use it again. Regardless of WUP costs, none may not have more than 2 of any given weapon
at a time.
Independent of what they purchase with their WUP, each pilot begins play with 1 Pallet Gun
and 1 Progressive Knife. These weapons are always available to the pilots, regardless of
how much WUP they have or what they spend it on. They are not required to deploy with
either, but they may not permenatly trade it away or lose it.
"The pallet gun? Oh lord, not another reporter asking about that travesty. Look, no one had
ever designed something that large to be moved before. To fire at anything other than single
shot? Never. To be accurate in the hands of someone 40 meters tall? Does this line of
questioning answer your question?
I admit, the thing is and was pathetic, perhaps the single worst part is that we can’t get rid of
them, its listed in the production procedures that 'all Evangelions are to be issued a Mark 2
progressive Knife, and a Pallet Rifle at the time of production.' Now the progressive Knife,
there’s a solid piece of work, designed by some no name corporation that made Box cutters.
Can you believe that? Box cutters. Even has a built in second blade in the event the first one
shatters."
-Dr. Joseph Zarkev, Evangelion equipment engineer
"You want me to fight those with a defective gun and a box cutter?"
- Trooper Hong
New Weapon Special Qualities
Beam
This energy attack, when used on single
shot, automatically succeeds its roll to hit
with as many degrees of success as last
round if it successfully hit the target last
round. A new half action must still be
spent on 'maintaining' the single,
continuous attack. Deflection and dodge is
assumed to resolve in exactly the same
manner as it did in the previous round.
Burning
On a successful hit that deals at least 1
damage after armor and TB, the target
must test Agility or be set on fire.
This trait may only be applied to weapons
that deal E damage. Regardless of how
many times this is triggered, the target
need only test Agility once per round at
most.
Burst
This weapon may be fired on semi auto as
a half action, but does not gain a bonus to
BS for doing so.
Carbine
Through various space-saving design
traits, the weapon is much smaller, lighter,
and easier to control than its class would
suggest. Though it is still designed to be
wielded like a rifle, it can, if necessary, be
used like a much smaller weapon, such a
pistol or submachine gun. Basic weapons
with the Carbine Quality impose only a -10
penalty when wielded single handedly,
rather than the normal -20.
Chain
A crude but effective form of attack, this
weapon has traded any fine edge it might
have had to instead mount a high-speed
diamond-tipped titanium chain. Which
effective at tearing through all but the
toughest of metals, it can’t be fought with
like traditional weapon as it does its
damage via surface contact rather than
cleaving into the enemy with brute force. Effect: The weapon deals an extra 1d10
damage, but does not add its SB to
damage. In addition, it gains the
‘Unwieldy’ quality. This weapon has a +0
Breach modifier.
This Trait may only be applied to Rending
Melee Weapons.
Compact
Different from the Weapon upgrade of the
same name, in Adeptus Evangelion a
weapon with the ‘Compact’ quality is
small enough to fit in a wing dock (either a
knife dock for a melee weapon or a pistol
dock for a ranged one).
Heat
This weapon has its edge treated with a
chemical accelerant that, when activated,
causes the edge of the weapon to become
incredibly hot. Were the weapon not built
out of the same material as the space
shuttle, it would surely melt almost
instantly.
Whenever this weapon deals Critical
Damage, it sets the hit body location on
fire. In addition, the weapon gains +2
breach and the Power Field quality from
Dark Heresy.
Longshot
This weapon has an incredibly long range,
and indeed is designed to work best at
such ranges. The takes a -30 penalty
instead of a +30 bonus for being in Point
Blank Range, a -10 penalty within 20 dm,
gains a +10 against anything further than
100 dm away and gains a +30 bonus
against an enemy in Orbit or on another
continent. However, the weapon is still
controlled by a person, and may not be
fired against enemies that the player
cannot see or do not have accurate
coordinates provided for by a third party.
For such long distance shots, it is up to the
GM whether such a shot is possible.
Mounted
Due to either complex power
requirements, staggering weight, or the
need for bracing beyond that which can
be provided otherwise, the weapon must
be mounted in some fashion in order to be
used; either using a deployable support
rest, or on the Evangelion's chassis itself
by interfacing with pre-installed weight
distribution, power feed and shock
reduction systems, to offset its outstanding
requirements. Mounted weaponry cannot
be fired from a non-mounted position. The
weapon must be mounted on an
Evangelion equipped with the Heavy
Chassis upgrade. Fitting the weapon to an
Eva requires a Full Action. The weapon
still requires two hands to operate, but is
Braced by default when mounted. A Heavy
weapon, while mounted on a Heavy
Chassis, reduces the Evangelion's Agility
by 20.
Maser
Masers, as high-intensity microwave
weapons, pass through most forms of
matter with little to no impediment and
can cause severe internal damage to most
organic structures. Effect: This quality bestows the Proven(4)
quality, with the addition that its effect
applies to extra damage die rolled during
Righteous Fury as well.
Pneumatic
Pneumatic weapons are weapons with a
built in set of high-energy pistons set to
fire off on impact, adding an extra driving
force to each blow. Effect: A Pneumatic weapon automatically
passes the WS test to confirm a 'Righteous
Fury'. Additionally it increases the
damage of the weapon by 1. This Trait
may only be applied to Impact Melee
Weapons. This weapon has a +1 Breach
modifier.
Positron
Positron weaponry fires a dense and
powerful beam of positrons, the antimatter
equivalent of electrons. At sufficiently high
outputs, Positron Weaponry has the
unique destructive power to penetrate an
active A.T. Field. Effect: Positron Weapons have a Breach
Rating equal to their Penetration.
Precise
This weapon is designed for pinpoint
accuracy. When using this weapon, the
pilot may spend a Reaction Action to get
the same benefit as the Half Action Aim
action.
Progressive
With a vibrating weapon, the constant
oscillating motion of the blade results in
multiple impacts per second to create a
shredding effect more like a jackhammer
than a knife. Progressive Weapons take
this one step further by oscillating at such
high speeds that the friction causes the
blade of the weapon to become white hot.
The Progressive special quality can only
be applied to rending weapons, and
results in the exact same effect as the
Tearing special quality from Dark Heresy,
as well as increasing the penetration of the
weapon by 1. This weapon has a +1
Breach modifier.
Proven
This weapon is especially well
engineered, and is based on an
extensively tested design. Each weapon
with this trait has an accompanying rating,
and should it ever roll a number on the die
for damage lower than its rating, it is
treated as having rolled the rating instead.
This counts for initial damage rolls only,
and not extra damage from Righteous Fury
or any other additional damage source
that would stack with the original.
Slow
This weapon takes a lot of effort to use,
and depends on a clean follow through to
be effective, making quick strikes with it
almost worthless. This weapon may not be
used to make multiple attacks with the
Swift Attack, Lightning Attack, or Furious
Blow talents.
Tesla
The outer edge of the weapon is replaced
by a complex array of conductors and
coils, enabling it to dispense ultra-high
voltage shocks to the enemy on contact.
While exceptionally painful, electrocuting
something the size of an Angel to death is
almost impossible.
Effect: The weapon deals an extra 1d10
damage and increases its Pen by 2, but,
no matter what the damage rolled is, it
cannot deal more than 1 Critical Damage
per attack. This weapon has a +1 Breach
modifier. The damage type of this weapon
changes to E.
Throwing
This weapon is designed to be thrown at
the enemy in addition to its role as a
Melee
weapon. It may be thrown using a Ballistic
Skill test, and has a range of 4*SB. This
cannot be applied to Natural Weapons.
Specific Weapons
Melee Weapons: Specific (Tier 1)
Name Class Hands Damage BR Pen Special Cost
Progressive Knife Mk1 Melee 1 1d5+3 R +1 4 Progressive,
Proven(3), Compact
1 WUP
Tonfa Melee 1 1d10 I +0 2 Balanced, Compact 1 WUP
Melee Weapons: Specific (Tier 2)
Progressive Knife Mk 2 Melee 1 1d5+4 R +2 5 Progressive,
Proven(3), Compact
2 WUP
Core Knife Melee 1 1d5+1 R +1 4 Progressive,
Compact
1 WUP
Sonic Guillotine Melee 1 See Text +5 -- Compact, Throwing,
See Text
2 WUP
Melee Weapons: Specific (Tier 3)
Magorake-E Sword Melee 2 1d10+4 +2 4 Progressive,
Proven(4), Balanced
5 WUP
“The latest technological breakthrough? Are you kidding me? This core knife is just four prog
knives strapped to one handle! They actually pay people money to come up with this crap?”
-Trooper Hong
Core Knife
Based on an old design, the Core Knife is
built with the principal in mind that the
Angel’s only true weakness is the Core.
This modified Progressive Knife is
designed to deal a mortal blow, or at least
a potentially mortal one, on a direct hit to
the Core. Unfortunately, it required a level
of sophistication in Progressive
technology that Nerv lacked. Until now,
that is.
The Core Knife is built around four small
progressive blades parallel to each other
on a single hilt. This is because it is
designed to break. If the Core Knife ever
deals Critical Damage, the Evangelion can
choose to plunge in the knife into the
wound, causing the separate blades to
snap off of the hilt and, through their own
progressive vibration, burrow their way
into the target in four separate directions,
dealing massive internal damage to the
target. This destroys the Knife, but deals
an extra 5 Critical Damage to the struck
body part.
Progressive Knife MK I
The standard issue melee weapon of the
Evangelions, Progressive Knives
represent one of the
best reasons to get in close to the enemy.
The blade of a Progressive Knife vibrates
at a speed that causes such extreme
friction with the air around it to make glow
white hot. A Progressive Knife can cut
through most things like paper, and even
heavily armored targets can be taken
down with a well struck blow.
Each Evangelion begins play with a
Progressive Knife.
Progressive Knife MK II
Utilizing recent advances in progressive
technology, the Mark 2 Prog Knife has a
blade built out of smaller, independent,
progressive sections of blade. This not
only results in a significant increase in the
knife’s destructive potential with no
increase in size, but also allows the knife
to continue operating after a section of
blade has been snapped off.
To this end, the standard knife design has
been replaced by one rather like a
boxcutter in design. Whenever the
weapon would be destroyed, as a free
action the Eva may extend another section
of progressive blade segments from the
hilt and continue using it. However, each
knife only carries enough spare segments
to do this once. If the knife would be
destroyed a second time before the knife
can be repaired, the knife is destroyed as
normal.
Progressive Sword
Until recently, large progressive weapons
were impossible to build. Or, more
accurately, possible to build but
impossible to wield without breaking
them. The Progressive Sword, also known
as “MagorokE(xterminate) Sword”,
heralds a new age of weapons technology
by finally mastering a scaled-up version of
the Progressive Knife. While a powerful
cutting weapon, it is rather heavy and
requires both hands.
When this weapon confirms a Righteous
Fury, it deals an extra 2d10 damage
instead of 1d10, but may not explode
further.
Sonic Guillotine
One of the more esoteric weapons in
Nerv’s arsenal, resonance drill technology
uses oscillation technology not unlike that
found in progressive weapons to create a
destructive resonance in the target. While
a stunningly effective weapon, the
resonators used are fragile, and when
applied to Evangelion scale quickly break
under the strain. Even worse, the process
requires two resonators on opposite sides
of the target for the effect to be created,
making its implementation in any form of
conventional weapon impossible.
The Sonic Guillotine, however, is not a
conventional weapon. The set of two
poles, each containing a series of
resonance emitters, are meant to be
placed on opposite sides of a target and
then activated remotely. Each pole is
collapsible, and may fit into a Wing with
the Wing Loadout (Storage) upgrade.
Sadly, each wing can only store one
compact pole at a time, requiring the
other pole to be stored elsewhere. For
obvious reasons, a common tactic is to
give the other pole to an ally for a
synchronized attack.
If the pole is already in hand, it may be
planted in the ground as a reaction action.
If still
stored in a wing, it may be retrieved and
planted in the ground as part of the same
half action. If both poles have been
planted in the ground, and are within 10
dam of each other, they activate.
Anything directly in between the two
poles immediately takes 1d5 R critical
damage to the body, regardless of how
many wounds they still have. This ‘attack’
may be deflected by an A.T. Field as
normal, but may not be dodged. Keep in
mind that while this imposes the effects of
the listed critical damage, the enemy
maintains their remaining normal wounds
on the body, and such wounds must still
be addressed before more critical
damage may be applied as normal. These
poles may be thrown as a spear, and due
to internal gyroscopes are considered to
be planted in any space in which they
land.
After activating, the poles are rendered
useless until repaired.
Tonfa
A heavy club designed to align parallel to
the arm rather than perpendicular when
held. If more than one Tonfa is wielded at
a time, the user gets a +20 bonus to parry
in place of the normal +10 from Balanced.
Melee Weapons: General (Tier 1)
Name Class Hands Damage BR Pen Special Cost
Axe Melee 1 1d10+2 R +1 1 Unbalanced 1 WUP
Flail Melee 1 1d10+2 I +1 1 Flexible, Slow,
Unwieldy
1 WUP
Hammer Melee 1 1d10+4 I +0 2 Slow, Unbalanced 1 WUP
Other Melee 2 1d10+1 I/R +0 2 2 WUP
Spear Melee 2 1d10+3 R +1 2 Throwing 1 WUP
Shield Melee 1 1d5 I +0 0 Defensive 2 WUP
Sword Melee 1 1d10+1 R +1 1 Balanced 2 WUP
Unarmed* Melee 1 1d5 I +2 0 0 WUP
Melee Weapons: General (Tier 2)
Great Weapon Melee 2 2d10+2 I/R +0 2 Unbalanced, Slow 3 WUP
*The Evangelion always has this weapon available so long as it has arms
Axe
A heavy sharp blade on a reinforced shaft, the axe is a powerful close combat weapon.
When made progressive, only the cutting edge of the axe is modified, effectively
incorporating a Progressive knife blade (or sometimes two) into the overall design rather
than making the entire weapon truly Progressive.
Flail
A heavy weight (usually outfitted with ridges or spikes) on the end of a reinforced chain, this
weapon looks as if it belongs in medieval Europe. And perhaps its does. Regardless of what
the flail is adorned with, it may not be made Progressive.
Great Weapon
Quite simply, a very large weapon. Be it an axe, a blade or (with an appropriate change to
Impact damage) a Hammer, the Great Weapon represents a two handed weapon that can do
some serious damage.
The Great Weapon is also designed to reflect the double headed heavy blades wielded by
the Mass Produced Evangelions, although obviously lacking the ability to assume the form
and properties of the Lance of Longinus. Currently, this weapon is far too large to be made
Progressive even if it does end up doing Rending Damage.
Hammer
A solid block of heavy metal on a shaft, hammers represent a simple but brutally effective
melee weapon.
Knife
A small blade or dagger, designed to either fold or retract for easy storage in a wing dock.
Other
This is a catch-all category for any unique form of melee weapon you want your Evangelion
to be equipped with, but is not listed specifically as an option in the charts. Examples
include sickles, drills or staves. Such a weapon always deals Impact or Rending damage.
Consult with your GM to ensure that the form of weapon you choose is in keeping with their
intended theme of the game.
Spear
A sharp bladed weapon on the end of a reinforced pole some 30 meters in length. The Spear
is also designed to be thrown short distances.
Shield
A reinforced armor plate held in one hand by the Evangelion, the shield can be used as a
crude and ineffective weapon. The arm holding the shield is considered to have 2 more AP
than it actually does.
Shields cannot be upgraded as weapons.
Unarmed
The Unarmed attack, while unimpressive, is always available to Evangelions so long as they
have one arm remaining. No WUP expenditure is necessary to use it.
Melee Upgrades
There are two types of Upgrades for Melee Weapons: Enhancements and Technologies.
Enhancements are minor mechanical bonuses, and each may only be selected once for a
given weapon though one weapon may have multiple Enhancements. Technologies are
more advanced traits, and each weapon may have at most one Technology, though they may
have Enhancements as well. Premade Specific Melee weapons may select Enhancements,
but not Technologies.
Enhancements
Name Prerequisite Effect Cost
Throwing One handed The weapon gains the Throwing Quality. 1 WUP
Light None The weapon gains – 1 Damage, -1 Pen (to a minimum
of 0), and a +10 bonus to WS tests.
1 WUP
Heavy None The weapon gains +1 Damage, +1 Pen, and a -10
penalty to WS tests.
1 WUP
Technologies
Name Prerequisite Effect Cost
Progressive Rending Damage The weapon gains the Progressive Quality. 2 WUP
Pneumatic Impact Damage The weapon gains the Pneumatic Quality. 2 WUP
Chain Rending Damage, Chain
Technology
The weapon gains the Chain Quality. 2 WUP
Heat Rending Damage, Heat
Technology
The weapon gains the Heat Quality 2 WUP
Tesla Impact Damage, Tesla
Technology
The weapon gains the Tesla Quality. 3 WUP
RANGED WEAPONS
BALLISTIC
Ballistic (Tier 1)
Name Class Range RoF Dam Br Pen Clip Rld Special Cost
M-7 Handcannon Pistol 30dam S/-/- 1d10+2 I + 0 2 6 1Half Compact,
Reliable
1 WUP
Pallet Rifle Basic 50dam S/2/3 1d10+2 I + 0 0 6 1Half Carbine,
Reliable
1 WUP
Gatling Gun Heavy 30dam -/-/5 1d10+1 I + 0 0 20 2Full Inaccurate 3 WUP
Ballistic (Tier 2)
M-8 Handcannon Pistol 40dam S/-/3 1d10+2 I + 0 2 6 1Half Compact,
Reliable
2 WUP
P-8 Carbine Basic 60dam S/3/4 1d10+2 I + 0 2 18 1Half Burst, Carbine,
Reliable
2 WUP
Rocket Rifle Basic 150dam S/-/- 1d10+6 X + 1 3 3 1Half Blast (4) 3 WUP
Heavy Railgun Heavy * S/-/- 1d10+5 I + 3 5 4 2Full Longshot,
Mounted
5 WUP
Ballistic (Tier 3)
Anti-Eva Bazooka Heavy 500dam S/-/- 2d10+2 X + 2 2 4 2Full Blast (6) 6WUP
PALLET RIFLE
Colloquially known as the Pallet Rifle, the
officially designated MM-99 AU Assault
Rifle is the first firearm ever manufactured
for Evangelion scale use. In order to
account for every possibility of an Angel
combat situation, unprecedented amounts
of time and money went into designing the
perfect standard combat rifle that all
Evangelion weaponry would follow.
Incorporating elements of all the most
successful rifles throughout history, the
Pallet Rifle is a durable and lightweight
bullpup configuration carbine with
multiple selective fire settings and
entirely ambidextrous components. It
would be heralded as the UN's crown
jewel and a multinational pinnacle of
firearms technology, if it weren't for one
thing: it is only barely effective at killing
Angels. The utter ineffectiveness of
conventional ballistic shells in combat
against the Angels has ensured that the
Pallet Rifle is the first, and last, of its kind.
M-7 HANDCANNON
Designed as a "hold-out" sidearm to be
distributed to Evangelions entering
combat along with the Pallet Rifle, the M-7
is just as superbly designed as its
intended companion. The compact frame
fits perfectly into the slightly
disproportionate hands of an Evangelion,
and is built to be easily stored in a wing
dock for quick release. Despite its small
size, it manages to chamber and fire
massive cartridges originally designed as
shells for battleship deck cannons at an
astounding effective range. The internal
components are also cleverly constructed
using interchangeable parts with the
Pallet Rifle to ensure ruggedness,
reliability, and easy maintenance.
Unfortunately, it shares another trait with
its partner system. It is also, a woefully
inadequate weapon for combating Angels;
only causing marginally more damage per
shot, with a much smaller ammo capacity.
GATLING GUN
The 'EM-266 Evangelion Revolving Multi-
Barrel Machine Gun' was the first heavy
weapons platform designed for
Evangelion "Man Portable" use. Created
and manufactured during the initial wave
of Evangelion firearms production, the
Eva-sized Gatling Gun utilizes many of the
same design principles that went into the
Pallet Rifle and the Handcannon.
Incorporating interchangeable parts,
redundant electric motors and drive
chains, high performance recoil-
dampening muzzle breaks, lightweight
polymer and carbon fibre construction,
and internal liquid nitrogen barrel cooling
systems, it fires colossal rounds at a
blistering rate from a drum magazine
inserted under the weapon, making it an
absolutely devastating weapon when used
against just about anything . . . but an
Angel. While specialty ammunition can
turn it into a respectable weapon, the
mass produced default shells have such
poor ballistics as to make them even less
effective than the Pallet Rifle individually.
P-8 CARBINE
Representing the two generation leap in
technology between its construction and
that of its predecessor, the Powered-8
Carbine is massively improved over the
Pallet Rifle in nearly every respect.
Discarding conventional, gas driven
ballistics, the P-8 applies the same
electromagnetic rail technology
employed in the Evangelion launch
elevators to discharge solid metal
flechettes at supersonic velocities with the
range and firing speed of an assault rifle.
Though the rounds themselves are smaller
than that of the Pallet Rifle, the new
technology surpasses the old weapon's
rate of fire and penetration, and triples its
ammo capacity while sacrificing nothing
in reliability or versatility, making it a
perfect standard weapon system.
ROCKET RIFLE
The Rocket Rifle is a somewhat unusual,
gun sized device resembling a grenade
launcher mixed with an anti-armor rifle.
Repurposing the old, unsuccessful
concept of gyroscopically stabilized
rocket-propelled ammunition, the original
bullet design found itself replaced with a
warhead tip packed with powerful high-
explosives. Overall ammo capacity is
small, but each shot packs a tremendous
punch for a weapon as portable as a rifle.
The self stabilized rockets also lend the
weapon an extreme range and unfaltering
accuracy, though the blast range should
be watched carefully.
HEAVY RAILGUN
When new, experimental technology
proves to be wildly successful as a
weapon, the most natural progression is to
then build the biggest gun one can
possibly make out of it. The simply named
“Heavy Railgun” is little more than an
enormous series of electromagnetic plates
and rails forming a rectangular, open
"barrel". Requiring a colossal bank of high
performance generators and electrical
capacitors, the Heavy Railgun is too heavy
to be easily portable without specialized
shock absorbing braces. Otherwise, it
would be more than capable of knocking
over an Evangelion unit with its
tremendous recoil! The multi-ton, ferrous
jacketed slugs it fires are heavy enough to
have to be mechanically loaded one by
one, but when fired, are capable of punch
through even heavy armor at great
distance. The force of such mass at such
speed seems to be hard for even an AT
Field to handle!
ANTI-EVA BAZOOKA
Though nothing much more than a simple
upscaling of the previously successful
Rocket Rifle, the Anti-Eva Bazooka is a
fearsome weapon. With the extra space
and weight allowances provided by its
redesign into a heavy weapons platform,
the rockets the weapon carries in its
vertically inserted magazine rack are
nearly triple the size of the Rocket Rifle,
and are capable of detonating with
enough force to level city blocks. Though
the name indicates the project's original
direction (a weapon system meant to be
used in the situation of a hostile nation
attacking with an Evangelion) the Anti-Eva
Bazooka finds much more frequent use
blowing Angels to itty bitty pieces.
MASER
Maser (Tier 1)
Name Class Range RoF Dam Br Pen Clip Rld Special Cost
MAS Pistol Pistol 40dam S/-/3 1d10+1 E + 1 3 30 1Full Maser, Compact 1 WUP
MAS Rifle Basic 80dam S/3/- 1d10+2 E + 1 3 30 1Full Maser 1 WUP
HELIOS Rifle Basic 150dam S/-/- 1d10+2 E + 2 4 10 1Full Maser, Precise 2 WUP
Maser (Tier 2)
MAS Repeater Basic 80dam -/4/8 1d10+1 E + 1 3 40 1Full Maser, Burst,
Carbine
3 WUP
MAS Tactical Pistol 80dam S/2/- 1d10 E + 2 2 10 1Full Maser, Burst, See
Text
2 WUP
HELIOS
Annihilator
Heavy 50dam S/-/- 1d10+6 E + 2 7 10 1Full Maser, Blast (3),
Burning, Recharge
5 WUP
Maser (Tier 3)
HELIOS Pistol Pistol 40dam S/-/- 1d10+6 E + 3 5 1 1Full Maser, Compact,
Overheats
2 WUP
Siege Maser Heavy * S/-/- 2d10+3 E + 2 5 5 1Full Maser, Beam,
Longshot, Mounted
6 WUP
MAS RIFLE
Of the two separate energy weapon
projects commissioned by Nerv, MAS was
the first to deliver a working prototype. As
such, it was the MAS Rifle that set the
standard for maser technology. Mainly
composed of compact electrical systems
dispersed throughout an ergonomic
gunframe, the entire weapon has almost
no moving parts, and is incredibly
lightweight. Power is supplied to the
weapon via portable batteries that are
inserted into the gun's charging port like a
magazine, and similarly discarded when
drained. Being the archetypal maser
weapon, the MAS Rifle boasts greater
range and accuracy than a solid projectile
weapon, and stores enough power in its
battery for a staggering number of shots.
What it lacks in stopping power, it makes
up for in its general ability to penetrate
armor to cook the flesh beneath.
HELIOS RIFLE
Not to be left behind, the HELIOS project
sought to compete with MAS by aiming for
a different application of maser
technology entirely. While delivering
comparable damage to the MAS Rifle per
shot, HELIOS provides a much tighter
beam allowing for greater armor
penetration and a dramatically improved
range. This increase, however, is not
without price, and is draining on the
battery. While an excellent long ranged
weapon, it lacks the rate of fire and ammo
capacity of its MAS counterpart. Despite
these setbacks, the weapon proved
successful in the field, and this style of
maser weapon would prove to be
definitive of weapons developed by the
HELIOS project in the future.
MAS PISTOL
The MAS Pistol uses almost all the same
internals as the rest of the MAS series and
functions at almost exactly the same
capacity, with only a small reduction in
effective range due to the shorter focal
array necessary to fit the weapon into
wing dock storage. Though it is a lower
powered weapon than more conventional
handguns, its staggering rate of fire, high
ammo capacity, and supreme reliability
make it a popular backup weapon.
MAS REPEATER
Unable to compete with the sheer power
of HELIOS produced weapons, MAS
instead took refuge in their advantage in
rate of fire. And the MAS Repeater
certainly has rate of fire to spare. Firing a
relatively weak maser hundreds of times
per second, it generates considerable
heat buildup on the target area. Dealing
with a weaker beam, the weapon requires
less heat shielding and other heavy
equipment, making it easily gripped in a
single hand. Why representatives from
HELIOS delight in pointing out the pitiful
damage be shot comparison to their
products, the MAS Repeater proves that
quantity has a quality all its own.
MAS TACTICAL
During development of the repeater,
experimentation with different beam
frequencies revealed that radiation
buildup could occur on the target area
after certain alternating beam
frequencies. It was not until after the
Repeater was completed that the potential
for this “side effect” was realized. By
intentionally creating a tiny, controlled
and pinpoint-accurate radiation flare on
the surface of the target of a pre-
determined isotope type, the maser
weapon could “tag” a point on the enemy
that would be very easily tracked and
targeted by any sufficiently advanced
monitoring equipment. Such as that
available to Nerv and the Magi.
Whenever this weapon strikes an enemy,
regardless if damage is dealt, it is as if that
enemy was the target of a Markerlight.
HELIOS ANNIHILATOR
Almost entirely eschewing focal
components, this shoulder-mounted bulk
of the weapon is equipped with a wide
bore firing lens. The HELIOS Maser
Annihilator represents maser technology
at its unrefined, raw potential: laying
flaming waste to entire swaths of land by
bombarding every square inch of its
surface with penetrating radiation. Though
it is classed as a heavy weapon, the
relatively light weight afforded by maser
technology allows it to be easily portable
and require no special firing setup.
However, as expected of all proprietary
HELIOS technology, the strength of the
weapon is not without cost. The HELIOS
Annihilator has a very strictly enforced
mandatory cool down period between
shots built into its hardware. The
alternative, as MAS gleefully reminds
Nerv, is “massive explosion”.
HELIOS PISTOL
The HELIOS Pistol is an unusual weapon
for its classification, and reeks of being
rushed and poorly planned (even for
HELIOS). The first and only pistol class
weapon ever created by HELIOS, it is hard
to feel that they did not somewhat miss the
point. Producing an incredibly high-
intensity beam, the HELIOS pistol exceeds
the destructive potential, armor
penetration, and even AT Penetration of
all but the heaviest maser weapons that
came before it. While very impressive on
a per-shot comparison, it has the distinct
disadvantage of having to be manually
reloaded after every firing. It does not so
much drain its internal battery as it does
destroy it. Sometimes, this proves to be
too much for the weapon as a whole to
handle, causing what HELIOS advertises
as “occasional bonus energy release”.
SIEGE MASER
Nerv, in a rare show of intelligence, sold
the plans it bought from HELIOS to MAS
once they witnessed the destructive
potential of the weapon. They just wanted
a version that didn’t explode. MAS built
something much different. By using the
same platform as the HELIOS Annihilator,
the Siege Maser wields a similar level of
pure, destructive potential, but in a totally
opposite fashion. Taking a more unwieldy,
distinctively cannon-like shape makes the
Siege Maser significantly less portable
than its counterpart; requiring a direct
uplink to an Evangelion's targeting
software to utilize the incredibly complex
systems that account for its length. The
benefit is that the Siege Maser can
generate a continuous beam of
unparalleled intensity over distances
measured in triple digit kilometers. Using
the high-energy output indicative of
HELIOS technology, it can maintain this
devastating "death ray" almost
indefinitely, lending itself perfectly to
prolonged, precision bombardments.
"Can you believe those nerds down here? They spent, like, all day getting us to test their new
laser cannon things. Can you believe it? Six hours of my life just gone because they couldn't
work the output up to theoretical energy density targets. Hello? It's a visible wavelength!
Atmospheric diffusion, much? And that army kid was totally staring at me the whole time, too.
Ugh!"
-Camille von Zeppelin, Pilot of Evangelion Unit 01
N2 SHELL
N2 Shell (Tier 1)
Name Class Range RoF Dam Br Pen Clip Rld Special Cost
Shellgun Basic 30dam S/2/- 1d10+6 X + 2 1 8 1Full Tearing 3 WUP
N2 Shell (Tier 2)
Heavy Pistol Pistol 20dam S/-/- 1d10+6 X + 2 1 3 1Full Tearing, Compact 4 WUP
Railshell Rifle Basic 60dam S/-/- 1d10+6 X + 2 1 3 2Full Tearing, Precise 6 WUP
N2 Shell (Tier 3)
Supershell
Launcher
Heavy * S/-/- 2d10+5 X + 5 2 1 1Full Tearing, Blast (12),
Longshot
8 WUP
Shellcannon Heavy 30dam -/-/6 1d10+6 X + 2 1 20 1Full Tearing, Inaccurate,
See Text
12 WUP
SHELLGUN
Being the ancestor of all N2 Shell
weaponry, the Shellgun's simplistic name
belies its groundbreaking function. An
exceedingly heavy and bulky rifle with an
angular and uncomfortable profile, the
Shellgun lays dubious claim to a tragically
uncontrollable recoil, which greatly limits
its range. In reality, the Shellgun is simply
a crude, experimental vehicle for the real
genius of its design. The rounds fired by
the Shellgun, despite their weight and
size, are not slugs but rather bullet shaped
containment shells for almost insignificant
antimatter charges, inactive until the
impact of the round striking its target
destroys the fragile stasis equipment and
allows annihilation to occur. The resulting
explosion is only a tiny spark compared to
an N2 mine, but still boasts a greater
release of energy than any chemical
explosive of comparable size. Though the
Shellgun itself is a substandard weapon in
all respects, it is still indescribably lethal
to anything on the business end of the
barrel.
HEAVY PISTOL
Even as a compact pistol, the Heavy
Pistol’s trademark size, heft and poor
balance unmistakably give away as an N2
Shell weapon. Since nothing of a pistol's
size would be capable of propelling an N2
shell any distance, the Heavy Pistol is
instead design to fire specially prepared
N2 Shells in custom rocket-propelled
casings. Even though the construction
barely leaves room for a revolving
chamber mechanism, never mind a
magazine, the Heavy Pistol is the last word
in sheer firepower per shot in a compact
weapon.
RAILSHOT RIFLE
Accomplishing what was once thought
impossible, the Railshot Rifle managed to
mix two previously exclusive
technologies. Railgun technology has
always specialized in moving very small
objects very fast, but that same
technology repurposed has managed to
launch standard N2 Shells only
moderately fast, which is still a huge
improvement over other firing
mechanisms. This weapon is still,
however, essentially a prototype, and
leaves much to be desired in both
ammunition capacity and rate of fire.
SUPERSHELL LAUNCHER
Modified from the Anti-Eva Bazooka, the
Supershell Launcher larger, self contained
antimatter charges that are as large as
Nerv could get away with without
classifying them as WMDs. Effectively an
advanced cruise missile, a Supershell can
easily be fired over the horizon, or even
low orbital range. More than one nation
argues that putting such a weapon in the
hands of the Evas is an incredibly
dangerous step towards arming them to
fight other humans. Nevertheless, its
effectiveness at annihilating Angels, as
well as everything immediately around
them, cannot be denied.
SHELLCANNON
Building off of the success of the Railshell
Rifle, the Shellcannon represents the
pinnacle of N2 Shell weapons technology
that the project has been aiming for since
the beginning: a simple and effective
delivery system capable of firing N2
Shells at a steady and rapid rate of fire.
Indeed, that is all the Shellcannon is good
for, being incapable of any other firing
mode! The size of the ammunition,
combined with its rate of fire, required an
ammunition cache external to the weapon
itself. As such, the actual ammo cache is
carried on the Evas back, giving it the
Mounted quality, and is belt fed into the
Shellcannon itself.
POSITRON
Positron (Tier 1)
Name Class Range RoF Dam Br Pen Clip Rld Special Cost
Positron Proto-Rifle Basic 40dam S/-/- 1d10+3
E
+
4
4 6 2Full Positron, Overheats 5 WUP
Positron (Tier 2)
Positron Cannon Heavy 200dam S/-/- 3d10 E +
8
8 3 1Full Positron, Mounted 7 WUP
Positron Rifle Basic 80dam S/2/4 1d10+3
E
+
4
4 10 1Full Positron, Burst 5 WUP
Positron (Tier 3)
Great Positron Cannon Heavy * S/-/- 4d10 E +
12
12 4 1Full Positron, Longshot,
Recharge,
See Text
10 WUP
POSITRON PROTO-RIFLE
Though still more of a proof-of-concept
model than a weapon, the Proto-Rifle can
be pressed into service as a combat
system if needed. The this “weapon”
combines an ionizing beam to create a
path, and then unleashes a stream of
antiparticles from a powerful internal
toroidal positron trap linked to a particle
accelerator. This bulky accelerator was
designed primarily for lab purposes, not
combat, and is not designed to handle the
stresses of being treated like a weapon.
Even so, the Proto-Rifle's A.T. Field
piercing capabilities are strong enough to
be an advantage in combat, and its output
is more than powerful enough to injure an
Angel, though also quite likely to injure
the operator if mishandled.
POSITRON RIFLE
While very heavy and possessing
demanding requirements, the Positron
Rifle possesses impressive range, decent
rate of fire, and the ability to punch
through weak A.T. Fields with minimal
support. Unfortunately, a proper system to
deal with the extreme amounts of energy
utilized by the weapon has yet to be
devised. Instead, whole banks of fuses
must be replaced after each battle to
prevent the weapon from shutting down
when next used.
POSITRON CANNON
Developed to meet increasing demand for
a weapon capable of punching through AT
Fields, the Positron Cannon was originally
designed to be part of a static, turret like
weapon. Despite testing well offensively,
the Magi conclusively disproved the
usefulness of such an investment in a
groundbreaking series of simulations that
showed that, if relied on as a stationary
defense, the positron cannon had a 40%
chance of being destroyed by the first
Angel it fought, and a 100% chance of
being destroyed by any subsequent
Angels due to its inability to evade
attacks. While a setback for its original
purpose, much of the same technology
was later re-purposed into the Eva-
portable version now in use today.
GREAT POSITRON CANNON
The Great Positron Cannon is, in every
way, the final culmination of Evangelion
portable positron weaponry. Resembling
a massive, high powered anti-materiel
sniper rifle, the Great Positron Cannon is
powered by a pair of enormous, multi-
tiered Toroidal Accelerator turbines which
provide the required injection of high
energy particles. These generators add
such considerable bulk to the weapon that
they must be detached and carried
separately, and then cold started on site.
This configuration prevents the cannon
from being portably fired by an
Evangelion, or even mounted on one.
The Positron Cannon requires two Full
Actions to be set up at a fixed location,
and once set up may not be moved,
though it may be realigned to aim at an
enemy that is now a different facing from
the original firing position. In addition, the
Eva using the Great Positron Cannon may
only fire from a Prone position. If the Eva
using the Great Positron Cannon dodges
an attack, or willing moves away from the
cannon, it requires a half action to later
resume firing control of the massive
weapon.
Ranged Weapon Upgrades
Name Effect Cost
Guard Plate Attach a shield to your weapon, making it able to parry. 1 WUP
Extra Grip As the upgrade from Dark Heresy. 2 WUP
Melee Attachment Attach a melee weapon to the underside of a basic weapon. 2 WUP
Scoped Make your weapon quickly and easily aimed. 1 WUP
Smoke Launcher Attach a smoke grenade launcher to the underside of a
basic weapon.
1 WUP
Markerlight Attach a Markerlight to the underside of a basic weapon. 1 WUP
Melee Attachment
Your Basic weapon is equipped with a fixed blade, which may be used as a 1d10 R, Br +0,
Pen 0 melee weapon with the Unbalanced quality. This weapon may be upgraded using
Enhancements and Technologies per normal (see Melee weapon rules). This takes up the
same slot as the Markerlight or Smoke Launcher Upgrade, and no weapon may have more
than one.
Scoped
As the Precise Weapon Trait. This upgrade may only be applied to Basic Weapons.
Smoke Launcher
The weapon becomes outfitted with an underslung Smoke Grenade Launcher, which holds
one single grenade and has the same effect as Blind Grenades from Dark Heresy, but in dm
instead of m. This takes up the same slot as the Melee Attachment or Markerlight Upgrade,
and no weapon may have more than one. This may only be applied to Basic Weapons.
Guard Plate
The Weapon includes a heavy metal plate in its construction, and may be used to parry. This
upgrade may only be applied to Basic Weapons.
Mounted Holder
The weapon includes a small rack or sheath for holding a single knife or extra clip of
ammunition. This is only a holder, and the contents must be removed and used as normal.
This may only be applied to Basic or Heavy Weapons.
Markerlight
The Markerlight is a relatively small device that can be attached to any basic or heavy
weapon. The pilot may target any enemy within the range of their weapon as a half action
and hit with the Markerlight automatically. The data from the Markerlight can be relayed to
any one friendly attack against the target hit by the Markerlight, adding a +10 to their BS for
the roll. Even if multiple Markerlights hit the same target, no ally can be granted more than a
+10 by markerlights in a round. This takes up the same slot as the Melee Attachment or
Smoke Launcher Upgrade, and no weapon may have more than one.
MODIFIED RULES
Synch Ratio
FROM:[email protected]
I would appreciate it if the more conspiratorial members of our staff could stop spreading these
ridiculous rumors about so-called “feedback damage”. The notion that, at extreme levels of
synchronization, damage inflicted on an Evangelion unit is suffered by its pilot is utterly imbecilic and
demonstrates the complete failure to understand even the most basic of biological and neurological
sciences that I have come to expect from the staff here. While the nature of the psychoneural bonding is
such that tactile sensations are transmitted, it is not possible for a physiological change to project itself
along the pathways. It is not possible for the body’s cells to spontaneously elect to hurl themselves apart
violently, irrelevant of whether or not empathic sensation would make them want to, which anybody
possessed of the sort of education beyond books labeled ‘bath safe and chewable’ would know they do not
anyway.
The incident involving pilot Misra is in no way evidence of this in action. While I concede that to the
incapacitated mind the damage to his arm would appear similar to that of the Evangelion unit, the scale
and biology involved are so different that it would be equally valid under this nonsensical theory for his
head to shrivel to the size of a walnut. It may not have occurred to you that having your unit destroyed so
violently that your plug was exposed to weapons fire intended to destroy forty-story pseudobiological
monstrosities may have caused some damage by itself. If I receive even one more of these offensively
poorly-written paranoiac raving emails, I will personally demonstrate the difference between not being
hurt and being hurt to every single person who that email has been through. I assure you that the
demonstration will be adequate to communicate the point.
Get back to work and do something useful with your time. A strange and foreign concept, I know, but
recent academic studies have shown that it is in fact what you simpletons are being paid for.
Piloting an Evangelion requires the use of a new characteristic: Synch Ratio. This is
the pilot’s ability to synchronize with their Evangelion, and for obvious reasons is absolutely
useless to any person who does not pilot an Evangelion.
As per other characteristics, your Synch Ratio Bonus is equal to your Characteristic
divided by 10 and rounding down to the nearest integer.
Your Synch Ratio may be increased over time, but certain conditions and events such
as Synch Disruption can cause your Synch Ratio to change dramatically for short periods of
time (See Chapter 5 for more information).
Depending on your current Synch Ratio, the following conditions apply:
Synch Ratio Effects
Synch Ratio of 20 or less You are unable to Pilot an Evangelion. If you are currently inside an
Evangelion, you may take no actions as the Eva shuts down.
Synch Ratio of 21-40 You can maintain a Synch Ratio capable of moving an Evangelion, but
just barely. You may only take a single Half Action each round and
may never use Reaction Actions. Your Feedback Threshold increases
by 1.
Synch Ratio of 41-70 Evangelion operates normally.
Synch Ratio of 71-100 Your Evangelion operates in tune with your own abilities, if you would
spend a Fate Point to reroll a Test, you may use your SR in place of any
other Characteristic. Your Feedback Threshold decreases by 1.
Synch Ratio of 101-150 As above, but your Synch Ratio is dangerously high and deals 1d10
points of Ego Barrier damage each round. Should you pass out or die
in the Entry Plug, the Evangelion automatically Berserks. Your
Feedback Threshold is considered 0.
Synch Ratio of 151-200 As above, but you take 1d10+5 points of Ego Barrier damage instead.
Any Critical Damage suffered by the Evangelion is dealt in Wounds to
the Pilot, ignoring TB and AP. Every round you gain a temporary Fate
Point that you may spend however you see fit, but never burn, and if
unspent vanishes at the beginning of your next turn.
Synch Ratio of 201+ As above, but the pilot suffers 1d10+10 Ego Barrier erosion every turn
and gains the Light of the Soul and Superior Action Traits. The GM
decides what occurs after this point.
Synch Ratio of 400+ The Magi have yet to yield a predictive model for what happens at this
point. It is a matter of great debate amongst the science team.
FROM: [email protected]
If you aren’t going to approve reopening the synchronization trials, at least replicate this event in-field. I
can’t work with such sparse data and the sooner I know why it happened the sooner I can stop it.
Unless you particularly enjoy your pilots’ arms tearing themselves apart?
SKILLS
Dark Heresy, a game focused around the uncovering and annihilation of heresy, is a
mixture of investigation and combat. In the world of Evangelion, such investigation is hardly
the domain of the pilots that the characters are expected to play. While many of the skills are
no less valid (if likely to be rarely used) certain skills simply have no place in a setting
where intrigue or the Warp are not at the fore. Such skills have been removed.
Others, like the various knowledge skills, simply need to have their areas of
specialization changed to reflect their new setting. These skills are marked “Modified”, and
provided with new descriptions below.
In addition, the way in which skills are gained has been changed. With such focus on
the piloting the Evangelion in the career paths, most skills are no more or less appropriate
for any given career path. As such, rather than assigning skill proficiency and training
specifically, Adeptus Evangelion characters may take the Talent “Skill Proficiency” to
choose a skill they feel is appropriate for them, and later advance these skills with “Skill
Training” and “Skill Mastery”.
Skills
Name Type Status Name Type Status
Acrobatics Advanced As in Dark Heresy Invocation -- Removed Awareness Basic As in Dark Heresy Lip Reading Advanced As in Dark Heresy
Barter Basic As in Dark Heresy Literacy Advanced As in Dark Heresy Blather Advanced As in Dark Heresy Logic Basic As in Dark Heresy Carouse Basic As in Dark Heresy Medicae Advanced As in Dark Heresy Charm Basic As in Dark Heresy Navigation -- Removed
Chem-Use -- Removed Performer Advanced As in Dark Heresy Ciphers -- Removed Pilot Advanced As in Dark Heresy Climb Basic As in Dark Heresy Psynisience -- Removed
Command Advanced As in Dark Heresy Scholastic
Lore
Advanced Modified
Common Lore Basic Modified Scrutiny Basic As in Dark Heresy Computer Use Advanced New Search Basic As in Dark Heresy Concealment Basic As in Dark Heresy Secret
Tongue
-- Removed
Contortionist Basic As in Dark Heresy Security Advanced As in Dark Heresy Deceive Basic As in Dark Heresy Shadowing Advanced As in Dark Heresy
Demolition Advanced As in Dark Heresy Silent Move Basic As in Dark Heresy Disguise Basic As in Dark Heresy Sleight of
Hand
Advanced As in Dark Heresy
Dodge Basic As in Dark Heresy Speak
Language
Advanced Modified
Drive Advanced Modified Survival Advanced As in Dark Heresy Evaluate Basic As in Dark Heresy Swim Basic As in Dark Heresy
Forbidden lore -- Removed Tech-Use Advanced Modified Gamble Basic As in Dark Heresy Tracking Advanced As in Dark Heresy Inquiry Basic As in Dark Heresy Trade Advanced As in Dark Heresy
Interrogation Advanced As in Dark Heresy Wrangling Advanced As in Dark Heresy
Intimidate Basic As in Dark Heresy
Skill Descriptions
Common Lore
(Basic)
Intelligence
Common Lore represents the knowledge
that a person can be expected to know
without advanced study. While it can be
specifically researched and honed, most
people can be expected to have come
across at least some knowledge in these
areas. When this skill is taken, the
character may choose their own area of
specialization.
The possible areas of specialization in this
skill include:
Second Impact: A knowledge of the
historical events of Second Impact. This
will be a combination of historical
accounts and verifiable facts as well as
rumors and stories from the time. As this is
based on common knowledge, all of this
information assumes that Second Impact
was caused by a meteor strike.
Science: A basic knowledge of the
various sciences, this skill does not
represent advanced study in any field and
does not cover anything above the high
school level.
United States: A knowledge of the history,
customs and policies of the United States
of America, both before and after Second
Impact.
United Nations: A knowledge of the
history, customs and policies of the United
Nations, both before and after Second
Impact.
Chinese Federation: A knowledge of the
history, customs and policies of the
Chinese Federation, both before and after
Second Impact.
Soviet: A knowledge of the history,
customs and policies of the New Soviet
Union, both before and after Second
Impact.
Local News: A general knowledge of who
and what are important in the daily affairs
of the people in and around your Base of
Operations.
History: A knowledge of the general
history of the world and its major events
and civilizations.
Religion: A knowledge of the various
religions of the world and their beliefs,
both before and after Second Impact.
War: A knowledge of the major wars in
human history, who fought them, who won
and a basic understanding of the tactics
they used.
Computer Use
(Advanced)
Intelligence
Computer use allows the character to use
and access computer systems and
perform tasks with them. Using a normal
computer under typical circumstances
requires no test, like checking your email
or surfing websites. Computer Use tests
are necessary when attempting to do the
unusual - getting access where you
shouldn't have it, squeezing function out of
a broken system, and otherwise using it to
do something you shouldn't be doing or in
a condition you normally couldn't do it in.
Hacking
Often, a character will want to gain access
to a computer he isn't allowed to have
access to. Hacking a system is, naturally,
Computer Use. While under most
circumstances this will be a test with the
difficult determined by the computer's
security, there may be someone active
(like a SysOp) or the computer may be
active enough to counter-hack (like a
MAGI) - in these cases, the roll may be an
opposed check instead.
When you have access to a system, you
can use some skills through that system -
Inquiry can be used to find files and data,
Security can be used to defeat existing
safeguards on a computer (which
otherwise might raise alarms or leave a
record of what you've done), and so forth.
There are other things a character might
be able to do - unlock electronic locks,
search an area with security cameras, or
cutting off the access of others. These tests
may require the use of other skills in
addition to or instead of Computer Use.
The GM will determine the necessary Skill
Tests required for a particular task.
Drive
(Basic)
Agility
As in Dark Heresy, but with the following
areas of specialization: Automobile (cars,
jeeps, and trucks), Heavy (Tanks and
APCs) and Motorcycle.
Scholastic Lore
(Advanced)
Intelligence
As in Dark Heresy, but with the following
areas of specialization:
Angels: A knowledge of the Angels thus
fought, their forms and their abilities. It
may also be used to recognize similar
abilities in new Angels, but cannot be
used to research an Angel before it
appears.
Astronomy: A knowledge of the universe
beyond our world, the stars and their
constellations. Certain technologies
integral to space travel and certain basic
principles of astrophysics might also be a
part of this skill.
Chemistry: A knowledge of the
composition of various chemicals and how
they might be created.
Evangelions: A knowledge of the origins
and abilities of the Evangelions.
Government: A knowledge of various
social, political and economic systems
used around the world.
Physics: A knowledge of the laws which
run the physical world, and the ability to
use them to your advantage or recognize
when something is physically impossible.
Note that this does not take into account
the reality-warping properties of an A.T.
Field.
Tactics: A knowledge of famous military
stratagems and how they might be
applied to your situation.
Speak Language
(Advanced)
Intelligence
The proficiency in speaking a language.
Available languages include English,
German, Japanese, Chinese, Russian,
French, Spanish, Italian and any other
human language that the GM chooses to
include.
Tech-Use
(Advanced)
Intelligence
A character may use Tech-Use to repair
mechanical items and to work out how
unusual pieces of technology function.
When using a simple piece of mechanical
equipment under normal circumstances,
such as a two way radio, or night vision
goggles, no test is required. Generally
speaking a test is only required when the
item is unusual, malfunctioning, or
operating under troublesome conditions.
Tech-Use may also be used to repair faulty
or damaged items or vehicles, the
difficulty depending on the complexity of
the item and how damaged it is. Notably
this only pertains to repair of its physical
and simple electronic systems. If for
instance it became necessary to write a
new operating system to render it
functional, a computer use test would be
required. All uses of tech use do not
pertain to the complex aspects of
computational components.
It can also be used to build a suitably
mechanical item from scratch (not a
computer however), although a relevant
trade skill is more common.
A tech-use test to determine the function
of an item usually takes one minute, but
may take more or less time depending on
the complexity. A test made to repair an
item generally takes much longer: one
hour reduced by ten minutes for every
degree of success.
Ego Barrier “For all the damage they do, it is not entirely accurate to describe the effects of Angelic mental
encroachment as an attack. Rather, they seem to fall into three relatively distinct categories. The first is
simple exposure to their ambient field. This is no more an attack than skin cancer is an attempt by the sun
to kill you. The second, and notably rarer, is direct contact with an Angelic mind. The mentality of these
creatures is fundamentally anathematic to our own, and where the two coexist one must yield and yield
utterly. It is invariably the case that the Angelic strength of will, potent enough to create its own AT Field,
dwarfs that of any human mind I have ever studied. Finally, and most rare of all, you have the inquiry.
Just as we seek to understand the Angels, certain of the Angels appear to seek to understand us. By taking
control of a human mind directly, the Angel can strip away all our ignorance, delusion, and willful
blindness, and refine it to a purity and truth beyond our ability to withstand. Though they do not seek to
harm us, the experience is so cruel, harrowing, and comprehensively destructive that it can be described
as nothing less than a rape of the soul. Our only defense against such an assault is the hope that perhaps
the experience is as agonizing for the Angels themselves.”
Dr. Nina Credo, 5th branch chief psychologist
In the series, we see that humans have their own personal A.T. Fields. Nothing like
the power force fields that the Angels wield, the human A.T. Field is a psycho-somatic
boundary that defines the edges of a person’s mind and maintains their coherency of self.
On the occasions where this personal A.T. Field collapses, the result is the person’s
complete dissolution into LCL, the blood of Lilith that served as the template for all life on
Earth in the distant past.
Ego Barriers Each character begins play with an Ego Barrier. Not everyone has the same mental
strength and sense of self, and some are more vulnerable than others. Your Ego Barrier is
equal to 20 + (Willpower Bonus * 5). As they become exposed to hostile A.T. Fields and
other, more insidious, forms of attack, characters will remove points off of their Ego Barrier.
This effectively works just like wounds, except that upon reaching an Ego Barrier of 0 you
instantly dissolve into LCL.
The Ego barrier is a natural part of the psyche, and will heal itself over time given the
chance. Every month, the player ‘heals’ 10 points of their Ego Barrier, though this may not
exceed their normal total.
Threats to Your Ego Thankfully, actually threats to your Ego Barrier are few and far between.
Errata: Any rules or events from Dark Heresy not specifically mentioned as being ignored in
Adeptus Evangelion that deal corruption points instead remove a similar number of points
from the character’s Ego Barrier.
Oversynching: When a pilot and their Evangelion achieve a phenomenal Synchronization
Ratio of 100% or more, the Evangelion’s AT Field actually infringes on the Pilot’s stability.
The Pilot must reduce their Ego Barrier every round by an amount listed on the “Synch Ratio
Effects” chart at the beginning of this chapter.
Direct Contact: Should your entry plug ever be breached by an Angel’s attack, you would
be lucky to survive. Those that do find that direct close range expose to the overwhelming
A.T. Field (even one neutralized to the point of providing no defense) of an Angel is harmful
to them in ways they can scarcely understand. The Pilot removes a number of points from
their Ego Barrier equal to the number of wounds they sustained in the process, and remove
2 points from their Ego Barrier for every point of Critical Damage they took.
Mental Contact: Should an Angel ever attempt mental contact with a human or otherwise
invade a human’s mind, the human in question must make a willpower test every round or
take 1d10 points off of their Ego Barrier until the mental contact ends. At the end of such
mental contact, the trauma of it usually requires the character to roll on the Shock Table,
adding a +10 to the roll for every round of mental contact they were forced to endure.
Pulling Yourself Together Unlike reaching maximum insanity (which drives you permanently and irreparably
insane) or the corruption system that Ego Barrier is designed to replace, your ego Barrier
reaching 0 and your character dissolving into a pool of LCL isn’t actually as bad as it sounds.
You character is still alive, albeit is a bizarre disembodied form, and more than once we
have seen a pilot drag themselves back from the brink and reassemble themselves, if they
have the will.
After reaching 0 Ego Barrier and dissolving, unless their LCL is disposed of in some
way a pilot may attempt to reassemble themselves. To do so, they must Burn a Fate Point. In
a complicated process that takes 3d10 days, they must reconstitute their body through sheer
force of will. Once they have reformed, they default to having half their total amount of Ego,
though they will naturally regenerate it as normal.
However, this process is not always perfect, and even the imperfections are not always bad.
As the character is rebuilding their body from scratch, it is not uncommon for them to
(sub)consciously mold their new body to something closer to their idealized self image.
However, in the complicated process there is also room for error, and weak willed
individuals might cut corners, resulting in serious health complications as they reform
incorrectly.
After burning the Fate Point to reconstitute, test WP at a -10 penalty. If you succeed,
you may roll on the ‘Ideals’ chart. On a failure, Test WP again with no penalty. On a success,
you reform in a form no different than that which you had before. If you fail a second time,
however, you must instead roll on the ‘complications’ chart.
If for whatever reason you dissolve into LCL under such circumstances that you are not
properly contained (outside of a plug and not in something to catch the liquid),
reconstitution is very difficult, resulting in the worst possible combination of rolls by default:
30 days to reconstitute, and treated as if you had rolled a 0 on the Complications chart. No
Willpower tests allowed.
Ideals
1-5 Cosmetic: You and your GM may choose one single thing with not mechanical effect to change
about your character. This could be as simple as hair or eye color, having better skin, or even
going so far as to change their weight, height, or build.
6-9 Minor: As above, but also choose one physical characteristic, and gain a +2 to it as you come
out significantly more fit than before.
0 Perfection: You may choose one major physical flaw (such as a physical drawback or a lost or
crippled limb) and test Toughness to permanently remove it. If you have no such flaw you
wish to remove, treat as having gained ‘Minor’ twice.
Complications
1-2 Cosmetic: You and your GM must choose one visual aspect of you character and change it in a
way that is obvious and has no mechanical effect, such as being albino or having no hair on
your body, not even your eyebrows! Unlike an Ideal, this should be something the character
does not want.
3-9 Minor: As above, but your body reforms in such a way that its health is compromised.
Permanently reduce one Characteristic of your choice by 1d5.
0 Major: As above, but you fails to properly solidify your sense of self in defense against future
threats. Your Ego is permanently halved.
CRITICAL DAMAGE
While the Wound and Critical Damage systems from Dark Heresy are still used in Adeptus
Evangelion, Evangelions and Angels can lose limbs and be inconvenienced rather than
dead. Additionally, Angels have Cores, a body part not to be found in Dark Heresy at all.
As such, while the normal Dark Heresy critical damage charts may be used when humans
take sufficient damage, Evangelions and Angels need a new set of Critical Damage Charts.
While these charts allow for less Critical Damage per body part, remember that at
Evangelion scale play each body part has its own separate wound total. A body part only
takes critical damage if that specific body part has already lost all wounds.
In addition, remember to invoke Feedback (and possibly Synch Disruption) for the Pilot
whenever an Evangelion takes Critical Damage.
Energy Critical Effects – Evangelion Head Critical Damage Effect
Critical
Damage
Effect
1 The entry plug monitors flicker and whiten as their sensors try to adjust to the surging
inputs. Between this and the intense pain, the Evangelion is at a -10 to all tests except
those based on strength or toughness for the next round.
2 The optic transducers that process external stimuli are completely overwhelmed by
the radiation flash, blinding the Evangelion for 1 round.
3 The intense heat blackens paint and causes patches of the Evangelion's head to glow
red hot. In the aftermath of the attack, the Evangelion is stunned for the next round.
4 From the scorching blast, all remaining flammable materials on the Evangelions head
are now aflame. The Evangelion must pass a -10 Agility test or catch fire.
5 The cranial armor is quickly growing white hot and slowly beading, and all flammable
materials are ash. The Eva loses 2 armor to the head until it is repaired, and is blinded
for 1d5 rounds.
6 The Evangelion's eyes boil and burst, and the blaze works its way into the cranium
through the sockets. The Evangelion must pass a toughness test or be defeated. In any
case, the pilot takes 1d5 insanity and the Evangelion is blinded until repaired.
7 The contents of the head explode upwards from the buildup of heat, the gore raining
down from atop a pillar of finely misted blood over the next few seconds. The
Evangelion is defeated and the Pilot must test toughness to deal with the torture of
losing their head in such a visceral way. On a failure they take 1d10 Insanity, on a
success they take only 1d5.
8 The Head burns away, leaving only a smoldering blackened ruin sitting atop the
shoulders. The Evangelion is defeated and the Pilot takes 1d10 Insanity.
9 As above, but the pilot must make a fear (1) test as they desperately paw at their own
head to make sure it is still there.
10+ As above but the attack is sufficiently powerful that the head did not offer enough
resistance to sate its fury, and indeed the superheated shrapnel that was once a skull
may have added to its lethality: an additional attack may be rolled using the attackers
BS -10 against a single target within a 20 dam cone behind the Evangelion (relative to
the attacker), dealing damage of 1d10 E plus the amount by which the original attack
exceeded 10 critical damage.
Energy Critical Effects – Evangelion Arm Critical Damage Effect
Critical
Damage
Effect
1 The hand recoils as it burns under the intense heat. Anything held in that hand is
dropped, and the arm is useless for 1 round as it shudders, wracked by pain.
2 A number of neural fuses short out throughout the limb, rendering it difficult to use. All
further tests made to hit with items in this arm suffer a -10 penalty until the Evangelion
is repaired.
3 In the entry plug, the LCL bubbles around this arm as its sensations give way to the
cold numbness. The arm is useless for 1d5 rounds as its control mechanism reboots.
4 The entire arm is slowly boiling away at the skin, sending a power surge through the
Evangelions electrical conduits, and shooting such intense pain through the pilot that
they must take a toughness test or be stunned for 1 round.
5 As above, but unless the arm is lost within the next round, 1 round from now they must
test Agility to shake out the fiery conflagration gripping this arm before it spreads to
the rest of the Evangelion and sets it on fire. Their wing dock is jammed by the heat.
6 The entire arm becomes wreathed in an intense flame that incinerates a number of
vital hydraulics, seals, and power conduits. The Evangelion is stunned for one round,
and the arm is rendered useless until repairs can be made. If they have a wing
mounted integrated weapon or ammunition dock, it explodes, dealing 1d10+3 X
damage to the head.
7 The radiation has fully seared off the limb at the shoulder and the flaming limb falls to
the ground at the unit’s feet. The pilot is stunned for one round and gains 1d5 insanity
points from the pain.
8 As above, but there is no severed limb to speak of: it has been completely incinerated.
9 As above, but the attack sweeps past with such force that the rush of air in its wake
immediately reopens the wound: a fountain of gushing blood makes the pilot feel
dizzy, causing them to gain 1 Fatigue as they weaken considerably from the empathic
connections to the Evangelion.
10+ Where an arm once was, now there is nothing but inhuman pain. The damage to the
nerve connections is so terrible it wracks even the feelings in the other hand. The
other arm is useless for 1 Round, and it drops all it is holding.
Energy Critical Effects – Evangelion Body Critical Damage Effect
Critical
Damage
Effect
1 The blast overloads key systems and staggers the pilot, disrupting the unit’s motion
controls. The Evangelion may only take half actions for 1 round.
2 The Evangelion’s torso sizzles painfully under the heat, leaving its paint blackened.
The pilot must test willpower or take a level of fatigue.
3 The Evangelion spasms, falling to the ground Prone. The Pilot must Test Toughness or
take 1d10+1 I damage inside the Entry Plug from the uncontrolled fall.
4 The pilot struggles to bring the Evangelion’s might to bear, as the synch system
overheats. The Evangelion suffers a -10 to WS, S and T based tests.
5 The LCL in the entry plug begins to boil from the heat, scalding the Pilot over their
entire body. The Pilot takes 1d10 E damage and a level of Fatigue.
6 The Evangelion is crippled by the attack as its restraints and flesh burn away, leaving
its exposed internal organs held in by scarcely more than charred gristle and
scorched bone. The Eva’s Str, T and Ag are halved for the rest of the encounter and the
Pilot takes 1d10+5 E damage inside of the Entry Plug.
7 A hole is burnt clean through the Evangelions chest and the remaining body catches
aflame. The Evangelion is defeated, the internals of the Evangelion are so
horrendously damaged that the Ejection system is rolled at a -10 penalty.
8 As above, but the entry plug does not escape unharmed. Roll 1d10. On a result of 1 or
2 the Pilot takes 1d100 E damage. If the roll is higher, they take 1d10+10 E instead.
9 As above, but with its insides aflame, the Evangelion's body collapses under its own
weight. The pilot suffers 1d10 insanity points from the horrific experience as the plug
no longer has anywhere left to shunt heat to, buried within the superheated pile. The
Entry Plug does not eject.
10+ As above, but the pilot gains an additional number of insanity points equal to the
damage dealt beyond a result of 10 in the critical chart.
Energy Critical Effects – Evangelion Leg Critical Damage Effect
Critical
Damage
Effect
1 Devices on the leg seize and reboot as an automated mechanism to prevent them from
overheating. The Evangelion may not Full Move, Charge or Run for 1 round.
2 The Leg’s control circuits begin to behave erratically as they deform from the heat,
forcing a halving of all movement speeds for 1d5 rounds.
3 The leg tenses from the pain, locking it in place. This is but a short term symptom of
the more permanent damage, however. The Evangelion may not make move actions
for 1 round, and suffers a -10 penalty to agility based tests until repaired.
4 The spasms from the leg disrupt the functions of the Evangelion… or they would if the
pilot was not already crippled by the pain. The Evangelion is stunned for 1 round.
5 The armor begins to fuse with the muscle beneath it, stunning the Pilot and halving all
movement until they pass a strength test as half action to snap the leg free of its melted
prison.
6 Not much more remains of the leg than a steaming mess of metal, bone and
homogenised organic materials. Being that the leg no longer functions as anything
much more than a makeshift crutch, dodge tests are now taken at -20. Mercifully, the
process was slow enough that automated neural locks were engaged, and they only
suffer a -10 to all tests the following round as they recover from the brief but
excruciating burst of pain.
7 As above, but the Evangelion's foot melts down and the leg collapses into a volatile
mess. The Evangelion must pass an agility test or catch fire.
8 The leg is severed by the blast, stunning the pilot for 1 round and sending the Eva
violently to the ground. The leg (or its charred remnants at least) land 1d5 dam away.
The Pilot must Test Toughness or take 1d10+3 I from the fall. Being short of a leg,
dodge tests are now taken at -20.
9 As above, but the leg is utterly vaporised and the pilot gains 1d5 insanity as protective
mechanisms fail and they are forced to endure the full agony of the experience.
10+ As above but the pilot is now all too sure their own leg is on fire and they must pass a
Willpower test to snap out of the illusion or else roll on the ground for the next 1d5
Rounds.
Impact Critical Effects – Evangelion Head Critical Damage Effect
Critical
Damage
Effect
1 The blow batters the Evangelion’s head to one side, briefly disrupting its optical feeds
and hand-eye coordination protocols. The Evangelion takes a -10 to WS and BS for 1
round.
2 A slight concussion, that’s what the doctor would say. The dissonance introduced
between Evangelion and pilot reduces SR by 10 for the next 1d5 rounds.
3 The sharp impact sends the Evangelion and its pilot into a daze and their ears ring.
They may only make one half action and reaction each round for 1d5 rounds as they
stumble about.
4 The hit neatly shatters and knocks away the majority of the Evangelion’s head armor.
The Evangelion is reduced to 0 AP on the head location.
5 The Eva’s skull cracks under the brunt force, stunning the Evangelion for 1 round and
dealing 1 Fatigue to the pilot.
6 The Eva’s internal balancing mechanisms are thrown out of alignment. The Eva must
Test Agility at a -10 penalty every round in which it attempts to move. On a failure, the
Eva instead falls prone. This effect lasts 1d10 rounds.
7 The head splits open, exposing things that anyone not considered morbid would
prefer not to see. The pilot takes 1d10 Insanity from the horrifying sensation. The
Evangelion must succeed a Toughness test at (-20) or be defeated.
8 The Evangelion's head is flattened and compacted by the force of the impact, as blood
and other liquefied matter seeps from all its orifices, leaving the Evangelion defeated.
The pilot gains 1d5 insanity points.
9 As above, but the skull is hit with such force that the Evangelion’s whole spinal column
rips out of its back, a grisly sight that triggers Fear (1) for any who witness it.
10+ The head is crushed and pulverised in an instant, leaving naught but a smattering of
unidentifiable gore over the remains of the neck. The Evangelion is defeated and the
pilot takes 1d5 insanity. Allies of the defeated Evangelion take a -10 penalty to
willpower based tests for the rest of the combat.
Impact Critical Effects – Evangelion Arm Critical Damage Effect
Critical
Damage
Effect
1 The force of the blow knocks away the hand. Whatever is held in the hand is flung
1d10 dam away.
2 The Eva takes a -10 to WS and BS for 1 round as it spins slightly from the torque,
flinging the arm behind it.
3 The Arm is wrenched horribly, almost dislodging it, and snapping numerous motive
devices and... other components. The Evangelion suffers a -10 to Strength until
repaired.
4 With a wet crunch armor cracks and bone is broken. WS and BS are halved for any
attack this arm is needed for, until such a time as the Evangelion can be repaired.
5 The hard surfaces inside and outside the arm are overwhelmed by hairline fractures.
The Eva is Stunned for 1 round, the arm reduces its armor by 1 and is useless for 1d5
rounds.
6 As above, but the limb loses all of its armor instead as its plating shatters into a
thousand pieces, falling away in ceiling tile sized chunks.
7 The entire arm cracks and splinters within and without, rendering it useless until
repaired. In addition, the wing dock is wrenched out of shape by the force, becoming
jammed: anything stored inside of it may not be retrieved, nor any weapon in it fired.
8 As above, but the arm is torn open at the shoulder, and the joint severed. The limbs
own weight slowly frays the remaining strips of flesh attaching it to shoulder: it will fall
off the body with a wet thud in 1d5 rounds.
9 With a terrible wet ripping noise, the arm is torn from the body, falling next to the
Evangelion. The Pilot gains 1d5 insanity points from the pain. The Eva must Test
Toughness or reduce its Toughness by 10 from the extreme blood loss.
10+ As above, but the arm flies a distance equal to the amount of critical beyond 10, in
dam. This will deal 1d10 I damage to anything else on its trajectory.
Impact Critical Effects – Evangelion Body Critical Damage Effect
Critical
Damage
Effect
1 A solid hit to the chest can take the wind out of anyone, and the pilot certainly doesn’t
feel so sprightly anymore. The Evangelion treats its Agility as 10 lower for the next
turn.
2 The Evangelion staggers back 1d10 dam from the force of the blow before it catches
itself. This provokes an attack of opportunity if applicable.
3 The Evangelion’s armor cracks, but the neural feedback is enough that the pilot knows
that isn’t the only thing that broke. The Evangelion is Stunned for 1 round.
4 This particular blow stuns the Eva for 1 round and jostles the Entry Plug, the hydraulic
cushioning mechanisms beginning to break down. The Pilot takes 1d5 I damage,
bypassing armor, as well as 1 level of fatigue if their toughness fails to fully absorb the
attack.
5 The Evangelion is sent flying 2d10 dam and falls prone. This does not provoke an
attack of opportunity, but if the pilot doesn’t snap out of it soon it might not matter:
They are stunned for 1d5 rounds.
6 Vital organs rupture beneath the armor, and the Evangelion is stunned for 1 round.
The Evangelion has just been dealt a savage blow, and it may only take half actions
until it is repaired.
7 A hit to the center of gravity sends the attached limbs flailing. All locations besides the
body itself, and the pilot, receive 1 impact damage that ignores toughness and armor.
Other methods of mitigating or altering damage after the reactions stage still function.
8 The Eva’s body is torn open by the force and it stumbles 1d10 dam back before it falls
to the ground. The Evangelion is defeated, and the pilot gains 1d5 Insanity.
9 As above, but the blow may well cause the Entry Plug to be crushed like a can by the
attack before it can even eject. Roll a d10. On a result of 1 or 2, the Pilot takes 1d100 I
damage. If the roll is higher, they suffer 1d10+10 I Damage instead.
10+ As above, but the attack is particularly vicious and sends the entry plugs rattling. The
pilot takes extra Impact damage to the body equal to the amount by which the critical
damage exceeded 10.
Impact Critical Effects – Evangelion Leg Critical Damage Effect
Critical
Damage
Effect
1 The mechanisms of the leg crack open and hydraulic fluid momentarily sprays out.
The Eva’s speed is halved for 1 round.
2 The knock puts the leg at an odd angle, throwing the Evangelion off its stride. If the
Evangelion makes a move action this turn it must pass an agility test or fall prone.
3 There is a resounding snap and the armor, and bone, fractures. The Eva is Stunned for
1 round as it is beset by pain, and its speed is halved for 1d5 rounds.
4 The armor of the leg sacrifices its structural integrity protecting its user: The leg loses
all armor, the myriad shattered fragments falling off like broken glass.
5 The Eva’s leg shatters, and every time that the Eva moves it must Test Toughness or
lose use of the leg entirely (halving their movement) until it is repaired.
6 The leg is pulverized, and may as well be a pillar of sand. The Evangelion is stunned
for 1 round and fall prone. Even after recovering, it’s speed is halved until the leg is
repaired.
7 As above, but any walking beyond a Half Move distance will impair the pilot with a
point of Fatigue from the terrible pain involved.
8 Well, looks like you don’t need to worry about your leg anymore! It has gone to a
better place, 1d5 dam away from the Evangelion. The Pilot is stunned for 1 round by
this shocking betrayal. Being short of a leg, dodge tests are now taken at -20.
9 The leg has been utterly severed by the force of the attack and its remains land some
1d10 dam away. Anyone in the path of the leg must pass an agility test or be tripped
prone. The Pilot is Stunned for one round and gains 1d5 Insanity Points from the pain.
Being short of a leg, dodge tests are now taken at -20.
10+ As above, but the damage was so great it wrenched out a sizable portion of the
circuitry contained in the pelvis, which has affected the rest of the Evangelions
movement and weight shifting controls. You cannot Dodge until the Eva has been
repaired.
Explosive Critical Effects – Evangelion Head Critical Damage Effect
Critical
Damage
Effect
1 The impact of the explosion leaves the Eva’s (and the pilot's) head ringing. The pilot
must test toughness or be stunned for 1 round.
2 The concussion of the blast knocks the Evangelion’s head, and by extension its pilot,
entirely the wrong way. The pilot takes 1d10 I damage from the whiplash.
3 The percussive force rocks the Eva’s senses, as power surges shut dozens of sensory
system circuit breakers. The Evangelion is blinded and deafened for 1d5 rounds.
4 The Evangelion is explosively uppercut by the attack and falls back down to earth
Prone. The pilot takes 2 levels of fatigue.
5 The Evangelion’s head splits and cracks under the explosion. The Eva is stunned for
1d5 rounds and is deafened until repaired.
6 The Evangelion’s head is in ruins, not only bared but shredded as well. The
Evangelion is blind until repaired, and the pilot receives 1d5 insanity points for
gaining a rare firsthand insight into what a cool breeze feels like when it wafts over
your exposed brain.
7 As above, but the Evangelion must Test Toughness every round or be defeated as they
are wracked with increasing levels of brain damage as tiny pieces of shrapnel fall into
the gaping holes in the skull. The pilot, meanwhile, gains a level of fatigue every
round as they feel more and more nauseous with each passing second.
8 The Evangelions head caves in under the explosion and the unit is defeated, slumping
forwards. The pilot gains 1d5 insanity points from the pain.
9 As above, but the pain is so great the insanity points are increased to 1d10 as the pilot
feels every moment of the shrapnel tearing through and exiting the skull, trailing
things that would have ideally stayed inside.
10+ As above, but the head is turned into a cloud of mist and jagged chunks of armor by
the explosion. This anyone within 3 dam of the blood splatter is forced to fight blind
for the next round. The pilot gains an amount insanity equal to the critical damage in
excess of 10 from the pain.
Explosive Critical Effects – Evangelion Arm Critical Damage Effect
Critical
Damage
Effect
1 The arm is pierced in a number of places by shrapnel, and loses its grip on whatever it
held.
2 The force of the blast hits sends the whole body swinging wildly. The Eva takes a -10
to WS and BS for 1 round as it spins slightly from the torque, flinging the arm behind it.
3 The explosion hits and destroys the Eva’s wing. Anything inside that wing is
destroyed. If this was ammunition or any kind of weapon it explodes, dealing 1d10+3
X damage to the arm.
4 As above, but parts of the Evangelion’s arm are also ripped off by the explosion. The
Evangelion may no longer apply its Toughness Bonus to attacks against this arm.
5 The explosion destroys some of the Evangelion’s fingers. Anything held in that hand is
destroyed, and the Eva must Test Toughness or be Stunned for 1 round.
6 As above, but the hand is completely lost as its chipped fingers drop to the ground. It
would be unfortunate if that was the pilots primary hand, because it won’t be able to
hold a weapon until the Evangelion is repaired. The bloodied stump can still add
support to a two handed weapon, however.
7 The arm is a ruined mess of charred flesh and wrecked metal. It may not be used for
the rest of the encounter.
8 Most of the Evangelion’s arm breaks off, flying back and hitting its torso along with a
cloud of gore, painting the chest red. The Eva must immediately Test Toughness or be
stunned for 1d5 rounds. Even on a success, the Eva takes a -10 Penalty to Toughness
and WS until repaired.
9 As above, but the Eva is stunned for 1d10 rounds or is penalized to Toughness and WS
by -20 until repaired due to extreme blood loss as the arm is lost entirely, torn off at
the shoulder and tumbling over the back of the Evangelion.
10+ As above, but the arm was just the beginning, the Evangelion also takes 1d10+3 X
damage to the head in a chain reaction.
Explosive Critical Effects – Evangelion Body Critical Damage Effect
Critical
Damage
Effect
1 The Evangelion skids back 1d10 dam from the force of the blast, gouging deep tracks
into the ground. As it shifts to stabilise itself, it can only take a half action on its next
turn.
2 A solid hit to the chest can take the wind out of anyone, and the pilot certainly doesn’t
feel so sprightly anymore. The Evangelion treats its Agility as 10 lower for the next
turn.
3 The Explosion concusses the Eva and shreds its innards. The Eva is stunned for 1
round and takes a -10 Penalty to Toughness until repaired.
4 The blast forces the Evangelions internal organs into a configuration that would greatly
confuse anyone with medical training. The intense nausea gives the pilot an additional
level of Fatigue.
5 As above, but the pilot's Feedback Threshold is cut to 0 for the remainder of the battle.
6 The Eva's chest is cut wildly by the explosion, sending small bits of flesh and armor
flying. The pilot gains 1d5 levels of Fatigue in the plug from the concussion and that
much insanity as well.
7 The Eva’s chest is torn open, sending armor and giblets in all directions. The
Evangelion itself is tossed like a ragdoll, landing prone at the edge of the blast radius
(In the event that there was no blast radius it simply falls prone 5 dam away). The
Evangelion must pass a toughness test or be stunned 1d5 rounds.
8 Enough of the Evangelion is torn away by the blast that continued function is
impossible, the Evangelion is defeated. The pilot takes 1d5 insanity points from the
pain.
9 As above, but roll a d10. On a result of 1, 2 or 3 the Pilot takes 1d100 X damage as the
Entry Plug is breached by the attack before it can eject. If the roll is higher, they take
1d10+10 X damage instead.
10+ As above, but the Evangelion’s batteries explode with a static crackle along with the
popping and splattering of innumerable organs. The Evangelion more or less
explodes and is sent flying a distance equal to the amount by which the critical
damage exceeded 10, in dam. Anybody on its trajectory path who fails to Dodge will
suffer 1d10+3 X damage and be knocked prone.
Explosive Critical Effects – Evangelion Leg Critical Damage Effect
Critical
Damage
Effect
1 Almost tripping the Evangelion, the blast instead causes the Evangelion to stagger
back 1d5 dam before it regains its footing.
2 The blast throws the Evangelion’s feet out from under it, and after a spectacular frontal
flip the Evangelion is now prone.
3 The leg is slammed hard by the explosive force, stunning the Evangelion for 1 round
and halving its movement for 1d5 rounds as it is hobbled by the attack.
4 The impact of the shockwave launches the Evangelion into the air a significant
distance, before it makes its landing 2d10 dam away, prone. It may land upright by
passing an acrobatics test at -10.
5 The Evangelion jams its feet into the ground to maintain stability as it is send skidding
along the ground 1d10 dam. Between the blast and that effort, all movement is halved
for 1d10 rounds from the damage to its locomotive systems.
6 The Evangelion’s leg is filled with tiny fractures as the shockwave passes through it. It
is now very unreliable indeed, and the Evangelion must make pass an agility test not
to fall prone any time it runs, charges, or makes a full move action.
7 As above, but it also applies to half moves or any other kind of leg based movement.
8 Leaving naught but a jagged, bleeding wound behind, the leg is flung off by the
explosion. The pilot gains 1d5 insanity from the pain, and is stunned for 1 round. Down
to one leg, the Evangelion is at a -20 to dodge Tests.
9 As above, but the remnants of the leg are violently forced inwards by the explosion,
dealing 1d5 R damage to the Evangelion’s body that ignores damage reduction from
armor and toughness bonus.
10+ As above, but Evangelions are filled with a number of volatile substances, and the
shattered fragments of the leg explode in turn, triggering a Blast (3) attack dealing
1d10 X damage centered on the Evangelion, which the Evangelion also suffers.
Furthermore, the Evangelion now cannot Dodge.
Rending Critical Effects – Evangelion Head Critical Damage Effect
Critical
Damage
Effect
1 The attack slides across the outer layers of the Evangelions helmet, knocking various
targeting arrays and other systems out of alignment. The Eva takes a -10 to WS and BS
for 1d5 turns.
2 The blow leaves a deep cut in the Evangelion’s cranial armor, reducing the AP of the
head by 1d5 until it is repaired. The repair crew will most likely fill the gap rather than
replacing the armor, so this gash will remain a cosmetic feature of the Eva unless it
sustains further damage.
3 The attack slices through one of the Evangelion’s eyes, stunning it for 1 round and
halving its perception until repaired.
4 The attack cuts by the side of the face, taking off a chunk of its head around what
could, with some imagination, be called its ear. The Evangelion is not deafened, but
the pilot takes 1 fatigue as a river of blood runs down from the side of the head.
5 The Evangelion’s head has most of its helmet armor cleanly severed from the
supports, reducing the AP on the head to 0 until the unit is repaired.
6 The front half of the Evangelion’s face is scored with cuts by the attack, and weeps
blood. The Evangelion is blinded until repaired.
7 The Evangelions takes a few sharp ones to the face, and spews blood from the hole left
behind. The Evangelion is blinded and deafened until repaired. The pilot meanwhile
takes 1d5 insanity, and must pass a willpower test or take 1d5 levels of fatigue from
the trauma.
8 As above, but the especially brutal attack instead inflicts 1d10 Insanity.
9 The Evangelion is neatly decapitated, the head that was ripped off flying away and
hitting the ground 2d10 dam away with a dumbfounded expression on its face. The
Evangelion is defeated.
10+ Blood beads like a necklace along the line of the collar. The Evangelion makes
hideous and unearthly vocalisations as it stumbles forwards 1d5 dam. At this point, its
head slides off, falling to its knees and tumbling down. The pilot gains an amount of
insanity equal to the amount of critical damage which exceeded 10.
Rending Critical Effects – Evangelion Arm Critical Damage Effect
Critical
Damage
Effect
1 The scraping attack decimates the Evangelion’s armor and grinds against something
sensitive. The Arm is rendered useless for 1 round, though grits a hold of whatever
was in the hand: It may not drop it for the next round.
2 The cut along the length of the arm stings and bleeds profusely as bottom half of the
arm is painted red: the pilot must pass a toughness test or gain 1 level of fatigue.
3 A deep gouge cuts through vital muscles, and forces the Evangelion to drop what it
was holding, it also incurs a -10 to weapon skill until it is repaired.
4 As a cut meets an artery, blood sprays from the exposed vessel in the arm directly
onto the Evangelions face, leaving it at -10 to weapon skill, ballistic skill, and
perception until it takes a half action to wipe the dripping red mess off.
5 The Evangelions arm is cut into at the shoulder, and is now useless for 1d10 rounds. In
addition, the wing is split down the middle and the two halves sag to each side,
destroying whatever was stored there and leaving the Eva without its benefit until
repaired.
6 The Evangelions arm is in ruins, covered in jagged gashes. Until it is repaired, the arm
is unusable. The Evangelion is Stunned for 1 round.
7 Multiple cuts deep into the Evangelions arm have severed most of the nerves. Its dead
weight imposes a -10 to all WS, BS, S, and Ag tests until repaired.
8 The arm is torn from the body by the attack. The Pilot gains 1d5 insanity points from
the pain. The Eva’s Toughness is reduced by 10 until repaired due to the extreme
blood loss.
9 The arm is cleanly severed, and begins twitching where it fell on the ground. The pilot
is affected by a Fear (1) test from this display of effortless and gruesome destruction.
The Evangelion loses 10 toughness from blood loss until repaired.
10+ As above, but the final spasms of the arm have a not insignificant chance of using any
weapon the arm was holding: If the arm was holding a weapon, one random target
within range of the weapon, with the Evangelion itself only targeted if nothing else is
in range, is hit by an attack to one of their legs. This may be dodged, parried, or
deflected as normal.
Rending Critical Effects – Evangelion Body Critical Damage Effect
Critical
Damage
Effect
1 The slash cuts just short of anything that really matters, and shavings of the
Evangelions armor fall away, reducing its AP on the Body by 1d5 until repaired.
2 The Evangelion’s chest spasms slightly as blood spews from a thin but well placed cut
to chest. The Eva loses 10 toughness.
3 The Evangelion’s armor is pierced by the attack, and the attack pierces deep into the
flesh beneath it, cutting tendons and muscles. The Evangelion is stunned for 1 round,
and the pilot gains 1 level of Fatigue.
4 The Evangelion is virtually disemboweled by the attack. While not lethal to something
like an Eva, it is still extraordinarily painful for the pilot. The Eva loses 10 Strength and
Toughness until repaired.
5 The pilot hears something scrap against the outside of the entry plug, severing cables
running into the Eva. The Pilot’s SR drops by 10.
6 The Evangelion’s entire set of chest armor is torn off by the attack. The Evangelion
now has an AP of 0 on the body until repaired. The binders no longer have any
leverage, and the Evangelion makes a berserk roll immediately.
7 As above, but prior to any of those effects, the Evangelion must test toughness or be
defeated as the majority of its blood exits the body through the tears and gouges in its
chest.
8 The Evangelion is cut almost completely in half and is defeated. In addition, roll a d10.
On a roll of 1 or 2, the Pilot takes 1d100 R damage as the Entry Plug is bisected by the
attack before it can eject. If the roll was higher, they suffer 1d10+10 R damage instead.
The pilot takes 1d5 insanity.
9 As above, but the pilot takes 1d10 insanity instead of 1d5, the Evangelion takes a
trembling step forwards to balance itself after the blow, before its upper body slides
off along the cut that entirely bisects its ravaged chest, and its torso falls to the ground,
defeated. The legs remain standing, a monument to its defeat.
10+ As above, but the Evangelion is fully bisected by the blow, its two halves flopping to
the ground like fish and slicking the immediate area with the blood spraying into the
air from their exposed innards. Anything making a movement along the ground that
passes within 5 dam of the body must test agility or fall prone.
Rending Critical Effects – Evangelion Leg Critical Damage Effect
Critical
Damage
Effect
1 The attack painfully scrapes across the length of the leg, and the Evangelion must Test
Toughness of take a -10 to agility for 1 round.
2 The attack hacks a chunk out of the Evangelion’s leg: The unit must pass a toughness
test or be stunned for 1 round.
3 Tendons are cut inside the Evangelion’s leg, and it trembles in an unsound fashion.
The Eva must Test Toughness or fall to the ground Prone.
4 The gouges into the Evangelion’s flesh make moving the leg painful. The pilot must
succeed a willpower test in order to use actions on movement for the next 1d10
rounds.
5 The Evangelion's kneecap is split in half by a piercing blow to the joint, and the Eva
moves at half speed for the next 1d5 rounds.
6 With a wet tearing sound, the flesh of the leg is torn open around the hip. Muscles
spasm from the pain and the joints are unreliable. The Evangelion must hold this leg
with a free hand in order to make any movement action until such a time as the
Evangelion is repaired.
7 As above, but the blood loss lowers the Evas Toughness by 10 until repaired. The Pilot
gains a level of fatigue from the pain.
8 The leg is completely severed as the attack tears completely through it, leaving a
jagged wound and cutting the bone above the knee. The bleeding stump sprays wildly
and the rest of the leg topples to the ground. The pilot gains 1d5 insanity and the
Evangelion, short of a leg and bleeding profusely, is at -20 to dodge tests, and must
make a toughness test or be stunned.
9 As above, but the Evangelion loses 10 strength both from lack of leverage and an
increasing lack of blood.
10+ As above, but the blood loss is so intense that the pilot must pass a willpower test to
ignore the sensations from the stump. On failure, they take a number of levels of
fatigue equal to the amount by which the critical damage exceeded 10.
ANGEL CRITICAL DAMAGE
The Evangelion Scale critical Damage charts above work well for pilots, but Angels are often
much more organic in nature, as well as lacking pilots entirely.
As such, Angels would be better represented by use of the following charts:
Energy Critical Effects — Angel Head
Critical
Damage
Effect
1 The Angel’s skin is seared, wracking it with extraordinary pain. The Angel must Test
Toughness or take a -10 to all Tests for 1 round.
2 The discharge of energy fills the Angel’s field of vision, though it may have other,
more alien, senses at its disposal. The Angel must Test Perception or be blinded for 1
round.
3 The head is charred by the damage, bubbles forming as heat continues to cook the
flesh. The Angel takes a -10 to all Tests for 1d5 rounds.
4 The outside layers of the head are vaporized and the head drips in monstrous blood,
the Angel cannot attack for 1 Round as it writhes in pain.
5 Flames envelop the head ablaze as the Angel gains a new hairdo, it is now on fire.
6 The blast cleanly strips the outer and inner layer alike, charring the flesh beneath.
With a shrill cry, the foe stumbles back 1 dam in agony. The Angel is blinded for 1d5
rounds and must Test Toughness or be stunned for 1 round as well.
7 As above, but the Angel loses all remaining AP on the head as its natural defenses
there are vaporized.
8 As above, but said defenses melt down upon the body and burn the Angel from the
insides. It suffers Energy Damage that ignores Armor and Toughness to the Body equal
to the AP lost.
9 The target's head is all but destroyed by fiery power. Even alien biology needs a head
to properly function. Halve the Angel's TB and the Angel is now blinded.
10+ As above but the Angel also halves their available ATS as it begins to suffer from
decohesion.
Energy Critical Effects — Angel Arm
Critical
Damage
Effect
1 The arm recoils from the sudden heat, and if it was holding to anything (including
grappled Evas) it is immediately dropped.
2 The arm is numbed by the shock of the attack, and the Angel takes a -20 penalty to all
attacks with that arm for 1 round.
3 Flesh boils and pops, reducing skin to charred sludge. Fine control of the arm
becomes difficult, halving Weapon Skill for attacks with that arm for 1d5 rounds.
4 Alien muscle burns and spasms, rendering the arm unusable for 1d5 Rounds.
5 The Angel's arm catches on fire, and the entirety of the body will follow if said fire is
not put out within 1 Round.
6 As above, but the fire spreads much faster and the entire body is instantly ablaze.
7 The arm boils on the inside, spewing jets of hot blood out of cracks in the burnt
surface. The arm is rendered unusable for 1d5 rounds and the Angel takes a -10 to all
Tests for 1 round.
8 The Angel's flesh turns to a disgusting bright color as the arm is irradiated and the
creature struggles to halt the damage, the Angel is stunned for 1 Round and the arm is
entirely useless for the rest of the battle.
9 With a chain of popping sounds, liquid inside the arm vaporizes, blowing the arm
clean off. The Angel's TB is halved, and the arm is destroyed.
10+ As above, but the Angel is also stunned for 1d5 Rounds as it makes a valiant effort to
restructure itself and prevent greater damage.
Energy Critical Effects — Angel Body
Critical
Damage
Effect
1 The Angel absorbs the energy of the attack, focusing its willpower on minimizing the
damage to vital areas. It may only take half actions next turn
2 The Angel shrieks as its internals begin to bubble. The Angel takes a -10 to all Tests
for 1 round.
3 As above, but the Angel takes a -20 to all Tests for 1d5 rounds instead.
4 Doused in harmful waves, the Angel's body is scorched and they suffer a -10 penalty to
any and all Tests for the duration of the battle.
5 Inhuman biology visibly tears and rips, bizarre liquids and organs seep from within
and the Angel may not Deflect any attacks for 1d5 Rounds as it slowly pulls the missing
chunks back together.
6 The Angel is knocked prone by the sheer force of the blow as the energy continues to
smoke the entirety of the body. The Angel must Test Agility or catch fire.
7 The heat of the blast is severe enough to completely burn outer layers covering the
body, revealing and charring the flesh. The Angel loses all armor on the body and
must Test Agility or catch fire.
8 Heat courses through the internals of the Angel and comes right out after doing its job,
and the Angel seems to catch on fire from the inside out.
9 The body is completely engulfed in flame, tearing itself apart as the heat virtually
vaporizes the entire biomass. The Angel's TB is halved as the body is destroyed and it
remains prone and helpless.
10+ As above, but the Angel loses all TB instead.
Energy Critical Effects — Angel Leg
Critical
Damage
Effect
1 The Angel’s leg begins to smoke. The Angel halves all movement for 1 round.
2 The shock of the attack reels the Angel temporarily immobile for 1 round.
3 The Angel’s leg begins to crackle and pop. The Angel is knocked prone.
4 The energy fills up the limb and it bloats before violently gushing out fluids and other
unsavory things, the Angel is stunned for 1 round.
5 The heat slowly roasts the leg as the flesh melts around it. This stuns the Angel for 1
round and has all movement halved for the duration of the encounter.
6 As above, but the Angel may not move by physical means any longer.
7 Flesh and bone are fused alike by the horrific burn as the outer layers boil away. The
leg catches on fire and the Angel must Test Agility or fall prone.
8 As above, but the Angel is automatically prone.
9 Bone and flesh alike are burnt and the leg is destroyed by the blast. The Angel halves
it's TB and is prone unable to get up for 1d5 Rounds.
10+ As above, but the Angel is helpless for 1d5 Rounds instead.
Impact Critical Effects—Angel Head
Critical
Damage
Effect
1 The Angel takes a -10 to all Tests as it is dazed by the force of the blow for 1 round.
2 The concussion renders the target unable to properly distinguish its surroundings and
they cannot make ranged attacks for 1 round.
3 The impact is so harsh that visible chunks of the Angel’s head are sent flying. The
Angel stumbles and collapses Prone.
4 The head twists and contorts from the force of the impact, making the Angel that much
more bizarre to look at. It staggers, unable to take actions but not actually stunned for
1 Round.
5 The Angel’s head is snapped backward by the force of the blow. The Angel stumbles
1d5 dam backward and takes a -10 to all Tests for 1 round.
6 The blow ricochets off the head, forming a battered trench in the process. The Angel
must Test Toughness or be Stunned for 1 round.
7 Something breaks with a resounding snap. The Angel is Stunned for 1d5 rounds.
8 The Angel's head is more or less crushed to bits and blood explodes in a spray, The
head is lost, the Angel loses half its TB and is blinded.
9 As above, but the angel may not Deflect for 1d5 Rounds as they struggle to get its
bearings, and can't properly defend themselves.
10+ As above, but the Angel can not Deflect any longer for the duration of the battle.
Impact Critical Effects—Angel Arm
Critical
Damage
Effect
1 The arm spasms involuntarily, dropping anything held within. If nothing is held, there
are no other ill effects as it is simply shunted back by the impact.
2 The Arm is wrenched by the impact, putting the Angel off balance. The Angel may not
parry for 1 round.
3 The impact causes the target to reel back as the arm is shredded. The arm is rendered
useless for 1d5 rounds.
4 The arm loses both muscle and bone as the impact rips through it as the arm flails in
the air. WS and BS are halved for 1d10 rounds.
5 As above, but the Angel may not parry at all during said time.
6 The force of the blow cripples the Angel’s arm. It must Test Toughness or lose use of
the arm entirely.
7 The impact shatters bone, sending the arm backwards with a sickening crunch as the
Angel reels in agony. The Angel loses the arm.
8 As above, but the arm is completely torn asunder by the force of impact. With a shriek,
the Angel wails for 1d5 rounds unable to make any attacks.
9 The arm is left an inert, blob-like mass from the attack and the Angel halves its TB in
addition to losing the arm.
10+ The impact is strong enough to completely detach the arm just below the shoulder and
the force knocks the Angel prone, stunning them for 1d5 rounds. In addition to that,
the Angel's TB is halved.
Impact Critical Effects—Angel Body
Critical
Damage
Effect
1 The Impact places extreme pressure on the Angel’s vitals. It may only take half actions
for one round.
2 The Angel suffers internal damage and must Test Toughness or be Stunned for 1
round.
3 The blow shatters bone and dents the flesh as the Angel reels back in anger. The
Angel may only take half actions for 1d5 rounds.
4 The Angel remains still for a second after a loud impact noise, liquid oozes from cracks
within the torso but it continues to move. It is, however, penalized with a -10 to all
actions for 1d5 rounds.
5 As above, but the penalty is of -20.
6 The force of the blow is severe enough to knock the enemy off balance, sending them
hurling through the air backward 1d5 dam. The target is knocked prone and is
stunned for 1 Round.
7 As above, but the effect lasts for 1d5 rounds.
8 The Angel is hurled back 1d10 dam and chunks of biomass are torn apart, its TB is
halved and unless it Tests Agility it falls prone and takes falling damage if appropriate.
9 The impact is strong enough to shatter most of the body into fast moving pieces. The
Angel’s TB is halved and it is helpless for 1d10 rounds until it regains back its senses.
10+ The chest splits open, releasing a torrent of blood and bone-like matter with a
resounding crunch. The Angel's TB is reduced to 0 and it is permanently helpless.
Impact Critical Effects—Angel Leg
Critical
Damage
Effect
1 The forceful impact numbs the leg. The Angel takes a -10 to Agility for 1 round.
2 The leg spasms and buckles, halving all movement for 1 round.
3 The force of the impact fractures the bone and severely limits movement. The Angel’s
movement is halved for 1d5 rounds, and the Angel must Test Agility or fall Prone.
4 The leg is thrown out awkwardly by the blow, and the Angel tumbles to the ground.
The Angel is prone, and its movement is halved for 1d10 rounds.
5 Small fractures spiral throughout the leg from the point of impact. Not only is all
movement halved for 1d10 rounds, but in any round where the Angel uses its legs to
move it must Test Toughness or it suffers 1 point of Impact Damage to the same leg,
ignoring Armor and Toughness Bonus.
6 The foot snaps after the impact pressure with a sickening crunch. The Angel falls
prone and must Test Toughness or lose the foot and suffer a -20 penalty to all Dodge
Tests.
7 As above, but even if they pass the test their movement speed is halved afterwards.
8 The leg snaps and breaks from the impact as muscle and bone come lose from one
another. The creature comes toppling down, disoriented. The Angel falls prone and
may not use the leg, suffering a -20 to Dodge Tests afterwards, and halving its TB.
9 The leg is completely shattered by the fierce blow as the Angel wails in agony.
Nothing but a bleeding stump remains. The Angel halves its TB and it is also stunned
for 1d10 rounds.
10+ Bone and flesh alike are broken and destroyed by the impact as the leg severs near
the knee. The Angel halves it's TB and Agility, and may not use the Dodge Skill at all.
Explosive Critical Effects—Angel Head
Critical
Damage
Effect
1 Shrapnel scours the Angel’s head. It must Test Perception or be blinded for 1 round.
2 The Angel is concussed, and may only take half actions for 1 round.
3 A heavy concussion pierces the target's head, hurling them back in pain. The Angel is
Stunned for 1 round.
4 As above, but the target is sent hurtling to the ground, prone.
5 The explosion rends most of the head into finely-sliced chunks of meat, it must Test
Toughness or be unable to use A.T. Powers for 1d5 rounds.
6 Most of the Angel’s head turns into a fine red mist. The Angel is now missing a head,
blind and its TB is halved.
7 As above, but they are also helpless for 1d5 rounds as they desperately attempt to get
a bearing on their surroundings.
8 As above, but they also fall prone.
9 The target's head simply ceases to exist after the explosion as if it was not there to
begin with. Not only is the Angel helpless and their TB is halved, but the blast also
inflicts 1d10+3 X damage on the body.
10+ As above, but the damage is of 2d10+6 instead.
Explosive Critical Effects—Angel Arm
Critical
Damage
Effect
1 The arm twists backwards, propelled by the explosion. The Angel is knocked off
balance and may not Dodge for 1 round.
2 The impact quakes the outer layer of the arm and it spasms violently. The Angel takes
a -20 to WS for 1 round.
3 Pieces fly as the arm is crippled by the attack, hanging useless for 1d5 rounds.
4 The explosion throws the Angel spinning backward 1 dm. The Angel must test
Toughness or be Stunned for 1 round.
5 The arm loses both muscle and bone as the explosion rips it to shreds. The Angel must
Test Toughness or lose the ability to parry for the rest of the encounter.
6 The arm is reduced to barely-coherent pulp hanging from the socket. The arm is
rendered useless for the rest of the fight.
7 The arm explodes in a flurry of muscle, bone, and red mist. The arm is no more, and
the Angel halves it's TB.
8 As above, but the Angel is also knocked to the ground.
9 As above, as the Angel is sent hurtling back 10 dam. Further, the explosion causes a
chain reaction. The head takes 1d5 X damage that ignores damage reduction from
armor and toughness bonus.
10+ As above, but the damage to the head is of 1d10 X.
Explosive Critical Effects—Angel Body
Critical
Damage
Effect
1 The explosions propel the Angel 5 dam backwards as it loses balance and falls prone.
2 Same as above but the target is propelled 10 dam back and must Test Agility or flail
around for a round, losing a Half Action.
3 The Angel reels from the pain as its chest ruptures. The Angel can only take Half
Actions for 1d5 rounds.
4 The force of the blow is severe enough to completely burn away all outer layer
covering the body, mangling the flesh beneath. The Angel is Stunned and Prone for
1d5 rounds and may make only Half Actions for 1d5 rounds afterwards.
5 The explosion rips bloody swaths from the surface of the Angel. Any armor on the
body is lost.
6 As above, but the Angel must Test Toughness or suffer an additional 1d5 X damage to
the body that ignores damage reduction from toughness bonus.
7 The chest explodes outwards, sending a torrent of organs spewing on the ground. The
body is destroyed, the Angels TB is halved, and it must Test Toughness or be
rendered helpless.
8 The body is literally torn in all directions. The Angel’s TB is halved, and the Angel is
helpless.
9 As above, but the Angel loses all TB instead.
10+ As above, but all other body areas suffer X damage that ignores damage reduction
from armor and toughness bonus equal to the critical damage in excess of 10 dealt as
the body explodes violently, drenching the entirety of the Angel's form and any
surroundings in alien gore, leaving a ruined carcass of unrecognizable biomass
behind.
Explosive Critical Effects—Angel Leg
Critical
Damage
Effect
1 The Angel is knocked off balance, and must Test Toughness or fall prone.
2 The blast moves the Angel back 5 dam as it stumbles to regain footing and must Test
Agility or fall prone.
3 The force of the impact fractures the bone and severely limits movement. The Angel’s
movement is halved for 1d5 rounds, and it must Test Toughness or be Stunned for a
round.
4 The explosion knocks the Angel back 1d10 dam, sending it tumbling to the ground as
it loses balance. The Angel is prone, and moves at half speed for the same number of
rounds.
5 The foot snaps after the explosion pressure with a sickening crunch. The Angel must
Test Toughness or lose the foot, moving at half speed and taking a -20 penalty to
Dodge for the rest of the encounter.
6 As above, but on a success the foot is lost to the explosion. On success, the foot is lost,
and on a failure, the Angel loses the entire leg instead, rendering them unable to
Dodge at all.
7 The explosion is fierce, cracking the foot and painfully wrenching it. The leg is gone,
and the Angel halves it's TB and is helpless for 1 round.
8 The explosion tears into the flesh, turning the leg into a bloody mess on the ground.
The leg is gone, and the Angel halves it's TB and is helpless for 1d5 rounds.
9 As above, but the explosion fills the air with gore and the angel collapses shrieking.
The leg is gone, and the Angel suffers 1d5 X damage that ignores damage reduction
from armor and toughness bonus to the body.
10+ As above, but the damage is of 1d10 X instead.
Rending Critical Effects—Angel Head
Critical
Damage
Effect
1 The hit tears at the outer layer of the head. The Angel must Test Perception or take a -
10 to BS for 1 round as its eyes fill with blood.
2 A long gash opens up on the Angels head. The Angel's head is bathed in red, and it is
blinded for 1 round.
3 The slice takes off a hefty section of the head as the blood and flesh are torn away.
Remove 1d5 AP from the head.
4 The blow leaves a deep gouge in the Angels face, Stunning it for 1 round.
5 The blow catches the Angel in one of its eyes. The Angel takes a -10 to BS for 1d5
rounds, and must Test Toughness or be Blinded for the duration of the battle.
6 The Angel flails in agony as the blood sprays from its face. It is now blind.
7 The Angel cries as blood spews out of a gaping wound. The Angel must Test
Toughness or lose the head and half its TB with it.
8 The Angels head cracks nearly in two. The head is effectively useless, rendering the
Angel blind and halving its TB.
9 At least half of the Angel’s head is sheared away. Not only is the Angel blind and its TB
is halved, but it is also helpless.
10+ As above but the cut is so deep it also inflicts 1d10 R damage on the body, this damage
is automatically critical in nature.
Rending Critical Effects—Angel Arm
Critical
Damage
Effect
1 The arm spasms involuntarily, dropping anything held within.
2 The attack slices open the arm and it twitches violently, imposing a -10 WS for 1 round.
3 The attack rips out an important nerve cluster, rendering the arm useless for 1 round
as it grows back.
4 As above, but the arm is rendered useless for 1d5 rounds.
5 The Angel’s arm is split down the middle. In any round where the Angel uses that arm,
its WS is halved.
6 Rending through the air, the impact decimates the target's fingers - if any. Angel must
Test Toughness or lose half its SB.
7 The impact cuts bone, leaving the arm dangling limply as the Angel reels back in
agony. The Angel cannot parry any longer and loses half its TB.
8 The attack tears the arm off, hurling it limply to the ground. The Angel's TB is halved.
9 As above, as the arm is cleanly sliced off in a smooth motion the blood loss also halves
the Angel's SB.
10+ As above, but the angel is also knocked prone and stunned for 1 round.
Rending Critical Effects—Angel Body
Critical
Damage
Effect
1 The lacerations visibly expose chinks in the Angel's defenses, reducing their AP there
by 1d5.
2 The blow rips through flesh, the Angel bleeds profusely and lowers its AP in the body
to 0.
3 The torso is cut horizontally, removing most of the outer layer. The Angel must Test
Toughness or be Stunned for one round.
4 The blow rends flesh and muscle, the Angel is knocked prone and Stunned for one
round.
5 Cleaving the body with a deep wound, unidentifiable fluids spray everywhere, the
Angel is temporarily disrupted and halves its ATS for 1d5 rounds, holding itself
together as best as it can.
6 The force of the blow is severe enough to knock the enemy off balance, sending them
reeling backwards. With such extensive damage done to its organs, the Angel may
take only Half Actions for the next 1d10 rounds.
7 The chest splits open, releasing a torrent of blood with a sickening tearing sounds.
Entrails and blood begin to seep onto the ground and the Angel loses a point of SB
every turn.
8 As above, but the wound almost bisects the Angel in half and causes tremendous
agony as multiple organs fail simultaneously. The Angel must Test Toughness or halve
its TB as the body is effectively gone.
9 The Angel is cut like sashimi, splitting into pieces and splashing guts and blood all
over like a mountain of alien biomass. The Angel halves it's TB and is helpless, the
body is no more.
10+ As above, but the slicing and dicing is so effective that every other non-core area also
suffers 1d5 critical rending damage, bypassing all defenses.
Rending Critical Effects—Angel Leg
Critical
Damage
Effect
1 The hit renders a minor fracture in the bone. The Angel takes a -10 to Agility for 1
round.
2 The kneecap is damaged, and the Angel must Test Agility or fall prone as it
compensates.
3 The force of the impact fractures bone. The Angel is stunned for one round and the leg
is useless for 1d5 rounds. Test Toughness to avoid being stunned as the leg holds in
place but the Angel is still forced to regenerate the fracture.
4 As the kneecap is gravely torn from the socket, the Angel falls prone and suffers a -10
penalty to Agility afterwards.
5 Same as above but the effect is more drastic as kneecap, bone, and muscle are all
exposed by the vicious slice. Movement on the ground is halved permanently.
6 Part of the foot is sliced off with blinding speed. The Angel must Test Toughness or
take a -20 penalty to Dodge Tests until end of combat, even on a success the effect
lasts 1d5 rounds.
7 The leg is clearly sliced from the body. The Angel halves it's TB and Agility.
8 The leg is clearly sliced from the body. The Angel Tests Toughness, on a failure it is
helpless for 1 round as the body scrambles to form new adaptations for locomotion
and more or less squirms and wriggles harmlessly. Either way, its TB is halved.
9 Same as above but the Angel is automatically helpless for 1d5 Rounds instead with no
Test.
10+ Same as above but the Angel is prone for the duration of the fight and may not Dodge
even after it stops being helpless.
THE CORE
The Core of an Angel is a reddish sphere that resides somewhere inside the Angel. It is
considered to be the Angel’s only truly vital organ, and destroying it kills the Angel
instantaneously. Normally, an Angel must first be incapacitated in order to attack the core,
though the Core may be targeted and destroyed without incapacitating the Angel if the
attackers are lucky or skilled enough to get past the angel’s defenses.
While reduced to only a Core, Angels cannot move, though they may use any A.T. Field
Powers they know. Angels with the Float power, or certain Dirac Sea powers, may attempt to
flee. If they should escape, they will inevitably return more powerful than before.
Cores belong only to Angels and Evangelions, and in Evangelions they are not capable of
being targeted directly (as that would allow for the permanent destruction of the Evangelion
while letting the pilot survive, which is an effective dead end for that character).
Cores are heavy reinforced, and potentially volatile when destroyed. Proceed with caution.
Energy Critical Effects – Angel Core
Critical
Damage
Effect
1 The Core is shocked by the effect, and the Angel takes a -10 to all Tests for 1 round.
2 The Angel’s Core begins to overheat. The Angel must Test Toughness or have its ATS
decreased by 1 for 1d5 rounds.
3 The Core glows bright red as it overheats, stunning the Angel for 1 round and
decreasing it’s ATS by 1d5 for 1d10 rounds.
4 The Core glows like a red hot coal, blistering the flesh clinging to it. The Angel must
Test Toughness or become coherently unstable, suffering 1 point of Energy Damage
that ignores Armor and Toughness Bonus every Round thereafter.
5 The Angels Core blackens and flickers. The Angel must Test Toughness or die.
6 The Angel’s Core cracks, and the Angel dies, collapsing to the ground. The body
bursts into flames and smolders for 1d10 hours.
7 The Angel’s Core turns bright white and explodes, dealing 1d10 E damage that
ignores damage reduction from armor and deflection but not bunker field to
everything within 5 dam. This deals collateral as a large area effect.
8 As above, but the explosion instead deals 1d5+5 E damage that ignores damage
reduction from armor and deflection but not bunker field to everything within 10 dam.
9 As above, but the explosion instead deals 1d10+5 E that ignores damage reduction
from armor and deflection but not bunker field, and hits everything within 20 dam.
10+ The Angel’s Core uses whatever is left of the body and the Evangelion's own attack to
fuel a chain reaction, causing a gigantic cross shaped blast of energy. The Angel deals
1d10+8 E damage with a penetration equal to the critical damage dealt in excess of 10,
to all within 30 dam, this explosion ignores deflection but not bunker field.
Impact Critical Effects – Angel Core
Critical
Damage
Effect
1 The Angel’s Core is slammed and absorbs most of the impact, but the Angel may only
take half actions on its next turn.
2 The Angel is dazed, taking a -10 penalty to all Tests for 1 round.
3 The Core begins to strain under the pressure, stunning the Angel for 1 round.
4 The Core itself begins to lose coherency as the Angel scrambles. The Angel must roll a
Willpower Test. On a failure, the Angel is stunned for 2 rounds. On a success, it still
takes a -10 to Toughness for 1d10 rounds.
5 The Core is severely shaken by the impact, stunning the Angel for 1d5 rounds.
6 The Core begins to crack under the strain and the Angel panics. The Angel must
spend its Reaction every Turn to hold itself together or it simply stumbles around and
dies.
7 The Angel’s Core turns bright white and explodes, dealing 1d10 E damage that
ignores damage reduction from armor and deflection but not bunker field to
everything within 5 dam. This deals collateral as a large area effect.
8 As above, but the explosion instead deals 1d5+5 E damage that ignores damage
reduction from armor and deflection but not bunker field to everything within 10 dam.
9 As above, but the explosion instead deals 1d10+5 E that ignores damage reduction
from armor and deflection but not bunker field, and hits everything within 20 dam.
10+ The Core shatters from a hit so powerful it makes the insides of the Angel quake, its
genetic structure fails to maintain its form and the entire body of the Angel implodes
as it drops dead.
Explosive Critical Effects – Angel Core
Critical
Damage
Effect
1 The explosion leaves the Angel dazed. The Angel may only take a Half Action on its
next turn.
2 The explosion temporarily rocks the Angel’s ability to perceive the world. The Angel
is blind and deaf for 1 round.
3 The explosion sends the Angel reeling, Stunning it for 1 round.
4 The Angel’s Core has tiny fragments blown off of it. The Angel must test Toughness or
lose 1d5 ATS permanently.
5 The Angels Core cracks. The Angel must Test Toughness or it is defeated.
6 The Angels core is destroyed, flying apart in a storm of shards that deals 1d10 I
damage to everything within melee range. This deals collateral as a small area effect.
7 The Angel’s Core turns bright white and explodes, dealing 1d10 E damage that
ignores damage reduction from armor and deflection but not bunker field to
everything within 5 dam. This deals collateral as a large area effect.
8 As above, but the explosion instead deals 1d5+5 E damage that ignores damage
reduction from armor and deflection (but not the effect of bunker field) to everything
within 10 dam.
9 As above, but the explosion instead deals 1d10+5 E instead, and hits everything within
20 dam.
10+ The Core self detonates releasing a massive surge of energy and shooting a Christian
Cross into the sky, everything within 20 dam is hit by a tremendous shockwave
knocking them back as the Repulsion A.T. Power, treat this power as if it were
augmented with a number of ATP equal to the critical damage dealt in excess of 10.
Rending Critical Effects – Angel Core
Critical
Damage
Effect
1 The attack bounces off the core, not harming it but leaving the Angel in pain. The
Angel takes a -10 to WS and BS for 1 round.
2 The Core’s surface is scraped by the attack. The Angel takes a -10 to WS and BS for
1d10 turns.
3 The Core’s protective layer is breached, and the Core loses all AP. The Angel must
Test Toughness or take half actions for 1 round.
4 The Core is scraped and gouged, impairing the Angel’s ability to function. The Angel
may only take half actions.
5 The Core is struck a solid blow and threatens to crack under the pressure. The Angels
must Test Toughness or have the Core split in half and die.
6 The Core cracks into several pieces and falls apart. The Angel is dead.
7 The Angel’s Core turns bright white and explodes, dealing 1d10 E damage that
ignores damage reduction from armor and deflection but not bunker field to
everything within 5 dam. This deals collateral as a large area effect.
8 As above, but the explosion instead deals 1d5+5 E damage that ignores damage
reduction from armor and deflection but not bunker field to everything within 10 dam.
9 As above, but the explosion instead deals 1d10+5 E that ignores damage reduction
from armor and deflection but not bunker field, and hits everything within 20 dam.
10+ The Angel’s Core threatens to explode as it begins to shatter, but ultimately falls silent.
The Angel is defeated and its body remains inert.
ABSOLUTE TERRITORY
“I have spent fifteen years of my life trying to determine the mechanisms of the AT field - and failed. We
know nearly everything about it. We know how to control it. We know what can make them and who can
manipulate them. We know how strong they can be made, and every way in which they can notionally be
applied. We know how they can be inverted to create the most dangerous weapon ever held by man, that
the local changes in physical laws it engenders are permanent and irreversible, and that we cannot afford
to use such a weapon again. We know everything there is to know about it – except what it is. The
greatest scientists of our generation, unlimited funding, and fifteen years have produced not even one
rational theory capable of explaining the most basic observable characteristics of the AT field. But we are
scientists. We know to adapt and overcome, not to hold on to comfortable views that no longer apply.
Even the scientific method, the basis of our craft, is not safe where it no longer applies.
Rational thought has failed, and we must turn to the irrational.”
-Foreword to “The New Science”, by Dr. Sama Chandrahan.
Now, I know what you are thinking to yourself: Don’t you mean Absolute Terror?
In short: No.
In the series, the commonly mentioned A.T. Fields are never actually explained, their
full name only coming from a brief clip in the opening credits. These fields are the tangible,
psychosomatic barriers that define and maintain individuality. With them, humanity knows
loneliness and pain. Without them, humanity collapses into a single conglomerate entity of
LCL.
While the definition of Absolute Terror Field might fit with this psychological aspect
of the A.T. Fields in humans, it is poorly suited for describing its purpose for Angels. Angels
(and to a lesser extent, Evangelions) use the A.T. Field as the ultimate, virtually impervious
defense as well as a powerful tool and weapon. In the series, the Angel Tabris describes the
A.T. Field as the “Light of the Soul”, a boundary which no other may enter.
As such, In AdeptusEvangelion the A.T. Fields are hereafter referred to as Absolute
Territory Fields. These A.T. Fields are defined not just as the defense that the Angels project
around them, but the area that the Angels create in which it is capable for the Angel to exist.
Quite simply, the A.T. Field is a bubble of space where the Angel has a degree of control
over how space and physics function, allowing the Angels incredible control and variability
in their forms and powers.
Similarly, humanity's collection of weak Absolute Territory Fields define the areas
where each individual can exist: the body required to hold our mind in place. Unlike the
Angels, we lack the ability to use our A.T. Fields actively and alter space around us.
In the end, nothing is changed from the original material aside from the name. Should you
find this irksome, there is nothing to prevent you from resurrecting the Absolute Terror
Field definition in your campaign. It is a matter of personal preference.
The Mechanics
In chapter 3, we introduce the new characteristic known as Synch Ratio, or SR for
short. This new characteristic is used for determining Absolute Territory Field Strength
(ATS). For the pilots of an Evangelion, their maximum ATS is equal to their Synch Ratio
bonus. At the beginning of the battle the Eva’s ATS is usually zero and only by Spreading
their A.T. Field can the Eva gain an ATS.
Once an ATS is established, a corresponding pool of A.T. Field Points (ATP) is
created. The number of A.T. Field Points is equal to the current A.T. Field Strength, and they
may be spent to active powers. However, each time ATP are spent, the A.T. Field Strength
decreases by a number equal to the ATP spent. At the beginning of each round, a pilot’s
available ATS replenishes itself, along with ATP.
Because pilots are merely using the A.T. Field of their Evangelions, for obvious
reasons Pilot characters are treated as having an ATS of 0 outside of the entry plug of their
Evangelions, regardless of their Synch Ratios. In short: if you are not inside an Evangelion,
you cannot use any A.T. Field based powers or abilities in any way.
Spread Patterns are the many forms a spread A.T field can take, each having their
own unique properties and uses. Activating any Spread Pattern will provide you with ATS
and thus ATP. A Spread Pattern gives you a passive benefit based on the ATS you have
available, however as your ATS is lowered via Neutralization or by the use of Powers, this
benefit is likewise lowered. Maintaining a Spread Pattern is typically a Free Action, and
switching between Spread Patterns is always a Half Action.
Unless stated otherwise, any AT Power may be used as normal on the user’s turn while in a
Grapple, instead of making the Grapple Action as normally required.
Breach and the AT Field
As long as you have a Spread Pattern selected, you gain a corresponding level of Deflection.
Often, your Deflection is equal to your ATS, though certain Spread Patterns work differently.
For as long as your Deflection is not 0, you may only be harmed by attacks that have a
Breach Rating (BR) more than your Deflection.
When attacking an enemy with a Deflection rating, you determine the total Breach of your
attack by adding your own ATS to the Breach Bonus of your weapon as well as + 1 for every
two degrees of success you scored on your roll to hit. If the resulting number is equal to or
higher than the Deflection of your opponent, you overcome their defense and the attack
resolves as normal. Otherwise, their AT Field deflects your attack entirely, regardless of
damage rolled. ATS may normally only be applied to the Breach of Ranged attacks if you are
within 20 dm of your target. Exceptions, such as use of the Spatial Funnel AT Power, exist.
If you use an AT Power either as an attack, or to supplement your attack, you use your ATS
before those ATP are spent for the purpose of calculating your total Breach.
Multiple AT Field powers may be activated in the same round, so long as actions and ATP
allow, but no power may be activated twice in the same round. Similarly, no power may be
activated while it is already in effect.
Example of ATS:
Unit 00's pilot has a SR of 53. He takes a full action on his first turn to fully spread his A.T.
Field, giving him 5 ATS. On his next turn, he uses Neutralize on Sachiel, spending 5 ATP and
thus decreasing his ATS by 5, leaving him with 0, but his field still spread. On the beginning
of his third turn, his spent ATP, and thus ATS, refreshes to full and he may immediately
choose whether or not to maintain the Neutralize power and for how much as a free action.
For his next
turn, he decides to only maintain it for 3, freeing up 2 ATS which he uses for other AT
Powers. The turn following that, he maintains Neutralize for 5, again going to 0 ATS. When
the battle ends, he stops maintaining neutralize, regaining all 5 ATS. If another target
appeared, he would need to start up neutralize again, since he has stopped paying at least 1
ATP to maintain it.
Reading A.T. Field Powers
Each A.T. Field Power is presented in the following format: The Name of the Power
ATP Cost: The number of A.T . Field Points required to activate the power. Spread Patterns
do not have these. Activation: How long it takes to activate a power (assuming you already have an A.T. Field
Spread). This is usually a Reaction Action, Half Action, or Full Round Action. Some powers
also have a ‘Maintain’, which is the action required to keep a power active after the first
round. If the Maintain is followed by ‘free’, it requires no time to Maintain. If a power has no
Maintain time listed, it must be reactivated anew every round. Note that even if the Maintain
action is free, every round you must still devote the minimum number of ATP required to
activate the power or it fails. If the Power is a Spread Pattern, the activation cost is the same
as of Deflective Field. Effect: What the power does.
Special: A note of special situations in which the power behaves differently.
Augmentation: A note of how the effects of the power might be increased by devoting more
A.T. Field Points than are required to activate it.
Spread Patterns Accelerated Territory
Activation: Spread
Effect: The field of your Evangelion
manages, through a combination of minor
time dilation and a reduction of friction
inside a bubble around you, to move at
previously unheard of speeds. Your speed
is treated as if your Agility Bonus was 1
higher per Deflection of Accelerated
Territory.
Your Deflection is treated as Half its
normal Value. Special: For as long as this Spread Pattern
is in use, you spend two rounds of battery
worth per round when disconnected from
an Umbilical. If you have one round of
battery left you may only make a Half
Action, after which you are out of power.
Bunker Field
Activation: Spread
Effect: You spread your A.T. Field as a
bubble of ablative layers specifically
designed to efficiently absorb damage
from all sides at once, though it is hardly
impervious.
If your Deflection is at least 2 you are
immune to all area effects, cones and
blasts. The only exception is the powerful
N2 mine, in which case your Evangelion
uses four times its Deflection for the
purpose of damage reduction.
Your Deflection is treated as Half its
normal Value.
Deflective Field
Activation: Spread
Effect: You activate your A.T. Field and
keep it in passive mode. While not a
complex use of it, when in this passive
mode your A.T. Field is primed to respond
to the quickest of thoughts.
Layered Field
Activation: Spread
Effect: You spread your A.T. Field around
yourself and condense it to increase the
electromagnetic bonds holding the matter
of your Evangelion’s armor together,
drastically increasing its hardness at the
expense of preventing you from
expending your AT Field quickly to
deflect attacks. Your armor increases by 1
in all areas for every 2 Deflection.
Your Deflection is treated as Half its
normal Value.
Offensive Powers Teleforce Blast
ATP Cost: 5
Activation: Full Action
Range: 30 dam.
Using a twisted energetic reaction
normally only possible in a vacuum tube,
you ionize and accelerate the air around
you into a crude but effective charged
particle weapon.
You may Test SR instead of BS when
attacking with Teleforce Blast, which has a
range of 20 dm and deals 1d10+1 E
damage with a penetration of 5 and a
Breach bonus of +4. Augmentation: For every additional 1
ATP spent on this power, its damage and
penetration increase by 1. For every 2
ATP spent, the range increase by 10 dam.
A.T. Bomb
Prerequisite: Layered Field
ATP Cost: 2
Activation: Full Action.
Range: Special.
You create an organ from your Eva’s
biomass with its own AT Field, converting
ATP into ATS for the organ at a rate of 2 to
1. The biomass lost from creating and
launching the organ does 1d5 R damage
ignoring TB and AP to one body part of the
pilot’s choice.
This organ will last for an amount of
rounds equal to its ATS, and will move
itself of its own accord at an intended
enemy, and it can be neutralized to
reduce its effects.
The organ, once launched, will
explosively propel itself at the enemy
using its AT Field to home in on the
intended target at a speed of 10 dam per
ATS per round.
Upon reaching its target, or at the end of
its lifespan, the organ will detonate,
Neutralizing all AT Fields within 10 dam
by an amount equal to the organ's own
ATS. This is treated as a half-action
maintained Neutralization for the purposes
of Breach. After the Neutralization has
resolved, anything in the area of effect
takes 2d10 X (damage plus an additional 1
damage per the organ's ATS), with a
penetration equal to the damage taken
from the lost biomass times two.
This A.T. Power inflicts collateral damage
as a large area of effect. Special: Must have Layered Field Spread.
Augmentation: For every 2 additional
ATP spent on this power, the Organ's own
ATS is increased by 1. This raises the
speed of the organ by 10 dam, its duration
by 1 round, its Neutralization by 1, and the
damage it deals also by 1.
Kinetic Wave
ATP Cost: 5
Activation: Half Action
Range: 20 dam.
You focus your A.T. Field to create a single
plane of force that you send out at high
speeds, tearing through opponents in an
arc.
All creatures within a 30 degree, 20 dam
cone must successfully Dodge or receive
1d10+5 R damage, with a penetration of 0
and a Breach of 2. This is a medium area of
effect for the purposes of collateral
damage. Augmentation: For every additional 1
ATP spent on this power, its damage and
penetration increase by 1.
Enhancement Powers Entropy Flux
ATP Cost: 5
Activation: Free Action.
Range: Personal
Effect: You project a field of controlled
entropy around a single melee weapon,
taking direct control of its destructive
interactions with the world around it. On
all of your melee attacks within the next
round, you may choose the damage type
that it deals regardless of whether you use
an unarmed attack, a held weapon or a
natural weapon. Augmentation: For every 2 additional
ATP spent on this power, the base damage
and penetration of your weapon are
increased by 1.
Restrict Shot
ATP Cost: 3
Activation: Free Action
Range: 100 dam.
By creating a loose “tunnel” with your AT
Field around the path that you plan on
your shot to take, you can prevent your
shots from dealing more damage than you
intended.
On any ranged weapon attack where you
use this power, the amount of collateral
damage you deal is reduced by 1, to a
minimum of 0. This includes the collateral
damage caused by using Full Auto, as well
as the Blast effect of a weapon.
This does not work on weapons that
penetrate A.T. Fields such as those with
the Positron or A.T. Penetration qualities. Augmentation: For every additional 2
ATP spent augmenting this power, you
may lower the collateral damage you deal
with the attack by 1.
Spatial Funnel
ATP Cost: 5
Activation: Free Action.
Range: Personal.
Effect: You use your AT Field to create a
curvature in space time into a controlled
funnel, not only focusing your fire into a
more controlled path but inducing an
effect similar to gravitational acceleration
for you next ranged attack this round.
If you fire a ranged weapon on single shot,
the weapon's range is doubled. If used on
a weapon firing full or semi auto, the
bonus to Ballistic Skill normally associated
with those actions is negated, as the
Funnel is too focused to properly allow
‘spray and pray’ tactics. Similarly, a full or
semi-auto firing is focused onto a single
point, and all fired shots will always hit the
same body location, though if one shot is
dodged, they all are. Special: Any ranged attack that benefits
from this attack may add the amount of
ATP spent on this power as a bonus to the
Breach of the attack, in placement of
adding the ATS of the Evangelion to
Breach. This may be done even from
further than the normal 20 dm limit,
though the attack must be within Long or
shorter range of the weapon. This bonus is
never in addition to the ATS of the user,
even when within 20 dm of the target.
When this power is used to enhance the
shot of a Heavy Railgun, that Heavy
Railgun shot is capable of hitting targets in
orbit around the Earth. Augmentation: For every 2 additional
ATP spent on this power, the base damage
and penetration of your weapon are
increased by 1.
Wrap Beam
ATP Cost: 4
Activation: 1 Reaction Action
Effect: You can bend the path of light or
other forms of energy by manipulating
space in much the same way as you create
a Dirac Sea. Using this ability, you can
cause a single beam to bend into an
impossible path to redirect its course.
Anytime a Ballistic Skill test with a ranged
weapon that deals energy damage is
rolled, you may use this power and Test
Ballistic Skill yourself to have the attack
redirected at another target. If used to
redirect an attack back on the enemy that
fired it, the Ballistic skill test is at a -20
penalty. On a failure, the ranged attack
proceeds along its course as if this power
had not been activated. This power may
also be used if an energy attack was
successfully dodged to attack the
intended target a second time, but not if
the attack is negated by an A.T. Field. Special: This power automatically fails
when used with A.T. Field penetrating
attacks with a pen of 4 or higher, as they
punch right through the Field that is trying
to bend them. Augmentation: For every 1 ATP spent on
this power, the A.T. Penetration the power
can endure increases by 1.
Dirac Sea Powers Krasnikov Tube
ATP Cost: 10
Activation: Half Action. Maintain Half.
Range: Sensory, 1000 dam.
A Krasnikov tube is a speculative
mechanism for space travel, with the AT
Field makes more than speculation,
involving the warping of spacetime into
superluminal tunnels. The resulting
structure is analogous to a wormhole with
the endpoints displaced in space. The
ends of this wormhole can be anywhere
you can see from a monitor, your own line
of sight, or a location you have precise
coordinates for so long as it is within 1000
dam of your position, though it only is
ever large enough to fit a hand through.
Unless you spend a half action to change
it, both ends of the wormhole remain open
and in place for as long as you maintain
the power, even if you move away.
In addition to drastically changing the
effective range (and possibly direction) of
weapons fired through this rift, you may
attempt to redirect an attack with this
power. When this power is already active
you may, as a reaction action, Test Agility
with a -20 penalty to act in time to move
one end of the rift in front of any ranged
attack targeted at or fired from within 10
dam of you. If successful, you ‘catch’ the
attack and it instead resolves itself as if
fired in a straight line out of the other end
of the rift (wherever that may be).
Augmentation: For every 1 additional
ATP spent on this power, you increase the
maximum range by 1000 dam. By
increasing the range to 3000 or more, you
may fire the Heavy Railgun into orbit, or
the Great Positron Cannon into orbit at no
penalty. By increasing the range to 6000
dam, any ranged weapon may be used
against an orbital enemy through the rift.
Dirac Cache
ATP Cost: 2
Activation: 1 Half Action, Maintain Free
Effect: Choose one weapon sized or
smaller object. You create a small Dirac
sea and place the weapon inside. This
weapon will remain there until the Sea of
Dirac is opened again, which can be done
as a free action whenever the pilot
chooses or happens automatically 1d5
rounds after the pilot stops paying the 2
ATP every round to maintain it.
This effectively allows you to carry an
extra weapon or similar object without
using your hands. Special: This power can be maintained
with ease for hours at no significant mental
stress. Also, after being brought back the
stored item is usually freezing cold to the
touch (not that this ever affects its ability to
operate in any way).
Dirac Jaunt
Prerequisite: Dirac Cache, Krasnikov
Tube.
ATP Cost: 11
Activation: Full Action
Range: 10 km
Effect: You generate an unstable Dirac
Sea around yourself and then shift to a
higher plane, collapsing your Dirac Sea
unevenly. The 'pressure' from the collapse
'squeezes' the contents of your Dirac Sea,
shooting them off haphazardly in a single
direction of your choice, crossing great
distances before intersecting normal
space again, seemingly materializing from
thin air.
Test Synch Ratio. If you succeed you and
everything within 10 dam of you is
absorbed into a Dirac Sea with no harm.
This can be dodged like any other area
attack and counts as a small area of effect
for the purposes of collateral. If you fail,
everything within another 10 dam per
degree of failure is also absorbed into the
Sea of Dirac, dealing 1d5 damage that
ignores Armor and Toughness to the body
area of all occupants as the Dirac Sea
becomes unstable. Such a failure also
counts as a large area of effect attack in
terms of collateral damage done.
Everything absorbed into the Sea of Dirac
is teleported with a maximum range of
roughly 10 km, the point of exit being
decided by the person who activated this
power. Precisely choosing your point of
exit is impossible, but some are better at it
than others. Test Synch Ratio one more
time and, if you succeed, you end up
within 1d100 dam of your chosen
destination. Should you fail, you take 1d5
points of damage that ignores Armor and
Toughness to all body parts and the
distance from your chosen point of exit is
doubled.
Everything that went with you must arrive
at the same location: passengers may not
be divided. Augmentation: For every additional 1
ATP spent on this power the range
increases by another 1 km. Additionally,
you may spend 5 ATP to selectively
choose what is absorbed into the Dirac
Sea, effectively dealing no collateral
damage as a result from this power. Special: Should the AT Tactician's
Evangelion be defeated by the damage
from a poorly rolled SR Test as a part of
this power, all occupants of the Dirac Sea
take 1d10 damage to their body area that
ignores Armor and Toughness as they are
violently deposited into their destination,
which is treated as a failure for the
distance rolled. Furthermore, it should be
noted that any Evangelion who is
transported through this power will not
have an Umbilical to draw power from on
the other side unless one can be provided
there.
Inverted Field
Prerequisite: Dirac Cache, Krasnikov
Tube. ATP Cost: 3
Activation: Half, Maintain Free.
Range: 20 dam
Effect: By recursively focusing your AT
Field inward, you may force a
manipulation below the Planck Length,
tearing open an area of 'no-space' inside
the universe. This empty hiccup in the
fabric of reality acts as a pocket dimension
which you retreat to for your own safety or
as a containment for the battle.
You and everything within range, willing
or not (though they may attempt to dodge
it by moving away from the range), is
absorbed into a Sea of Dirac of your own
making and there is no sign of you other
than a visual 'reflection' of the extra
dimensional space (which may be a black
orb, a ripple in the air, a glowing cloud of
light or some other anomaly). From your
Sea of Dirac, you may not be harmed and
may not affect anything on the outside,
though your A.T. Field itself can still be
affected and mental attacks may still affect
you. Furthermore, your reflection is
anchored and cannot move, even if you
move within the Dirac Sea. You have no
special defense against anything inside
the Dirac Sea with you, though they cannot
escape so long as you maintain the power
either.
Because of the incidental absorption of
some surrounding terrain, this is treated
as a large area of effect blast attack,
though no further collateral damage will
be caused from attacks made inside it.
If your Evangelion is defeated, or
otherwise unable to maintain the power,
everything is shunted back into place in
normal space after 5 rounds. Augmentation: For every additional 1
ATP spent using this power, the area it
absorbs can be increased by 10 dam.
Additionally, you may spend 5 ATP to
selectively choose what is absorbed into
the Dirac Sea, effectively dealing no
collateral damage as a result from this
power.
Phase Trap
ATP Cost: 6
Activation: 1 Reaction Action, Maintain
Free
Effect: Roll WS to maneuver an enemy
normally. If you succeed, you and the
maneuvered enemy are forced into a
small Sea of Dirac. Neither you nor the
enemy may be targeted or harmed by any
force outside the Sea of Dirac, but you
have just confined yourself to a small
space with a hostile Angel, with all the
danger that implies. If the Angel defeats
your Evangelion, or your Evangelion is
otherwise incapacitated, the power ends
and the contents of the Sea of Dirac
reappear.
You and the Angel may stay there for up to
three rounds before the Sea of Dirac
becomes unstable and you are shunted
back into normal space. If you fail to
maintain this power, you are ejected at the
start of your next turn. Special: If your A.T. Field is completely
neutralized by the Angel, you both are
shunted back into normal space and you
are stunned for 1 round.
"I have often been accused of being unemphatic over my selection of children for pilots. In the
era of the Absolute Territory Field, I find some sort of poetic justice that children possess the
highest synchronization results out of all available candidates. At its core, the AT field is a
belligerent denial of the proper running of the universe. Given that the current trend suggests
that an Angel unable to generate an AT field is quickly and quietly murdered by the rethroned
laws of physics, I cannot help but ascribe a childlike quality to them as well. At the core of every
engagement between Evangelion units and an Angel is effectively a group of children covering
their ears and trying to scream the loudest about how the fundamental underpinnings of the
universe are supposed to function."
"I find something very poetic in that."
-Dr. Amber Dickson, private notes.
Utility Powers Anti-A.T. Field
Prerequisite: Four other Manipulation 3
A.T. Field Powers. ATP Cost: 21
Activation: Full Action, Maintain Half.
Range: 60 dam
Effect: The Anti-A.T. Field is one of the
most powerful weapons a being can wield,
and also the most unpredictable. Even the
most basic Anti-A.T. Field defies the laws
of motion, thermodynamics and quantum
mechanics in ways unseen even in the
reality bending properties of a normal
A.T. Field. However, in return, you gain
control of a fraction of the power of beings
normally designed to reshape entire
worlds.
You rewrite reality around you, and may
cause any single effect so long as it does
not extend beyond range of you, is not
effectively 'instantly destroy this foe', and
has GM approval. If it would do damage,
the most it may do is either replicate an
attack with another weapon or A.T. Power,
an N2 Mine (with you at the epicenter) or
deal 2d10 damage that ignores AT Fields,
Armor and TB to a location of the user's
choice against a single target. Similarly,
no Characteristic of an enemy with an
active A.T. Field may be reduced by this
GATE below half its value.
The effects of the Anti-A.T. Field last for as
long as it is maintained, but it may only
produce the original single effect and
repeated use (such as if used to deal
damage) requires multiple different
activations.
For as long as this Power is Maintained the
user takes 1d10 damage to their Ego
Barrier every round, and everyone else
within range will receive 1d5 damage to
their Ego Barrier for as long as they are
protected by an A.T. Field. Unprotected
targets multiply that result by 10 instead.
Augmentation: For every 3 additional ATP
spent on this power the range extends by
10 dam and the maximum damage cap is
raised by 1d10.
A.T. Flare
ATP Cost: 2
Activation: 1 Free Action.
Effect: You spike your A.T. Field and
spread it thin, making it less dense and
more easily penetrated. However, it
makes your A.T. Field very bright and
noticeable to Angels, who are beings
defined by their A.T. Fields.
Any Angel within 40 dam of you
automatically knows your location, and
must roll an Intelligence Test. If this test is
failed, the Angel will consider the
activator of this power a priority threat
and target them specifically. An Angel
who has succeeded on their Intelligence
Test may still consider the activator of this
power a target, but is not required to.
If the Angel in question is currently
engaged in combat with an enemy that
has a spread A.T. Field, or is currently
neutralizing the Angels A.T. Field, the
Intelligence Test automatically succeeds. Special: If there is an Evangelion in play
with a Spread A.T. Field with an
unmodified ATS higher than the
unmodified ATS of the activator of this
power, the Angel gets a +20 to its
Intelligence Test. Augmentation: For every additional ATP
spent on this power, the range increases
by 10 dam and for every 2 ATP spent the
Angel receives a -10 penalty to their
Intelligence Test.
A.T. Ping
ATP Cost: 1
Activation: no action
Effect: You very briefly expand your A.T.
Field in a weakened state to feel the
resistance of other A.T. Fields. This allows
you to detect any active A.T. Field within
100 dam. You know the presence and
location of an Active A.T. Field, even if the
being generating it is somehow hidden
from sight. Augmentation: By spending an extra 3
ATP, you even detect the A.T. Fields
generated by living humans, though when
in large groups it becomes difficult to
know the exact number of humans there.
For every 2 extra ATP spent on this power,
its range doubles.
Barrier
ATP Cost: 5
Activation: Reaction. Maintain Reaction.
Range: 5 dam
Effect: You direct your A.T. Field into a
solid plane of force, an invisible field with
a diameter of 10 dam directly in front of
you (or above you if you wish to deflect an
aerial attack.) This shield is treated as an
A.T. Field with a deflection rating double
that of an A.T Field of ATS 5 using the
same spread pattern as you have active,
except that it only protects from attacks
that would pass through the space it
occupies. Similarly, no creature may walk
through the space it occupies unless they
Neutralize you for an amount equal to the
ATP spent on this power.
Augmentation: For every 1 additional ATP
spent on this power, the deflection rating
of the shield increases as though the ATS
of the barrier were 1 higher. For every 2
additional ATP spent on this power, the
diameter increases by 10 dam. Special: If Barrier was activated as a
reaction not during your turn; for
example, as a reaction to an incoming
attack; you lose a half action during your
next turn.
Containment
ATP Cost: 4
Activation: 1 Half Action, Maintain Free
Effect: You expand your A.T. Field to
encompass an enemy, and then contract it
to pull them in. One enemy of your choice
within 20 dam cannot move in any
direction other than directly toward you so
long as your ATS is 2 or higher. In
addition, any ranged or area attack that
the enemy aims at someone else must
breach your A.T. Field before it may roll
to hit or attempt to breach any other A.T.
Fields. Likewise, you may stop others from
hurting the enemy if you so desire.
This does not prevent it from attacking you
in any way. Augmentation: By spending an extra 2
ATP, you can contain another enemy, but
the ATS requirement to hold them likewise
is increased by 1.
Float
Prerequisites: Inertia
ATP Cost: 4
Activation: 1 Half Action
Effect: You use your A.T. Field to lift
yourself into the air. You can use this
power to leap into the air and land
anywhere you wish within a distance
equal to double the total ATP you spend
on this power, or move that same distance
straight up (falling at the end of your turn).
This power does not provoke attacks when
leaving a threatened area.
Inertia
ATP Cost: 2
Activation: Half Action.
Range: 20dam
Effect: Designate one object within range.
You may alter it's inertia to send it rapidly
flying in one direction until it hits
something or leaves your range.
You when lifting and moving objects in
this fashion, your SB for doing so is treated
as 1, making moving anything even half
your size difficult but allowing you to toss
smaller objects with ease. Any object you
bring directly toward you may be caught
effortlessly, and this power cannot be
used to move any creature capable of
spreading an AT field.
This power is ONLY for gross pushing and
pulling of objects, fine manipulation
requires The Kinetic Manipulation AT
Power. If the item thrown is fragile, it
likely breaks in mid-air from the force
involved.
If used to throw an object at an enemy, the
resulting damage is 1d5-2 + SB Impact
damage, with a penetration of 0. The only
exception is melee weapons designed to
be thrown, which instead deal their
damage profile but without the added SB. Augmentation: For every extra ATP spent
on this power, the range increases by
10dam, for every two ATP, the S and T
bonuses both increase by one.
Kinetic Manipulation
Prerequisites: Inertia
ATP Cost: 4
Activation: Half Action, Maintain Free.
Range: 40dam
Effect: Move one object within range as if
you were lifting it with one hand with an
effective S and T bonus of 2. You may
move objects controlled this way to any
point within range as a free action, but
actually using them in any meaningful way
such as activating or attacking with them
requires the same action as you would use
had you been holding them.
Like AT Push/Pull, this power may not be
used on any creature capable of
spreading an AT field.
Unlike AT/Push pull, this power may be
used to move objects gently.
Augmentation: For every extra ATP spent
on this power, increase the range by
10dam, for every two ATP, increase the S
and T bonus by 1, for every four ATP, you
may manipulate an additional object,
however the same action restrictions
apply.
Neutralize
ATP Cost: 1
Activation: 1 Half Action. Maintain Free
Effect: You use your own spread A.T.
Field to absorb and negate power from an
enemy A.T. Field. Choose one other A.T.
Field within 20 dam of you. That A.T. Field
is treated as having Deflection of 1 less. Augmentation: For every additional ATP
spent on neutralization, the enemy A.T.
Field’s Deflection is reduced by 1. Special: By maintaining as a half action
instead of a free one, you may count all
ATP you have spent Neutralizing your
target this round as ATS for the purpose of
calculating Breach against that specific
target.
Repulsion
ATP Cost: 8
Activation: Full Action
Range: 20 dam.
Effect: You solidify the event horizon of
your A.T. Field and release it as an
expanding sphere of force that pushes
back everything within its range.
Any Evangelion scale creature must make
a Strength Test and a Synch Ratio Test. If
they succeed at both, they remain routed
in place.
If they succeed at one, they take 2d10
Impact damage from the blast.
If they fail at both tests, in addition to the
damage they are forced back 1d10+10
dam and are knocked prone, taking falling
damage as appropriate.
This inflicts collateral damage as a large
area of effect.
Personal scale targets fail this test
automatically as well as taking the
corresponding damage. Augmentation: For every 2 additional
ATP spent on this power, you add a -10
penalty to both resistance Tests.
COMBAT
“You ever see those old world war 2 movies, when the Japs or the Nazis do an air raid and some
guy starts cranking that crazy looking alarm and it kinda surprises you, how loud it is? When
there's an attack, imagine that, times a thousand. They got every kind of siren hooked up to the
system. Those very same air raid alarms uptown, antiques by now I image, tornado sirens in the
'burbs, and megaphones on damn near every street corner. When they go, they ALL go. And
when you here them go, you drop everything and go.
First time I heard it go off, I was taking my lunch break in the park. It was a nice day, you
remember right? Sunny, kinda breezy, good day to take the kids out and about. I saw a guy
playing with his two kids, some old lady feeding pigeons, very "Rockwell", you know? Then the
alert started, all the sound coming in at once. Pre-recorded voices telling people to calmly
move to a safe place, sirens winding up from a dead start to a full wail.
Everyone around me hauled ass, I saw that same dad from earlier running full tilt, one kid in
each arm. I saw another kid, just sitting there crying, everyone ignoring him as they ran
past him. I saw some teenager on a cellphone, finger plugged in the other ear, telling whoever
he was talking to forget him and hide in the basement.
When I made it to the street, I almost got plowed down by a truck that was driving on the
sidewalk. There was a shelter down the block on the corner, with yellow emergency lights
flashing. Those megaphone's still telling people to proceed calmly and with caution (Painfully
loud that close), which seemed fairly ridiculous, considering that people were sprinting in
every
direction, some to the shelters, some trying to get home.
Then this huge shadow passes over the street. It was one of those Evas, doing full out super
strides down main street. It just jumped clean over the whole crowd, crushed a parked car
down
the blocked, turned at the intersection and disappeared from sight behind some sky scrapers.
That just agitated the crowd even worse. I didn’t wait around, I just forced my way through the
crowd to the shelter, some cold war relic that looked like it was recently renovated. I waited
there for the all clear.
My ears rang for hours after it was over, it was so loud. Those sirens, they'll never let you forget.
I suppose that's their job.”
- [Name Withheld] (Male, 34), interviewed as part of the Nerv Public Relations Survey on
[7/16/2015].
Adeptus Evangelion has two distinct forms of combat. The first form is personal combat,
which involves your characters fighting other person-sized foes and which should be
familiar to anyone who has played Dark Heresy.
The second form of combat is Evangelion combat. While this may progress in a
number of different ways, Adeptus Evangelion is based around defending an area from
Angels. Defending against Angels is resolved in two phases of Combat:
Stage 1) Defense Line: Pilots cannot be in the Evangelion waiting to launch at all hours,
especially when it can be weeks to months between attacks. They need time to be
deployed. During this stage, your goal is to buy as much time as possible for the
Evangelions to be deployed. This phase of battle is only ever played if there is an
Operations Director in the group, and the Interception result (see below) allows for it. For
more details, see the “Defense Line” section in the Operations Director chapter. If you do
not have an Operations Director in the group, skip this phase entirely.
Stage 2) Combat: The Evangelions are deployed and fight the Angel. The goal of this stage
is to defeat the angel and survive. In other words, normal combat.
Detection
Angels can come from virtually anywhere, and Nerv has dedicated Radar and AT
Detection stations specifically for the purpose of alerting them to incoming Angels.
Any Angel that is an orbital threat automatically starts off in orbit, and certain special
Angels might have some way of very quickly reaching their target, or being undetectable
until they strike, effectively skipping over Phase 1. In general, though, at the beginning of
each battle, roll on the following chart:
Interception
Roll Result Detected
1-10 In the Ocean.
11-35 On Land.
36-60 Near the Base of Operations.
61-89 Just outside the Base of Operations.
90-99 Inside the Base of Operations.
100 Inside the Geofront.
Phase 1 is only played through if the Angel is allowed to pass through one of the Defense
Lines that exist at the edge of the Base of Operations. Otherwise combat moves straight to
Phase 2.
In the Ocean
The Angel has been detected in the
Ocean, and is approaching Nerv HQ. Nerv
has enough time to deploy the
Evangelions at the shoreline, and engage
the Angel with the aid of Mobile Support
Structures. Except in rare instances where
the Angel emerges from the sea in a City,
such battles will be treated as an
Undeveloped battleground.
The Defence Lines will not come into play
unless the players choose to forfeit the
shore, in which case treat as having rolled
‘On Land’ instead.
On Land
The Angel has been detected somewhere
on the continent already, and is
proceeding toward Nerv HQ. Nerv has
enough time to deploy the Evangelions to
intercept it on land, with the aid of Mobile
Support Structures.
There is a 50% chance that the Angel will
storm through a populated city on its way
to Nerv. In this case the Angel may be
intercepted in one of the 3 following ways:
The Angel may be intercepted before it
reaches the city in an undeveloped area,
but without Mobile Support Structures.
The Angel may be intercepted in the City,
with full use of Mobile Support Structures,
but the battleground is treated as a
Developed area.
The Angel may be intercepted after it has
passed through the city in Undeveloped
Area, but with 10 Collateral Damage
having already been inflicted by the
Angel on the city it passed through.
The Defence Lines will not come into play
unless the players choose to forfeit land,
in which case treat as having rolled ‘Near
the Base of Operations’ instead.
Near the Base of Operations
The Angel has been detected
approaching the Base of Operations. The
pilots must scramble to get to their
Evangelions, and Tank and VTOL Mobs
may deploy themselves knowing which
direction the Angel is approaching from.
Base of Operations rules apply. The Angel
must pass through a Defence Line.
Just outside the Base of Operations
The Angel has been detected just outside
the Base of Operations. The Pilots must
scramble to get to their Evangelions, and
Tank Mobs must be deployed before the
players know which direction the Angel is
approaching from. VTOL Mobs do not
enter the Static Defence phase until the
second round.
Base of Operations rules apply. The Angel
must still pass through a Defence Line, but
the forces stationed there are ill prepared.
All Mobs in the Defence Line are treated
as 1 Strength lower.
Inside the Base of Operations
The Angel is already inside the Base of
Operations. Tank Mobs must be deployed
before they know the location of the
Angel, and VTOL Mobs may not be
deployed until the Evangelions
themselves launch.
Base of Operations rules apply. The
Defence Line is not applicable.
Inside the Geofront
The Angel somehow appears within the
Geofront, skipping the rest of the Static
Defence phase entirely. It is likely that the
Angel will use this opportunity to attack
Nerv HQ directly.
Base of Operations rules apply. The
Defence Line is not applicable.
COMBAT (Phase 2)
Rounds: Variable
(Until Combat is resolved)
This is the stage of combat where Evangelions fight and kill an Angel. This is much the same
as normal scale combat between individuals, but with the following additions of Collateral
Damage, Feedback, Synch Disruption, Defeat, Berserk and the devastating N2 mine.
Additionally, Combat can change drastically based simply on where the Evangelions are
fighting.
GMs are encouraged to take proper notes during Combat in preparation for the next
phase.
Battle Grounds
Battles against Angels can occur in any type of locale. While most battles are
defensive actions to protect your Base of Operations, where exactly the Angel is intercepted
can vary wildly. Some Angels might be detected far away from the base of Operations and
engaged as an offensive action, providing a new battlefield entirely.
In Battles taking place away from the Base of Operations where there is sufficient time,
mobile Support Centers may be deployed. These are deployable power stations with an
Umbilical Cable Port for the Evangelion, with a cable length of 40 dm. While extending the
operating time of the attached Evangelion, the Support Center only contains enough power
for an extra 10 rounds of combat. However, should the Evangelion remain in standby mode
it can keep an Evangelion ready for launch for several hours.
Base of Operations
Your Base of Operations is the fortified city from which the Evangelions are
deployed, as well as the Geofront beneath it. In battles focused on the Base of Operations,
the Evangelions have the benefit of the surrounding sensor arrays for early detection, and
the locally stationed Tank Squadrons and VTOL Aircraft during the Static Defense phase.
Additionally, specially designed defensive structures might also be in place to aid in this
phase.
The Base of Operations is one of the few places on Earth where the terrain is
designed to support the Evangelions. As such, it is littered with Embarkation Points and
Umbilical Cable Ports which may be used to support the Evangelions in their fight.
If funding is directed accordingly, the Base of Operations might also be equipped
with turrets of some kind, which would aid the Evangelion in its fight.
The Base of Operations also has its own Magi Supercomputer System, and battles that
take place in or near the Base of Operations are in range of enough specialized information-
gathering equipment for the Magi to analyze the attacking Angel and return useful data.
After the Angel enters the Base of Operations, or gets within range of a friendly unit with a
Magi Uplink, roll on the Magi Supercomputer System Analysis chart below.
“The MAGI system? I don’t like it. Sure, it’s great for strategic evaluation. The thing can grind
through a thousand different scenarios in the time it takes me to enter one. The science teams
think it’s the best thing since shorts. We’d probably all be dead without it.
Still… I just can’t bring myself to trust any computer that responds to an impossible equation
with “NICE TRY, SMARTASS”.
Magi Supercomputer System Analysis
Roll Result Effect
01-20 No effect.
21-45 The Magi has successfully analyzed the strength of the Angel's A.T Field, and can
accurately guess how many of the deploying Evangelions will be required to fully
neutralize its Deflection.
46-60 The Magi have analyzed the effects of the Angel’s A.T. Field and have extrapolated a
likely course of its potential. The Operations Director (or the PCs) is informed of up to
1d5 A.T. Powers that the Angel knows, as well as what they do in rough terms if they
are Angelic in nature.
61-80
The Magi successfully analyzes the Angel’s biometric abilities. The Operations
Director (or the PCs) is made aware of one unique Trait that the Angel has that is not
standard for an Angel.
81-90 The Magi successfully analyzes the Angel’s structural integrity and return changes in
the Angels anatomy at regular intervals. At the beginning of each turn, the Operations
Director (or the PCs) is made aware of how many wounds the Angel has.
91-95
Close examination of the Angel with scanners has led to a minor scientific
breakthrough. 1d5 additional Research points will be available at the end of the
encounter for investment into projects.
96-00 Reroll twice
While at the Base of Operations, the Angel has the opportunity to breach the
GeoFront. This requires a considerable amount of firepower to do by force, Should the
GeoFront be breached, the cost to repair the defensive layers is counted as 20 Collateral
Damage.
In all other ways, the Base of Operations is treated as a Developed Area.
Developed Areas
Developed Areas represent Cities, Suburbs, and anywhere else that there is a dense area
that would be expensive to rebuild and replace. Unless this area is also a Nerv Installation,
there will be no local Umbilical Ports, and the Pilots can expect to have only 3 rounds in
which to complete combat after being deployed (often via an air drop).
If there is time for preparation, 1 mobile support center per Evangelion might be
deployed as well, often ahead of the Evangelion.
Battles in Developed Areas incur full Collateral Damage.
Undeveloped Area
Undeveloped Areas represent small towns and rural or forested areas. While these often
still contain structures such as power lines and roads, Evangelions can afford to deal much
more damage to the surrounding environment.
If there is time for preparation, 1 mobile support center per Evangelion might be
deployed as well, often ahead of the Evangelion.
When fighting in an Undeveloped Area, critically missed shots do not deal Collateral
Damage. In addition, area effects count as being one size category lower for Collateral
Damage purposes to a minimum of small.
Space
There are some Angels that attack from the safety of orbit, the ultimate high ground. While
there is any number of ways to address such an enemy, actually going into space to fight it is
a possibility.
How the Evangelions are to reach orbit is certainly a difficult problem. Advanced
groups with an AT Tactician might use the Dirac Jaunt A.T. Field Power for this purpose,
though it is far from safe. Additionally, the GM might arrange for the Evangelions to be
launched into space via rocket, though they could be vulnerable to attack during the
Launch.
It is highly recommended that any space faring Evangelions be equipped with E-
Type equipment, or at the very least D- Type Equipment. Any Evangelion not so protected is
instantly defeated by flash freezing and decompression.
Words cannot describe how much you would need to screw up to incur Collateral
Damage when fighting in Space. As such, when fighting in Space the following instances do
not increase Collateral Damage: Deployment, Critical Misses, Area Effects, and Berserkers.
Note that any damage that the Angel has done to structures on Earth, however, might be
counted as Collateral Damage at the GMs discretion.
The Sea
While an Angel would almost certainly never design itself in such a way that it could not
survive outside of water, some may decide to make the Earth’s vast oceans their home or
staging ground. One such canon example would be the Angel Gaghiel, who terrorized the
United Nations Navy during the transport of crucial materials.
Though the random Angel generation chart does not specifically allow the creation of
an aquatic angel, this should not be taken as a sign that such an Angel cannot exist. Rather,
such an Angel would not be in a position to attack a Base of Operations on land in any way
that a random generation system could hope to handle. Any GM may intentionally create an
Angel who draws the Eva’s out to sea, but if they do it is a part of a specific plan on the GMs
part rather than random chance.
While an Angel designed for such encounters can be expected to excel in the ocean,
the Evangelions are not so lucky. They were designed for fighting on land, and fare poorly
underwater unless outfitted with specialized C-Type Equipment.
Underwater, Evangelions suffer a -20 to Weapon Skill, Ballistic Skill and Agility due to
their awkward and slow movement through the thicker medium. In addition to these already
crippling penalties, many of the Evangelion’s weapons were never designed for underwater
use. Masers will not fire underwater, and a Positron Weapon explodes if fired underwater.
HE Bolt weapons and most general weapons have their range halved, and jam on a roll of 80
or above until dried. Ironically, the Pallet Gun was designed for use in virtually all possible
conditions, and functions normally when submerged.
Unless they succeed on a Swim Test, the Evangelion will not be able to move in any
direction of their choice. Instead, they will simply sink 100 meters every round. While with
sufficient power an Evangelion might simply walk along the bottom back toward shore, a
plugged in umbilical is likely to have the Eva become stuck after they have run out of slack,
suspended some distance above the ocean floor. While climbing the umbilical is possible,
the Eva risks breaking the umbilical or pulling down whatever the other end is plugged into
in the process.
There is also the risk of the undersea pressure. An Evangelion is powerful, but
without proper protection an Evangelion can become incapacitated by the weight of the
water above it, as well as the freezing cold water around it. Consult the chart below to
determine the risks of each depth bracket.
Depth Effect
200 or less meters No effect
200+ meters Pilot feels uncomfortable due to the pressure, vision becomes hazy as light
from above becomes dim.
600+ meters The crushing pressure makes movement stiff, imposing a -10 to Agility and a -
10 to swim.
800+ meters The pressure on your Evangelion isn’t harmful, but your frail human nerves do
not know that. The pilot takes one level of fatigue.
1000+ meters The pressure is even more extreme now. The pilot must Test Toughness every
10 rounds or gain another level of fatigue. In addition, light from the surface
fails to penetrate this deep, and the water around you is dark as night.
2000+ meters As above, but the pressure becomes harmful to the Evangelion’s organic parts.
For every (2*TB) rounds that pass, the Evangelion takes 1 point of damage that
ignores Armor and Toughness to all areas. This pressure may not deal Critical
Damage at any time.
3000+ meters As above, but the number of rounds that pass before another point of damage
is taken is equal to the Eva’s Toughness bonus.
4000+ meters As above, but the pressure may deal Critical Damage.
6000-7000 meters At this range, the Evangelion reaches a point of neutral buoyancy, and stops
sinking. Its depth may fluctuate slightly up and down, but it will not sink or risk
any further without swimming. Going any deeper than this is possible, but
requires the Eva to swim down and on a failed test they rise until they have
reached this depth range again.
When fighting underwater the following instances do not increase Collateral
Damage: Deployment, Critical Misses, Area Effects, Berserkers.
Feedback
"One of the common occurrences in the human psyche that we do not often discuss would be
the 'looseness' in human perception. When properly operating a tool or a vehicle, the sense of
self and the influence of will is expanded around it. When a driver collides with another
vehicle, one does not say 'your car struck my car'. One indignantly exclaims 'you hit me!'.
While an imperfect metaphor, this concept scaled up is the basis of the synchronization
process."
"Of course, I don't have to waste time assuring a driver that they weren't recently decapitated,
either."
-Dr. Amber Dickson, private notes.
Synchronization with an Evangelion is
more than transmitting your thoughts to
the cybernetic war machine around you.
The telepathic contact runs both ways.
While sensory buffers make most damage
taken toned down to something barely
noticeable, critical injuries to the
Evangelion can inflict massive amounts of
pain on the pilot.
While damage is always painful, the
mechanical effects of Feedback are only
incurred when an Evangelion takes
critical damage and the pain is simply
more than the pilot can handle. A Pilot's
resistance to feedback is measured by
their Feedback Threshold, which is
normally equal to their Toughness Bonus.
Whenever the Evangelion takes Critical
Damage to a body location, and that body location now has an amount of Critical Damage
equal to or greater than the pilot’s Feedback Threshold, that pilot gains a level of Fatigue
and one Insanity Point.
Collateral Damage DAY OF INFAMY
NERV OFFICIAL WALKS OUT ON ICC
Colonel Adrian Hertz, operations director of NERV’s 5th branch and commanding officer at the time of
the Guangzhou Cataclysm, today stormed out of a hearing session of the International Criminal Court
after refusing to elaborate on his claimed justification of activating what has been called an ‘Anti-AT
field’ over the city of Guangzhou, knowing it had not been evacuated. Attacking the judges and prosecutor
for ‘flaunting their legalist fetishism’ in the face of what he claims to be impending apocalypse, Hertz
abandoned the proceedings claiming that his own responsibilities in combating the Angels were more
important than anything the Court had ever achieved, and accused the UN-sponsored tribunal of
“fiddling while the whole world burned”. Legal commentators say this is grim news for pilot Camille von
Zeppelin, who ARTICLE CONTINUES PAGE 4
An Evangelion scale fight involves a level of firepower that is truly devastating. Even a
conservative fight can lead to massive damage to the Evangelion’s surroundings. By either
the use of especially destructive attacks, reckless fighting, or simple bad luck, the
battleground surrounding an Evangelion can quickly become a pile of burning rubble. In
addition, maintaining the Evas themselves requires resources on a scale usually dedicated
to entire wars, and any damage to them often takes more to repair than an entire city block.
As the battle goes on, Collateral Damage will be incurred. As the fight progresses, consult
the following list and keep a tally of how many collateral damage points are gained by the
end of the battle. This total will be important during the post-battle stage.
The following situations incur collateral damage:
Deployment: The use of Evangelions requires incredible manpower and logistical support,
as well as the simple fact that Evangelions tend to break things on the ground just by
walking. For each Evangelion deployed in a battle, add 1 point Collateral Damage to the
Collateral Damage pool.
Bullet Hell: Whenever a weapon is fired on Full Auto, add 1 point Collateral Damage to the
Collateral Damage pool unless all shots fired hit the target (and the target did not dodge).
Area Damage: In the event of an attack that damages an area rather than a single target
(such as weapons with the Blast Special Quality, a self destructing Angel or the Angel Cross
A.T. Field Power) consult the following chart:
Area Damage Effect
Area of effect Effect
Small (1-4 dm) Add 2 points of Collateral Damage to the Collateral Damage pool.
Medium (5-10 dm) Add 4 points of Collateral Damage to the Collateral Damage pool.
Large (10 + dm) Add 8 points of Collateral Damage to the Collateral Damage pool.
Berserker: Should an Evangelion go Berserk, its pilot is not in control and it is rather
careless in its rampage. Add 2 points of Collateral Damage to the Collateral Damage pool.
Limb Destroyed: Whenever an Evangelion loses a Limb, add 1 point of Collateral Damage
to the Collateral Damage pool.
Eva Defeated: Whenever an Evangelion is defeated, add 3 points of Collateral Damage to
the Collateral Damage pool.
Synch Disruption The pilot’s control of their Evangelion is based primarily on empathic control. While this
might be done reliably and consistently through concentration in ideal conditions, in the
stress of battle a pilot’s Synchronization Ratio is likely to fluctuate wildly.
Every time that a Pilot is in an Evangelion and gains insanity points or removes points from
his Ego Barrier, that pilot’s Synch Ratio changes. Begin by rolling 2d10. If either die roll is 0,
roll an extra 1d10 and add it to the previous sum. This addition of new die continues for as
long as 0s are rolled on the new die.
Once all die have been rolled, find their total. If the total sum is an odd number, the pilot
temporarily loses that much from their SR until the end of the battle. If the total sum is an
even number, the pilot temporarily gains that much from their SR until the end of the battle.
All instances of Synch Disruption in a battle are cumulative. No matter how many times it
might be triggered, Synch Disruption is only ever rolled once per round for any single pilot.
Angelic Fear
Unlike in DH, the pilots from Evangelion are well protected and more than armed to deal
with the angelic menace, it is possible for a well-trained individual trained to not actually
feel terrorized by their presence. Furthermore, Angels are something antithetical to humans
and bizarre in appearance to the point that many of them do not even appear threatening...
until they demonstrate their power, that is. Everything tumbles down after that.
When provoked, Angelic Fear requires the pilot to pass a simple Willpower Test. Any bonus
they get against fear tests applies here as normal, as well as any form of fear immunity they
possess (such as immunity to low Fear Ratings provided by a high Insanity score). Unlike
normal Fear, this Willpower Test to resist is not penalized based on the Fear Rating of the
Angel in question. Instead, the Angelic Fear Rating only determines the severity of the
Angelic Shock table.
Angelic Fear is triggered on a per-pilot basis as they encounter one of a number of triggers.
Certain specific scenarions or Angel attacks will trigger an Angelic Fear test on their own,
but regardless of those situational concerns any pilot will test Angelic Fear using the Fear
Rating of the Angel whenever they gain insanity or remove Ego while in combat with it, or
move within 20 dam of the Angel for the first time. The strength of the hostile Angel’s AT
Field bearing donw on you has such a psychological effect at close range that even an
experienced pilot can find themselves overwhelmed.
A single, special exception to the above rule exists. If an Evangelion is defeated (but not
simply rendered without power) or the pilot within it is killed (or forced to burn fate to
survive) all remaining Evangelions on the field must test Angelic Fear.
Each pilot must test against Angelic Fear as often as it is triggered, but may only ever fail an
Angelic Fear test once a session. After that, while terrible things may still happen, the pilot
has managed to get enough of a grip to keep their cool.
Should they fail this Test, they should roll 1d100 and add +10 to the result for each value of
the Angel's Fear Rating on the following Angelic Shock table.
Angelic Shock Table
Roll Effect
01-30
The character is taken aback, recoiling reflexively from the source of this shock; they
may only take a Half Action on their next turn as their attentive gaze is held captive by
the disconcerting sight.
31-55
The character is sickened and shaken by what they have just witnessed, and are at -10 to
all Tests from their intense nausea until they snap out of it (see Shock and Snapping out
of it in Dark Heresy). The character gains 1 insanity point.
56-75
The character can barely abide the thought of close contact with the atrocity that
triggered this shock, its surface almost seems to writhe and squirm before them. They
will avoid entering melee combat range with the trigger if at all possible. The
character’s WS is halved and they gain an insanity point every time they are hit by a
melee attack, until they snap out of it. They also gain 2 Insanity points immediately.
76-90
The character is frozen in terror, standing still, and cannot take actions (though they are
not stunned) for 1d5 rounds unless they snap out of it before the duration is over. Gain
1d5 Insanity, this feeling of cold dread won’t be easily forgotten.
91-100
The character is gripped by their primal instinct, and whether they choose to rationalise
it or not attempt to flee from the scene by whatever means they have available for 1d5
rounds, unless they snap out of it before the duration is over. Gain 1d5+1 Insanity, the
helplessness and horror they felt today may become a reoccurring nightmare for the
character.
101-105
The weight of what the character has seen causes their mental state to crash, and
oppresses their body as heavily as it overwhelms their mind, causing them to
immediately gain 1d5 levels of fatigue and 1d5+2 Insanity.
106-110
The character begins to lose control over their own body as their mind withdraws and
the most primitive parts of their brain seem to scream. They may only take Half Actions
for 1d10 rounds or until they snap out of it. The character gains 1d5+3 Insanity.
111-115
The character panics. They are desperate for help or even just cover of any kind,
anything to make them feel more secure. If an ally is located within or equal to the
characters running distance, they will move to them and then until they snap out of it,
grab at them, attempting to initiate a grapple and hold on for dear life (Not choosing to
inflict damage in the grapple). If there is no such ally, the character takes 1d10+2
Insanity points and cowers on the ground, unmoving, until they snap out of it.
116-120
The characters mind has seen enough and takes a brief vacation from this cruel, cruel
world, leaving him dazed. They are unable to take actions of any kind (but are not
Stunned) for 1d10+1 rounds or until they snap out of it. Gain 1d5+2 Insanity. It is quite
likely they see strange and terrible visions during this time.
121-130
The character, in a flash of adrenaline fuelled paranoia, has had quite enough of
everyone. And everything. They’re all equally responsible for forcing you to see what
you’ve witnessed here today. The character will immediately begin attacking the
nearest viable target, friend or foe, to the best of their ability, and with personal safety
not a priority (For instance, using furious assault and all out attack if applicable), until
they snap out of it, are stunned, or knocked unconscious. If their target is destroyed, they
will move on to the next nearest. If they successfully injure an ally, they gain 1d10+2
Insanity points when their rampage ends.
131+
The character suffers a rather more permanent case of escapism, and becomes catatonic
until the end of combat. They gain 1d10+4 Insanity, and likely will have deep seated
trauma relating to this experience for the rest of their life.
Defeat
“The number was still in my phone. My first instinct was
to delete it.... put the final nail in the coffin. But... I
couldn't. It just....
It felt like I was killing her all over again. I couldn't bring
myself to do it. I sat there, looking at her name on the
screen, a little widget telling me I could still try ring that
number, as if it might be possible that someone would
answer.
I don't know what I expected when I pushed the little
green button. I didn't even realize I had.
It rang once.... twice.... three times. I told myself I didn't
really expect it to be answered. Promised myself I
wouldn't be disappointed or hurt. Four times.... Five
times. Letting it ring out will be the final proof that….
“Moshi Moshi” Hikari's voice answered, cheery and full of
life.
I nearly dropped the phone.
“I am sorry I can not answer the phone right now, but if
you would like to leave a message for me, please leave a message after the beep and I swear I
will get back to you as soon as I can.”
... voicemail. There was a sharp, electronic tone, followed by silence. I could've said something.
I wanted to say something... I was desperate to say something. The words just caught in my
throat.
What can you say to someone who is dead?”
- Evangelion Pilot Raj Misra, 6 days after the 11th Angel.
Grief Counseling session #2.
When an Evangelion has taken sufficient damage to the head or body, it is defeated. While
on rare occasions an Evangelion might continue fighting, this usually means that the
Evangelion can no longer do so.
The Defeated Pilot must roll on the Trauma table after combat. If the entry plug was
breached, then apply the relevant damage listed on the Critical Damage table to the pilot,
and Ego Damage as appropriate, before ejecting. If this would cause the pilot to die from
both effects, they only require to burn one Fate Point to survive, and are treated as if they
had lost all of their Ego Barrier.
When the Evangelion is defeated, an armored plate on the back of the Evangelion is
explosively released. The pilot’s Entry Plug is ejected and the pilot lands safely away from
harm’s reach. At least, in theory. In reality, the Entry Plug ejection system is an engineering
catastrophe, often failing to fire entirely and rarely safe even when it does.
Roll 1d100 on the following chart to determine the effect of the launch:
Entry Plug Launch
Roll Result Effect
01-10 The Entry Plug attempts to launch, but is somehow jammed and suffers even greater
internal damage. Add 1 point of Collateral Damage. The confined heat of the thrusters
begins to boil the LCL in the plug, dealing 1d10 E damage to the pilot.
11-20 The Entry Plug attempts to launch, but is somehow jammed and suffers even greater
internal damage. Add 1 point of Collateral Damage.
21-40 The Entry Plug fails to register the launch command entirely. No effect.
41-60 The Entry Plug successfully launches, but doesn’t have enough thrust to escape the
battle. The Pilot takes 1d10 I damage as the entry plug falls to the ground 1d10 dam
behind the Eva, and is at risk of being caught in area effects or simply being stepped on
should anyone move through that space.
61-75 The Entry Plug successfully launches, but it does not go too far and the landing is still
rough. It lands 1d100 dam behind the Evangelion, the Pilot takes 1d10 I damage.
76-90 The Entry Plug successfully launches, but may not reach a safe distance. It lands
1d100+20 dm behind the Evangelion.
91-00 The Entry Plug launches and reaches a distance where it is safe from harm. Parachutes
deploy without incident, and the pilot is unharmed.
Should the Entry Plug remain inside the Evangelion after being defeated, the pilot is at risk
of further harm. Area attacks in which the Evangelion is caught, as well as attacks that strike
the Evangelion’s body, will inflict 1d100 damage to the pilot as the entry plug is breached,
of the appropriate damage type.
If the pilot is killed within the Evangelion, and the pilot has no more fate points to burn to
survive, the attack destroys the Eva’s Core, causing it to explode. This permanently destroys
the Evangelion and the pilot’s body, dealing Damage as if they were an N2 Mine to all within
20 dam.
If all Evangelions are defeated, an N2 mine is dropped on the Angel at the first opportunity
in the hopes of incapacitating it long enough to restore the Evas to combat status (it is up to
the narrative of the GM as to whether this is mere hours or several days). If only one
Evangelion remains, and that Evangelion has sustained critical damage, that Evangelion
may be pulled back and an N2 mine dropped for a similar effect.
Any other use of N2 mines requires use of the N2 Strike Talent.
Berserk
"We have exactly ZERO weapons capable of defeating an active Evangelion, other than the
Evangelion itself. That means, Recruit Hong, that if that thing goes Berserk there is NOT A
GODDAMNED THING WE CAN DO TO STOP IT! The single most powerful weapon ever made
will be stomping around our backyard, destroying the most crucial military asset in the United
States, and there will be NOTHING we can do about it! And that is the best case scenario! What
are we supposed to do if an Angel attacks while your Evangelion is killing our men?"
"I, uh, don't know-"
"WE'RE GOING TO GODDAMNED START PRAYING, BECAUSE THERE WILL NOT
BE ANOTHER GODDAMNED THING WE CAN DO! While your Berserk Evangelion is
slaughtering our nation's finest, the Angel will be STARTING THIRD IMPACT! It will wipe out the
goddamned human race! Everybody you have ever known will be killed, and it will be YOUR
GODDAMNED FAULT! Do you want to destroy humanity, Recruit Hong?"
"No, sir, I-"
"I SAID DO YOU WANT TO BE THE BASTARD THAT KILLED OUR ENTIRE
GODDAMNED SPECIES?"
"No, sir!"
"THEN IN THE FUTURE YOU WILL MAINTAIN CONTROL OF YOUR EVANGELION,
RECRUIT HONG!"
"Sir! Yes, sir!"
"Now we're going to run the simulation again, and this time we will keep running it until you get
it right!"
- Recorded in 3rd Branch Simulation Plug room, Nov 14 2012
Despite appearances, the Evangelions are not machines. They are living creatures in
mechanical shells meant to restrain and control them as they remain mostly dormant and
lobotomized. However, despite efforts to the contrary, sometimes the Evangelion becomes
aware of its surroundings and takes control should the pilot become incapacitated.
If the pilot is ever rendered unconscious, or the Evangelion takes damage after it has run out
of power, test Synch Ratio at a -30 penalty and, if you succeed, the Evangelion enters the
Berserk State.
Upon entering Berserk State the pilot is no longer in control, the Evangelion demonstrates
superior fighting prowess and is immune to the effects of Fatigue, Fear, Frenzy or other
states of the pilot. In addition, the Breach of all attacks made by the Evangelion increases by
2 until the end of the battle.
You must attack an enemy every round if possible, otherwise you must move towards that
enemy to engage them if possible. You will not take obviously suicidal actions such as
leaping off a building in order to engage someone on the ground, but you will take any
actions that have a reasonable opportunity to attack the nearest enemy.
The Evangelion remains in Berserk State for the duration of the combat or until the pilot is
ejected. It requires no external power to operate, and will continue until its enemies have
been defeated, as well as 1d5 rounds afterwards before again unless threatened.
While Berserk, the Evangelion is dominated by an all consuming rage, and will savagely
attack the nearest enemy until either the enemy or itself is destroyed. After the Angel is
defeated, the pilot must Test Willpower or Fellowship at a +10 bonus. On a failure, your
Evangelion thrashes around and deals an extra 1 collateral damage before shutting down.
On 2 or more degrees of failure, your Evangelion turns on its fellow Evangelions as if they
were Angels.
Berserk Types
When you create your Evangelion, your “Soul” distinguishing feature dictates your Eva’s
Berserk Type. No matter who pilots that Evangelion, it will use the same Berserk Type every
time.
Savage
Your Evangelion is a monster among
monsters, a raging beast who will not be
tamed. When Berserk, the Evangelion
gains a +30 bonus to its Strength and a
+10 bonus to its Weapon Skill. However,
the Evangelion cares not for things such as
‘allies’ and all Tests to fall Dormant are
made at a -10 penalty instead of the
normal +10 bonus. Hunter
Your Evangelion is a predator, pure and
simple. A hunter of Angels. When Berserk,
the Evangelion gets +20 to its Weapon
Skill, +10 to its Ballistic Skill, and +20 to its
Agility. However, for every Reaction you
use, the pilot takes 1 point of Impact
damage to the body that cannot be
reduced in any way. The stress of this
Evangelion unleashed is just too much for
the human body to handle. Supernatural
Your Evangelion is rather in touch with its
Angelic nature. When Berserk, your Synch
Ratio increases by +20, your SR always
goes up when you suffer Synch Disruption,
and you are immune to effects that would
reset, lower, or otherwise take your SR
down. Protective
Your Evangelion is more under control
than most, the control systems working as
designed rather than shutting off in its
waking state. The Evangelion will never
attack allies and you automatically
succeed on any Test to fall Dormant,
additionally you halve any Damage taken
during a plug breach from critical damage
to the body. Unyielding
Your Evangelion is an unstoppable
abomination, its flesh regenerating almost
as soon as it is injured. When Berserk it
may regenerate a number of Wounds up
to its Toughness Bonus at the beginning of
each Turn, distributed as it wishes
between body locations. However, the
feel of such a monstrosity reknitting its
body and sprouting new limbs from the
bloody remains brings about unnatural
sensations in the pilot inside. The Pilot
gains an amount of Insanity Points equal to
half the Wounds regenerated (rounding
up) every time this occurs.
No Holds Barred: Evangelion Scale and Grappling The Angels that the pilots face are powerful, but generally attack only one at a time. The Dark Heresy Roleplay
system forms an excellent base for Adeptus Evangelion in many ways, but many of its mechanics are built for, and
balanced around, fights that involve multiple enemies. Nowhere is this more of a threat than the Dark Heresy
Grappling rules. Properly exploited, the Dark Heresy Grappling rules can shut down your entire Angel fight due to
one simple rule: both participants in a grapple have no choice but to take the Full-Round Grapple action until the
Grapple is ended. In this way, even an astoundingly powerful Angel that can bend reality to its whim can be totally
and completely taken out of play by a simple bear hug. That just will not do.
Evangelion scale units, while in a grapple, function as normal in every way except for the following: They may take
actions other than the Grapple Action. The available actions in a Grapple are: Grapple, a single attack with a Natural
Weapon, a single attack with an Angelic Weapon, activating a single AT Power. Each of these options takes a Full
Action in the grapple, even if they would be a half action normally. Until the grapple in ended, even when one side
or another takes an action other than the grapple action, all participants in the grapple suffer all of the normal
penalties associated with being in a grapple.
N2 Mines
“An N2 mine at maximum
conversion ratio will leave no
unprotected human survivors at
ten kilometers. Within seven
kilometers, reinforced concrete
shatters and building collapse.
Within five kilometers, the
thermal flash liquefies glass.
Three, and structural steel
beings to melt. Two, and non-
fortified structures are
obliterated. Within one
kilometer, the energistic
bombardment is so great it
begins to overwhelm molecular
bonds. Atomic structures
disintegrate.
At the epicenter, particles simply cease to exist. Nothing remains but background radiation. And
every single N2 mine deployed against an Angel has comprehensively failed to inflict
meaningful damage.
That is what we are up against”
-Dr. Sama Chandrahan, brief to new Science team recruits.
The so-called N2 (or ‘Non-Nuclear’) mine is the UN’s WMD of choice. Based on the
same science as positron technology, it is in fact a crude Antimatter Weapon. By creating a
relatively large antimatter reaction, the energy released is equivalent to that of the Pre-
Second Impact Nuclear Weapons, but without the lingering radiation.
An N2 Mine deals 50 E damage to all things without an A.T. Field in a 100 dm Radius, and
2d10 damage to everything within a 2 kilometer radius. The shockwave often deals minor
damage to things outside that range as well.
Regardless of where on Earth the N2 mine is deployed, 1d10+4 Collateral Damage
results from the cost of cleanup (certain exceptions, such as Space, apply). If the N2 mine is
deployed in a developed area, a flat 50 Collateral Damage results, and the political fallout is
tremendous.
If the N2 mine is deployed near a developed area, and is close enough for the shockwave to
deal damage, between 1d5 and 2d10 Collateral damage results at the GMs discretion.
The N2 mine is so powerful that even Angels within their A.T. Fields are not entirely
immune, dealing massive internal damage even if the body were to resist. If an N2 mine is
deployed against an Angel with 1 or more ATS, the Angel takes 2d10 E damage to all body
locations that ignores both Armor and TB. However, while physical defenses are insufficient
the AT Field is not without use. The damage taken by an N2 mine to each body location is
reduced by an amount equal to half the Angel’s current ATS (rounded down).
Angels are notoriously adaptable, and after having an N2 Mine used against them
halve the damage of all future N2 mine attacks before their damage is reduced. This effect is
cumulative.
Operations Director’s with multiple instances of the N2 Strike talent saved may
choose to deploy more than one N2 mine as part of the same attack. Doing so counts them
together so that the extra N2 mines do not suffer the halving effect described in the
paragraph above, though each extra N2 adds only 1d10 damage to the total.
Any Angel that is dealt Critical Damage by an N2 mine to even one body location will
attempt to regenerate before fighting further. The Angel halts in place and will not move
unless threatened or attacked for a number of days equal to 1d5 + the amount of Critical
Damage it took.
Should multiple body locations have different amounts of Critical Damage, always use the
most damaged location. At the end of this period of time, the Angel will be fully
regenerated, and have benefited from the Angel Regeneration Table for all relevant limbs
as normal.
An Evangelion caught within the blast with a spread field is damaged as if it were an
Angel, taking the same amount of time to be repaired. If the Evangelion’s field is not raised,
they take the 8d10+10 damage as normal.
"Not a day goes by when I do not have another complaint about turrets in the skyline, how you
can't sleep during military exercises, or how scary it is to be underground during an Angel
attack. This is a conflict unlike anything we have seen before. Every other conflict that mankind
has fought has been defined by one simple concept; the enemy is human. The survival of the
species is almost assured because as a species, we are not compelled to self-destruct. The
conflict with the Angels is a war of extermination. I find it amazing how incapable civilians are
of grasping that fact."
-Dr. Amber Dickson, press conference
Towering Inferno: Evangelion-Scale and being on Fire There are numerous effects that can set friend or foe on fire. Any body location set on fire takes damage
over time, as the flames continue to eat away at the target. However, the sheer size and toughness of
Evangelion Scale units makes the damage from being on fire comparatively small. A human being set on
fire takes massive damage very quickly, but even a blazing fire on an Evangelion only cooks it slowly.
Unlike in personal scale, no Evangelion Scale unit need test willpower to act rationally while on fire. The
fire is simply not serious enough to provoke that response. However, if left untended, the fire is certainly a
danger. At the beginning of a player’s turn, all body locations of their Evangelion that are currently on fire
immediately are dealt 1 E damage that ignores Armor, Toughness and Deflection.
An Evangelion scale unit may attempt to put out the fire on one body location by spending a half action to
roll an Agility test. Or, if they have an AT Field, they may spend a reaction action to test Synch Ratio (or
Light of the Soul in case of an Angel) to simultaneously extinguish all flames on their body.
POST BATTLE Long story short? 25,000 casualties and rising. Two-thirds of the city gone including the port.
One entire UN regimental combat team completely annihilated. Heavy damage to all EVA units.
It'll take years to rebuild and the loss of the port will probably send the region's economy into
the toilet for years to come. The fact that we probably can't even properly explain what actually
went down to the general public without setting of a mass hysteria will also mean that the UN is
going to get a whole lot of hate pretty soon. But considering what would have happened if that
Angel had been allowed to complete its apotheosis I would call this a total and complete
victory. -Charles Eisenberg, Vice Commander of Nerv
After the battle is over, there is still much to do for both the GM and the Players. First,
the GM must determine the available funds for repairing the Evangelions and providing
upgrades. Once these funds have been determined, they may be spent on preparing the
Evas for the next conflict and building additional support structures around the Base of
Operations.
In addition to Surplus is Research, which is an abstraction of the funding being
funneled into developing new Technologies to aid the Evangelions in their war against the
Angels. After each battle, Nerv receives a flat base of 10 Research. While they will never
receive less than this, if they perform well enough they will often receive slightly more.
Take all of the Collateral Damage that was accrued during the battle and add it together.
Then, consult the following chart. The less damage caused to the Evangelions and the area
around them, the more Nerv can afford to spend on Research and new construction projects
in the form of Surplus.
Surplus Funds & Research
Total Collateral Damage Effect
10 or less Wildly successful battle! Nerv used almost none of its budget to accomplish this
stunning victory, and the resulting surplus is staggering. Add 25 surplus to the
Surplus Pool, and splurge on R&D with an extra 10 Research.
11-15 Very successful battle. Nerv has plenty of funding left over. Add 20 surplus to the
Surplus Pool, and gain an extra 5 Research.
16-25 Successful battle. The Evas did their jobs well. Add 15 Surplus to the Surplus Pool,
and gain an extra 1d5 Research.
26-35 Good battle. The Eva’s managed to hold their ground against the enemy. 10 Surplus
is added to the Surplus Pool.
36-45 Costly Battle. The Evas won, but with little resources to spare. Add 1d10 surplus to
the Surplus Pool.
46-50 Very Costly Battle. The Evas performed poorly, and Nerv is struggling to keep all
projects running. A mere 1d5 surplus is added to the Surplus Pool.
51+ Overwhelmingly costly battle. The Evas are repaired, but that’s the limit to what the
UN can spare after this catastrophe. As it stands, millions worldwide suffer for the
Evas to function. No Surplus.
Research
"The harnessing of antimatter as a potential energy source is the most significant scientific
development since electricity. Twenty times more efficient than nuclear fusion, it is not only the
most efficient fuel available but the most efficient fuel physically possible. The true potential of
this advance will not be uncovered for centuries of dedicated research.
And, naturally, the first thing they ask me to do with it is stick it in a bullet so they can shoot
things with it."
- Dr. Joseph Zarkev – Evangelion equipment engineer
By spending Research, Players can develop new technologies to unlock new upgrades for
their Evangelions. Not all of the funding for a new technology need be spent on it at once,
and new funding for a technology stacks with all previous funding spent on researching that
technology. Multiple Technologies may be in development simultaneously.
Scientific Advancement As new Evangelion weapons are developed, Nerv expands the frontiers of human
knowledge. High energy weapons require a host of additional superconductor, optical, and
electromagnetic advances. Powerful new machines require advanced metallurgic
compounds. Eventually, these little advances on the side add up, and on their own open up
new possibilities.
As you spend Research to develop new technologies, keep a tally of the sum of all of the
research you have spent to date, regardless of where that Research has been allocated.
Once enough total research has been spent, there is a major breakthrough in the scientific
community, unlocking new applications of all technologies.
Once 60 Research in total has been spent, the players unlock Research Tier 2.
Once 180 Research in total has been spent, the players unlock Research Tier 3.
Technologies
Ablative Technology --- Unlock Ablative Armor equipment. 50 Research
N2 Shell Technology --- Unlock HE Bolt Weapons. 50 Research
Tesla Technology --- Unlock Tesla Weapons. 30 Research
Chain Technology --- Unlock Chain Weapons 30 Research
Heat Technology --- Unlock Heat Weapons 30 Research
Maser Technology --- Unlock Maser Weapons. 30 Research
Positron Technology --- Unlock Positron Weapons. 50 Research
Possible Research Projects include:
Ablative Technology
Cost: 50 Research
Ablative Armor is made of specially
designed composite materials that are not
especially strong and under stress
dissolve almost instantly. While this
sounds like an incredibly poor material to
make armor out of, by destroying itself the
Ablative material absorbs and negates all
of the force or energy from an attack.
While the Ablative Armor itself is
destroyed, what it was put in place to
protect is completely unharmed. What
make this especially useful is that the
force of the attack that destroys the
Ablative Plate doesn’t matter. An Ablative
Plate can absorb an armor piercing high
powered beam of energy just as easily as
it can absorb a small missile.
Once fully researched, Ablative
Technology allows the purchase of
Ablative Structural upgrades.
Chain Technology
Cost: 30 Research
Replacing the edge of a cutting weapon
with a spinning chain is almost laughably
crude and deceptively simple in its
execution. But, like many supposedly
simple concepts, it becomes much harder
to implement at the scale of Evangelions.
Not only does the chain itself (a series of
diamond-tipped progressive bits held
together by a titanium chain) require its
own extensive research and development,
but the level of gore coating the
mechanism with each successful hit can
soon render the whole weapon
inoperable. The powerful, high-speed
incineration and a sonic cleansing
equipment inside the weapon keeps the
chain as clean as possible for maximum
efficiency, and also requires most of the
time spent researching this technology.
Once fully researched, Chain Technology
allows the purchase of the Chain trait for
melee weapons.
N2 Shell Technology
Cost: 50 Research
N2 Shells are a simple application of high
science. Each N2 Shell is an armor
piercing rocket propelled grenade. While
such a thing is not particularly advanced
science, the N2 Shell takes it one step
further by making the warhead a self-
contained positron charge surrounded by
explosive polymer. In short, in addition to
the strength of a normal explosion is a
small anti-matter reaction. While not the
focused destructive force that a full
positron weapon uses to breach an A.T.
Field, the anti-matter reaction is enough to
cause a Angel serious harm on a direct hit.
However, creating a weapon to fire this
incredibly heavy projectile is even more
difficult than creating the Bolt Shells in the
first place.
Once fully researched, N2 Shell
Technology allows the purchase of N2
Shell weapons.
Maser Technology
Cost: 30 Research
A maser is a device that produces
coherent electromagnetic waves through
amplification due to stimulated emission.
Historically the term came from the acronym "Microwave Amplification by
Stimulated Emission of Radiation",
although modern masers emit over a
broad portion of the electromagnetic
spectrum. Many modern masers are
widely mistaken for being lasers, a similar
concept made popular by Pre-Second
Impact Science Fiction.
Maser weaponry is on par with solid
projectiles for destructive potential,
however it often far exceeds solid
projectiles in terms of range. In addition,
the lack of recoil combined with proper
cooling mechanisms make creating rapid
fire Masers simple, even in the early
prototype stages. Also, the advanced
battery technology that keeps an
Evangelion operating is more than
capable of providing power for the
relatively energy-efficient Maser weapon.
Once fully researched, Maser Technology
allows the purchase of Maser Weapons.
Positron Technology
Cost: 50 Research
The Positron is the antimatter counterpart
of the electron. The positron has an
electric charge of +1, a spin of 1⁄2, and the
same mass as an electron. When a low-
energy positron collides with a low-
energy electron, annihilation occurs,
resulting in the production of two or more
gamma ray photons. The existence of
positrons was first postulated in 1928 by
Paul Dirac as a consequence of the Dirac
equation.
Positron weapons fire a thin but dense
beam of positrons with an ablative layer of
ionized air around the beam to slow its
loss of energy. This beam of energy is
dense and powerful enough that it can
even punch through the defensive bubble
of an A.T. Field. However, much of the
beam’s energy is lost immediately after
leaving the projector, and without a
massive amount of starting energy a
positron beam can prove ineffective
against an Angel.
Once fully researched, Positron
Technology allows the purchase of
Positron Weapons.
Tesla Technology
Cost: 30 Research
The Evangelions themselves lack the
internal power reserves to run for more
than 5 minutes, and while there is plenty
of room for a form of reactor the chances
of it being damaged during a battle are all
too likely and the result too terrible. For
this reason, the Evangelions are powered
by their almost signature Umbilical
Cables. However, even these cables were
no easy solution, requiring the means to
mass produce high-energy
superconductive material. Repurposed,
this same technology has another use: the
delivery of a similar amount of power
through surface conduction coils,
releasing a nasty electric charge to
anything unfortunate enough to be on the
receiving end.
Once fully researched, Tesla Technology
allows the purchase of the Tesla trait for
melee weapons.
Weaving a Story: Unlimited Power Before the events leading up to Second Impact, the Super-Solenoid Theory of Spontaneous Energy Extraction was regarded as little
more than a quaint theoretical model. In most scientific circles, it wasn’t even considered that. However, among the many groundbreaking
discoveries during the ill-fated Katsuragi Expedition was the fact that Adam (and by extension his creations the Angels) perform the Super-
Solenoid reaction as a natural process, presumably as their primary source of energy to fuel their reality-bending AT Field manipulations.
What was truly amazing about this discovery was that the Angels seemed to make this process self-perpetuating, producing a high output of
energy with no fuel and with no apparent limit on how long this process could be carried out before becoming unstable.
With this amazing discovery made, the Super Solenoid Engine has since become the holy grail of scientific achievement: a man made
device to mimic the process found in the Angels capable of generating super-high energy outputs , forever and without pause or fuel. While
the desire for such an energy source is obvious, it is unclear what a functioning S2 Engine would mean for an Evangelion. In theory, it would
unlock in the Evangelion at least some potential for the same powers as a full-fledged Angel, but given the artificial nature of the Evangelion it
is impossible to accurately predict the result.
In the series
The fact of the matter is, promises of limitless power aside, we don’t actually know what the Supersolenoid Organ does. We know that Shinji’s
Evangelion Unit 01 gained one by consuming the Angel Zeruel, and that this unlocked incredible potential within the Eva. This potential was
something already known to Seele, and something they wished to avoid (Though Nerv Commander Gendo Ikari desired it for his own ends).
However, the exact result of Unit 01 gaining an S2 Organ is unclear, other than by implication. There was no obvious sign of the Evangelion no
longer requiring an umbilical to function, and no special powers demonstrated other than the Eva’s participation in the Tree of Life during
Third Impact.
So, what does this mean for you campaign?
What this means for your campaign
The Supersolenoid Organ is, in a very real sense, a plot token. How it is gained is unclear, and unreliable. No player may gain an S2 Organ
unless the GM intentionally allows them to have it. The precise advantages to having one may not always be clear, may manifest and different
ways, and will certainly not be set here. However, one ground rule should be adhered to:
The Supersolenoid Organ represents a contract between the GM and the player, guaranteeing that the Evangelion of the player has a greater
role to play in the ending scenario of the game, and if exploited will prove to have an important role in Third Impact. What the role is, what
additional prerequisites need to be met, and the consequences of doing so are all in the hands of the GM.
Example benefits of having a Supersolenoid Organ include:
Being able to use the Lance of Longinous as a weapon against Adam or Lilith
Being able to speak to Adam or Lilith directly during Third Impact
Being able to participate in whatever event that triggers Third Impact
Being able to interfere with whatever event that triggers Third Impact
Being able to, inside your Evangelion, survive whatever cataclysm Third Impact unleashes upon the world.
These are, of course, examples and should not be taken as the sum total of what the S2 Organ can accomplish. Similarly, no player
should naturally assume that possession of a S2 Organ allows them to do all of the above.
None of the above examples include definable mechanical bonuses to the Evangelion itself resulting from the S2 Organ, though at the GM’s
discretion such bonuses may apply. This is, however, discouraged as it may make your players treasure it as a mere mechanical upgrade.
Regardless of the mechanics that are applied, The S2 Organ should not be given out lightly, and GM’s should not feel pressured to
give every player, or even any player, an S2 Organ by the end of the game.
The Rest of the Surplus After Collateral Damage has been addressed, remaining funds are treated as Surplus. After
surplus from a battle has been determined, it may be spent on buying new equipment or
constructing new structures in or around the Base of Operations.
Spending Surplus
Name Prerequisite Effect Surplus
Letter-Type Equipment Cost
A - Type Equipment --- Equip an Evangelion for flight. 10
C - Type Equipment --- Equip an Evangelion for deployment underwater. 10
D - Type Equipment --- Equip an Evangelion for deployment in hazardous
environments.
15
E – Type Equipment --- Equip an Evangelion for deployment in space. 15
Construction (Support Structures)
Umbilical Port Place a new Umbilical Port in the Base of Operations. 2
Support Cache Place a new Support Cache in the Base of Operations. 4
Launch Port Place a new Launch Port in the Base of Operations. 10
Embarkation Point Place a new Embarkation Point in the Base of Operations. 15
Recessive Buildings Reduce the risk of Collateral Damage in the Base of
Operations.
20
Variable Terrain Modify the landscape. Requires Recessive Buildings. 10
Containment Field Trap the Angel in a rudimentary energy barrier. 10
Sonic Resonator Harm a trapped Angel with a shearing effect. Requires
Containment Barrier.
5
Flash Chamber Flood a Containment Field with Positrons to weaken its
Deflection.
5
Barrier Plate Place a new Barrier Plate in the Base of Operations. 2
Entrapment System Place a new Anti-Angel immobilization system in the Base of
Operations.
10
Bakelite System Place a new Bakelite System in the Base of Operations. 5
Construction (Turrets)
Turret Bank --- Place extra turrets around the base of Operations. 10
Missile Array --- Supplement the Offensive firepower of the Base of Operations. 20
Rail Array T2 Upgrade turrets in the Base of Operations to Railguns. 30
Laser Array Maser
Technology
Upgrade turrets in the Base of Operations to fire Masers. 40
Letter-Type Equipment
Letter-Type Equipment represents advanced loadouts for the Evangelions designed to
prepare them for drastically different deployment environments. The Evangelions are
equipped with B-Type Equipment by default, and within a matter of hours may be outfitted
with any other set of Letter-Type Equipment currently in stock.
Each purchase of a set of Letter-Type Equipment purchases a single set of this equipment
only, which may be used by any of the Evangelions. In order to field all available
Evangelions into nonstandard-environments, multiple sets of each equipment type must be
purchased.
However, Nerv is not completely unprepared. The development of the Letter-Type
Equipment has not happened all at once, and in fact development of some equipment types
began before construction of the Evangelions themselves. Some forms of Letter-type
Equipment contain entries on Prototype and Test Type versions of the Letter Type
Equipment in question. Nerv is assumed to have access to 1 set of both the Prototype and
test Type version, which may be fielded should Nerv lack access to the fully developed
versions of the equipment in sufficient quantity. However, these Prototype and Test Type
versions are noticeably inferior to the fully developed version, though often still better than
using the B-Type Equipment in that situation.
The available Letter-Type Equipment loadouts are described below:
A-Type
The A-Type Equipment represents
a dead end in the development of the
early Evangelions. With time to spare
before the arrival of the Angels, optimistic
science and engineering teams were
convinced that the S2 Engine would be
safely developed, tested and installed by
the time of the first Angel attack. With this
assumption about the Evangelion’s
operating time, original Evangelion
designs were based around extended
long distance self deployment to engage
and destroy the Angels wherever they
chose to appear. To this end, the original
Evangelion armor prototypes were
outfitted with removable thrusters and
jump jets for the purpose of long distance
travel. Obviously, power supply issues
forced this branch of development to be
scrapped. However, for shorter distance
trips the technology still works.
Unlike most other types of equipment
which are designed to be an extension of
the Eva’s armor, the A-Type Equipment is
designed to be a replacement, specifically
one with significantly lighter armor. While
the A-Type equipment is in use, armor for
all areas is treated as 2 lower. You may
take off as a half action, moving 20 dm in a
direction of your choice. In addition, you
may choose to spend an extra rounds
worth of power whenever you are in the
air (at least 5 dm off the ground) to gain
the Flyer (AB) trait until you land.
However, for each turn that you have Flyer
active you exhaust an extra round off of
your power supply.
While the A-Type Equipment is poorly
suited for long term propelled flight, it is
well built for gliding. If deployed in the air
from a Nerv Evangelion Carrier plane (or
otherwise is at least 50 dm in the air), the
Eva may activate the A-Type equipment
and sustain flight for an extended period
of time. In order to sustain this flight, they
must expend a single rounds worth of
power every 10 kilometers. After all fuel
has been expended, they glide an
additional 1d5+5 kilometers and then
crash, taking falling damage as
appropriate.
B-Type
The B-Type equipment is the
second generation of intended Evangelion
restraining armor, and is the Type most
commonly associated with the Evangelion.
Designed to act as both protection for the
Evangelion and its pilot, as well as proper
restraint so that the Evangelion can be
piloted at all, the B-Type equipment is
reasonably functional in terms of mobility
as well as ability to protect the user in
both ranged and close quarters combat.
Simply put, this is the standard,
unmodified Evangelion equipment.
C-Type
The C-Type Equipment represents
the first example of Nerv’s intention to
engage and destroy the Angels wherever
they might appear. While the standard B-
Type equipment is capable of supporting
the life of the Evangelion when completely
submerged in water, it is not designed for
underwater movement, much less combat.
The C-Type equipment fits as a cover for
the rest of the Evangelion, adding to its
armor in most places and increasing its
armor by 1 for all Body Locations.
However, this is not to be taken as a free
protective upgrade. If used on land, the
Evangelion suffers a -20 to Weapon Skill,
Ballistic Skill and Agility. However, it is
designed to work well in water, and the
Evangelion suffers no penalties from
moving underwater.
The C-type equipment, in addition to the
turbines and pressure suit that allow the
Eva to operate when submerged, also
contains buoyancy tanks capable of
halving the rate at which the Evangelion
sinks per round. In case of emergency,
any Evangelion wearing C Type
equipment no deeper than 1000 meters
may activate an emergency flotation
device that immediately causes the Eva to
rise 100 meters per round until they reach
the surface.
Each section of the C-Type Equipment is
sealed off from the rest of the suit and
independently pressurized, to prevent
truly catastrophic decompression. This
pressurization system as a whole allows
the Evangelion to be effected by the
pressure as if they were in fact 1000
meters less deep than they truly are.
Should an Evangelion take Critical
Damage to a body part, that body part
now suffers from all of the effects of
pressure as normal for the depth that the
Evangelion is at. Prototype: As above, but only treats the
pressure depth as 500 meters less and
lacks individualized pressurization
entirely. Should the C-Type equipment be
breached by critical damage to any body
part, the entire Evangelion is now
exposed to the true pressure around them. Test Type: As above, but only treats the
pressure depth as 800 meters less.
D-Type
The D-Type Equipment is supplementary
hazardous environment gear. Originally
designed and tested for extremes of
pressure, temperature and radiation, the
D-Type Equipment can keep the
Evangelion safe in all but the most
extreme of situations at the cost of virtually
all mobility.
Regardless of where the Eva is deployed,
the D-Type Equipment imposes a -10 WS,
a -20 BS, and a -20 Ag from its
cumbersome design. The Eva also suffers
from a -10 Perception due to its vision-
constraining helmet. However, it is heavily
reinforced, granting an additional +4
armor to all areas, making the wearing
immune to fire and flame based
weaponry, and halving the damage from
any energy weapon due to its energy-
reflective outer shell.
While the D-Type Equipment is in place,
the Entry Plug may not launch for any
reason.
If deployed in the Ocean the D-Type
equipment suffers an additional -10 AG
whenever not standing on something, and
may treat the ocean pressure around it as
if it were 8000 meters higher than it really
is.
If deployed into molten rock, the D-Type
equipment keeps the pilot safe until they
reach a depth of 1100 meters.
If deployed into space, the Evangelion is
protected but lacks any means to making
itself move.
While normally supplied by a reinforced
Umbilical Cable, should this cord ever be
cut the Evangelion lacks the mobility
required to replace it without assistance.
Only a Mobile Support Platform or a fellow
Evangelion may manually replace the
plug with a new one. Prototype: While still immune to flame
based weapons, the D-Prototype lacks the
advanced energy reflective coating, and
takes full damage from Energy weapons.
In addition, its reinforcement is sub-
standard, granting it only 2 armor to all
places and halving the effective distance
in meters higher it is treated as in all
situations. Finally, the Prototype’s design
does not carry its own weight very well,
imposing a -10 to the Evangelion’s
Strength. Test Type: As the fully researched type,
but only treating its armor to all areas as 3.
The Test Type had not yet fixed the
support issues of the Prototype, and still
suffers from a -10 Strength.
E-Type
The E-Type equipment is, quite
simply, a modification of the D-Type
equipment made to maneuver in zero
gravity. While worn, the Evangelion is
protected from all of the hazards of space,
though the D-Type’s enviable energy-
reflective coating was regrettably
removed to make way for an advanced
anti-radiation layer designed to allow the
Eva to operate even during a powerful
solar flare.
Each section of the E-Type equipment is
individually pressurized and protected,
preventing a single breach from
compromising the entire suit. However,
should the Evangelion take a point of
Critical Damage to any body location, that
section of the suit is compromised and that
body part is rendered inoperable almost
instantaneously as a result of
decompression and flash freezing. Should
this happen to the Head or Body, the
Evangelion is defeated.
While the E-Type Equipment is in
place, the Entry Plug may not launch for
any reason.
The E-Type equipment takes
advantage of its intended low-gravity
environment to attach additional batteries
to the Eva’s back. The Evangelion may
operate for a total of 20 rounds without an
Umbilical (which it is unlikely to have
access to in space) though the Eva has
considerably less actual fuel.
For movement in space, the E-Type
equipment is outfitted with a system of
thrusters, allowing it to affect its
movement for 10 rounds worth of actions.
Once this movement change is made, the
Evas last trajectory change becomes
constant until stopped. For example, an
Eva that moves forward 20 dm will
continue to move forward every round
until they change their movement again.
This constant motion is not under the
Evangelion’s control, and does not require
any further actions on the Evangelion’s
part to maintain. It takes a half action for
an Evangelion to intentionally halt itself. Prototype: The E-Prototype was designed
simply to support the Evangelion in orbit,
with little development in its more
practical aspects. This version of the E-
Type has a smaller battery which only
allows for 15 rounds of operation, and
enough fuel for 3 rounds worth of
movement changes. In addition, its
radiation shielding is sub-par, and a solar
flare or similarly powerful radiation burst
can stun the Eva for 1d5 rounds. Test Type: As the fully researched type,
but only carries enough fuel for 6 rounds
worth of movement changes.
Weaving a Story: Pacing your Stride
As a Game Master, an important step in planning your campaign is determining it’s length. This does not necessarily have to be the first
step, as you may wish to plan out what Angels you intend to pit against your players and then state the length of your campaign. However, it is
important to decide the general length of your upcoming campaign for one simple reason: experience.
The amount of experience you allot your players each session determines how quickly they progress through their chosen careers. While
there is nothing wrong with not reaching Rank 5 by the end of the game, a GM that is more generous than they realized may have their players
advance too quickly, reaching the upper ranks of their careers and running out of options while the GM still has story to tell.
While hardly set in stone, provided below are a number of different progressions of experience, designed to reward players for combat
and non-combat sessions in a campaign. Each progression is intended to take the players well into rank 5, with enough room left over to overflow
into rank 6 if things run slightly longer than expected. Each progression also assumed one basic fact about your campaign: that there are, on
average, 2 non-combat sessions to every combat session in the game.
This may seem a strange thing to many GMs, but for many successful Adeptus Evangelion campaigns, the most memorable parts of the
game are outside the entry plug. Evangelion Pilots are detailed, overstressed and deeply flawed characters, and their interactions with each other
and the world around them can be amazing. As such, it is highly recommended that you give your players time to be their characters, and not keep
them cooped up in the Eva all of the time.
You may modify any of the progressions to suit the particulars of your game, but the example progressions listed here are:
Very Short Campaign
A very short campaign plays lightning fast, and speeds toward its end. With only 3 Angel fights, the game will probably last roughly 10 sessions.
To reach endgame rank in such a short time, every session is worth 1100 experience. Though giving out less experience is still an option…
Short Campaign
A short campaign has enough time to really tackle one or two major themes, and enough fights to do something interesting. With an expected 6
fights, the campaign as a whole will probably run around 20 sessions or so. To reach endgame rank in this time, every session is worth 500
experience.
Average Campaign
The expected length for most games, an Average game requires a dedicated group but gives the GM room to tell a compelling story with several
varied fights. Here, we start to make separation between combat and non-combat sessions. In an Average Length campaign, combat sessions are
worth 500 experience, while non-combat sessions are worth only 300. At this progression, the campaign as a whole will probably run just under
30 sessions.
Long Campaign
A long campaign is usually the result of a GM with a plan, who knows exactly what they want to do and has the Angel fights to prove it. At 12
Angels, the campaign can expect to run for 36 sessions. To sustain itself for that length of time and maintain a reasonable pace, players should be
given 400 experience for a combat session, and 200 experience for a non-combat session.
Very Long Campaign
A very long campaign takes a lot of time and effort, but sometimes that’s what you signed up for. 15 Angels is a lot of fight, and it will probably
take 45 sessions to see done. It is kind of an odd number, so to maintain proper pacing at this point GM’s are advised to give out 450 experience
for a combat session, but only 100 experience for each non-combat session.
A Grand Epic
Grand Epic Campaigns are not to be undertaken lightly, as they ambitious by nature. At a whopping 18 fights, it will take roughly 55 sessions to
complete. Unless your group meets especially frequently, that is over a year long campaign! To make that work you need an especially frugal
experience scheme, handing out only 250 experience for a combat session, and 150 experience for non-combat sessions.
Construction
Support Structures
Support Structures are buildings designed to provide aid to the Evangelions while they fight
within the Base of Operations or supplement the Defense Lines. Without them, the
Evangelions would be unable to deploy, re-arm, or even power themselves for more than 3
rounds. While not directly increasing the combat potential of the Evangelions, a well placed
support structure can change the entire layout of the battlefield, and what tactics may be
implemented.
All Support Structures have building costs, deducted from the current surplus. Once placed,
Support Structures may not be moved. If damaged or destroyed, add the wounds requiring
regeneration for the Support Structure to the Collateral Damage Pool. When Collateral
Damage is repaired, so are the Support Structures.
Whenever a new Support Structure is bought, the OD must specify whether it is for the Base
of Operations or the Defense Lines. Some structures will say in their description that they
may only be placed in one or the other.
Umbilical Ports
Building Cost: 2 Surplus
Wounds: 1
Armor: 0
These are hatches in the ground from which a spare
Umbilical Cable may be deployed for increased range
of operation through the city. These cables are 60 dm
long.
Cable Spool
Building Cost: 4 Surplus
Wounds: 1
Armor: 0
By adding extra spools of Cable to the umbilical ports,
you may increase the length of all umbilical cables in
the Base of Operations by 15 dm. This upgrade may be
taken multiple times.
Support Cache
Building Cost: 5 Surplus
Wounds: 2
Armor: 1
A Support Cache is a false building that contains a
smaller version of the launch rails seen in Launch
Ports. These points may not be used to deploy
Evangelions, but can be used to deploy extra weapons
or ammunition. They also contain an Umbilical Port
with a 60 dm long cable for emergency use.
Launch Port
Building Cost: 10 Surplus
Wounds: 5
Armor: 4
A false building or section of street that
opens to reveal launch rails for an
Evangelion. These points automatically
contain Umbilical Ports with 60 dm long
cable, and may be used to deploy
additional weapons and ammunition after
the Evangelion has been launched.
Evangelions deployed from this point
arrive at the beginning of the Combat
phase. Additional weapons or ammunition
arrive 1 round after being requested,
assuming that the gear is something that
the Base of Operations has in stock. This
may only be placed in the Base of
Operations.
Embarkation Point
Building Cost: 15 Surplus
Wounds: 8
Armor: 3
Often a section of false terrain, these points
contain an enormous cargo elevator that is
capable of deploying up to three
Evangelions from the same point. While
also capable of supplying additional
weapons or ammunition to the battlefield, it
is notoriously slow. Anything deployed from
this point takes an extra 2 rounds to arrive.
This includes Evangelions at the beginning
of the phase. This may only be placed in the
Base of Operations.
Recessive Buildings
Building Cost: 20 Surplus
Recessive Buildings is an advanced system of
gears and rails that allows primary buildings
to recede into the ground, where they are
much less likely to be caught up in the
firefight against the Angel. Not technically an
individual structure, this represents a more
extensive city-wide upgrade to major
buildings and skyscrapers.
Once Recessive Buildings have been
purchased, all area effects within the Base of
Operations deal 1 less point of Collateral
Damage. This may only be placed in the Base
of Operations.
Variable Terrain
Prerequisite: Recessive Buildings
Building Cost: 10 Surplus
Using the same basic technology as recessive
buildings, you may raise, lower or incline
entire sections of ground. As a Free action, the
OD can cause the terrain to move in
unpredictable ways, reducing the Agility Bonus
of any Angel that has to walk on the ground by
1. The opposite can also be done to aid the
Evangelions in any speed-related efforts; the
OD may, as a reaction action, choose one
Evangelion and have them benefit from +1 AB
till the end of the OD’s next turn.
Containment Field
Prerequisite: Research Tier 2
Building Cost: 10 Surplus
Wounds: 5
Research into the properties of AT fields,
specifically the base Deflective Field pattern, has
granted Nerv the ability to produce a rather poor
substitute. While unable to truly deflect attacks,
the field can, with reasonable success, slow
things passing through it. If an Angel is lured into
the space that contains the Containment Field,
four pylons rise up and spread the distortion
effect between them. The Angel must perform an
offensive ability such as a simple standard attack
or an Angel Cross to break out of the field.
Sonic Resonator
Prerequisite: Containment Field, Research Tier 2
Building Cost: 5 Surplus
An addition to one Containment Field of your
choice, the Sonic Resonator makes use of the
technology found within the Sonic Guillotine
imbuing the field with a deadly vibration. Angels
attempting melee attacks to escape are forced to
use a full action to gain their escape as the vibration
interferes with their attempts. If the Angel should
remain inside the field for a full round, they must
test (toughness or deflection?) and on a failure take
1 damage to all body parts that ignores TB and AP.
Flash Chamber
Prerequisite: Containment Field, Research Tier 2,
Positron
Building Cost: 5 Surplus
The Containment Field can keep things besides
Angels inside. The area of a Containment Field of
your choice is supplemented by a series of
rudimentary positron emitters. Designed for mass
production, they are not of a quality fit for
Evangelion weapons, as they tend to self destruct
when used. But that momentary release of energy
can be used to flood the inside of the Containment
Field with exotic radiation. The OD may, as a
Reaction action, trigger such a ‘flash’ to automatically
bring down the Containment Field, but lower the
Deflection of the Angel by 4 for one round in the
process.
Bakelite System
Building Cost: 5 Surplus
Wounds: 3
Armor: 2
Triggered by the presence of an enemy, great
nozzles take aim and spray Bakelite over the
unfortunate victim. On a successful BS test, the fast-
hardening substance reduces the enemy’s Agility by
1d5 but gives the enemy +1 AP to the area struck.
One system only contains enough liquid Bakelite for
one use.
Barrier Plates
Building Cost: 2 Surplus
Armor: 6
Barrier Plates are solid, reinforced sheets of metal
that can be placed at key points in the city, often
intersections. Normally, they remain in small bays
underground, but at the push of a button they slide
up, standing some 5 dm high and 2 dm wide. Once
requested, the sheets deploy 1 half action later (or
are deployed as a reaction action by an Operations
Director), and may be used by the Evangelion to
provide cover or block an expected enemy attack. In
terms of Dark Heresy cover rules, it has 6 AP.
Entrapment System
Building Cost: 10 Surplus
Wounds: 10
Armor: 2
Sadly only really effective on the Angels with the
weakest fields, the Ensnarement Trap fires hundreds
of harpoons and hooks connected to high-tensile
cables in an attempt to tether down an Angel and
stop it from moving. This trap has a set Breach of 5,
and may be activated as a Reaction action by the OD
whenever a viable target enters the designated area.
If successful, the Angel may make a free Strength test
each turn to try and get free or use an attack action of
its choice to tear itself out automatically. This system
may also be used to restrain a Berserking
Evangelion should it become hostile to its allies.
Turrets
Turrets are defensive structures to be used to aid the players in both the Static Defense and
Combat stages. They are easily destroyed and lack the power of A.T. Fields, making them
virtually useless against an Angel at full strength. However, when an Angel’s A.T. Field has
been fully neutralized, the turrets volume of fire can turn defeat into victory.
All turrets bought via Support or Surplus add onto a universal Turret Mob’s Unit Power,
while specific technology packages may unlock special abilities or increase the damage or
penetration of the mob once they have been bought. The maximum strength of the Turret
Mob is 10.
At the end of the battle, if the Turret Mob has taken damage an amount of collateral damage
is added to the Collateral Damage pool equal to the Unit Power lost in the process.
Unlike other Mobs, Turrets are not all packed together but are spread throughout the Base
of Operations and may attack anything that is within it, but not targets that have gone into the
Geofront. For this same reason, anybody that could attack a building within the Base of
Operations is considered to be able to attack the Turret Mob. However, the Turrets have an
AP equal to their Unit Power to reduce damage with, as well as the Swarm Trait (halving all
rolled damage from sources that are not Blasts, Cones, or Area of Effect damage). They may
be controlled as other Conventional Forces, but they may not Move or Split.
Turrets are only available during battles in or near the Base of Operations. Consult the chart
below to determine their area of deployments and power.
Turret Chart
Unit Power Damage Maximum Range
1 1d10+1 I Up to 10 dam away from the base of operations
2 1d10+2 I Up to 20 dam away from the base of operations
3 1d10+3 I Up to 30 dam away from the base of operations
4 1d10+4 I Up to 40 dam away from the base of operations
5 1d10+5 I Up to 50 dam away from the base of operations
6 1d10+6 I Up to 60 dam away from the base of operations
7 1d10+7 I Up to 70 dam away from the base of operations
8 1d10+8 I Up to 80 dam away from the base of operations
9 1d10+9 I Up to 90 dam away from the base of operations
10 1d10+10 I Up to 100 dam away from the base of operations
In addition to the above, the following may be purchased with Surplus:
Turret Bank
Building Cost: 10 Surplus
Effect: You dedicate significant funds to
permanent fortifications to the Base of
Operations and have funding approved
for it in the future. Your Turret Mob has a
Unit Power of 1 even without spending
Support on it. If this upgrade is taken
multiple times, the starting Unit Power is
increased by 1 per purchase. Regardless
of the source of the Turret Mob, you
cannot exceed the maximum of a Unit
Power 10 Mob.
Missile Array
Building Cost: 20 Surplus
Effect: You install considerable ranks of
high-explosive missiles. Before attacking
with your Turret Mob you may spread its
attack, giving it a Blast radius up to half its
Unit Power in dam and dealing X damage.
This may only be purchased once. When
used as a Blast attack in this fashion, the
effects of Laser Array or Rail Array may
not be applied.
Laser Array
Building Cost: 30 Surplus
Effect: You upgrade the general Turrets
of the Base of Operations to be a system of
high-energy lasers. Your Turret attack
gains a Breach rating of 1 for every 3 Unit
Power of your Turret Mob, and now deals
E damage. This may only be purchased
once.
Rail Array
Building Cost: 40 Surplus
Effect: You have a system of armor-
piercing railgun turrets built to support
your bigger guns. Your Turret Mob gains
a Penetration equal to half their Unit
Power, rounding down. This may only be
purchased once.
The Operations Director is a special position of power that can be granted to a player as a special, non-pilot career. In short, the Operations Director is the undisputed leader of the party. While the pilots are assumed to be teenagers, the Operations Director is an experienced military command-er whose job it is to lead the pilots to victory.This is a pretty heavy responsibility, and requires a special kind of player. It should be made very clear that the Operations Director is in no position to interact with the battle directly. Where each of the pilot characters has their Evangelion with which to fight, the Operations Director instead fights by assisting the pilots with special abilities, extra combat data, innovative plans to overcome unique defenses, and the tactical application of Conventional Forces. But even these Conventional Forces are more of a tactical tool than a damage dealing one, and any Operations Director who expects to lead from the field of battle or score an Angel kill himself is going to be sorely disap-pointed.
The OD does, however, have many advantages. They have power. They have the authority to give the pilots orders (both in and out of combat), have Nerv Security and Section 2 Special Agents upon request, have the ultimate control over how Research and Surplus are spent, and are in a unique position to interact with the plot of the game.As a competent adult in a command staff position in a worldwide organization with near unlimited resources at its disposal, the Operations Director is in a prime position to investigate the truth of Second Impact, seek out any shadowy organizations or global conspiracies that exist in your game, and attempt to thwart the plans of human enemies. This gives the players the resources to be proactive on a wider scale, rather than be a purely reactive group of pilots that exists to defeat the Angels as they arrive.
However, the Operations Director’s power is not unlimited, even with Nerv. Other key command staff, such as the Head of the Research Department, have equal power. And the Nerv Commander (and any Subcommander(s) that he may retain) clearly outrank you and have access to even great-er resources… as well as being fully capable of shutting down your investigation if you draw too close to any of his secrets.
An Operations Director, in many ways, plays a different game than that of the pilots. However, with the right kind of player it can be a rewarding experience for all involved. It also provides an outlet for players who want to participate, but simply are not fans of giant robots or playing emotionally dysfunctional children.
For obvious reasons, the responsibility and authority inherent in the position of Operations Direc-tor means that you seriously consider your options when allowing a player to be one. Few things can ruin a game as quickly and as easily as a poorly chosen Operations Director who abuses and misuses his power to the detriment of the game as a whole.
What is an Operations Director?
Operations DirectorOperations Director is the special career path of Adeptus Evangelion. Oddly enough, Operations Directors are unique among player characters be-cause they lack the ability to synchronize with an Evangelion. As such, they begin play with a Synch Ratio of 0 and may never increase it by any means. Similarly, they only operate in personal Scale, and none of their Talents could ever be applied to an Evangelion Scale encounter as if they were a pilot. As such, the scale column has been removed from all Operations Director Rank Charts.
Operations Directors do not fight the Angels directly like other players, but instead guide and assist the other players remotely while spending the entire battle in a command bunker.
However, while they might find their combat expe-rience to be lackluster compared to the dynamic and life threatening struggle of piloting an Evange-lion, outside of combat the Operations Director has many distinct advantages. The first and foremost of these is that the Operations Director outranks the pilots, an enviable position that should be role-played to full effect and taken into account during important decision making.
Under no circumstances may there be two Opera-tions Directors in play at the same time.
Characteristic Simple Intermediate Trained ExpertWeapon Skill 100 250 500 750Ballistic Skill 100 250 500 750Strength 100 200 300 400Toughness 100 200 300 400Agility 100 500 500 750Intelligence 100 200 300 400Perception 100 200 300 400Willpower 100 250 500 750Fellowship 100 200 300 400
Starting Skills: Command (Fel), Scrutiny (Per) OR Scholastic Lore (Evangelions), Speak Language (English) (Int), Literacy (Int), Speak Language (any) OR Common Lore (Any)Starting Talents: Skill Proficiency (Twice), Requisition Support (Twice)
Captain: (0-999) Advance Freq Cost Type Prerequisites
Awareness 1 100 S ---Dodge 1 100 S ---
Tech Use 1 100 S ---Computer Use 1 100 S ---
Skill Proficiency 5 100 T ---Absolute Order 1 200 T Fel 35
Cut Synch 1 100 T ---Foresight DH 1 100 T Int 35
Martial Training 3 100 T ---Peer(Nerv) 1 100 T Fel 30
Precision Targeting 1 200 T ---Remote Care 1 200 T ---
Requisition Support 2 100 T ---Tactical Genius 1 200 T Int 35
Sound Constitution DH 1 50 T ---
Major (1000-1999) Advance Freq Cost Type Prerequisites
Command +10 1 100 S CommandSkill Proficiency 4 100 T ---
Skill Training 2 100 T Skill ProficiencyContact 1 100 T Fel 35
Death Before Dishonor 1 200 T ---Like a Boss 1 200 T ---
Martial Training 3 100 T ---N2 Strike 1 200 T ---Popular 1 200 T Fel 30
Requisition Support 3 100 T ---Vigilance 1 100 T ---
Sound Constitution DH 1 50 T ---
Lt. Colonel (OD): (2000-3999) Advance Freq Cost Type Prerequisites
Skill Proficiency 4 100 T ---Skill Training 5 100 T Skill ProficiencySkill Mastery 5 100 T Skill Training
Contact 1 100 T Fel 35Delegate 1 200 T ---
Dummy Plug Mk 1 1 200 T ---Favored Tactic 1 200 T ---
Feedback Tampering 1 200 T ---Foster Teamwork 1 100 T ---
IOU(R&D) 1 200 T ---IOU(Military) 1 200 T ---IOU(Political) 1 200 T ---
Martial Training 3 100 T ---Master Orator 1 100 T ---
N2 Strike 1 200 T ---Pilot Surveillance 1 200 T ---
Requisition Support 1 100 T ---Superior Logistics 1 100 T ---
Technobabble 1 100 T ---Sound Constitution DH 1 50 T ---
Colonel (4000-6999) Advance Freq Cost Type Prerequisites
Computer Use +10 1 100 S Int 35Tech Use +10 1 100 S Int 35
Dodge +10 1 100 S DodgeCommand +20 1 100 S Command
Skill Proficiency 1 100 T ---Skill Training 5 100 T Skill ProficiencySkill Mastery 5 100 T Skill TrainingAs Foretold 1 200 T ---
Battlefield Commander 1 200 T ---Double Agent 1 200 T Elite Agent
Elite Agent 1 200 T ContactJust As Planned 1 200 T ---
Last Resort 1 200 T N2 StrikeLike a Boss 1 200 T ---
Martial Training 3 100 T ---Popular 1 200 T ---
Requisition Support 1 100 T ---Stratagem 1 200 T ---
Surefire Ejection 1 100 T ---Talented(Inquiry) 1 100 T ---
Talented(Shadowing) 1 100 T ---Total Recall 1 100 T ---
Value of a Miracle 1 200 T ---Well Informed 1 200 T ---
When Suddenly… 1 200 T ---You Owe Me 1 100 T ---
Sound Constitution DH 1 50 T ---
Brigadier: (7000-9999) Advance Freq Cost Type Prerequisites
Computer Use +20 1 100 S Computer Use +10Tech Use +20 1 100 S Tech Use +10
Skill Proficiency 1 100 T ---Skill Training 3 100 T Skill ProficiencySkill Mastery 5 100 T Skill Training
Bane 1 200 T As ForetoldDummy Plug Mk II 1 200 T Dummy Plug MK 1
Favored Tactic 1 100 T ---Imprint 1 200 T Dummy Plug Mk II
Martial Training 3 100 T ---N2 Strike 1 200 T ---
Promote Assistant 1 200 T ---Requisition Support 1 100 T ---
Talented(Command) 1 200 T CommandThe Plan 1 200 T ---
You Owe Me 1 200 T ---
Mastermind (10000+) Advance Freq Cost Type Prerequisites
Skill Proficiency * 200 ---Skill Training * 200 T Skill ProficiencySkill Mastery * 200 T Skill TrainingElite Agent 1 200 T ---
Key to Victory 1 300 T Just As Planned, The PlanImprint 1 200 T Dummy Plug Mk II
Like a Boss 1 200 T ---Martial Training 2 100 T ---
N2 Strike 2 200 T ---Requisition Airstrike 1 200 T Operations Director
Technobabble Solution 1 200 T TechnobabbleYou Owe Me 1 200 T ---
Sound Constitution DH * 100 T ---
Operations Director TalentsAbsolute OrderPrerequisite: Operations DirectorEffect: The Operations Director pulls rank on a Pilot, who is more afraid of you than anything else that could happen to them. By spending a Fate Point, the Operations Director may be treated as if they had rolled a 01 on a command test against one person of their choice. In a similar move, they may choose to Burn a Fate Point to give a command to a Pilot who must then comply as competently as possible, regardless of that PC's feelings or any abilities that might come into play. If the character's player completely refuses to comply after the Fate Burn, the Operations Director does not lose a Fate Point however the character that refused the order does.
As ForetoldPrerequisite: NoneEffect: Using access to files and manuscripts that are more mad ravings than science, the Operations Director has managed to glean something use-ful about their foes. They may test Scholastic Lore (Angels) after the first round of combat with a given Angel at a -20 penalty. If successful, the Operations Director gains a useful hint about the Angel. Even though the information is already available to the Operations Director, virtually all of it is useless with-out context, and only makes sense when the Angel is encountered.
BanePrerequisite: As ForetoldEffect: After a successful use of ‘As Foretold,’ the Operations Director may exploit the circumstances laid out in those mad scribblings to push the battle in their favor. As a Full Action they may choose a single Evangelion's attack and spend a Fate Point. The Evangelion deals an extra 1d10 damage with this attack, but the attack may not provoke a Righ-teous Fury. Subsequent uses of Bane will require one additional uses of ‘As Foretold’ each time.
Battlefield CommanderPrerequisite: Operations DirectorEffect: The Operations Director may, as a Half Ac-tion, micromanage the forces under their command to get a much greater efficiency out of them than would be expected. They may increase the Unit Power of a single Unit of CFs by 1 for a round for the purpose of damage and special abilities (but not wounds).
Upon purchasing this Talent, the GM and the player should work together to create an NPC as an ally to the Operations Director. This NPC could be a humble jani-tor, a member of the research team or local IT depart-ment, a secretary for an important official or even a fel-low member of Nerv. Any position that can be imagined, and which the GM will allow, is possible. Similarly, what ties the Operations Director has to this character are similarly mutable. They could be someone who owes him a favor, an old friend, someone they are blackmail-ing, their brother-in-law’s old college roomie or simply someone that they go out for drinks with every Saturday. Regardless of their position and background, each contact created in this fashion has the following basic statblock:
WS BS Str Tgh Agi Int Per WP Fel35 35 30 30 30 30 30 30 30
Wounds: 10 Skills: Any 4 of your choice Talents: 1 of your choice that they meet the prerequisites of, as well as the Peer Talent for whatever group that they belong to.
If your GM approves, and it would make sense for the Contact in question, you may pay 100 XP in exchange for an additional Talent for the Contact, two additional Skills, or to improve a single characteristic by 10 to rep-resent a Contact with exceptional skill (such as a bril-liant scientist with an appropriate bonus to Intelligence). You may pay as much additional XP as you wish.Once generated, these contacts may by employed by the Operations Director to perform any number of tasks for them, or simply be tapped as a source of informa-tion. What role the Contact fills depends heavily on what skills they have at their disposal and what their position is.
Possible uses for a Contact who was a member of the research team, for example, would be using their Scholastic Lore (Evangelions) skill to answer a question of yours, or having them use their Inquiry skill on the other researches for you to find out more about a certain secret project.
Depending on the NPC in question, their mannerisms and general disposition may vary wildly. However, they will always be at least generally helpful and GMs should feel discouraged from using these specifically helpful NPCs against the Operations Director. GMs should feel encouraged to make any Contacts reoccurring minor characters at least, rather than a skill mechanic that hap-pens to have a wound pool.
If the GM has no objections, it would not be beyond this ability to establish a previously introduced NPC as a new Contact. This Talent may be bought multiple times, each time creating a new NPC Contact.
ContactPrerequisite: Operations DirectorEffect: A friend in the right place can make all the difference, and for this reason a clever man makes such friends wherever he can.
Cut SynchPrerequisite: Operations DirectorEffect: Maintaining a pilot’s Synchronization with its Eva is both complicated and dangerous. Under stress the Pilot’s Synchronization Ratio can spike and dip erratically, risking harm to the pilot’s mental state. While the Entry Plug, Plugsuit, and A10 Nerve Clips already contain all of the Synchronization boosting technology currently available to Nerv, the Entry Plug may also be triggered remotely to cut back that Synch Ratio to a more manageable level in case of emergency.
The Operations Director may, as a reaction action, order the Synch Ratio of a single pilot cut. This im-mediately reduces that pilot’s SR by a number of d10 of the Operations Director’s choice, but never more than 5d10 in a single round. While the restric-tion might be removed in future rounds, the Synch Ratio will not immediately bounce back in that encounter. Synch Disruption can raise or lower it as normal, but only a complete reboot of the Entry Plug can restore the pilot’s SR to normal.
Berserk Evangelions are immune to this talent.
Death Before Dishonor Prerequisite: NoneEffect: As a half action, you make choose one Pilot that has failed a Test to resist Fear and Test Com-mand. On a success, you manage to coerce the pilot into fighting through his fear, and at the start of his next turn the pilot is treated as having snapped out of his fear, but effects that cannot be overcome this way remain. This talent does not work on any pilot that is unconscious.
DelegatePrerequisite: Operations DirectorEffect: Proper leadership requires the use of all available resources. By proper delegation of crucial activities to the rest of you command staff, you can become much more efficient. Once per session, you may use one Operations Director talent that normal-ly requires the expenditure of a Fate Point at no cost. Note that this is for Talents that require the spending of a Fate Point only, not the burning of one.
Double AgentPrerequisite: Operations Director, Contact, Fel 40Effect: The Operations Director may choose any one NPC in the room and Burn a Fate Point. That NPC, despite all evidence, has actually been working for the Operations Director as a double agent. The GM may feel free to veto the use of this ability on any NPC of his choice for campaign reasons, though in any such case the Operations Director’s Fate Point is not burnt.
Dummy Plug MK 1Prerequisite: Operations Director, Research Tier 2Effect: The Evangelions represent one of the most powerful weapons ever conceived by man. As such, it is understandable that many are less than happy about putting its control in the hands of inexperienced chil-dren or, worse yet, older pilots capable of realizing exactly how much power they have.
The Dummy Plug is the much anticipated, and greatly disappointing, solution to this problem: an artificial Syn-chronization signal that allows the Eva to function under remote control. However, despite thorough testing, it is still unpredictable and dangerous, often much more careless and destructive than the pilot it was meant to replace. Once purchased, all your Evangelions are considered outfit-ted with the Dummy Plug system.
While an Operations Director can order the activation of a Dummy Plug at any time, it is only recommended for use in an Evangelion whose pilot has become incapaci-tated while the Evangelion remains functional. While it is possible for the Eva to Berserk in this time, it is by no means guaranteed, and the Dummy Plug represents a surefire way to get that Eva back in the fight.
Activating the Dummy Plug is a Free Action on part of the OD, but takes a round to initiate. The pilot loses con-trol of the Eva and their Talents no longer apply, though any upgrades made to the Evangelion still do. Instead the Dummy Plug is in control, using the entry provided below.
A Dummy Plug Mk1 is treated as if the pilot had the fol-lowing stats:
WS BS Str Tgh Agi Int Per WP Fel SR
50 10 20 20 30 10 30 30 10 50
Skills: Awareness (Per), Dodge (Ag)Talents: NoneTraits: Murderous*, System Crash**Murderous*: The Dummy Plug must attack the nearest enemy in melee combat if possible. If it is not engaged with the nearest enemy, it must move towards that en-emy and engage them if possible. The Dummy Plug will not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but it will take any actions that have a reasonable oppor-tunity to engage in melee with the nearest enemy.
The Dummy Plug is immune to fear, pinning, stunning effects, and the effects of fatigue, and may not Parry, use the Withdraw Action, or flee from Combat. The Dummy Plug must use the All-Out Attack option in melee com-bat if possible and may never make Called Shots under any circumstance.
The Dummy Plug will inflict 1 Collateral every round it is active with its brutal, careless fighting style, until all enemies are gone and it deactivates.
System Crash**: If the Dummy Plug would gain 5 or more insanity points, or remove 5 or more points from their ego barrier, it shuts down for its next turn (with-out giving control to the pilot back) rebooting by the round after. Any such ability that might subvert an Eva indefinitely prevents the Dummy Plug from rebooting, and now must attack the pilot as normal inside the im-mobile Eva in order to take control of the Evangelion.
Dummy Plug MK 2Prerequisite: Operations Director, Research Tier 3, Dummy Plug MK1, Absolute OrderEffect: A much improved version of the Mark 1 Dummy Plug, the Mark 2 sacrifices the fury of its predeces-sor for skill and loyalty. Using the same technology for imprinting memories on awakened clones, the new Dummy Plugs are given a standard package of imprinted skills and talents. Purchasing this Talent upgrades all your Evangelions’ Dummy Plugs.
Once the Dummy Plug has been activated (which takes a full round), it follows many of the same rules at the Mk 1 Dummy Plug, with the following exceptions, according to the profile provided below.
A Dummy Plug Mk2 is treated as if the pilot had the following stats:
WS BS Str Tgh Agi Int Per WP Fel SR
35 35 30 30 30 30 30 30 30 70
Skills: Awareness (Per), Dodge (Ag)Talents: A.T. Power (Neutralize), Double Team, Light-ening Attack, Quick Draw. Traits: Obedient**Obedient: While the Dummy Plug is active, the Eva may not ignore a direct order from its remote control-lers. This is usually the Operations Director. Com-manding the Dummy Plug works just like controlling Conventional Forces.
Elite AgentPrerequisite: Operations DirectorEffect: As Contact, but the Operations Director ac-quires the services of a very skilled individual with combat and investigation training. This individual uses the Section-2 Special Agent stat line, except that it has +20 Inquiry and Computer Use.
In addition to its normal uses as a Contact, the Elite Agent may be put ‘on assignment’. When put on as-signment, the Elite Agent deploys to investigate a single individual, group or matter. The Elite Agent then drops off the radar for a period between one week and one month, as determined by the GM and depending on the task at hand.
At the end of this time, the Elite Agent tests Inquiry. On a success, the Elite Agent comes back with useful information on the subject, with additional infor-mation based on degrees of success. Should they achieve three or more degrees of success, they come back with secret of some note. On a failure, they ac-quire either no information, or worthless information. On a failure of two or more degrees of success, the Elite Agent attracted the wrong kind of attention and has been… removed. The Elite Agent is lost forever and may not be replaced. On three or more degrees of failure, the Elite Agent is lost and the OD has been implicated in the process. What happens next is up to the GM, but whoever or whatever was being investi-gated now knows that the OD was investigating them.
Favored TacticsPrerequisite: NoneEffect: An Operations Director is obviously well versed in military strategies. But there are some that they just might find more appealing than others.
Perhaps they were impressed upon them during their training by some mentor. Perhaps said tactics have ensured some great victory in the past.
Perhaps the OD simply saw it in a movie once and thought it looked cool. Whatever the reason, they have gone out of the way to specifically alter the pilot’s training so that they might better enact this tactic.
Choose one bonus from the following list:Dropkick: When attacking an opponent from above (such as at the end of a use of Float or use of A-Type Equipment) pilots gain a +20 bonus to Knockdown attempts. Dynamic Aiming: The pilots may now aim (either full or half action) and then take a half move action without losing the benefits of the aim action. If they THEN fail to attack as their next action, the benefits of aim are lost. Flyswatter: Reduce all penalties for attacking tar-gets of sizes lesser than Average by 10.Focused Charge: All Pilots gain a +10 bonus to any attempts to Charge an enemy.Evasive Stance: Defensive Stance affects enemy Ballistic Skill Tests as well. Lightning Feint: Pilots may now feint as a Reaction Action.Terrain Mastery: Reduce the penalties suffered from battling in difficult environments by 10.
Feedback TamperingPrerequisite: Operations DirectorEffect: The Evangelion pilots face many horrors in their line of work, some worse than others. It is the Opera-tions Director’s job to see them through this by any means necessary. Even when it means doing some-thing unpleasant.
Should a pilot suffer Insanity or Ego, the Operations Di-rector may spend a fate point and intentionally trigger a truly excruciating feedback spike to traumatize the pilot and send them into shock, causing them to black out for a moment and avoid the worst of what they were facing. The pilot is Stunned for 1 round, but the amount of Insanity Points gained or Ego Barrier lost is halved.
While often a necessary measure, Operations Directors should not expect the pilots to appreciate the use of this Talent.
Foster TeamworkPrerequisite: Operations Director, Int 40Effect: Choose two pilots. These two pilots spend the next week in synchronized training, preparing to pull off a specific maneuver.
For the next battle, the Operations Director immedi-ately spends one Fate Point at the start of the battle and declares that two or more pilots will learn a particular talent of the Operations Director's choice.
This Talent must be either a Talent already known to one of them or one that at least one of them meets the prerequisites for but does not possess yet. If the Tal-ent that the Operations Director would attempt to give them is of dubious plausibility or an attempt to exploit the rules of the game (such as the case for Talents that may only be used a limited number of times, or have a prerequisite of a career itself) this Talent fails and the Fate Point is not spent. This intent to use this talent must be declared in advance of the battle for it to be effec-tive.
ImprintPrerequisite: Operations Director, Dummy Plug MK 2Effect: Using the same memory imprint technology used to bring new manufactured clones up to speed, new skills may be granted to the Dummy Plug Mark 2. While the previous Dummy Plugs were too unstable to accept such programming, the second generation can retain this information easily. However, the memories may not be created from scratch. They must have a source.
Choose a single Talent known by another pilot already in play. This Talent may not cost more than 200xp. The Dummy Plugs are imprinted with the knowledge of this ability, so long as they already know all prerequisite Talents or AT Field Powers.
The imprinted Talent is granted to all mark 2 Dum-my Plugs upon purchase of this Talent by the Op-erations Direction. While the Imprint Talent may be purchase multiple times, each purchase grants the Dummy Plugs one Talent and one Talent only.
IOU: MilitaryPrerequisite: Operations DirectorEffect: There is someone who owes the Operations Director a favor. Someone who can get things done. In this case, it is an important general or similarly power-ful military official. Through this favor and a compelling argument about the strategic necessity of the task, the OD may requisition one of a number of effects.
Examples of such effects include: • The deployment of 10 Unit Power worth of extra military forces for a coordinated plan of attack. • The deployment of an N2 Weapon against an enemy, though never in a populated or heavily devel-oped area. This use of an N2 weapon is separate from the N2 Strike Talent, and does not require the burning of a Fate Point. However, all damage resulting from it is still counted as collateral damage as normal. • The deployment of a prototype non-Evange-lion anti-Angel weapon, such as a T-RIDEN-T kill team. • Using military resources to deploy the equiv-alent of a Base of Operations far away from the Geo-front, complete with MAGI Uplink, turrets and plenty of Umbilical Ports.
Other, more imaginative favors from the Military may also be called in by the Operations Director at the GM’s discretion.
This IOU may be utilized once and once only in a cam-paign before being permanently spent. The IOU may not be purchased again for use a second time. The only exception is through use of the “You Owe Me” Talent.
IOU: Political Prerequisite: Operations DirectorEffect: There is someone who owes the Operations Director a favor. Someone who can get things done. In this case, it is a person with important ties to a government, corporation, or other major influential area. When in dire straits, the OD can call upon this contact to help procure one of a number of effects.
Examples of such effects include: • A one-time influx of 1d10 + 10 Surplus. • Removal (or worse, depending on how willing you are to get your hands dirty) for a troublesome NPC. • Aid in a major legal action. • Obtaining information without risking an Elite Agent.
• Using National or Corporation resources to launch an Evangelion into space. • Other, more imaginative favors from the Poli-tician in question may also be called in by the Opera-tions Director at the GM’s discretion.
This IOU may be utilized once and once only in a cam-paign before being permanently spent. The IOU may not be purchased again for use a second time. The only exception is through use of the “You Owe Me” Talent.
IOU: R&DPrerequisite: Operations DirectorEffect: There is someone who owes the Operations Director a favor. Someone who can get things done. In this case, it is an important member of some Research and Development department or team (either for Nerv itself or another corporation or organization of some kind). By pulling a few strings the OD can get their hands on some juicy technology that would usually not be available.
Examples of such effects include: • Request a Prototype Weapon you have not researched yet, at no WUP cost, with the condition you must hand it back afterwards. • Permanently obtain a Prototype Weapon you have not researched yet, at no WUP cost, with the condi-tion it has a significant drawback such the Inaccurate or Overheat qualities, significantly reduced damage, range, ammo capacity or whatever the GM deems makes it worth it. • A one time influx of 1d5+5 Research. • Requisition a piece of special equipment suited for a specific, one-time task such as containing a weak angel or otherwise performing a key role in a unique plan. • Other, more imaginative favors from the R&D Team may also be called in by the Operations Director at the GM’s discretion.
This IOU may be utilized once and once only in a cam-paign before being permanently spent. The IOU may not be purchased again for use a second time. The only exception is through use of the “You Owe Me” Talent.
Just as PlannedPrerequisite: Operations Director, Int 40, ForesightEffect: The Operations Director may benefit from Foresight after 1 minute rather than 10 minutes.In addition, the Operations Director may spend a Fate Point to have retroactivelyprepared or taken any action within the last 10 min-utes that would just now come into play, such as mak-ing a discrete phone call for assistance or turning on a small recording device. Note that retroactively taking this action cannot change anything else that has already happened, though it may be addressed as normal now.
Key to VictoryPrerequisite: NoneEffect: There are a handful of possible alternatives to the Evangelions for defeating the Angels. However, each is more terrible, risky and costly than the last. More than a few of them involve breaking several inter-national treaties, crossing an organization that doesn’t even publicly exist, or using artifacts only barely un-derstood.
At the time that this talent is taken, the GM and player must decide on a single item or plan to defeat a single Angel automatically if it is out of Fate Points (or cause it to default to 0 wounds on all body parts and burn all of its Fate Points if it still possesses them).
While the OD is encouraged to use whatever makes their Base of Operations special (such as its Buried Treasure or something of similar plot importance) they cannot make use of anything that has not yet been dis-covered in character.
What’s more, the Key to Victory works only once, the GM decides on a convincing deterrent to explain why. Such downsides might include the sacrifice of plot-important items, massive political fallout, the geofront itself becoming compromised, or some combination of the above.
Last Resort Prerequisite: NoneEffect: When using the N2 Strike talent, deal an extra 4 damage (even if the normal damage would be 0) for every Fate Point burnt by a party member (for what-ever reason) thus far during that session, as well as for every allied Evangelion defeated or otherwise unwill-ingly removed from play.
Like a BossPrerequisite: NoneEffect: You are the one in charge of Nerv’s Department of Operations for a reason. Don’t let anyone forget it. Choose one of the following options: Discipline: Gain a +5 to WS. You gain the Disarm talent from DH, and in addition get a +10 bonus to Disarm tests against valid targets of Command. Jesus Christ he has a Gun: Gain a +5 to BS. You may force any viable target of Command to Test Pinning just by using the Aim action on them. Correction Punch: Gain a +5 to S, You may test Com-mand instead of WS for melee attacks against those who are viable targets for command. Take Charge: Gain a +5 to Ag. Your initiative is always 1 higher than the highest initiative rolled by a fellow player. If this is somehow in competition with another person, highest Agility Score wins.
Degree in Asskicking: Gain a +5 to Int. You may test Intelligence whenever you roll an opposed test against any human target, regardless of the characteristic nor-mally rolled. Wary: Gain a +5 to Per. You are never surprised, and in addition gain the Step Aside Talent.Oldest one in the book: Gain a +5 to WP. Any bonus you would get to a command test against an individual is similarly added to any Scrutiny test, in addition to any normal bonuses that would apply.Linguist: Gain a +5 to Fel, You know all languages spo-ken by the other party members at any given time
N2 StrikePrerequisite: Operations DirectorEffect: Each time this talent is bought, the OD gains a single N2 mine which is stored for later use. The Opera-tions Director determines the point of impact as a half action, and at the beginning of the Operations Direc-tor’s next turn the N2 Mine explodes there. The OD may only use as many N2 mines as they have bought and stored, and once used the only way to get another is to buy another instance of this talent.
Note that a stored N2 mine is only lost if the OD is the one to order it used. N2 Mines dropped as a result of a lost battle are considered to come down from the Nerv Commander himself, and as such the Operations Direc-tor loses none from their stockpile (though they may be otherwise penalized for their failure).
PeerPrerequisite: noneEffect: As the Dark Heresy talent, but applying to one of the following groups.
Pilots: The operators of the Evangelions.Section-2: The black suited men and women that act as Nerv’s security and intelligence division.Scientists: The scientific community, be they freelance or part of Nerv’s own research division.UN: General officers and bureaucrats that operate within the United Nations government.Nerv: General staff of Nerv that do not fall into any other categories, including the Operations Director.Civilians: Non-military individuals not affiliated with any group or organization.
Pilot SurveillancePrerequisite: Operations Director, Fel 40Effect: The pilots are one of the most valuable resources on the planet, and keeping them safe is one of the Op-erations Director’s many responsibilities. By spending a Fate Point, the Operations Director can send a team of 1d5 Section 2 Special Agents to the pilot’s position within one round, so long at the pilots are still within the Base of Operations. This ability may similarly fail in other situations where Section 2 would be unable to locate the pilots.
PopularPrerequisite: NoneEffect: The OD gains a unique Peer talent with the focus of any single group or demographic of their choice that they are aware of and that is not hostile to them. The OD may choose groups other than those listed under the Peer talent, as long as the GM feels the selected group is clear and specific enough.
Precision TargetingPrerequisite: Operations DirectorEffect: Choose one ally to feed carefully plotted target-ing data as a half action designed to take advantage of a weak point in the enemies armor. Choose one: The Evangelion may ignore half of the target’s AP -or- the Evangelion’s weapon gains +2 pen on its next attack against the target.
Promote AssistantPrerequisite: Operations DirectorEffect: There is no reason why everything must rest on the OD’s shoulders, so long as they remain in com-mand. Choose a member of the bridge crew and pro-mote them to the rank of Captain. A number of times per combat equal to the OD’s Intelligence or Fellow-ship Bonus (whichever is higher), they may use any Op-erations Director Talents that requires the expenditure of Fate Points without spending any, but may not Burn Fate Points in this manner.
Remote Care Prerequisite: Operations Director Effect: The pilot’s plug suit is much more than a sim-ply interface unit for the Evangelion, it also provides the wearer some protection and allows monitoring of the pilot’s health while in the entry plug. In a case of emergency, the plug suit may also be used to apply basic medical services via remote, such as tightening a tourniquet or applying electric shocks.
By spending a Fate Point as a half action, an Operations Director can remotely activate a medical system (im-mediately stopping blood loss in one pilot, ending the duration of the “Stunned” status effect on one pilot, or removing all levels of fatigue from one pilot) as long as said pilot is wearing their plug suit and within the entry plug.
Requisition AirstrikePrerequisite: Operations DirectorEffect: As a full round action, the Operations Direc-tor can call in an airstrike on a position on the map. At the beginning of the Operations Director’s next turn, a 3d10 X Blast (6) bombardment is dropped on that loca-tion, though it will not damage anything with a Deflec-tion higher than 0. Once these coordinates have been input, the explosion will occur at that position even if the target has moved out of that space. This counts as a large area of effect for the purposes of collateral dam-age.
Requisition SupportPrerequisite: Operations DirectorEffect: Increase the amount of Support available to the OD each battle by 1. Support can be spent to field con-ventional forces to aid the Evas.
Skill ProficiencyPrerequisite: NoneEffect: Become trained in any one skill that is not: Awareness, Command, Computer Use, Dodge or Tech Use.
Skill TrainingPrerequisite: Skill ProficiencyEffect: The character gains a +10 bonus in any one skill that they are already trained in and is not: Awareness, Command, Computer Use, Dodge or Tech Use.
Skill MasteryPrerequisite: Skill TrainingEffect: The character gains a +20 bonus in any one skill that they are already trained in and is not: Awareness, Command, Computer Use, Dodge or Tech Use.
StratagemPrerequisite: NoneEffect: While teaching pilots specific solitary moves increases their own options, it takes another level of skill to teach them the proper coordination to pull off more advanced, team-based tactics. The OD instructs their pi-lots to carry out precision maneuvers so that they might achieve victory through teamwork. Choose one option from the following list:
Dynamic Break: Pilots gain a +10 to their Grapple Tests and may end a grapple already in progress by using the Knockdown Action instead of dealing unarmed damage. Mutual Defense: By standing back-to-back, two Evan-gelions can guard each other’s blind spots. Neither Eva may move more than 2 dam away from the other, face the same direction or attack the same opponent without ending the effect, but so long as the stance is maintained both Evas gain an additional Reaction to use for the pur-poses of Parry or Dodge.Wolfpack: The problem of taking down large animals using group tactics is one nature has already solved. The trick is to keep on the move and work as a team. During every round that your pilots move at least a Half Action and are no further than 20 dam from the enemy, they may spend a Fate Point to automatically succeed on a WS or BS test of their choice with 0 degrees of success.Trinary Formation: Once per battle, and as a Full Action, the OD may have at least three pilots hold their turns until the end of the initiative order that round. Each then makes a single Half Action attack against the same target at the same time. Roll all tests to attack before con-tinuing. If all three attacks hit, the target may not Dodge or Parry any of the attacks (though Deflection works as normal).
Superior Logistics Prerequisite: Operations DirectorEffect: The Base of Operations is built like a fortress, and many of the structures built to support the Evan-gelions are the size of whole buildings. A clever Op-erations Director takes this one step further, actually disguising these structures are normal buildings until they are needed, giving them the defense of anonymity.
The Operations Director may now buy Support Struc-tures and Turrets as normal, but decline to say exactly where he has built them. During any battle that takes place within the Base of Operations, the Operations Director may choose a spot that is not within 10 dam of any currently active Evangelion or Angel and declare that spot to be where they built one of the as-yet un-placed Support Structures or Turrets (Barrier Plates are the only exception to this rule, and may be placed no closer than 5 dam of an active Evangelion or Angel).
An Operations Director may not place more than one structure or turret in this manner per round, and once placed they may not be moved and are considered a permanent addition to the Base of Operations.
Surefire EjectionPrerequisite: Operations DirectorEffect: By spending a Fate Point, an Operations Director can force an entry plug to eject as a Reaction Action. This not only triggers an entry plug ejection attempt, but provides it a +40 to the subsequent roll. This may be used to prevent the effects of critical damage from taking their potentially lethal toll on the pilot, but only if the Reaction Action is used before damage to the pilot is rolled.
Tactical GeniusPrerequisite: Operations DirectorEffect: Through the use of well planned tactical advice, an Operations Director can guide thepilots under his command to victory.By spending a fate point, an Operations Director can add one degree of success to a pilot’s roll, or cause them to reroll a failed Test. However, in the event of a reroll the pilot must accept the result of the new roll, even if it is worse than the first.
TechnobabblePrerequisite: NoneEffect: The OD may test Tech Use, Computer Use or a Scholastic Lore instead of Blather, with a +20 bonus against anyone who is not trained in that skill.
Technobabble SolutionPrerequisite: TechnobabbleEffect: Upon failing a Skill Test, if you would Spend a Fate Point to reroll, you may test Tech Use or Computer Use instead of the proper skill.
The Plan Prerequisite: NoneEffect: The Operations Director is more than just a glo-rified babysitter. They are a brilliant tactician, even if they rarely have a chance to show it.
Given one hour, the Operation Director can concoct a plan of attack. The Operations Director may, as a Half Action, give a single pilot a +10 bonus to a single roll for a specified action (such as standard attack, Full Auto, Dodge, Grapple or a Skill) each round.
If the Operations Director fails to continue providing this bonus during every Turn of theirs, they can't use it again for the remainder of the battle as the plan does not survive contact with the enemy.
The Value of a MiraclePrerequisite: NoneEffect: Once per session, the OD may spend their Reac-tion Action to choose a single roll made by any ally. All penalties taken by the ally to this roll they instead gain as bonuses that stack with all other bonuses.
Vigilance Prerequisite: Operations Director Effect: Demand more from your team, even when threats have not yet presented themselves. All Angels with a form of Locomotion receive a -20 to their roll on the interception chart.
Well InformedPrerequisite: NoneEffect: The Operations Director has many resources at their command. Whether it being via personal inves-tigation, computer hacking, a friend on the inside or some unknown benefactor, the Operations Directors comes into possession of something others would wish to keep secret.
Once per session, the Operations Director may spend a Fate Point to ask the GM a single Yes or No question. The GM must answer this question to the best of their ability. However, the information that reaches the OD is not always perfect. Any question that asks about the future in any way receives a response of Maybe, and the OD may not use this to learn about Angels that have yet to appear.
When Suddenly…Prerequisite: Operations Director, Ag 35, Concealment +20Effect: In any situation in which the Operations Direc-tor’s position has not been openly stated within the last ten minutes in game, and in which a pilot is in danger (whether the Operations Director could be expected to know this or not) the Operations Director may spend a Fate Point to appear within five meters of that pilot in-stantaneously. It is assumed that the Operations Direc-tor has been in the area for at least the last minute, and is now just revealing themselves.
You Owe MePrerequisite: Operations DirectorEffect: Sometimes a little guilt can go a long way. With some subtle reminders, an OD can milk that guilt for even more than it is worth. Choose one IOU that has al-ready expended. Consider it renewed. This is the only way that an IOU may be used more than once.
With an Operations Director in the group, how the game is played changes. As a Game Master, your options have increased.
The Operations Director provides a focus for information and command authority that allows you to more easily manage puzzle encounters in the field. If all of your players were pilots, they would have great difficulty gathering the infor-mation they needed to solve the riddle that is the unique defenses of a cleverly designed Angel. In the end, it is likely that the pilots would need the Science Team to flat out tell them what they need-ed to do to win, which would be unsatisfying for the players (as it makes the combat up until the science team tells them the secret feel ‘wasted time’) and unsatisfying for the GM (as you cre-ated a puzzle only to tell them the answer to it so they could solve it).
However, an Operations Director has a whole team of officers available, and is better capable of being given the information needed to defeat the Angel in chunks rather than all at once. This allows you to give the Operations Director player the contextual information needed for them to figure out the puzzle on their own, without tell-ing them the answer. Though, if your Operations Director seems to be leaping to the wrong con-clusion, do not be afraid to have the science team quickly rephrase their data to help steer them back toward the right solution. Once the Opera-tions Director has the right solution found, the Operations Director can issue orders to the pilots to implement that solution against the enemy.
The above is a specific example of a wider phe-nomenon generated by the presence of an Op-erations Director in your game: the players have more control over their fate. The pilots are tools, but the Operations Directors is a tool user. You may leave many plans in the hands of the Opera-tions Director to come up with which you, as the Game Master, would otherwise berequired to hand to the pilots.
Playing with an Operations DirectorWithout an Operations Director in play, you will frequently be required to immediately provide solutions to your own problems, as none of the pilots are in a position to deal with them. For example: if you pit against your pilots an Orbital Angel, and there is no Operations Director, your pilots will rightly expect you to immediately provide them with a plan of attack. The pilots cannot organize a coordinated attack to open a gap in the Angel’s defenses, or arrange transport to launch one or more Evas into space. So that must be done for them, either by the GM through NPCs, or through an Operations Director player.
Outside of combat, the Operations Director is in a unique position to investigate any form of global conspiracy in your games. For example: put-ting together the pieces to figure out the major players in the looming Third Impact scenario you have planned. Teenage pilots are not easily going to come across that sort of information, and even if they did acting on it would be difficult. They whole lives are governed by Nerv, and it is not like they can launch their own Evangelions without Nerv’s engineers to facilitate the process.Your Operations Director should have a fair amount of freedom to act, but that does not mean they are successful at everything they attempt. They are playing a different game of their own, but every game still needs challenges. A suc-cessful inquiry to follow up on a clue should give you another set of clues and hints, not reveal the whole overarching conspiracy in a single session. Working with your Operations Director requires a proper balance of not tipping your hand on major plot points before their time and reward-ing your OD with hints and information for their actions and sacrifices.
"You WHAT with 10% of our R&D budget?""We had a bit of a surplus after our last engagement, so I ordered new materials to make EVA-Scale Alpine Navigation Tools-""Zarkev, you made giant goddamn skis, didn't you?""Yes, and they're-""When in the holy hell are they going to need skis, you moron?"- Conversation between Operations Director Adrian Hertz and Dr. Joseph Zarkev. Recorded May 08, 2016
Working with your Operations Director Your Operations Director is in a special role of being both a player, and being in a position to influence the campaign. The actions and choices of the Operations Director have consequences for the whole party, and can make or break sce-narios sessions in advance. You cannot afford to treat them as if they were a normal player.
Simply put, the Game Master and the Operations Director need to be thick as thieves to ensure a healthy game. The Operations Director is in a privileged position to know more about what is really going on than the pilots, and this should be reflected over the course of the campaign.
Similarly, the Operations Director is in a position to affect change, and they should have the oppor-tunity to do so. Encourage your Operations Di-rector to come up with long terms plans of their own, and allow them to have a meaningful impact on events as they unfold. The Operations Direc-tor lacks the direct impact and simple forms of gratification inherent to the more combat centric pilots, and instead operates mostly behind the scenes. Blocking or ignoring their plans, even if you feel it is natural given the overwhelming su-periority of the mastermind organization they are working against, renders the Operations Director virtually impotent. A character that exists only to give pilots free reroll and take them out for ice cream. Making your Operations Director feel useless is a dangerous trap that you should avoid falling into, as that means one of your players is not having fun.
While GMs who like to set their Angel encoun-ters in stone early on will find this grating, this also includes making the preparations of the Operations Director matter. If the Operations Director has recently spent a large amount of surplus to purchase C-Type Equipment for all of the Evangelions, then you as the Game Master should feel heavily encouraged to make that rel-evant by including at least 1 underwater encoun-ter of some kind. Such a thing represents a con-siderable investment on the part of the player, and failing to reward that is the same as discour-aging it. If you are absolutely sure that such an investment will never be useful, do not leave the operations director in the dark about it. Tell them straight that you do not think that such equipment will be useful in your campaign, and they would do better to put that surplus elsewhere. That does not force your hand as GM to include an encoun-ter you did not want to, and does not result in the Operations Director wasting surplus to prepare for an eventuality that will never come.
One the flipside of that, your Operations Direc-tor is not supposed to need to guess what long term investments he needs to make to meet you assumed conditions. If you, as the Game Mas-ter, plan to include an underwater enemy, and the group has no C Type equipment, it is your responsibility to either tell your OD that such materials will be useful in the near future (so that he may buy some) or provide an alternate solu-tion to make the combat possible. Otherwise, the battle is going to be miserable for everyone.
Operations Directors do, however, suffer for their position: they are an adult. This may sound like a laughable setback, but given that the entire rest of the pilots are teenagers, this means that the pilots will often be in situations where it would be unreasonable for the Operations Director to be as well. For example: when the pilots are at school, what possible reason does the Opera-tions Director have to be there? It is best if you do not come up with a halfassed answer to that, and accept that the Operations Director cannot just follow the pilots around.
However, this opens up the question of how to keep the player engaged. A popular solution is for the Operations Director to have a secondary character, or to take over NPCs as needed to con-trol an ensemble cast. In the previous example of the pilots going to school, the Operations Direc-tor may have an alternate character as a simple, mundane classmate that hangs out with the pilots. This character is little above an NPC, but allows the player to participate more often, as well as round out the cast of characters to support differ-ent areas of the game. The GM should feel especially encouraged to let the Operations Director control NPCs that have some special purpose. The player might control a classmate that is, in actuality, an undercover Section 2 agent planted in the classroom off the record to provide a secret layer of defense while they are at school. This works even on a tempo-rary basis, as the GM might very well ask the Operations Directors to control one or more un-named Nerv security personnel whose goal it is to defend the pilots from a sudden Angelspawn attack. Once the pilots have been evacuated to safety, those security guards will likely never be seen again. But it will have made a memorable session for all involved.
So, to reiterate: The GM and the OD should work together closely, even as the GM provides chal-lenges to the players.
As an Angel approaches the Base of Operations, it will have to pass through one of the Defence Lines: 100 DM wide stretches of land situated at the edge of the base filled with tanks, VTOLs, turrets and possibly more exotic defences, built to slow the Angel down just enough that the Evangelions can be prepared and put in position. The Angel starts at the far end of the 100 DM stretch.
Phase 1 ends when it either destroys all the forces in the Defense Line, crosses the intervening 100 DM, signifying it reaching the city beyond, or five rounds pass. For each round past the first the Angel is kept at bay, Nerv gains time to prepare the Evangelions and its own Conventional Forces, granting the bonuses below:
Phase 1: Defense Line
Number of Rounds1 The Angel is effortlessly able to pass through the Defense Line. Evangelions sent
up on Launch Rails start on the field of battle but those on Cargo elevators arrive on Turn 2.
2 The pilots have the time to quickly ransack nearby supply caches, collecting any weapons, ammo or other supplies that could not be brought up with them on the launch ports.
3 Granted even more time, the pilots and their Evangelions may start at locations of their choice on the battlefield, equipment already on hand, and with their A.T. Fields fully spread.
4 The Evangelions may start with the AT fields spread if they so choose. The MAGI, having gathered data from the confrontation, has learnt enough to give two insights into the Angel’s make-up; roll twice on the MAGI table and take both results.
5 Pilots all gain +3 to their Initiative and a +10 to all Angelic Fear tests against the poor shamed Angel.
6 Back-up Turrets are activated and extra Conventional Forces from other Defense Lines move in to support the pilots. At the beginning of Phase 2 this replenishes VTOL, Tank and Turret Unit Powers by 1 plus the number of turns in excess of six the Angel took to cross the border. Unit Powers may not go beyond their maximum amount.
FROM: [email protected]: [email protected], I’m one of the last old-school military on the base. I know sometimes men have to die to get things done, and that I’m going to be responsible for some of my boys dying. But, and I say this with all due respect, old-school works both ways. If you send a man off to die, by God you owe it to him to make damned sure his death was worth it.
My company’s casualty rate is 108%. Of the eighty men I’m responsible for, three of them were here when we started this mess. And now I find out that while we’re out there getting slaughtered by a machine we can’t even hope to hurt, buying time for these goddamned robots, these kids are having their little bitchfits about getting up early and having the wrong goddamned clothes! Every second of these engagements I’m losing men so these little shits so they can have a goddamned cry about their oh-so-hard lives!
Well I’ll tell you what, sir. The next time you send us out to die, those kids had goddamned better be ready to go. And if they ain’t, you can bet your goddamned life I’ll rectify the hell out of that problem.Holdfast out.
Defense LinesA Defense Line starts with a tank mob of Unit Power 3, Hornet VTOL mob of Unit Power 3, and a Turret mob comprised of 3 pallet turrets. An OD may bolster this force using the resources he has gained from instances of the Requisition Support talent or from the purchase of turrets or defensive structures (such as the Harpoon Station). Tanks and VTOLs are assigned locations by the OD unless otherwise stated in the Detection phase. These forces carry over to Phase 2.
The OD also always has access to the following special order as long as Phase 1 continues:
Path of Least Resistance- By hovering close to, or fir-ing from both sides in particular ways, it is possible to guide an Angel where you want them to go, perhaps even into traps set in the Defense Line. As long as the movement does not lead them directly away from their goal, an Angel must test Intelligence or else fall for the ruse, moving in a direction the Operations Director specifies.
Conventional Forces and SupportThe Evangelions, while the primary weapon to be fielded against the Angels, are by no means the only weapons in Nerv’s arsenal. In addition to their Evange-lions, the UN lends Nerv the aid of more conventional tank groups, aircraft and defensive structures. While none of these share the raw firepower or ability to kill angels that defines the Eva, their assistance can be most helpful.
Because of the scale involved, Tanks, VTOLs, and Tur-rets are represented mechanically in an abstracted unit called a Mob which has a given Unit Power which represents both its size and cohesion. A Mob’s total wounds is equal to its Unit Power and the maximum Unit Power of a Mob is the wound level. As an example, if a VTOL mob is reduced from 6 wounds to 3, the mob which was Unit Power 6 is reduced to Unit Power 3 due to the losses it has incurred.
At the beginning of each combat, the Operations Direc-tor may use their pool of Support (gained by means of the Requisition Support talent) to purchase Conven-tional Forces and Turrets to come into play during the battle. Unless otherwise stated, 1 Support increases the Unit Power of any given Mob by 1. If the Mob does not exist (also known as having a Unit Power of 0) spending 1 Support will create that Mob at Unit Power 1. Multiple Mobs of the same type may not be in play at once. If such occurs, they are treated as a single mob making use of the Splinter order (described below).
All Mobs are considered to be of Average Size for the purposes of any penalties to hit and movement. Unless stated otherwise, no Mob may use any form of reaction (including Parry or Dodge). Mobs do not reduce dam-age taken using Toughness Bonus or Armor Points, and when reduced to 0 Wounds are destroyed.
Each round, the OD may give orders to a single Mob as a half action, or two Mobs as a full action. If a full action is used, both Mobs need not be given the same order. Such orders include the following:
Attack: The selected Mob attacks a designated target. Regardless of Mob size or Unit Power, each Mob only gets one attack per round (an abstraction of the hun-dreds of shots fired taking their toll on the Angel) with a damage and pen determined by the Unit Power of the Mob, and with a Range listed after their Speed. Such attacks are always assumed to have succeeded their roll to hit, and hit the Body location with 0 degrees of success. However, this is rarely an effective use of your time as Conventional Forces have no Breach, and thus lack the means to harm anything with an Deflection higher than 0. Conventional Forces may not Righteous Fury.
Move: The selected Mob moves a distance in dm up to their listed Speed. Often, OD’s may simply designate a target location and order the Mob to move there. The Mob will then attempt to fulfill this order as best as they are able.
Maneuver: The selected Mob uses a single special ability it possesses, often one granted by its currents level of Unit Power.
Splinter: The Selected MOB splits into two groups, each with an amount of wounds determined by the OD. These two groups may be ordered to move indepen-dently of one another as part of the same Move order, but for all other purposes are treated as a single Mob of one Unit Power lower for the purpose to attacks and special abilities. However, if one group is attacked the most damage the Mob as a whole can sustain is the wounds assigned to that splinter group (unless, of course, both groups would be hit by the same attack). If one group is destroyed, the remaining group is treated as a single Mob with a Unit Power as normal for its wound allotment.
The Conventional Forces have the following stat lines based off of their Unit Power:
Hornet VTOL: Speed: 20Range: 10
Unit Power Damage Ability1 1d5+1 ---2 1d5+2 Spotter3 1d5+3 Dive Bomb4 1d5+4 One More Pass
5+ 1d5+5 Bombing Run
Spotter: As the Talent.
Dive Bomb: The VTOLs fly irritatingly close to the enemy in a series of distorting maneuvers, supple-mented by the occasional missile or release of chaff. The enemy tests Intelligence or takes a -10 penalty to attack actions until the OD's next turn. The Mob takes 1 damage after using this Maneuver.One More Pass: The VTOLs make use of high tensile cabling to tie up and, hopefully, trip up an enemy’s feet or other such limbs. The enemy must test Strength or else be entangled, rendered unable to Move by physi-cal means or Dodge. The Angel may make a free action Strength Test at the beginning of every one of its Turns to break free, and the effect immediately ends if the Angel takes damage from any source. The Mob takes 2 damage after using this Maneuver. Bombing Run: The VTOLs gather together to deliver a special payload in a massive bombardment. Once per Battle, the OD may deliver a single Blast(5) attack that deals 1d10+4 X Damage; Pen 2 to a single location within 10 dam of this VTOL Mob.
Tank chartSpeed: 10Range: 30
Unit Power Damage Ability1 1d10+2 ---2 1d10+3 Depleted Ploto-
nium Rounds3 1d10+4 ---4 1d10+4 Underfoot
5+ 1d10+5 Five Rounds Rapid
Depleted Plotonium Rounds: The tanks coordinate a bombardment on the enemy using specially-prepared rounds. While the rounds don’t do any damage, they corrode the target area, weakening the enemy’s de-fenses until the Angel regenerates the damage. For 1 round, the AP in all body areas of the Angel is cut by 2. This mob cannot fire or use any abilities for the next Turn.
Under Foot: The mob of tanks focuses on slowing down the enemy’s movement instead of dealing damage at the sacrifice of men on the ground.
Choose a number between 1 and the current Unit Power of this Mob. The enemy’s physical movement is halved for that many rounds, but the Tank Mob also takes that much damage.
Five Rounds Rapid: The tanks fire all their guns at once in a barrage that prevents the Angel from per-forming any complex, quick movements. The Angel loses a Reaction for this turn. This mob cannot fire or use any abilities for the next 2 Turns.
Bumblebee VTOLs: VTOLs designed and built to transport heavy loads such as Evangelion-class weaponry quickly and efficiently. Lacking weap-onry, the Unit Power of a Bumblebee force deter-mines what they can deliver or pickup within two rounds: One round to pick-up an item (if available at the location), one round to deliver it to the awaiting location or Evangelion.
While a Bumblebee is picking up/delivering, the Unit Power of the mob is reduced by the Unit Power needed to pick up the item in question.
Bumblebee VTOL:Speed: 20Range: -
Unit Power Carry Capacity1 Compact Weaponry, Entry Plug,
Small Guard Plate, Spare Battery, Umbilical
2 Basic Weaponry3 Heavy Weaponry4 Barrier Plate, Evangelion
5+ Heavy Mounted Weaponry (1d5 rounds to mount)
Small Guard Plate- A piece of cover with an AP of 4, only covers the legs unless the Evangelion crouches down behind it.
Spare Battery: A smaller version of the MSS com-plete with Umbilical, this portable battery gives an additional 3 rounds to any Evangelion which plugs into it.
Firefly VTOLs: VTOLs specialising in the acquisi-tion of a target’s location and pinpointing it for the benefit of all others sharing the field of battle. Fire-fly VTOLs are outfitted with a markerlight that takes up most of its structure, removing the ability for it to carry weaponry.
Firefly VTOLSpeed: 20Range: -
Unit Power Ability1 Markerlight
2 Magi Uplink3 Markerlight ((All Evangelions))4 Angel Tracker
5+ +10 Bonus to MAGI roll
Markerlight: As the Ranged Weapon Upgrade. At Unit Power 1, this only benefits a single Evangelion as normal. At Unit Power 3 or higher, it instead benefits all friendly Evangelions on the field.
Magi Uplink: Even if not at the Base of Operations, you may roll on the MAGI table.
Angel Tracker: The VTOLs plant a high precision tracking device onto the Angel. Once the device is in place, all pilots and the OD know the exact location of the Angel at all times, even if it is in an extradimen-sional space.
Dragonfly VTOL: Speed: 20Range: 10
Unit Power Damage Ability1 1d5+1 Countermeasures2 1d5+1 Bakelite Drop3 1d5+2 Improved
Countermeasures4 1d5+2 Bakelite Flood
5+ 1d5+3 Quark Discharge
Countermeasures: The Mob may choose an adjacent ally and launch a massive cluster of flares and chaff. Any opponent attacking the targeted ally that round takes a -20 to BS. You may use this ability once per battle.Bakelite Drop: Each Interception VTOL carries a pair of capsules filled with pressurized Bakelite, and may drop them onto a target on melee range. The enemy re-duces its Weapon Skill and Agility by 10 as the Bakelite hardens and restricts their movement for a round, after which they break free. The Mob takes 1 damage after using this Maneuver.
Improved Countermeasures: As Countermeasures, but you may use it any number of times.Bakelite Flood: As Bakelite Drop, but the Angel must Test Strength at the beginning of every one of its turns or the bakelite remains in place. Additionally, further uses of bakelite stack. Quark Discharge: The VTOLs close in and fire a large number of radiation mines to disrupt the Angel’s AT Field. However, the EMP is a killer. Choose a number between 1 and the current Unit Power of this Mob. The enemy’s Deflection is reduced by that amount for 1 round, but the Dragonfly VTOL Mob also takes that much damage.
"SIR! We've got an Angel sighting in the Alps out-side of Zurich, and they're requesting additional EVA support!"" …Zarkev, wipe that damn smirk off your face this instant."Command Bridge record, May 14th 2016
Even if some other Evangelion-Scale force ex-ists to opposed them (such as Mass Produced Evangelions) any conspiracy in your games would do well to consider attempting to recruit one or more of your pilots to their side. This not only increases their resources, but reduces po-tential opposition. These recruitment attempts can easily serve as a lead-in to the pilots learn-ing more about what is really going on. If there are dueling organizations that are important to your campaign, the party may even find its loyalties split as different pilots serve different masters.
Playing without an ODPlaying without an Operations Director cuts out a support pillar for both the Game Master and the pilots. The Game master cannot rely upon the Operations Director to provide a strong center of authority and handle the resources of Nerv Intel-ligently. The Pilots cannot count on the Opera-tions Director to help them unravel the secrets of the campaign.
Adjusting your StoryWithout an Operations Director, managing your player’s interaction with the plot becomes more complicated. There are two ways to get the in-formation to them: exposition and investigation. The pilots are in no position for investigation (and unless you want your 14 year old Prodigy to become Batman you should not wish other-wise) so that leaves exposition. Exposition can be clunky is delivered poorly, and worse yet can bore the players or make them feel like it has nothing to do with them. There are ways around that.
The best way to get information to the pilots without an OD is to have a sympathetic NPC investigate for them and keep them in the loop, at least partially. This should not so much be a private eye that works for the players as it is an independent agent that is investigating the situ-ation and considers the pilots as allies. To use an example from the series, the same sort of role that Ryoji Kaji filled in the series, but more aligned with the pilots than Major Katsuragi.
However, this puts the focus of the investigation on the information provided to the players by their ally. This can quickly become tiresome, es-pecially if the players feel that the information provided by the third party has little to do with them. Making this person an NPC they know well and trust, perhaps even featuring promi-nently in the backstory of one or more pilots, eases this issue. But it does not erase it.
As an alternative to providing information using allies, GMs that are set on a complex network of conspiracy in their games can use the potential enemies of the pilots themselves as the source of information. The pilots represent incredibly valuable resources in the endgame scenario of the campaign.
Operating without DirectionTo successfully play without an Operations Director from a mechanical standpoint, it is best to remove focus from certain mechanics and tactical options that relied on the presence of an Operations Director, and then split the load of what remains.
Without an Operations Director to command them, it is highly recommended that you re-move Conventional Forces from your game and ignore the Defense Line stage of combat. Adep-tus Evangelion is a GM-intensive game as it is without forcing the Game Master to take control of the Conventional Forces as well.
Similarly, after each battle it should be the Game Master that decides where Surplus and Research are awarded. In this way the Game Master can ensure that certain technologies and equipment are picked to better enable the players to serve in encounters he has planned, or deny them options he feels are out of theme for his campaign.
Operations Directors, however, normally serve a major tactical support role in combat, and with them gone the talents they often use are likely to be sorely missed. Some Game Masters may choose to mitigate this deficiency by em-ploying a Team Leader character.
Team LeaderA Team Leader is, in many ways, an “Operations Director-lite”. They are a pilot character who serves at a higher rank than the other charac-ters, and is an a position of authority to com-mand them in the field. This character, however, is far below the position of a true Operations Director, and only has authority over the other pilots and not any other Nerv staff of any kind.
The Team Leader has the unique opportunity to purchase a select few Operations Director talents, listed below.
The character may purchase these talents at the listed ranks, at the cost of the listed experience, in addition to the talents and skills normally available through their career.
Under no circumstances may a group have more than one Team Leader, nor a Team Leader and an Operations Director at the same time. It is up to the GM which character is the Team Leader, though for story reasons a Prodigy Team Leader would be highly suspect.
Rank 1 Advances CostRemote Care 200Tactical Genius 200
Rank 2 Advances CostCut Synch 200Death Before Dishonor 200
Rank 3 Advances CostAbsolute Order 300Precision Targeting 200
Rank 4 Advances CostIOU (R&D) 200IOU (Millitary) 200
Rank 5 Advances CostSurefire Ejection 100You Owe Me 200
Rank 6 Advances CostN2 Strike 200
Team Leader Asset
Neon Genesis Evangelion has one of the densest, most widely debated plots in anime
or any other medium. As such, some of the bigger concepts (such as the origin of the Angels
and what their motivation is) can be hard to pin down.
Adeptus Evangelion assumes the following to be true:
In the Beginning
In the distant past, an advanced
alien civilization was seeding life
throughout the galaxy. They achieved this
by sending powerful artificial beings to
worlds where they could reshape and
populate it accordingly.
There were at least two models of
these progenitor beings, and possibly
more. Adam was one that was sent in a
massive white sphere, which crashed into
what is present day Antarctica. From
there, he set about preparing the world to
be filled with his creations.
First Impact
But things didn’t go according to
plan. Another of the Progenitor’s seeds
was somehow knocked off course and
failed to reach its planned destination.
Instead, it crashed on Earth as well. This
was how Lilith came to be on earth, and
her vessel was the giant black sphere
beneath the Base of Operations that would
later be used by Nerv as the Geofront.
Adam and Lilith were designed to
create two very different kinds of life, and
neither was meant to coexist with the
other. The exact details of their conflict
are unknown, but in the end both of them
were severely wounded. Adam returned
to his sphere in Antarctica, and Lilith
returned to her sphere, where they both
sat in recovery for billions of years. The
Lance of Longinus, a powerful tool and
weapon belonging to either Adam or
Lilith, was left in the Dead Sea. During
their conflict, Lilith’s blood had been spilt
and infected the Earth’s oceans, creating
the primordial soup that gave rise to all
life on Earth.
The Road to Second Impact
At some point in early human
history, mankind came into possession of
the knowledge of the Angels. Either a
result of precognition or the discovered
knowledge of the great Progenitor race
that sent Adam and Lilith in the first place,
there was written a manuscript detailing
the events of Second and Third Impact,
and how they might be brought about.
This secret was hidden as part of the Dead
Sea Scrolls, a part that an organization
known as SEELE made sure was never
revealed to the world.
SEELE later recovered the Lance of
Longinus and funded the ill fated
Katsuragi Expedition to find and study the
dormant Adam. After they had the
information they desired, SEELE provided
the Expedition with the Lance for a
“Contact Experiment”.
The result was Second Impact.
Adam awoke, in the form of a Giant of
Light, and recognized humanity as the
creation of his enemy. Had he been left
unchecked, humanity would not have
survived. The Katsuragi Expedition, in a
desperate ploy to minimize the damage,
used the Lance of Longinus to reduce
Adam to embryonic form. The resulting
release of energy vaporized Antarctica.
The explosion also scattered, or
even created, the Cores that would
eventually give rise to the Angels. It would
take them roughly 15 years to develop.
FELLING ANGELS
“The core is the one thing that matters in Angel combat. Every last one of them, no matter how
perverse on the outside, can be killed by cracking the core. It doesn’t take much, either. There
were weapons already in our forces that could crack them open. Problem is, just because the
outside’s not important don’t mean we don’t have to spend three hundred billion a year to get
through it.”
-Sergeant Walters, 2Div Infantry.
Killing Angels has three primary steps.
Step One: Breaching the A.T. Field
An A.T. Field represents the
ultimate defense. As long as it is active,
even weapons of mass destruction are of
little threat.
All Angels have A.T. Fields, and
many have A.T. Fields of incredible
strength. Anyone meaning harm to an
Angel must first find a way to breach this
defense, either through neutralizing it with
your own A.T. Field or through powerful
weaponry.
Step Two: Disabling the Angel
While not technically a required step,
failing to do so will make step three
incredibly difficult. Even with its A.T. Field
breached, an Angel is nothing to be
underestimated. They often have powers
and attacks that cut through armor like
paper, or they simply attack your mind
directly.
Each Angel has 1 fate point. In addition to
the normal uses of a Fate Point, they may
spend this fate point to regenerate 1d5
wounds to a single body part, or burn it to
either heal 1d5 wounds to the core,
regenerate any other limb by an amount
equal to its TB, or somehow avoid an
attack that would have been fatal
(rendering any successful attack or
damage rolls entirely null and void for that
single attack).
If the regenerated wounds are enough to
bring the limb from critical damage to a
normal state, the Angel recovers from all
penalties induced by the critical injury
such as being stunned or blind.
Step Three: Destroy the Core
Virtually every Angel has a red,
spherical Core somewhere in its body.
This represents what very well may be the
only vital organ it has, the rest being
entirely expendable. Destroying the Core
is the only way to kill it, and even that is
dangerous as many Angels run the risk of
exploding violently in their death throes.
Cores have their own wound total,
so even massive damage to the rest of the
Angel is unlikely to kill it. However, given
their often exposed nature, it is possible to
kill an Angel by aiming for the Core and
attacking it directly. The Angel will not
make this easy for you, but it can be done
and is the recommended way to assault an
Angel. If an Angel has been defeated by
massive damage to its head or body, but
the core still survives, the Angel is
physically incapacitated but is still fully
capable of using its A.T. Field and A.T.
Field powers. For certain Angels, this
leaves it a method of escape that the Core
might use to attempt to flee the battle. If
the Core successfully escapes, expect a
more powerful version of that Angel to
strike after it has had several months to
regenerate its body.
ANGEL ATTACK
Angels are unlike any other creature that can be found in this planet, and as such go beyond
the rules from DH in their scope, indeed, not even Evangelion Pilots can hope to accomplish
the feats that most Angels are capable of without even trying hard.
What follows is a summary of rules that are unique to encounters with the emissaries of
Adam, some of them are common to all of them, while others are more ubiquitous.
Light of the Soul
Unlike the Pilots that depend on Evangelions to employ an A.T. Field, Angels have no need
for a Synchronization Ratio and project their own A.T. Fields automatically, which are always
spread. To measure the strength of an Angel's A.T. Field a Characteristic unique to them is
employed, called Light of the Soul (LS). An Angel's LS works much like a Pilot's SR, with its
own table of bonuses depending on how high the Characteristic is, as follows.
Angel LS Effect
01-50 The Angel may reroll a number of Tests per combat equal to its LS/50 (rounded
up)
51-100 As above, but the Angel has a +10 bonus to all Skill Tests.
101-150 As above, but the Angel treats its Toughness Bonus as double its normal value.
151-200 As above, but the Angel has a +20 bonus to all Skill Tests.
201+ As above, but the Angel has Celerity.
Angel Traits Angel
Effect: Creatures with this trait are
immune to Fear , Fatigue, Insanity Points,
Ego Barrier Damage and Pinning, they
may roll for Righteous Furies and possess
one Fate Point to use as any PC would.
An Angel may spend a Fate Point to
regenerate an amount of Wounds
distributed as it wishes equal to its TB, it
may also burn a Fate Point to regenerate
1d10+TB in Wounds or to automatically
evade any one attack that it deems too
dangerous after the damage has been
already rolled.
If the regenerated Wounds are enough to
bring the limb from critical damage to a
normal state, the Angel recovers from all
penalties induced by the critical injury
such as being stunned or blind. However,
wounds may not be assigned to a body
location that that has been destroyed.
Some Angels have a greater Toughness
Bonus than usual, the Angel's final
Toughness Bonus is in parentheses.
After all of its Fate Points have been burnt,
the Angel gains the Superior Action Trait.
Angelic Senses
Effect: Every Angel has an ability to
perceive its environment in a manner that
defies senses as humans understand them
due to an innate superior dominion over
A.T. Fields. An Angel is aware at all times
of anything within the range of its Angelic
Senses, but outside this area of influence
they are forced to rely on more mundane
means of discerning their environment.
Should the Angel be rendered blind or
have its vision obscure somehow (such as
when it loses its head) then it is penalized
by said effects as normal when interacting
with anything that lies beyond its Angelic
Senses.
Angelic Weapon
Effect: To an Angel, shooting plasma from
their mouthspace is no more strange than
an arachnid being able to produce poison
is to us. As such, their Natural Weapons
are incredibly varied and as deadly as
they are exotic. An Angelic Weapon is like
a Natural Weapon, but it may be used to
Parry, it does not count as Primitive, and it
can be used in a grapple just like any
unarmed attack. Angelic weapons always
carry a secondary effect to them that
applies to any enemies they've hit, but no
more than once per round per target,
even if they would be hit multiple times.
Angelspawn
Effect: The Angel can bring forth smaller
Angelic creatures as an extension of its
A.T. Field, these Angelspawn aren't
individual life forms and have no more
autonomy than one of our own limbs
would have from our brains. As a Full
Action the Angel may sire Angelspawn
once per day, up to a total of Angelspawn
no larger than its Fellowship Bonus. By
default Angelspawn have the parent
Angel's Characteristics halved (rounded
down), their Size is one category lower
than the parent Angel's and a single Area,
their body, with the corresponding
Wounds and AP.
Their movement method may differ from
their progenitor, however. Roll 1d5, on a
roll of 1 they have the Burrower Trait, on a
roll of 2 they have the Quadruped Trait, on
a roll of 3 they have the Flyer (AB) Trait,
on a roll of 4 they have the Crawler Trait,
and on a roll of 5 they have the
Teleporting (Short) Trait.
They have a Natural Weapon that is either
melee or ranged depending on their
Characteristics, Angelspawn with a higher
WS have the melee weapon, and those
with a greater BS have the ranged
equivalent, the profile of the former is:
1d10+SB I; pen SB; while that of the latter
is: 10 dm; 1d10 I; S/2/3; pen 0.
All Angelspawn have Deflective Field as
their only default A.T. Power.
They otherwise gain all benefits of the
Angel Trait except that they lack a fate
point, they also do not receive the benefits
of the Light of the Soul Table.
Celerity
Effect: An Angel's control of their biology
is absolute, and they can pull off amazing
feats of speed for as long as their bodies
are in top condition. When rolling
initiative an Angel with Celerity rolls
twice. It acts on both resulting positions of
the initiative order, effectively having two
turns but without refreshing its Reactions
during the second of them.
However, any ability or status effect that
requires an Angel to wait a full Round still
takes a full Round to solve (for example,
an Angel Stunned for 2 Rounds would not
be stunned for any shorter period of time,
they would merely have lost more
opportunities to act in those two Rounds).
If the Angel loses any limb they also lose
the benefits of Celerity (acting on their
higher initiative position only and taking
no actions on the lower) for as long as that
limb is still lost.
Heavenly
Effect: Angels are beings with a much
greater control of their A.T. Fields, and
they can use its power in ways that to the
most skilled pilots seem like cheating. The
Angel does not actually need to spend any
ATP to use its A.T. Field Powers. While it
may activate a power as if it had spent
extra ATP to augment it, the Angel cannot
activate an augmented A.T. Field power
that requires a number of ATP greater
than its ATS. Superior Action
Effect: Angels that find themselves on the
ropes can and will push their A.T . Fields
to the limit, demonstrating previously
impossible outbursts of alacrity. This is
particularly terrifying with Celerity in
play. Angels with Superior Action
activated may use Full Actions as if they
were Half Actions and may perform one
Half Action as a Free Action once per turn.
Furthermore this lets them attack multiple
times in a single turn for as long as both
Actions are with different weapons (for
example, the Angel could use an All-Out
Attack for its first Half Action with a
tentacle whip, and follow up with firing a
Full-Auto burst with a psychic beam for
the other Half Action, doing a third
offensive move as a normal Attack Action
for free would require the Angel to have a
third Weapon).
Angelic A.T. Field Powers
It is of no surprise that Angels can use A.T . Powers just like Evangelions, but Angels have a
dominion of their A.T . Field that an A.T . Tactician could only dream of ever gaining.
Angelic A.T . Powers work just like any other A.T . Power, they have an ATP cost and they
may be augmented as any other power would, but are forbidden from pilot use except for
the rare occasion where an A.T . Tactician could gain access to them via the Mimic Field
talent or an Evangelion temporarily learns them via Berserking.
Absolute Terror
Activation: Spread
Effect: You manifest nothing short of a
miniature Anti-A.T. Field, its effects on all
unfortunate enough to reside within are
simple enough: it all returns to nothing.
Everything within 20 dm, including the
user, must Test Willpower every round or
remove 1d10 points from their Ego
Barrier. Furthermore, everything also
loses 1 Wound to all Areas per point of
Deflection from the user's ATS. Creatures
without Spread A.T. Fields are
automatically killed. Your Deflection is
only half your ATS (rounded down).
Cross Blast
ATP Cost: 8
Activation: Full Action
Range: 80 dam.
Effect: You may unleash a devastating
blast of energy that forms a horizontal
Christian cross on impact with no BS Test
required, though you may Test Dodge as a
Reaction to jump out of the way. The Blast
is 5 dam wide and hits everything
between the Angel and its target, in
addition it extends 5 dam behind and to
the sides of the target area, dealing
1d10+8 E damage with a Penetration of 8
and a Breach Bonus of 8. This counts as a
large area of effect attack and
automatically confirms Righteous Furies. Augmentation: For every additional ATP
spent on this power, the damage and the
penetration increase by 1 and for every 4
ATP the range extends 5 dam further to
the
sides and behind the target.
Gravity Bomb
ATP Cost: 10
Activation: Full Action
Range: 100 dam
Effect: Create a single point of
superfocused mass that works much like a
black hole. All targets
within a Blast (5) radius that fail a Reaction
Dodge Test are moved to its center, take
2d10 Impact damage that ignores AP and
automatically confirms Righteous Furies,
any held equipment is destroyed. Should
they survive, they must successfully Test
Strength to climb out of the compacted
rubble as a Full Action or otherwise free
themselves. A Spread A.T. Field will
prevent the damage from this A.T. Power,
but the forced movement and loss of
equipment happens regardless unless
they are using Bunker Field. Augmentation: For every additional 2
ATP spent on this power, increase the
Blast radius by 1.
Gravity Territory
Activation: Spread
Effect: Any enemies engaged to you in
melee combat cannot move further away
than an amount of
dam equal to their SB from you, and any
attempt to escape by bursts of speed
results in the Evangelion simply falling
prone. Should you move away from them,
they will simply be pulled against their
will, requiring an Agility Test to not fall
prone. Your Deflection is only half your
ATS (rounded down).
Kinetic Jolt:
ATP Cost: 4
Activation: Full
Range: 20 dam
Effect: You violently lift or throw move
any one target within range. Make an
opposed LS Test against a target, and
move them against their will a distance
equal to the difference in Degrees of
Success by which you won, inflicting
falling damage on them and any other
unlucky targets on their wake that
automatically confirms Righteous Furies. If
the target does not possess an LS or an SR
Characteristic, they are treated as if they
rolled a 100 on the opposed Test. Augmentation: For every additional 2
ATP spent on this power, you gain a +10
bonus to the LS Test.
Mind Probe:
ATP Cost: 6
Activation: Full
Range: 20 dam
Effect: You project your own mind at an
enemy bypassing all defenses, even
another A.T. Field, as you directly attack
the target's mind. Those struck by Mind
Probe must Test Willpower or gain 2d10
Insanity Points, even if they are successful
in their Test they still gain 1d5 Insanity
Points. Either way they’re stunned for 1
round as their entire concentration is
devoted to maintaining their mental
integrity. Augmentation: For every additional 6
ATP spent on this power, the victim suffers
a -10 penalty to the Willpower Test.
Mirror Image:
ATP Cost: 5
Activation: Half
Range: 20 dam
Effect: You create an illusory copy of
yourself and may control it at will for as
long as it remains within range. This copy
may not physically affect any real objects
in any way, shape or form nor does it have
an A.T. Field. Keeping one or more Mirror
Images close by makes determining the
real you that much more difficult and you
may expend a Reaction to confound
yourself with the illusion and trick an
enemy into attacking empty air. You may
only use a Mirror Image this way once per
turn. Augmentation: For every additional 5
ATP spent on this power, you create
another copy of yourself and may use
another Reaction, if you have it, to
misdirect enemies.
Nightmare:
ATP Cost: 5
Activation: Full
Range: Longshot
Effect: A pilot's mind is flooded with
visions of alien origin, a frightening visage
that, for all we know, might just be a
simple attempt to parley and introduce
Angelic nature yet proves to be more than
the human mind can handle. The victim
must Test to resist Fear at the Angel's Fear
Rating. Augmentation: For every additional 5
ATP spent on this power, you may target
an additional enemy.
Oversynch:
ATP Cost: 6
Activation: Full
Range: 60 dam
Effect: You create a feedback loop that
disrupts a target Evangelion's
Synchronization Ratio until it spirals out of
control. An opponent suffers positive
Synch Disruption. This has no effect on
Angels or targets without SR scores. Augmentation: For every additional 2
ATP spent on this power, the victim gains
a +1 to the amount of SR increased.
Positron Beam:
ATP Cost: 1
Activation: Full
Range: Longshot
Effect: Your A.T. Field generates a high
power positronic reaction, antimatter at
just enough output
to outright ignore A.T. Fields. Test BS
when attacking with Positron Beam, it
deals 1 damage with a penetration of 1
and the Positron quality. Positron Beam
may not be Dodged. Augmentation: For every additional 1
ATP spent on this power, it deals an
additional 1 damage, and the penetration
gained is also increased by 1.
Power Surge:
ATP Cost: 6
Activation: Half
Range: 30 dam
Effect: By twisting thermodynamics
locally, you reverse the transfer of energy
and overload an Evangelion to strike it
where the design is most defenseless. Any
one target Evangelion loses 1d5 rounds of
battery time and takes that much energy
damage ignoring TB and AP to the body, if
the Evangelion is still plugged in, the
damage is automatically 5. If the
Evangelion has no more battery time or is
using an S2 Organ the damage is
automatically 1. Augmentation: For every additional 3
ATP spent on this power, you may target
another Evangelion beyond the first.
Rising Cross
ATP Cost: 8
Activation: Full Action
Range: 80 dam.
Effect: A concentrated version of Cross
Blast, you cause an explosion in the shape
of
a vertical cross to erupt from the ground
beneath a target within range requiring no
BS Test to hit, though you may Test Dodge
as a Reaction to jump out of the way. This
attack deals 1d10+8 E damage with a
Penetration of 8 and a Breach Bonus of 8.
This counts as a small area of effect attack
and automatically confirms Righteous
Furies. Augmentation: For every 4 additional
ATP spent on this power, an additional
Rising Cross may be fired, though it
cannot be aimed at the same spot.
Stealth Field
Activation: Spread
Effect: By mirroring all light around you,
even a monster the size of a skyscraper
can become invisible, of course this
wouldn't be very useful without also
rendering yourself soundproofed. How
you are going to hide your footprints and
A.T. Field is a whole different matter,
however. Even if an enemy would detect
you, attacking you is that much more
difficult since you cannot be seen, and
they are treated as if fighting in darkness.
Your Deflection is only half your ATS
(rounded down).
“These kids will surprise you. One minute they'll be gossiping and at each other's throats… but
when that alarm sounds? They know what it means. For everyone. They've fought these things,
and I'm confident they'll fight them as long as they have to.”
– “J”, Nerv Section-2 security officer (plainclothes)
THE ANGELS YOU KNOW
What follows are Adeptus Evangelion conversions of each of the Angels we see appear in
the series. Each Angel also has in its description possible alterations that you might make to
them in order to avoid players exploiting their knowledge of the series to make battles
easier, as well as recommended tactics for the Angel to employ.
Sachiel
Sachiel is the first Angel to attack the Base of Operations.
It is a massive, vaguely humanoid creature with large
bony structures on its shoulders and torso, gill-like
structures on its legs, tridactyl hands, and a distinctive
beaked face (a second face, behind and slightly to the
side of the first one, is generated after an N² bomb is
dropped on the Angel). It has a powerful long-range
energy blast, which distinctly forms a Christian cross on
detonation, and two sharp spikes which slide through its
arms and extend through holes in its palms as striking
weapons (when retracted, the spikes extend from the
Angel's elbows) Its core is located prominently on its
chest.
Sachiel literally means Covering of God or Price of God.
Sachiel Profile
WS BS S T Ag Int Per Wp Fel LS
50 20 40 40 30 20 30 20 10 80
Sachiel Body
Location % to Hit AP Wounds
Head 01-10 4 5
R. Arm 11-20 1 7
L. Arm 21-30 1 7
Core 31-40 4 10
Body 41-70 4 20
R. Leg 71-85 1 7
L. Leg 86-00 1 7
Movement: 6/12/18/24
Skills: Dodge (Ag), Swim (S).
Talents: None.
Traits: Angel (TB 4), Angelic Fear (1), Angelic Weapon (Arm Ram), Angelic Senses (30 dam).
A.T. Field Powers: Deflective Field, Float, Cross Blast, Rising Cross.
Weapons: Arm Ram; Melee; 1d10+8 E; Pen 2; The affected limb automatically takes 1d5 Critical
Damage that may not inflict a Righteous Fury.
Using Sachiel:
Between the deadly Cross Blast attack and the Arm Ram, Sachiel represents an opponent
well balanced between melee and ranged combat. Combined with a relatively weak A.T.
Field, Sachiel makes a wonderful first combat to use to introduce your players to Adeptus
Evangelion that is beatable while putting the proper fear of Angels into your players.
In fact, beginning GMs may find that Sachiel is too powerful for their group. This can be
the result of one of two possibilities: Sachiel is being played too intelligently, or the team of
players is not working together like they should.
The theme of Angels is that they are very powerful, but often do not fight tactically. Any
Game Master that players an Angel with the same deadly efficiency as he would play the
game as an Eva Pilot will soon find his players reduced to charred piles of meat and metal.
Sachiel’s own Angel Cross ability is a deadly attack that can kill an Eva in 2 hits, and
destroys an Eva’s umbilical even if they survive. A well placed Angel cross can put your
players on a timer, either forcing some of them to fall back and divide their forces or rush to
defeat Sachiel before they run out of power. Taking advantage of this fact can easily defeat
your players in short order, such that even an experienced group would have trouble
defeating Sachiel before they are separated and picked off one by one.
Similarly, players that cannot work together or employ proper tactics may find Sachiel
unbeatable. It is the natural instinct of most players to try and lead the charge and kill the
Angel themselves. If everyone does this at once, your players will lose. It is very doubtful
that any of your players can defeat Sachiel without him being neutralized by at least one
Evangelion. If no one neutralizes, they only have themselves to blame for their inevitable
defeat. So, in short, make sure to impress upon new players that neutralization is a
prerequisite to victory against Sachiel and most other Angels.
Shamshel
Shamshel is a massive, vaguely arthropod-like
creature, with a long cylindrical body, a roughly
shovel-shaped head with two eyespot-like
markings, and eight retractable segmented limbs.
It also has two short "arms" that project energy
whips, which can easily slice through armor and
may also be used to manipulate objects. Shamshel
remains horizontal during flight. During combat it
raises itself upright by 90 degrees, with the "head"
remaining parallel to the ground. Its core is located
under its “throat.”
Shamshel literally means Lonely Conqueror of God.
Shamshel Profile
WS BS S T Ag Int Per Wp Fel LS
70 20 30 30 50 10 20 10 30 90
Shamshel Body
Location % to Hit AP Wounds
Head 01-20 2 6
R. Arm 21-30 4 6
L. Arm 31-40 4 6
Core 41-50 2 8
Body 51-00 2 15
Movement: 10/20/30/40
Skills: Awareness
Talents: Swift Attack.
Traits: Angel (TB 3), Angelic Fear (3), Angelic Weapon (Energy Whip), Hoverer, Angelic Senses (20
dam). A.T. Field Powers: Deflective Field.
Weapons: Energy Whip – Melee; 1d10+3 E; Pen 6; Flexible; After hitting an Evangelion with this
weapon Shamshel may throw them 1d10+5 dam in a direction of his choice, the enemy must test
Agility or be knocked prone and suffer falling damage corresponding to the distance they were
thrown. Shamshel may use a Called Shot to destroy any single weapon held by an Evangelion with
this weapon, Weapons parried by Shamshel's whips have a 50% chance of being similarly destroyed.
Using Shamshel:
Shamshel, boasting an A.T. Field only slightly stronger than that of Sachiel and much
less damage dealing and soaking potential, may seem like a huge step down in combat.
However, Shamshel’s special abilities make him capable of negating many of the
Evangelion’s advantages. Once within range of Shamshel’s brutal energy whips, your
players should find that their most powerful weapons are suddenly stripped from them as
they are prevented from ganging up on an enemy that keeps throwing them around the
battlefield like ragdolls.
Shamshel has little to no offensive options for ranged combat, and for this reason it
should close into melee range ASAP using its superior speed and initiative, using any ATS it
can spare to get into range with Float is recommended as well.
Probable modifications to Shamshel include the ability to temporarily stun
Evangelions with an electric charge delivered through the whips via the ‘Shocking’ special
quality, or proficiency in the Dodge skill to allow its decent Agility to make up for its low
Toughness.
Ramiel
Ramiel is a translucent blue octahedron, and
arguable one of the most powerful Angels seen
in the series. Ramiel defends itself with a
particle beam that automatically targets any
hostile object within a certain radius or any
direct threat outside of it. It also bears an A.T.
Field so powerful that it visibly warps light
passing through it. It extends a drill bit from its
bottom apex and attempts to bore through the
armor above the GeoFront, in the first credible
attempt to reach Terminal Dogma. Despite
being one of the most powerful and formidable
Angels, Ramiel is very passive in nature, using
a slowly moving drill to bore into the GeoFront
while using its deadly energy attacks only for
defensive purposes. Ramiel's core is not
shown, but it is implied to be deep within the
Angel's body.
Ramiel literally means Thunder of God.
Ramiel Profile
WS BS S T Ag Int Per Wp Fel LS
10 90 10 20 10 30 50 30 20 140
Ramiel Body
Location % to Hit AP Wounds
Core 01-05 10 5
Body 06-00 10 10
Movement: 2/4/6/8
Skills: Awareness (Per), Dodge (Ag)
Talents: Sharpshooter
Traits: Angel (TB 4), Angelic Fear (2), Angelic Weapon (Drill), Automatic Response*, Heavenly,
Hoverer, Size (Enormous), Angelic Senses (50 dam) A.T. Field Powers: A.T. Ping, Deflective Field, Positron Beam.
Weapons: Drill - Melee; 2d10 R; Pen 10; This Weapon may only be used against targets directly
below Ramiel, but it cannot be parried or stopped in any way. *Automatic Response: Ramiel may fire his Positron Beam against anything it deems a threat
that comes within 50 dm of it as a Reaction Action.
Using Ramiel:
In possession of both deadly weaponry and a high AP, Ramiel’s only weakness is the frailty
of the body under all that armor. Make no mistake, Ramiel is one of the toughest Angels an
early game party could face. Game Masters should remember that Ramiel’s Positron Beam
may be fired as a reaction action, stoping an Eva dead in its tracks even on their turn. Rather
than attempting to dodge an attack, Ramiel simply vaporizes you. Without the very best of
luck, a direct hit by Ramiel will cripple or disable your Evangelion.
Game Masters should take note of Ramiel’s Sharpshooter talent, and also recognize that if
Ramiel finds itself in the thick of a melee battle it is at a severe disadvantage. To properly
make use of Ramiel, it is suggested that he start the battle a longdistance away from the
Evas, such that it takes about 2 rounds for the players to reach him. This is not just to give
Ramiel time to make use of its superior ranged skill, but also give the players time to
properly prepare. Given the difficulty of this fight, players should be given the opportunity
to come up with a plan to defeat it without relying on a suicidal charge.
With his high Ballistic Skill, it is also Ramiel’s modus operandi to called shot the Body hit
location of his targets. This buys the players a little time, it is true, but when crticial damage
is achieved the pilot themselves is at risk from the Critical Damage effects that result.
While already an incredibly dangerous opponent, possible modifications to Ramiel include
giving him the ability to bend light and project an illusion of itself to confuse attackers,
blurring itself with the background and making it harder to attack from afar. Access to the
Barrier AT Power can give Ramiel increased protection as well.
Gaghiel
Gaghiel is an aquatic being with a massive
body and long jaws filled with sharp teeth. It
also has a small "face" similar to Sachiel's on its
forehead, and its core is located in its mouth. It
is extremely strong, and can use parts of its
body to easily slice up combat warships.
Unlike the preceding Angels, it does not
generate a visible A.T. Field (though it does
not appear to be damaged by any fire from the
naval vessels around it).
Gaghiel literally means Roaring Beast of God.
Gaghiel Profile
WS BS S T Ag Int Per Wp Fel LS
70 10 50 50 50 20 40 20 40 70
Gaghiel Body
Location % to Hit AP Wounds
Head 01-20 5 10
Core 21-25 5 15
Body 76-00 5 25
Movement: 10/20/30/40
Skills: Dodge (Ag), Swim (S).
Talents: Lightning Reflexes.
Traits: Angel (TB 5), Angelic Fear (3), Angelic Weapon (Bite), Size (Enormous) Angelic Senses (30
dam). A.T. Field Powers: Deflective Field.
Weapons: Bite – Melee; 1d10+5 R; Pen 5; Tearing. After hitting an Evangelion with this weapon
Gaghiel may choose to automatically initiate a grapple.
Using Gaghiel:
Gaghiel represents a dangerous threat, but only within its specific area of influence. With its
deadly jaws, incredible speed, and large pool of health, Gaghiel is a terror to fight in the
water. This is doubly true for Evangelions not properly equipped for underwater combat.
Against a properly equipped force, Gaghiel still presents a difficult fight at it has wounds to
spare and may easily Grapple the Evangelions in the course of its normal attacks.
Gaghiel does present the problem of being a very specific encounter. Unless you are
transporting something of great value across the sea, it is likely that Gaghiel in his aquatic
form will never be encountered as a threat to the Evas directly. How would Gaghiel attack
your Base of Operations, when your Base of Operations is on land? Otherwise, you might
simply present Gaghiel as an Angel terrorizing Sea traffic in general, which the Evangelions
are called in to dispose of. In either case, players will likely know exactly what they are
fighting long before their character’s do.
Possible modifications to Gaghiel include giving it the ability to fly, which allows it to be a
threat anywhere. Similarly, one might give Gaghiel the ability to generate amphibious
Angelspawn (of Average size), which it sends out of the sea to attack Nerv HQ in its place
while it remains safe within its area of dominance, or occasionally threaten Nerv with some
form of long ranged attack that it assaults the base with from the sea.
Israfel
Israfel has the appearance of a massive, vaguely humanoid
creature, similar to Sachiel. Israfel has a face/mask, reminiscent of
Sachiel’s, which resembles a yin-yang symbol. Israfel has a pair of
razor sharp claws and a weak energy beam (compared to other
Angels). Its A.T. Field appears to be relatively weak. It has two
cores located in its chest, matched on either side of its center torso
by four external bone-like rib structures.
Israfel’s most notable weapon is its ability to split itself into
separate, twin Angels, referred to as "Alpha" and "Beta". The twin
Angels are almost identical in appearance and properties to the
original (except in color scheme). Both have faces/masks with
three eye holes and possess their own cores, but without the rib
structures. They use synchronized tactics to fight enemies, and
must be attacked in unison to assure victory.
Israfel is named for the twin Angels of Poetry, Music and Dance.
Israfel Profile
WS BS S T Ag Int Per Wp Fel LS
60 30 40 40 40 40 40 20 10 100
Israfel Body
Location % to Hit AP Wounds
Head 01-10 6 12
R. Arm 11-20 4 14
L. Arm 21-30 4 14
Core 31-40 6 15
Body 41-70 6 25
R. Leg 71-85 4 14
L. Leg 86-00 4 14
Movement: 8/16/24/32
Skills: Awareness (Per), Dodge (Ag), Swim (S)
Talents: Combat Master, Lightning Attack.
Traits: Angel (TB 4), Angelic Fear (1), Angelic Weapon (Claws), Size (Hulking), Twin Quantum
Core*, Angelic Senses (40 dam). A.T. Field Powers: Deflective Field, Teleforce Blast.
Weapons: Claws; Melee; 1d10+4 E; Pen 4; Tearing.
Twin Quantum Core*: Through the reality bending properties of the AT Field, Israfel may displace
its core so that it exists at two separate points in space at the same time, granting it an additional Fate
Point. Upon taking Critical Damage to any body part, Israfel splits in half. Both halves (Israfel Alpha
and Israfel Beta) use the stats included below. No damage is transferred during the split except that
inflicted to the Core (which ends up in two places at once inside the newly generated twins) and each
of the twins has one of Israfel’s two Fate Points.
Israfel Alpha/Beta Profile
WS BS S T Ag Int Per Wp Fel LS
50 20 30 30 30 20 30 20 10 80
Israfel Body
Location % to Hit AP Wounds
Core 31-40 6 15
Body 41-70 6 25
Movement: 6/12/18/24
Skills: Awareness (Per), Dodge (Ag), Swim (S).
Talents: Combat Master, Double Team, Swift Attack
Traits: Angel (TB 3), Angelic Fear (1), Angelic Weapon (Claws), Disrupted Biology*, Quantum
Entanglement**, Recombine***, Angelic Senses (30 dam). A.T. Field Powers: Deflective Field, Teleforce Blast.
Weapons: Claws - Melee; 1d10+3 E; Pen 3; Tearing.
*Disrupted Biology: The unfortunate side effect of splitting in half using this method is that
Israfel’s biology is no longer fully cohesive. While Israfel still has a normal “to hit” chart, its
form only has two wound pools: the core and the rest of it. For applying damage and critical
damage, Israfel is treated much like a normal Dark Heresy foe with the addition of a Core with
its own wounds. Israfel still uses the Angel critical damage charts.
**Quantum Entanglement: Israfel now exists in two places at the same time, moving independently
of each other. The Magi have stopped trying to calculate how that works. What is important is that
Israfel chooses to replicate the existence that he finds less threatening. Damage done to Israfel after
armor and Toughness have been taken into account is not applied until the Angel’s turn, and he
recalculates wound totals for both Alpha and Beta to mimic which of the twins took less damage
overall. ***Recombine: Should Alpha and Beta be forced into the same space, there is a 50% chance that
they reform into Israfel Prime. If either Alpha or Beta have taken critical damage, the chance is 100%.
Using Israfel:
Assuming that you have not previously brought Angelspawn into play, the fight with Israfel
will be the first time that your players fight multiple opponents. While that might not seem
like a huge difference, it means that unless you have a large party they are unlikely to be
able to fully neutralize the A.T. Fields of all Angels present, as well as preventing them from
concentrating their attention on one target like most battles. It is a serious change in their
normal anti-Angel tactics, and if they do not adapt quickly they may find it too late to mount
an effective resistance.
The Israfel twins can exploit their strange biological defense to focus entirely on offense,
making multiple attacks per round against the same target, quite possibly bringing down
one Evangelion in every round of combat. While their attacks are not especially strong,
between the two bodies the players are likely to be put on the defense in short order.
Possible modifications include increasing the number of cores Israfel can split its Quantum
Core into, in order to field an extra Israfel offspring. This makes the Angel expontentially
more difficult to defeat, and as such should only ever be done against large groups of Evas.
The Israfels may also be given the ability to willingly combine with each other in order to
fully regenerate before splitting up again.
Sandalphon
An immature Angel, Sandalphon is similar in form to the aquatic Cambrian predator
Anomalocaris. It appears to have no abilities beyond its extraordinary resistance to heat and
pressure, up to the point of being able to open its mouth in magma. Its own A.T. Field was
never strong enough to physically manifest. Its core was never depicted.
Sandalphon Profile
WS BS S T Ag Int Per Wp Fel LS
40 10 20 30 20 30 20 10 10 30
Sandalphon Body
Location % to Hit AP Wounds
Body 01-00 4 12
Movement: 4/8/12/16
Skills: Awareness (Per), Dodge (Ag), Swim (S).
Talents: None.
Traits: Angel (TB 3), Angelic Fear (1), Angelic Weapon (Bite), Angelic Senses (20 dam), Volcanic
Body* *Volcanic Body: Sandalphon id designed to thrive in a magma-based environment. Sandalphon may
move freely through magma as easily as a fish through the sea, and is at no risk from heat or pressure.
Sandalphon is immune to E damage, and treats its armor as twice normal (for an effective 8) so long as
it is in a superheated environment. Cooling it in some way, such as removing it from the magma and
dumping water on it, will reduce it’s armor back to 4. A.T. Field Powers: None.
Weapons: Bite – Melee; 1d10+2 R; Pen 1.
Using Sandalphon:
Sandalphon is an Angel whose encounter in the show does not translate well to
gameplay. Sandalphon is without a doubt the least threatening of all Angels in the series.
Sporting a virtually nonexistent A.T. Field, low wounds, and a weak attack, fighting
Sandalphon is a lot like fighting a Core that can try to bite you. There are only two things that
can make this creature a threat to fight: being forced to fight it alone, and having to fight it in
its home environment of molten rock.
Unfortunately, both have problems from a GM’s perspective. Forcing a character to
fight it alone excludes the other characters entirely for the battle, which can be
disappointing and boring. Thus, fighting it in molten rock (which puts the Evangelions at the
disadvantage of the bulky D-Type equipment) is probably the way to go. Be sure to impress
upon your players how risky it is to decend into the active volcano after Sandalphon, as if
they get into trouble down in the magma there is little Nerv can do to help them.
Possible modifications to the Sandalphon encounter include making Sandalphon
more mature, which would likely result in a creature similar to Gaghiel. Simply increasing
its AT Field strength will also major it tougher to kill. Both of the above options would be
balanced by deploying multiple Evangelions against it, either having multiple divers sent
against it or giving Sandalphon the ability to burrow through rock and attack the Geofront
directly. Should Sandalphon be encountered on land, a magma-spewing weapon (using the
Burning and Blast traits) would be an appropriate addition to its arsenal.
Matariel
Matariel has the appearance of a massive opilionid-
like creature with numerous eyes. The central eye on
the underbelly secretes a strong solvent which can
easily melt through both concrete and steel. The
Angel attempts to burn a tunnel directly into the
Geofront using this solvent. The Angel appears to
possess no special armament beyond this solvent,
though it may use its legs to spear nearby targets.
Matariel's core is not revealed, and is presumed to be
hidden somewhere inside its body.
Matariel literally means Premonition of God.
Matariel Profile
WS BS S T Ag Int Per Wp Fel LS
80 20 50 50 10 20 40 10 30 100
Matariel Body
Location % to Hit AP Wounds
Core 01-05 8 16
Body 05-40 8 20
Leg 1 41-55 4 12
Leg 1 56-70 4 12
Leg 1 71-85 4 12
Leg 1 86-00 4 12
Movement: 2/4/6/8
Skills: Awareness (Per), Dodge (Ag)
Talents: None.
Traits: Angel (TB 5), Angelic Fear (3), Angelic Weapon (Acid, Legs), Size (Massive) Angelic Senses
(30 dam). A.T. Field Powers: Deflective Field.
Weapons: Acid – Melee; 2d10 R; Pen 10; This Weapon may only be used against targets directly
below Matariel, but it cannot be parried or stopped in any way.
Legs – Melee; 1d10+5 I; Pen 2.
Using Matariel:
In the series, Matariel’s greatest advantage was completely unrelated to itself: the massive
power outage in Tokyo-3 caused by an internal saboteur. Thus, it would be much in theme
for Matariel to pick one of the encounter circumstances (either Angelic or External in nature)
from the Angel Generation system. This will give Matariels encounter some special flavor.
Which is certainly needs. As far as an be observed in the series, Matariel’s most powerful
attack can only be aimed down. For a game where combat usually takes place on the
ground, that is hardly useful. Thankfully, Matariel’s body is easily shielded using it’s legs.
Without resorting to called shots, players will find hitting the squishier parts of Matariel to
be difficult.
Possible modifications to Matariel include giving Matariel the ability to fly or otherwise force
the Evangelions beneath it, the ability to spray its deadly acid as a limited ranged attack,
Angelspawn or EMP abilities to stun the Evangelions by interfering with the electronics of
the Entry Plug. EMP abilities might also be supplemented with the ability to use Shocking
attacks. Additionally, its own claws may become Toxic weapons, poisoning the Evangelion,
the Pilot, or both.
Sahaquiel
Sahaquiel is a massive and bizarrely-shaped
creature. It has an elongated body, with three
eye-like markings (one in the center and one
on either end of the body), and three stem-like
growths projecting radially at both ends.
Sahaquiel's A.T. Field is comparatively
powerful, able to shield the Angel from several
dozen N² bombs. It also seems to have the
ability to jam satellite communications. The Angel's most devastating weapon is itself:
utilizing both kinetic energy and its A.T. Field, it drops pieces of itself onto Earth as bombs.
Its core appears as the pupil of the central "eye."
Sahaquiel literally means Ingenuity of God.
Sahaquiel Profile
WS BS S T Ag Int Per Wp Fel LS
50 80 40 60 30 20 60 10 20 200
Sahaquiel Body
Location % to Hit AP Wounds
Core 01-10 3 10
Body 11-00 3 90
Movement: 6/12/18/24
Skills: Awareness (Per), Dodge (Ag)
Talents: None.
Traits: Angel (TB 12), Angelic Fear (2), Angelic Weapon (Orbital Bomb, Planetfall), Size (Massive),
The Stuff of Nightmares; Angelic Senses (60 dam). A.T. Field Powers: Bunker Field.
Weapons: Orbital Bomb – Longshot; S/-/-; 3d10 X; Pen 10; Breach 6; Blast 8, Recharges, On a failed BS
Test Sahaquiel may opt to spend one of its bonus rerolls from having a high LS Characteristic to
automatically succeed at that BS Test instead, with 0 Degrees of Success. Each Orbital Bomb used
removes 10 Wounds from Sahaquiel's Body. Bunker Field may only halve damage from Orbital Bomb.
Planetfall – Melee; If allowed to impact a solid surface Sahaquiel may burn a Fate Point as a Free
Action to detonate its entire body, dealing its current Body Wounds*Deflection in flat Energy damage
to all within a Blast radius of 1 km. Bunker Field may only halve damage from Planetfall.
Using Sahaquiel:
Sahaquiel represents the first orbital threat that your players are likely to face, as well as one
with an attack that threatens whole cities with every shot. More than any other, fighting
Sahaquil requires proper planning.
In the series, Sahaquiel is defeated when it attempts planetfall on Tokyo-3. While a
potentially devastating attack, that was quite possibly the dumbest thing Sahaquiel could
have done, sacrificing its superior range without attempting to soften up Tokyo-3’s defenses
with its AT Bombs first.
However, unless Sahaquiel expresses such stupidity, fighting it can be virtually impossible.
Anti-orbital weapons (such as the Great Positron Cannon or the Heavy Railgun) have the
potential to harm it but Sahaquil’s powerful A.T. Field is far outside the range of
neutralization, and can make winning such a battle a long shot without specialized A.T.
Powers such as Dirac Breach or Spatial Funnel.
The major threat from Sahaquiel should always be it’s Planetfall attack. Players should be
given ample warning that such an attack is coming, and a chance to plan for it accordingly. If
the planetfall is successful, it will likely destroy the Base of Operations entirely. Even if all of
your players burn a Fate Point to survive the impact, it will still dramatically change the tone
and nature of your game as it is very likely that most if not all of the NPCs they have come to
know are now dead. It should be explained in great detail to the players that the Planetfall
attack is capable of being many times more devastating than even an N2 mine, and is not to
be at all taken lightly.
Other possibilities for fighting Sahaquiel include deploying one or more Evangelions into
orbit via rocket, outfitted with special (E-Type) equipment to allow space combat, in order
to engage and neutralize Sahaquil’s A.T. Field. Balancing the attack force with what is
necessary to defend your Base of Operations from Orbital Bombs and the possibility of a
Planetfall may be difficult.
Possible modifications to Sahaquiel include replacing its AT Bombs with a Positron Beam
similar to Ramiel’s, or weakening the impact damage from its AT Bombs but having them be
Hulking-sized Angelspawn deployed by orbital drop.
Iruel
Iruel is a nano-scale entity, similar to a virus. In addition to its A.T. Field, it demonstrates an
ability to adapt and evolve to almost anything. Rather than "moving" in the conventional
sense, the Angel seems to simply spread by rapidly reproducing at the cellular level. It is
not known whether or not Iruel has a core.
Iruel literally means Fear of God.
Iruel Profile
WS BS S T Ag Int Per Wp Fel LS
30 50 10 40 40 40 30 10 20 110
Iruel Body
Location % to Hit AP Wounds
Body 01-00 1 23
Movement: 8/16/24/32
Skills: Awareness (Per), Dodge (Ag), Tech Use +10 (Int), Computer Use +20 (Int)
Talents: None.
Traits: Angel (TB 8), Angelic Fear (2), Size (Scrawny), Stuff of Nightmares, Angelic Senses (30 dam),
Iruel Actions*, Swarm**, Replicator***, Adapt****
***Replicator: Iruel has no solid form, and is instead a swarm of replicating and subversive
nanomachines. This makes it extraordinarily hard to kill; as if even a single nanomachine lives Iruel is
not truly defeated. Not only does Iruel regenerate 1 wound every round at the beginning of its turn,
but Iruel is not defeated by critical damage. Indeed, it ignores the critical damage charts entirely.
The only way to destroy Iruel through damage is to deal it critical damage, and then hit it with an N2
mine while it has 0 wounds. Only then is it defeated. Otherwise, the surviving nanomachines continue
to replicate and resume their attack within a matter of minutes. Thankfully, there are other ways to
defeat this Angel…
**Swarm: The Angel splits into many, smaller creatures and now has a single Location (Body). Any
attack from a weapon that does not either have the Blast, Flame, Scatter or other area of effect quality
halves its rolled damage. The Angel cannot be grappled, knocked prone or pinned. As it lacks a
Core, it now must be destroyed in its entirety.
*Iruel Actions: Iruel does not attack in any normal fashion. Instead, it has access to the following
special ‘Iruel Actions’: Expand: As a half action, Iruel may heal a number of wounds to its body equal to its current
TB, or heal 2 Critical Damage (Iruel’s choice). Assimilate: Iruel infests and subverts nearby vehicles. As a Half Action Iruel may test BS
against a single Mob of Conventional Forces as if making an attack with a range of 20 dam. On
a success, that Mob of Conventional Forces may take no actions for 1 round. After that 1
round, they return to play under Iruel’s control, and are treated as being protected by Iruel’s
AT Field for the purpose of special effects and Deflection.
Infect: As a half action, Iruel may make a BS Test against an Evangelion as if using a weapon
with a range of 20 dam. On a success, the hit body location becomes ‘Infected’ by Iruel. It will
continue to take 1d5 damage (which ignores AP and TB) on Iruel’s turn each round. If this
deals critical damage to that location, it has a percentile chance of infecting all adjacent body
locations (infecting the body, or all other limbs at once if this is already the body) equal to the
current amount of critical damage on that limb. Thus, an arm that had 6 critical damage would
have a 60% chance of spreading the infection to the body this turn. If the Evangelion is
defeated by damage from Infect, it shuts down and the pilot inside takes 2d10 Ego damage
every turn. If this reduces the pilot to 0 Ego, they dissolve into LCL as normal and the
Evangelion reactivates at full health, now under Iruel’s control.
The only way to prevent infection from progressing is to remove the limb. Multiple infections
on a body location do not stack. Subvert: Iruel may use the networked nature of the Base of Operations against it, by taking
control of Nerv systems. As a half action, Iruel may test Computer Use. On a success, it takes
control of one of Nerv’s Systems. This could be represented by taking a single Support
Structure offline (shutting down launch systems or umbilicals the pilots are using) or
deactivating specific Operation’s Director talents for the rest of the battle (such as Remote
Care or Precision Targeting). Once this ability has succeeded 3 times, Iruel takes control of
the Magi. Further rolls on the Magi Supercomputer chart may not be made, and Iruel
activates the Base’s Self Destruct command. If Iruel has not been defeated within 5 turns, an
N2 mine goes off inside Nerv HQ.
These constitute the only offensive actions Iruel can take. It may still move, use skill checks, and use
any AT Power’s it knows as normal, as well as give commands to any units it has taken control over or
use any support systems or talents it has stolen (using actions as appropriate for these stolen options).
****Adapt: Iruel is a rapidly evolving being, constantly adapting to new threats. Iruel begins the
fight with 3 charges of Adapt. Iruel may, at any time, choose one specific form of attack that has
already been used against it and expend 1 charge of Adapt. From this point forward, Iruel is immune
to that form of attack. The type of attack must be fairly specific, such as: a specific technology of
weapon, a specific poison, a kind of computer virus or a harmful environmental variable. Iruel will
automatically use this ability to become immune to any form of attack that has just scored a Righteous
Fury against it, or dealt Critical Damage to it. It may additionally choose to use Adapt at any time.
Once the three Charges of Adapt are used up, Iruel can (and indeed, must) permanently forget 1
special ‘Iruel Action’ to use it as a charge of Adapt. The forgotten Iruel Action may not be used again,
but any units or abilities commandeered by it remain under Iruel’s control until it is defeated or they
are destroyed. Once Iruel has no more “Iruel Actions” left available, it has reached an Evolutionary
dead end and is harmless to take any other offensive action. Iruel has been defeated! After being
defeated in this A.T. Field Powers: Deflective Field, Neutralize
Weapons: None
Using Iruel:
In the series, Iruel was a hard angel to categorize. As a nano-scale entity, it infested Nerv HQ
and was only defeated by the exceptionally brilliant strategy of using the Magi to force it
down an Evolutionary dead end. However, in the series this did not involve the pilots at all.
They were ejected and Nerv didn’t have a chance to recover them until Iruel had already
been dealt with.
The premise that the above Angel is built upon is that, in the series, Iruel got lucky. He
managed to infiltrate deep into Nerv without being detected until he had already neutralized
the threat of Evangelions by removing the pilots from play. Had Iruel approached in a move
conventional fashion, the encounter would have gone much differently.
As the fight against Iruel begins, Iruel may seem like it is of little threat to the Evas. It cannot
damage them directly, it does not yet have any Nerv units or systems under its control, and
it has no means to attack the pilots minds like some other Angels. However, the longer that
the players allow Iruel to live, the stronger it becomes and the harder it is to kill. Their only
chance is to diversity their attacks against it, using new technologies and weapons and
strategies, to force Iruel to defeat itself before Iruel can cause the base to self destruct. No
easy task.
In the event that it looks like Iruel is close to subverting the Magi, it is highly recommended
that the GM use this last chance to inform the players of Iruel’s weaknesses. Once Iruel takes
control of the Magi and enables the Self Destruct, going to the Magi for help will no longer
be an option.
Possible modifications to Iruel include giving it more AT Powers or coming up with new Iruel
Actions. Replacing already present Iruel Actions changes the nature of Iruel’s threat, but
adding new Iruel Actions on top of this increases its bag of tricks while also forcing the
players to come up with another new kind of attack to defeat it. Any change made to the list
of Iruel actions should be deeply considered before commiting to it, as even a small change
can alter the nature and difficulty of the battle dramatically.
Leliel
Leliel has a misleading appearance and possesses bizarre
properties and powers. The Angel initially appears as a
large, floating, black-and-white patterned sphere, and,
when attacked, it re-manifests as a large black shadow. The
Angel’s true body is the shadow itself, and the “shadow” of
the Angel is the floating sphere. This makes this Angel one
of the most difficult to combat as it is impossible to attack a
virtually 2-D creature. Leliel is explained as possessing an
extremely powerful inverted A.T. Field, which allows the
Angel to take into itself anything in range of its shadow-like
body, and keep it contained. Within the inverted A.T. Field
is a Dirac Sea, an extradimensional space of unknowable
size. At its fullest extension, the Angel's body is 60
decameters in diameter and 3 nanometers thick. It is
unknown whether Leliel has a core and, if so, where.
Leliel literally means Jaws of God.
Leliel Profile
WS BS S T Ag Int Per Wp Fel LS
00 00 00 30 20 30 60 10 30 200
Leliel Body
Location % to Hit AP Wounds
Core 01 4 10
Illusion 02-00 * *
Barrier * 0 30
Movement: 4/8/12/16
Skills: Awareness (Per), Charm (Fel), Blather (Fel)
Talents: None.
Traits: Angel (TB 6), Angelic Fear (3), Size (Massive), The Stuff of Nightmares; Angelic Senses (60
dam), 3D Shadow*, Dirac Being**, Engulf***, Contact****
*3D Shadow: The Black and white orb that hovers in the air is not the real Leliel, but rather a visible
reflection of Leliel’s true extra-dimensional nature. In reality, Leliel is the large area of dark ground
that “follows” the orb: a 2 dimensional overlap into an artificial universe, where Leliel hides its Core.
Firing at the orb or the dark ground from outside deals no damage to Leliel under any circumstances.
Any Evangelion that enters Leliel (see the Engulf special ability) may then attempt to attack Leliel’s
core from inside the extradimensional space, but odds of success are low. The hit location is only the
core 1% of the time, even on the inside, and the remaining 99% of Leliel is unfazed by any attack.
Leliel is immune to called shots of any kind.
**Dirac Being: Leliel, for all intents and purposes, is itself an extradimensional pocket universe. It
has no real physical form other than its very well-hidden core, and as such damaging it physically is
not reliable. If you want to harm Leliel, you will need to break down the barrier between worlds that
separates Leliel from realspace. This is no easy task. A clever player may punch small holes in Leliel
using the Dirac Breach AT Power, dealing an amount of damage to Leliel’s “Barrier” hit location
(which cannot be rolled normally) equal to the Intelligence Bonus of that pilot (ignoring TB).
However, whenever this is done there is a 10% chance that the pilot using Dirac Breach is sucked
inside of Leliel, no matter the distance between them.
The more reliable way to weaken Leliel’s Barrier is to destabilize the AT Field holding it in place.
Being neutralized from the outside has no special effect on Leliel. Neither does being Neutralized
from the inside. However, when Leliel is begin Neutralized by Evangelions inside its
extradimensional space and outside of it at the same time, Leliel takes an amount of damage to its
Barrier at the start of it’s turn equal to the lower of the two amounts (ignoring TB). For example: If 2
Evangelions outside of Leliel neutralize it for a total of 13, and one Evangelion Neutralizes it inside for
5, Leliel takes 5 Damage to it’s Barrier at the start of each turn that this is true.
Once Leliel’s Barrier has been reduced to 0, Leliel’s Dirac Sea collapses and ejects everything that it
had engulfed previously back into normal space, it’s core being destroyed in the process. Leliel is
defeated. Leliel is immune to called shots of any kind.
***Engulf: When threatened, Leliel will open a one-way hole into its Sea of Dirac at the enemy‘s feet.
The Evangelion must succeed on a very difficult (-30) Agility test or become trapped, slowly sinking
into the Sea of Dirac over the course of the next round. Once this process has begun, due to the one-
way nature of the opening it cannot be escaped while Leliel still lives.
Even if the Agility Test is made, the Evangelion must still find a way to get out of the area without
touching the ground, which may prove impossible depending on the local terrain and what abilities
the Evangelion has at its disposal.
Once Engulf has been used, the hole remains open in that space. Leliel will continue to use Engulf
every round, attempting to trap an Evangelion each time, until it succeeds at trapping an Evangelion.
Once an Evangelion is trapped inside, Leliel will fall dormant, focusing its attention inward on the
Evangelion it has Engulfed (see Contact below). Every time this ability is used, Leliel deals 5
Collateral damage as it sucks into itself entire streets and buildings.
An Evangelion may always willingly jump into an open hole into Leliel.
Once inside of Leliel, players find themselves in a blank white space of indeterminate size. They
immediately lose all contact with everything outside of Leliel, may not receive new communications
from anyone outside of Leliel, may not be the subject of any OD Talents or abilities, and lose any
Umbilical they may have attached. At this time, they may attempt to hit Leliel’s hidden core (see 3D
Shadow), or go into “power saver mode” to buy time, allowing them to wait and take no actions to
conserve rounds of operation. Power Saver mode reduces operation time at a rate of 1 round per
hour. Acting normally inside of Leliel uses rounds of operation time as normal. If an Evangelion runs
out of power inside of Leliel, that player must burn fate to survive or else they and their Evangelion
simply become “lost”, never to be seen again. On a burned fate, the pilot survives (assuming Leliel is
eventually defeated) but still may not take actions of any kind until power is restored.
****Contact: Leliel’s ultimate goal is to use its Dirac sea as a trap, and prey upon the vulnerable
pilots it traps inside. Pilots take 1d5 Ego Damage for every hour they spend inside of Leliel, due to
exposure to its incredible AT Field. In addition, Leliel attempts to make a basic level of contact with
the pilot, which the human mind simply does not know how to interpret. This results in a flat 1d5
Insanity for entering Leliel at all. In addition, Pilots take 1 Insanity every hour they spend inside Leliel.
If, for any reason, a Pilot gains enough insanity to raise it’s Insanity score to a multiple of 10 while
inside Leliel, it immediately suffers from a roll on the Dark Heresy Hallucinogenic Grenade chart.
A.T. Field Powers: Bunker Field
Weapons: None
Using Leliel:
Leliel is, above all other things, a spider. Not in the sense that it has 8 legs and a poison bite,
but rather in it’s tactics. Leliel sets a trap to catch any Eva that wanders into it, and then waits
for that captured prey to exhaust itself in its feeble attempts to escape. Once its prey is
helpless within the trap, Leliel closes in for the kill and forces them to burn a Fate Point to
survive.
Using Leliel is a tricky matter, as it is easy for a foolish party to defeat themselves. Leliel will
do everything it can to capture an Eva, but if all of the Evangelions enter Leliel they have
made it impossible to exploit the Neutralization weakness of the Barrier. Inside of Leliel,
their only chance is to attack Leliel every turn and hope that they hit Leliel’s hidden core. At
a mere 1% chance of success, this is incredibly unlikely.
GMs should note, however, that Leliel has a special weakness against Berserk Evangelions.
A Berserk Evangelion inside of Leliel needs no power to operate. While the chance to hit
Leliel’s core is still only 1% per attack, they have all the time in the world to continue
attacking as they never need to worry about running out of power. As such, a Berserk
Evangelion *will* defeat Leliel, it is just a question of when. If the Evangelion takes too long,
however, the Pilot inside it may already have gone permenantly insane.
Leliel’s weaknesses are something that are very difficult to observe, and the high-science
nature of Leliel’s extradimensional form means that the Magi supercomputers and the
Science Team will probably need to provide heavy clues to the players to help them figure
things out.
Similarly, GM’s should bring the possibility of the Evangelion shutting down and going into
power-saver mode to the attention of any Pilot that is engulfed by Leliel as soon as they have
been Engulfed. It may take some time for the Nerv forces still outside to come up with the
plan they need to defeat Leliel, and left to their own devices few players will willingly shut
down their Evangelion and wait unless you, as the Game Master, tell them that doing so
would be in their best interests.
Given the Nature of Leliel, Game Masters with access to the [REDACTED] Game Master
supplement may wish to use this opportunity to use the “Touched by an Angel” or
“Nightmare in the 8th Dimension” scenarios.
Leliel is a very specific kind of encounter, but it may still be modified bygiving it additional
abilities inside of it. There may be still solid chunks of city floating inside of Leliel that form a
kind of broken landscape that the Evas need to navigate. There may be… *things* living
inside of Leliel, or time could work differently on the inside. As Leliel is a small universe, the
GM can make almost anything happen with the boundaries of that space. Get creative!
Bardiel
Bardiel inhabits an Evangelion (in the series this is Unit 03). It apparently possesses all the
properties and strengths of an Evangelion, and it can also stretch the Eva's arms to a
distance roughly equal to the Eva's height. The Angel's core is never shown, but, given that it
has taken over Unit 03, and the Evangelions all have cores, it can be assumed to possess Unit
03's core.
Bardiel literally means Humiliated Son of God.
Bardiel Profile
WS BS S T Ag Int Per Wp Fel LS
70 50 60 50 60 50 40 20 40 100
Bardiel Body
Location % to Hit AP Wounds
Head 01-10 5 21
R. Arm 11-20 5 23
L. Arm 21-30 5 23
Body 31-70 7 27
R. Leg 71-85 5 23
L. Leg 86-00 5 23
Movement: 12/24/36/48
Skills: Acrobatics (Ag), Awareness (Per), Contortionist (Ag), Dodge
(Ag) Talents: Drop Trained, Gravity Kick, Hatred (Evangelions),
Lightning Attack, Takedown. Traits: Angel (TB 5), Angelic Fear (4), Angelic Weapon (Morphic
Frame), Integrated Core*, Angelic Senses (40 dam). *Integrated Core: Due to its nature as an Evangelion, Bardiel’s core
is buried deep within its
chest and is heavily armored. As such, direct attacks against it are
impossible. Bardiel is defeated
when it has been damaged in such a way that an Evangelion would
be destroyed or at least rendered completely useless, such as by
destroying the body and head together. A.T. Field Powers: Deflective Field, Float.
Weapons: Morphic Frame; Reach 6 dam; 1d10+8 E; Pen 6; Flexible,
any Evangelion stunned by Bardiel’s Takedown or hit by its Gravity Kick is exposed to an infectious
liquid that deals 1d10 damage to the pilot’s Ego Barrier. Should the pilot be reduced to 0 Ego Barrier
in this way the Evangelion will rise as an extension of Bardiel and both units will have to be destroyed
for it to be defeated.
Using Bardiel:
Bardiel can be more powerful than any standard Evangelion, but is likely to be defeated by
a joint effort of multiple Evangelions. As such, Bardiel makes use of its Takedown ability and
Fear rating for crowd control before using Float to enhance its Gravity Kick.
Bardiel works best by separating the Evas and engaging them one at a time. It is especially
fond of using Takedown to incapacitate a lone Evangelion and then continue using
Takedown on it to erode the pilot’s Ego Barrier. If Bardiel is at risk of being overwhelmed by
multiple Evangelions, it would be best to pull Bardiel out of melee using Float, using this
opportunity to Gravity Kick an Evangelion within range (probably targeting a ranged
attacker who stayed back to put some distance between itself and the Melee Evangelions it
is fleeing).
Possible modifications to Bardiel include additional Evangelion equipment, or more abilities
to provoke damage to the Ego Barrier or cause Fear. Talents that will further help isolate the
party such as Halt Advance and any upgrades that could be made to an Adeptus Evangelion
player character would also be appropriate choices. An especially potent trick would be to
give Bardiel the Phase Trap AT Power, allowing it to single out one Eva and fight it one on
one for a short period of time. In single combat, Bardiel is at a considerable advantage.
Zeruel
Zeruel appears as a floating creature as large as the Evas but
lacking humanoid limbs, with a malformed "skull" as a face.
Zeruel possesses one of the most powerful Angel beam attack to
date (which, like Sachiel’s, detonates into the shape of a
Christian cross) which it can fire several times in rapid
succession. It also possesses folding foil-like "arms" that it uses
as cutting weapons in close-range combat. These "arms" can
breach most materials with relative ease. It also uses these
"arms" to crawl about when it breaks into Central Dogma from
the Geo Front. The Angel has a relatively powerful A.T. Field,
and its armor-like "skin" is strong enough to endure the point-
blank detonation of an N² bomb completely undamaged even
without the usage of an A.T. Field. All in all, Zeruel is one of the
most powerful Angels ever seen. Its core is located on its chest.
Zeruel literally means Arm of God.
Zeruel Profile
WS BS S T Ag Int Per Wp Fel LS
90 30 40 50 20 20 50 40 10 160
Zeruel Body
Location % to Hit AP Wounds
Head 01-10 10 30
R. Arm 11-20 5 15
L. Arm 21-30 5 15
Core 31-40 5 30
Body 41-00 10 45
Movement: 4/8/12/16
Skills: Awareness (Per), Dodge (Ag).
Talents: Lightning Attack.
Traits: Angel (TB 10), Angelic Fear (1), Angelic Weapon (Foil Arm), Armored Core*, Superheavy
Shell**, The Stuff of Nightmares, Ultimate Shield***, Angelic Senses (50 dam). A.T. Field Powers: Bunker Field, Cross Blast, Layered Field, Rising Cross.
Weapons: Foil Arm - Reach 8 dam; Flexible. This Weapon automatically deals 1d10 Critical Rending
Damage to anything it hits, and its effect applies multiple times per Action. *Armored Core: Zeruel's Core is defended by a heavily armored membrane that activates when
Zeruel detects an attack aimed directly at it. Any attack specifically aimed at the core (such as a
Called Shot) is redirected to the body unless Zeruel was successfully Feinted first (although a
randomly rolled hit on the core is treated as normal).
**Superheavy Shell: Each body location on Zeruel has a layer that absorbs and softens attacks that
would make other Angels recoil in pain. Any attack with a Penetration that fails to overcome its AP
halves its rolled damage and may not provoke a Righteous Fury. ***Ultimate Shield: Zeruel's ability to deflect kinetic energy, rebound slashing implements and
outright stop force is unparalleled, causing even the strongest instances of massive damage to be but
mere chips on its armor. If an attack would deal more than 10 damage to Zeruel after TB and AP
reduction are applied, instead it deals 10 damage.
Using Zeruel:
In the series, Zeruel is the only Angel who ever managed to breach Nerv defenses by sheer
force. In the progression of Angels in your game, Zeruel represents the point in the
campaign where the gloves have come off and everything becomes much, much harder.
Generally good at everything, Zeruel is an Angel not to be trifled with. With the ability to
use Rising Cross on multiple targets at once and powerful, long range foil arms, there is no
safe way to attack Zeruel save extreme range, which limits your options significantly.
Zeruels special defenses also make killing it incredibly difficult, even for a combat
specialized group. As such, it is likely that this combination of incredible defense and
offense will cause Zeruel to walk right over your players. This is not a design flaw. Defeating
Zeruel at all is a feat in itself. Defeating Zeruel by anything other than the skin of your teeth
is a sign that the GM is holding back.
Zeruel is already very powerful, so it would be unwise to modify his weapons further.
Possible modifications to Zeruel include the ability to teleport short distances, an ability to
absorb Energy based damage or an EMP that can temporarily knock out the city’s power
grid (negating the use of umbilical cables or stunning all Conventional Forces on the field
for 1d5 rounds).
Arael
Arael has the form of a massive, glowing winged
creature. In addition to a conventional A.T. Field, Arael's
main weapon appears as a beam of yellow-white light,
which penetrates the target's mind to directly attack their
psyche (the beam itself is stated to have properties
similar to an A.T. Field). The Angel's core is held outside
of its body by the appendages on its underbelly.
Arael literally means Light of God or Vision of God.
Arael Profile
WS BS S T Ag Int Per Wp Fel LS
30 70 40 40 10 40 50 20 10 130
Arael Body
Location % to Hit AP Wounds
Head 01-10 4 12
Core 11-20 4 24
Body 21-00 4 48
Movement: 2/4/6/8
Skills: Awareness (Per), Dodge (Ag)
Talents: None.
Traits: Angel (TB 8), Angelic Fear (1), Angelic Weapon (From the Heavens), Size (Enormous),
Angelic Senses (50 dam). A.T. Field Powers: A.T. Ping, Deflective Field.
Weapons: From the Heavens - S/-/-; Longshot; Any foes hit by this weapon must Test Willpower at a -
10 penalty for every 2 Degrees of Success on Arael's BS Test. On a failure, they gain 1d10 Insanity
Points and are stunned for 1 round. This attack may not be Dodged.
Using Arael:
While lacking any ability to deal damage, Arael is one Angel from the series that your
players are sure to fear. Capable of ignoring defenses and incurring long term status effects
or even removing your character from play entirely, a fight with Arael can go wrong for the
players in any number of ways.
Depending on how the fight with Sahaquiel went, your players might attempt to fight Arael
in any number of ways. It is recommended that you modify Arael in such a way that their
previously used tactics against Orbital Angels are made less effective somehow, preferably
by sticking to Araels theme of non-damaging attacks.
Such modifications might be the effects of a hallucinogenic grenade from Dark Heresy on
any pilot that comes within a certain radius, or the ability to force an Evangelion to go
Berserk (thus denying it ranged attacks) for a short period of time.
While it might seem cruel, don’t be afraid to remove a character from play due to permanent
insanity resulting from Arael's beam.
Armisael
Armisael appears as a large glowing floating torus which may
represent a plasmid. In its initial dormant phase, the Angel's
body has a double helix structure. During battle, the double helix
deconstructs into a single thread, which then lashes out at
enemies, utilizing its entire body as a weapon. Its powers are
potent enough to pierce the Evas' A.T. Fields as it attempts to fuse
with the Evangelion and its pilot.
Armisael literally means Mountain of Judgment of God.
Armisael Profile
WS BS S T Ag Int Per Wp Fel LS
70 20 60 80 30 30 20 20 10 120
Armisael Body
Location % to Hit AP Wounds
Body 01-00 4 75
Movement: 6/12/18/24
Skills: Awareness (Per), Dodge (Ag).
Talents: Lightning Attack.
Traits: Angel (TB 16), Angelic Fear (1), Angelic Weapon (Merge), Hoverer, The Stuff of Nightmares,
Angelic Senses (20 dam), Variable Morphology*, Fuse** A.T. Field Powers: A.T. Ping, Deflective Field.
Weapons: Merge - Melee; 1d10+12 I; Pen 8; Armisael fuses with any Evangelions it hits. On any hit it
deals Ego Barrier damage instead of the weapon’s normal damage, at the same final value the
weapon would have normally dealt after AP and TB. Fuse**: On a hit, Armisael enters a grapple from which the Evangelion may not free itself as
Armisael automatically beats them in any WS Test for as long as Armisael lives. The Angel continues
to deal damage to the Pilot's Ego Barrier for the duration of the grapple in place of any normal
damage. Since this ability triggers on the first hit by Armisael, once the grapple has begun the
remaining attacks available to it this turn (such as any attacks made as part of its Lightning Attack
which have yet to resolve) are immediately forfeit. In effect, Armisael uses Lightning attack to have
three chances to hit its target, but will only ever deal damage once. Variable Morphology*: The Angel may Test Toughness as a Reaction Action to negate any result of a
single WS or BS test (treating single attacks, full auto, or attempts to Halt Advance or Grapple
equally). Lacking a visible Core the only way to defeat it is to destroy the entirety of the body.
Armisael may use this ability while during a grapple.
Using Armisael:
Virtually unstoppable, Armisael’s encroachment attack may come especially heavy hitting
after the insanity inducing Arael. The Merge ability, used as intended, is at a serious risk of
targeting a single pilot and relentlessly destroying his Ego Barrier. Once Armisael has
chosen a target, he is unlikely to let it escape. A truly harsh GM will have Armisael target the
pilot with the lowest Ego, aiming for easy prey…
While already a terrifying opponent to fight, Armisael presents an opportunity for any
number of possible modifications. Recommended modifications for Armisael include an
exploitation of its whip like nature by giving it Shamshel’s ability to destroy weapons, or
using it’s morphic form to give it additional shapes it can take, possibly mimicking physical
characteristics and abilities of the Angels that have come before it.
TABBRIS
Tabbris, the final Angel, holds the form of a human (Kaworu Nagisa in the series). Like the
other Angels, he is "born of Adam", although it is implied that he was created by the
organization Seele. Tabbris' A.T. Field is the most powerful ever detected, strong enough to
block out "light, magnetism, sub-atomic particles, everything". He may control any
Evangelion unit he wishes, even from outside the entry plug, so long as the soul inhabiting
the Eva is dormant (although whether this means the Evangelion is simply inactive or there
must be some disconnect between the Evangelion and the Pilot is unclear). Within the entry
plug, he can set his synchronization ratio at any level he wishes. The nature or even the very
existence of his core is not revealed.
Tabbris loosely means Good of God in Hebrew.
Using Tabbris:
Among all the Angels from the series, Tabbris represents the one with the most potential.
Because of his human form and intelligence, he can be used to create a truly interesting NPC
and memorable encounter. It is highly encouraged that GM’s tailor Tabbris to their
campaigns, as the encounter with him
will surely define the endgame of your
campaign. As such, no official stats have
been provided.
Tabbris, created directly from Adam by
SEELE, has a human form and thus can
do what no other Angel could ever hope
to: infiltrate. He also has an A.T. Field
more powerful than anything else ever
witnessed in the series, requiring Rei to
use Lilith’s A.T. Field to neutralize his
for him to be made vulnerable. Given
the strength of his A.T. Field, and his
lack of any other form of attack, it is
entirely plausible to give him any AT
power of his choice.
Tabbris also exhibited, in the series, the ability to command an Evangelion from outside of it
and override human technology (specifically, an electronic lock) with a glance. Either of
these abilities could be exploited for an interesting encounter, but other unique powers of
the GM’s own imaginings would be fine as well.
Tabbris could easily sneak into the Geofront and initiate Third Impact so quickly and so
protected by his A.T. Field that there would be no chance of stopping him whatsoever
without a Dues Ex Machina. However, that is rarely fun for the players.
Instead, Tabbris is assumed to conform to the following theme: intelligence, person sized
and person shaped, very frail but protected by an unbelievably powerful AT Field. If
encountered in P-Scale, the players should hope that it does not turn into a confrontation.
There is basically nothing they could do to Tabbris in person that can hurt him, given his AT
Field.
Possibilities for using Tabbris include:
1) The Reveal
Introducing him as an NPC (possibly as new pilot) and then revealing him as the last Angel.
This is what was done in the series, and that is exactly why it is recommended that you avoid
this route. Should you introduce an NPC pilot late in the game, your players would be fools
not to suspect him. Introducing him early in the game, however, requires you to come up
with a reason why he simply doesn’t strike as soon as there is an opening, or simply betray
the other pilots after a particularly tough battle when they are in no shape to resist him.
2) The Ret-Con Reveal.
At a time of your choosing, take aside a pilot and inform him that he is the last Angel. All of
his memories were falsely implanted by Seele, and now he has been ‘activated’. This would
obviously work best with a Pilot that has the manufactured background, even better if he
chose the Angel Hybrid Asset.
This allows you to put the terms of engagement in your player’s hands. Whether he
chooses to initiate Third Impact, destroy himself out of self loathing, or some other course of
action is entirely up to him. However, should you choose this route, it is highly
recommended that you limit Tabbris’s power if he decides to side with the party. That is,
unless, you really feel your players need a walking God on their side to survive what is to
come…
3) The Antagonist.
While Tabbris was sent by Seele to Nerv HQ late in the series, there is nothing that says he
was not created earlier than that. You can use Tabbris as a reoccurring enemy who
manipulates and strikes from hiding, preparing for his inevitable assault on the Geofront.
Because the Angels work individually, in this role it is entirely possible to have Tabbris
assist the Pilots against an Angel that he fears might reach Adam before him. However,
down this route is sudden but inevitable betrayal.
Possibilities for a final confrontation with Tabbris include him acting as a sort of commander
for other Angels, amassing a cult of personality to use humans to fight humans, or defeating
and collecting multiple Evangelions from other Nerv installations- amassing his own team of
possessed Evangelions to fight the players for him. Whether this group is made up of
standard Evangelions, Mass Produced Evangelions, or a mix of the two is entirely up to the
GM.
ADDITIONAL OPPONENTS Jet Alone
Jet Alone is a nuclear-powered, unmanned robot created by an independent corporation for
the Japanese government with the intention of supplanting the Evangelion units. Unlike the
Evas, Jet Alone has an on-board nuclear reactor, so it can function without external power for
150 days. Additionally, Jet Alone is controlled by a supercomputer system that rivals the
Magi which makes its combat decisions. While never witnessed in the series, Jet Alone
contains powerful integrated weaponry.
Jet Alone Profile
WS BS S T Ag Int Per WP Fel LS
50 50 30 10 20 30 35 20 10 0
Jet Alone Body
Location % to Hit AP Wounds
Head 01-10 4 11
R. Arm 11-20 4 13
L. Arm 21-30 4 13
Body 31-70 6 18
R. Leg 71-85 4 13
L. Leg 86-100 4 13
Movement: 4/8/12/16
Skills: Awareness (Per), Logic (Int)
Talents: Combat Master, Independent Targeting,
Deadeye Shot, Weapon Expert
Traits: From Beyond, Natural Weapon (Claws),
Nuclear Powered*, Integrated Weapons**,
Celerity, Stuff of Nightmares
A.T. Field Powers: None
*Nuclear Powered: If Jet Alone takes enough
damage to his body that he would be destroyed,
roll 1d10. On a roll of 5 or lower, Jet Alone’s reactor has been breached, and will suffer a major
meltdown within 1 round. While this does virtually no physical damage, the released radiation
poisons everything in the surrounding area and during the post-battle phase treat the Collateral
Damage from the fight as an even 100.
**Integrated Weapons: While Jet Alone can use its manipulator claws as a close combat weapon, it
also possesses built in ranged weaponry of the GM’s choice. It is treated as having 3 WUP worth of
ranged weapons, drawn from the same pool of technologies currently available to the players. Jet
Alone may have Pistol or Basic weapons integrated as it sees fit, but may not integrate Heavy
weapons.
Weapons: Claws (1d10+3 R)
Using Jet Alone:
The Jet Alone lacks an A.T. Field and a Core, so defeating it is much easier than even a weak
Angel. However, its access to human made weaponry is an opportunity for the players to
fight weapons that they are used to having on their own side, and might not be prepared to
deal with. Suggested weapons for integration include Tier 2 Maser or Positron weapons.
Jet Alone’s Nuclear Reactor also makes the fight less about defeating the war machine, and
more about defeating it safely. Should Jet Alone be allowed to meltdown, the fallout (both
literal and political) should be tremendous and the pilots should be made to remember it for
some time.
Jet Alone Prime
The previous Jet Alone was the prototype model, and this unit with an onboard N² reactor
was actually in development at the time. Initially afraid of having an onboard fission reactor,
but forced to meet the deadline for the public test, they fitted the prototype with a nuclear
reactor taken from the "old system".
The Jet Alone Prime model contains an onboard reactor which was treated as experimental
at the time. By coincidence, it slipped through the grasp of outside forces who conspired to
have it sabotaged, thus narrowly escaping disassembly.
The body of this robot, with its reactor, is slightly smaller than the original Jet Alone. But it's
still powerful and nimble, and in exchange for only having to equip a single cooling system
it consumes massive amounts of water, requiring the presence of a nearby water supply
during periods of extended operation. Its weapons include a giant hammer and a ring
attached to the wrist that emits an electrical discharge.
Jet Alone Prime Profile
WS BS S T Ag Int Per WP Fel LS
70 70 60 40 30 30 40 20 10 0
Jet Alone Prime Body
Location % to Hit AP Wounds
Head 01-10 8 19
R. Arm 11-20 8 21
L. Arm 21-30 8 21
Body 31-70 8 26
R. Leg 71-85 8 21
L. Leg 86-100 8 21
Movement: 6/12/18/24
Skills: Awareness (Per), Logic (Int), Dodge (Ag)
Talents: Combat Master, Independent Targeting, Furious Assault,
Deadeye Shot, Sharpshooter, Expert Aim
Traits: From Beyond, Celerity, Stuff of Nightmares, N2 Reactor*,
Positron Discharge** Radhammer***
A.T. Field Powers: None
*N2 Reactor: The Jet Alone Prime is powered by an N2 Reactor. Generating even more power than
the old fission reactor, the quark soup that the system sheds in place of lethal radiation is the key to
Jet Alone Prime’s weapons. The only way to stop Jet Alone Prime for good is to destroy its body or
every other limb than the body (thus rendering it a non-threat). If the Jet Alone Prime’s Body is
brought down to exactly 7, 8 or 9 Critical Damage it deactivates safely. If more Damage is dealt, then
it explodes with the magnitude of an N2 Mine.
**Quark Discharge: The exotic radiation produced by a sustained antimatter reaction is a
randomized, rapidly decaying ‘quark soup’. This quark soup can be channeled through the J.A.P.
safely through specialized conduits and held in relative stasis using advanced EM-fields and near-
perfect vacuum tubes. By using a simple UV laser to ionize a path to the target, this exotic radiation
can be released and expected to immediately follow the path of least resistance down the beam, right
at the target.
Whenever Quark Discharge is deflected by an AT Field, that Field’s Deflection is decreased by 1d5
for one Round as the quark soup decays and releases energy in such varying wavelengths that the AT
Field must expend extra effort to neutralize it all.
***Radhammer: Using EM-Field relays, the quark soup stored for firing the Quark Discharge can be
channeled to the head of J.A.P.’s hammer and stored in a special vacuum capacitor. By releasing this
radiation all at once on impact, the hammer can destabilize the AT Field at the point of impact and
possibly break through. When using the hammer, J.A.P. treats the Breach from DoS as double the
normal amount.
Weapons: Radhammer (1d10+12 I; Pen 6; Breach +6; Unweildy, See Above ), Ultraviolet Laser
Repeater (40 dm; S/3/-; 1d5+3 E; Pen 1; Breach +0; Clip unlimited), Quark Discharge (40dm; S/-/-;
1d10+5 E; Pen 5; Breach +5; Clip Unlimited; Recharge, Positron)
Using Jet Alone Prime:
Still lacking an AT Field, the Jet Alone Prime was designed to nevertheless be
effective against enemies with low-strength AT Fields. Originally featured in an Evangelion
video game, exactly how the Jet Alone Prime could beat its way through an AT Field with
little more than a giant hammer was never properly explained. The above pseudoscience is
nothing more than a justification for this, so try not to look too much into it. As it stands, the
Jet Alone Prime is already well equipped for dealing with the Evas themselves, and even
standing up to some of the weaker Angels. While the introduction of entirely new weapons
systems would probably be unnecessary (and merely upgrading the currently in place
weapons and abilities would make it more than a match for most opponents) any high-
science prototype weapon that a GM wanted to introduce to their campaign could almost
certainly be seamlessly introduced via its inclusion on the Jet Alone Prime. Should the Jet
Alone Prime be fielded against the Evangelions, it would not be unheard of for it to be
accompanied and supported by T-RIDEN-T Land Cruisers of some design. In what is sure to
infuriate the players, Jet Alone Prime’s distinctive hammer is nothing more than a simple
hammer (1d10+4; Pen 2; Breach +0; Unweildy) in the hands of an Eva, which lack the
sophisticated N2 reactor and accompanying systems to make use of its more exotic abilities.
T-RIDEN-T Land Cruiser Prototype
The Evangelions are designed to fight the Angels, and represent the most advanced fighting
machine mankind has ever built. However, while built by different countries, each
Evangelion is the property of Nerv, and by extension the United Nations. Man is an
inherently distrustful creature, and more than a few have looked ahead and wondered what
purposes the Evangelion might be used for once the Angel threat has been eliminated.
The dinosaur-like T-RIDEN-T Land Cruiser was built to be the answer to the proposed
“Evangelion Problem”: a massive fighting machine designed specifically to combat and kill
an Evangelion should it become necessary. This prototype is dangerous in and of itself, and
could easily break the back of any conventional army singlehandedly. Whether it has what it
takes to defeat an Eva, however, remains to be seen…
T-RIDEN-T Land Cruiser (Prototype)
WS BS S T Ag Int Per WP Fel LS
30 50 30 30 35 30 35 30 30 0
Movement: 6/12/18/24
Skills: Awareness (Per), Dodge (Ag)
Talents: Drop Trained, Expert Aim, Hard Target, Target Acquisition, Weapon Expert
A.T. Field Powers: None
Traits: Machine*, Airborne**, Elite***, Size (Hulking), the Stuff of Nightmares
*Machine: The T-RIDEN-T Land Cruiser has no core, but it does have a cockpit. The T-RIDEN-T
functions basically as long as as the unit still has power, and there is something controlling it. The T-
RIDEN-T is only defeated by the destruction of its body hit location. If the head is destroyed it is
treated as under Darkness until repaired (due to redundant sensors built into the entire machine.
Should any location marked next to the name of a Weapon be destroyed, that weapon is disabled as
well.
**Airborne: The T-RIDEN-T Land Cruiser is self deployed, and comes equipped with powerful
thrusters. Specifically designed for this form of flight, the T-RIDEN-T Land Cruiser is treated as being
equipped with A-Type Equipment, with 3 jumps of fuel onboard and capable of lifting off and
initiating sustained flight under its own power.
***Elite: Despite being NPCs, T-RIDEN-Ts may roll Righteous Furies with their Weapons.
Weapons: Manipulators (1d10+3 I; pen 2, Breach +1; Arm-mounted), Chin-mounted Machinegun (40
dam; S/3/6; 1d10+4 I; Pen 3; Breach +1; Clip 30; Pistol, Head-Mounted), Missile Launcher (80 dam; S/-
/-; 2d10+5 X; pen 5; Breach +5; Clip 4; Heavy, Blast (4), Body-Mounted)
T-RIDEN-T Land Cruiser (Prototype) Body
Location % to Hit AP Wounds
Head 01-10 9 8
R. Arm 11-20 7 6
L. Arm 21-30 10 6
Body 31-70 6 12
R. Leg 71-85 8 10
L. Leg 86-100 8 10
Using T-RIDEN-T Land Cruiser Prototype:
The T-RIDEN-T may seem to some like “Jet Alone… again”. That would be a mistake.
The T-RIDEN-T has a human pilot, which makes fighting one a rare instance of fighting
another human being. Even without this added moral quandary, the T-RIDEN-T trades Jet
Alone’s sturdiness for flight and maneuverability.
However, do not expect a single T-RIDEN-T prototype to be much of a threat to your
Evangelions, unless it somehow manages to separate them and/or cut the umbilical. In a fair
fight, even at low levels an Evangelion could be expected to win against a single T-RIDEN-T
prototype. It is the T-RIDEN-T pilot’s job to keep it from turning into a fair fight, using range
and speed to their advantage.
A fight against a T-RIDEN-T prototype is not important because of any risk the pilot
may be facing now. What makes the T-RIDEN-T important is that there are human enemies
out there intentionally targeting the Evangelions, and the T-RIDEN-T Project is their plan for
doing so. While the prototype was not especially deadly, it was close enough that with some
better weapons, it might pose a real threat.
Any GMs looking for a better version of the T-RIDEN-T prototype are encouraged to
simply use the T-RIDEN-T Production Models instead. However, any GM looking to change
up the way the T-RIDEN-Ts are armed should note that the T-RIDEN-T has a pistol weapon
mounted on the chin, and two heavy weapons mounted on the body.
T-RIDEN-T Land Cruiser Production Models
The prototype went a long way to defining the construction of the T-RIDEN-T series.
However, it underestimated the firepower required to take down an Eva. This is a mistake
they have done much to correct, through application of technology originally developed to
aid the Evas against the Angels.
The T-RIDEN-T Land Cruiser Production Models come in two varieties: Interceptor and
Artillery. The Interceptor model is designed to engage the Evangelions at medium to close
range, utilizing its twin Positron weapons against targets with active A.T. Fields and
unloading an impressive rate of fire with its Maser on any targets of opportunity that present
themselves. The Artillery model is instead designed to establish a position on the edge of
the battlefield, picking targets at will for its devastating Heavy Railgun. Manned by expert
pilots, T-RIDEN-T kill teams work in unison to bring down the Evangelions with startling
efficiency.
T-RIDEN-T Land Cruiser (Interceptor)
Movement: 10/20/30/40
Skills: Acrobatics(Ag) +10, Awareness (Per) , Dodge (Ag) +10
Talents: Disarm, Double Team, Drop Trained, Expert Aim, Hard Target, Positron Burrow, Precision
Pistol (Sideshot), Spotter, Target Acquisition, Weapon Expert
Traits: Machine*, Airborne**, Elite***, Size (Hulking), the Stuff of Nightmares
A.T. Field Powers: None
*Machine: The T-RIDEN-T Land Cruiser has no core, but it does have a cockpit. The T-RIDEN-T
functions basically as long as as the unit still has power, and there is something controlling it. The T-
RIDEN-T is only defeated by the destruction of its body hit location. If the head is destroyed it is
treated as under Darkness until repaired (due to redundant sensors built into the entire machine.
Should any location marked next to the name of a Weapon be destroyed, that weapon is disabled as
well.
**Airborne: The T-RIDEN-T Land Cruiser is self deployed, and comes equipped with powerful
thrusters. Specifically designed for this form of flight, the T-RIDEN-T Land Cruiser is treated as being
equipped with A-Type Equipment, with 3 jumps of fuel onboard and capable of lifting off and
initiating sustained flight under its own power.
***Elite: Despite being NPCs, T-RIDEN-Ts may roll Righteous Furies with their Weapons.
T-RIDEN-T Land Cruiser (Interceptor)
WS BS S T Ag Int Per WP Fel LS
40 60 30 50 50 30 35 30 30 0
T-RIDEN-T Land Cruiser (Interceptor) Body
Location % to Hit AP Wounds
Head 01-10 11 14
R. Arm 11-20 10 12
L. Arm 21-30 10 12
Body 31-70 13 18
R. Leg 71-85 12 16
L. Leg 86-100 12 16
Weapons: Progressive Ram (2d10+5 R; pen 2, Breach +3; Progressive, Unbalanced, Slow, Body-
Mounted), Manipulators (1d10+5 I; pen 2, Breach +3; Balanced, Arms), Chin-mounted Tactical Maser
(40 dam; S/2/3; 1d10+1 E; Pen 2; Breach +2; Clip 15; Pistol, Maser, Burst, Markerlight, Head-
Mounted); Dual Positron Cannons (80 dam; S/2/4; 1d10+3 E; Pen 4; Breach +4; Clip 20; Positron,
Tearing, Body-Mounted)
T-RIDEN-T Land Cruiser (Artillery)
T-RIDEN-T Land Cruiser (Artillery)
WS BS S T Ag Int Per WP Fel LS
25 70 30 50 50 30 35 30 30 0
Movement: 10/20/30/40
Skills: Acrobatics(Ag), Awareness (Per) +10 , Dodge (Ag) +10
Talents: Drop Trained, Expert Aim, Sharpshooter, Target Acquisition, Weapon Expert
Traits: Machine*, Airborne**, Elite***, Size (Hulking), the Stuff of Nightmares
A.T. Field Powers: None
*Machine: The T-RIDEN-T Land Cruiser has no core, but it does have a cockpit. The T-RIDEN-T
functions basically as long as as the unit still has power, and there is something controlling it. The T-
RIDEN-T is only defeated by the destruction of its body hit location. If the head is destroyed it is
treated as under Darkness until repaired (due to redundant sensors built into the entire machine.
Should any location marked next to the name of a Weapon be destroyed, that weapon is disabled as
well.
**Airborne: The T-RIDEN-T Land Cruiser is self deployed, and comes equipped with powerful
thrusters. Specifically designed for this form of flight, the T-RIDEN-T Land Cruiser is treated as being
equipped with A-Type Equipment, with 3 jumps of fuel onboard and capable of lifting off and
initiating sustained flight under its own power.
***Elite: Despite being NPCs, T-RIDEN-Ts may roll Righteous Furies with their Weapons.
Weapons: Manipulators (1d10+5 I; pen 2, Breach +3; Balanced, Arms), Rail Cannon (Longshot; S/-/-;
1d10+5 I; pen 5; Breach +5; Clip 10; Heavy, Body-Mounted), N2 Supershell Cannon (Longshot; S/-/-;
2d10+5 X; Breach +5; Pen 0; Clip 1; Heavy, Tearing, Blast (12), Body-Mounted)
T-RIDEN-T Land Cruiser (Artillery) Body
Location % to Hit AP Wounds
Head 01-10 11 14
R. Arm 11-20 10 12
L. Arm 21-30 10 12
Body 31-70 13 18
R. Leg 71-85 12 16
L. Leg 86-100 12 16
Using T-RIDEN-T Land Cruiser Production Models:
T-RIDEN-T Production Models are intended to finish off their target as quickly and
efficiently as possible, and should not willingly engage an Evangelion one-on-one. Instead,
the T-RIDEN-Ts will prefer to operate in kill teams generally consisting of two T-RIDEN-T
“interceptors” and one “artillery” T-RIDEN-T. More than one kill team could theoretically be
fielded against the Evas, but the resources required for such an operation would be truly
enormous, and one kill team should be able to pick apart all but the most well equipped
Evangelion with relative ease.
The T-RIDEN-T’s should preferably be outfitted with weapons to best reflect the
technologies researched throughout the campaign. If, for example, Positron research was
never completed but N2 Shell technology was, then it would be reasonable to swap out the
interceptor’s “Dual Positron Guns” with “Dual Shellguns”, or even a Shellcannon system.
Similarly, one or more T-RIDEN-Ts could be outfitted with Ablative armor of some kind, if
such a thing was ever researched for the Evas.
If such technology was never fully researched by Nerv, this does not actually mean
that it may not be used by the T-RIDEN-Ts, it just means that the research was performed by
some other organization. Such competing research should not be a complete surprise to the
pilots; hints of an Eva-scale arms race should be dropped before then to prevent it from
seeming like an ass-pull.
In short: The T-RIDEN-Ts are meant to be equipped to defeat the Evangelions. Feel
free to equip them with whatever man-made weapon would seem most reasonable for them
to be expected to have in your campaign. If simple weapon loadouts are not enough,
particularly malevolent GMs may even include an N2 mine aboard one or more Tridents, set
only to arm itself and explode should all fielded T-RIDEN-Ts be defeated. It is unlikely that
the T-RIDEN-T pilots would be aware of its inclusion.
Mass Produced Evangelions
The Mass produced Evangelions are different from previous
Evas, being narrower in the chest and shoulders and wider in the
hips, but the greatest difference is in the head: rather than
humanoid, it is streamlined and vaguely resembles the head of a
baleen whale or a giant tube worm, and apparently covered by
the same reinforced plastic that coats the arms. The long jaws
have red muscular lips, metal-plated teeth, a large grey tongue,
and produce large quantities of saliva. They have no apparent
eyes. They are equipped with large, mechanical, avian-style
wings that enable them to fly, and which can be fully retracted
into the back. They also lack the shoulder-mounted armor
"wings" which were characteristic of previous Evas. Their
primary weapons are the double-bladed Heavy Lances, which eventually transform into
their true form, dark gray replicas of the Lance of Longinus. Additionally, the MP Evas
consistently behave in an animal-like manner; they show formidable savagery, and circle
fallen enemies in the air in a manner similar to vultures before descending to tear the Eva
apart. Each MP Eva contains an internal S² Engine, which grants them complete mobility
(being freed from the umbilical cable) and no operational time limit.
Mass Produced Evangelion Profile
WS BS S T Ag Int Per WP Fel SR
50 50 40 40 50 20 40 10 20 60
Movement: 10/20/30/40
Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag)
Talents: Double Team, Quick Draw, Swift Attack, Synchronize Group, Cannibalize, Ravenous, Rip
and Tear, Drop Trained, Target Acquisition
Traits: Dark Sight, Flyer (5), From Beyond, False Lance*, Natural Weapon (Bite), Regeneration, We’ll
be Back**, Terrifying Visage***, S2 Organ****, Dummy Plug*****
*False Lance: The double bladed weapons that the Mass-Produced Evangelions carry may, as a half
action, be shifted into an imperfect copy of the Lance of Longinus. While in this form, they “lose” their
Great Weapon and, instead, gain a weapon of the following statline: False Lance (1d10+8 R; Pen 8;
Breach +10; Throwing, Tearing). The False Lance may be shifted back into Great Weapon form as a
Half Action. **We’ll Be Back: All Mass Produced Evangelions have a fate point to spend and burn as if they were
Angels.
Mass Produced Evangelion Body
Location % to Hit AP Wounds
Head 01-10 5 6
R. Arm 11-20 5 8
L. Arm 21-30 5 8
Body 41-70 7 13
R. Leg 71-85 5 8
L. Leg 86-00 5 8
***Terrifying Visage: Witnessing the entirety of the Eva Series in action is extremely disturbing,
and all who see the group must roll an Angelic Fear (4) Test. ****S2 Organ: The Mass-Production Evangelions are each equipped with an S2 Organ. While a sad
facsimile of the amazing engine that fuels Angels and enables their unbelievable abilities, this
reproduction is undeniably effective. The Mass-Production Evangelions do not require an Umbilical
Cable and never run out of power. In addition, when using the Group Synch Talent the Mass-
Production Evangelions add their total ATS to the initiator’s, rather than the standard “highest plus 1
per participant”. *****Dummy Plug: The Mass-Production Evangelions are driven on unceasingly by the perfect
intelligence of a Dummy Plug. They are immune to all mind-influencing abilities, any damage to Ego
Barrier, and never experience Feedback or Synch Disruption. Likewise, however, the beast within
has been fully bidden and may never break free of its bondage. The Mass-Production Evas may never
become Berserk.
A.T. Field Powers: Accellerated Territory, Bunker Field, Deflective Field, Float, Neutralize, Anti-AT
Field, Tree of Life*
*Tree of Life (Unique AT Power)
ATP Cost: 50
Activation: Full Action, Maintain Full, All Foes Defeated
Range: Sky-Filling
Effect: Third Impact Initiation, as per ‘End of Evangelion’. Initiation requires an S2 Organ and the use
of Synchronize Group to synchronize all Mass-Production Evas in the group. (This is meant solely to
remind the GM of what the Mass-Produced Evangelions are capable of should they reign triumphant.)
Weapons: Great Weapon (2d10+6 R; Pen 2; Breach +2; Unbalanced), Bite (1d10+4 R; Pen 0; Breach
0)
Using Mass Produced Evangelions:
In the series, the MP Evas are controlled
directly by SEELE using Dummy Plugs based on
Kaworu Nagisa, and are the final attack by SEELE on
Nerv. Accordingly, they should only be used if
SEELE has become the enemy, or they are somehow
stolen.
The Mass Produced Evangelion fight should
be the capstone to a campaign. Given their tenacity
and superior numbers, any fight with them can easily
become a Total Party Kill. Under no circumstances
should they be encountered early in the campaign,
as the player’s possession of a False Lance can be
extremely unbalancing and the idea of a player
passing up the chance to gain one is unthinkable.
CREATING NEW ANGELS
Each Angel that the players fight is an entirely new and dangerous opponent. While many
Angels share certain similarities, these often prove to be superficial as the Angel
demonstrates abilities or tactics that are dramatically different from previously faced
opponents. While information on the Angels and other enemies from the series are provided
in the previous sections, it would be a poor game to play if they represented the only pool of
enemies to fight. To supplement the original enemies, or even to replace them entirely, GMs
of Adeptus Evangelion are encouraged to create their own Angels, either using the
following random generation system, or choosing to make their own from scratch.
Sin From Genesis
The Angel Creation process is in many ways similar to creating a character, and for many it
is just as fun, as the resulting Angel is a powerful and unique individual. When creating a
new Angel, GMs are encouraged to make use of the record sheet provided. For reference,
Angel Generation is broken down into the following steps:
Order
First to be assigned is their Order. An Angel's Order represents their general strategy.
Warrior Angels attempt to overpower the Evangelions through sheer might. Smiting Angels
bring down their wrath from afar, using distance as their strongest defense. The stranger
Messenger Angels attack the Pilot of the Eva directly, threatening their mind and soul as
much as their life. Choir
With their primary attack method established, an Angel defines its complementary abilities
by the three Angel Choirs, its Choir makes the Angel truly unique and makes up a
considerable portion of its power; Guardian Angels are amazingly resilient and difficult to
put down, Guiding Angels exploit their uncanny talent to manipulate the A.T. Field in ways
thought impossible, and the rare Ruling Angels can create other smaller Angels as
extensions of their own bodies.
Physical Form
The Angel‘s Body Type, Size and Characteristics are accounted for. This will detail the
difficulty to land a strike on them, their wound totals, their available modes of transportation,
and several other minutiae besides the obvious Characteristics they require.
Attacks & Special Abilities
The Angel's truly special and unique capabilities come next. Their Natural Weapons range
in variety from powerful lasers that never fail to deal critical damage to auras that cause your
pilots to go mad. The Special Ability of an Angel is a singular and preeminent power
derived from their Choir, and often their most notable defining trait.
Optimization
With the base template for the Angel already set, the strengths and weaknesses of the Angel
can be modified by the GM through the use of CR Points. Here, while the randomness of the
rest of generation can provide inspiration, the GM must see to it that the Angel becomes an
adversary worthy of the player's attention.
Finishing Touches
Finally, a series of tables to help you give the Angel an appropriate bizarre look along with a
suitable symbolic name are included.
The Unofficial Step
While not listed above, there is an Unofficial Step to creating Angels in Adeptus Evangelion,
and that is deciding how difficult you want the fight to be.
In many ways, this can be covered by the CR points mechanic present in the Optimization
section. However, the following 'quick fixes' can be used to ensure that an Angel is going to
be weaker or tougher, even without changing the amount of CR available or how it is used.
These suggestions are organized by difficulty: easy, average or hard.
Easy – Easy Angels are simple creatures that, while dangerous, lack the power and
resourcefulness of the common Angel. You may want to create an Easy Angel for the first
fight in a campaign that has many inexperienced players, or an especially small number of
pilots. Later in the campaign, you may decide to throw the players a bone after a hard battle
to give them a chance to recuperate surplus, or because not all players will be able to attend
a session. To create an Easy Angel, simply omit the Choir step, and any ability assigned by
Choir.
Average – Average Angels are what you would produce from the system normally. No
more, no less. That's why we call them Average, you dolt.
Hard – Hard Angels are certain to give your players a run for you money no matter what
they are equipped with, and all it takes is a single extra Trait. You may want to create a Hard
Angel because your players are getting cocky, because you want to do some real damage,
or just because you are having a bad day. To create a Hard Angel, have it start with the
Superior Action trait. This does not make it's attacks pack any more punch, but it does give it
more ability to act every round. This opens up new tactics, and allows it to potentially smack
around the players more than once per turn. Be warned, however, that if you Angel already
has Celerity you may have bitten off more than you can chew. Never underestimate the
power of extra actions.
Order
The Order of an Angel forms the foundation for it's theme and abilities. With its own inherent
predispositions toward certain strengths and weaknesses, the Order lends itself to creating
a coherent theme that would rarely arise naturally for purely random generation of abilities.
To determine the Order of an Angel, roll 1d100 and consult the following chart.
Roll Result Order
01-35 Warrior Angel
36-70 Smiting Angel
71-00 Messenger Angel
Warrior Angel: The Angel is a beast built for simple, brutal domination through combat.
This does not mean that it can not or even should not have interesting special abilities, but at
the end of the day these abilities exist to enable it to better stomp the Evas into the dirt.
Smiting Angel: The Angel is designed to avoid direct confrontation, and instead fights from
afar. This Order of Angel often possesses powerful or debilitating ranged attacks, and if
caught in close combat is at a massive disadvantage. As such, Smiting Angels often have to
be played with a bit more intelligence if you want to avoid them falling to simple tactics.
Messenger Angel: The Angel, regardless of their strength in more conventional combat, is
built to take advantage of the piloted nature of the Evangelion. This could involve
weakening or even severing the connection between pilot and machine, or by attempting to
corrupt, poison, or inflict massive trauma on the pilot itself.
Regardless of what Order the Angel is, they automatically start with the “Angel” trait.
Choir
The Choir of an Angel exists to provide a secondary defining characteristic to the Order,
creating both stronger Angels and more variety. The Choir of an Angel also has a massive
impact on the Special Abilities available to that Angel. In a way, while the Order of an Angel
defines its strengths and tactics, the Choir of an Angel is what makes it more than a normal
fight.
Not all Orders of Angel have the same chance of beings assigned to a given Choir. Find the
listing of your determined Order below, and roll 1d100 to determine it's Choir.
Roll Result Warrior Angel Smiting Angel Messenger Angel
Guardian Angel 01-75 01-35 01-50
Guiding Angel 76-95 36-90 51-95
Ruling Angel 96-00 91-00 96-00
Guardian Angel: Guardian Angels make themselves memorable through incredible
defenses, forcing the players to adapt their plans and tactics to overcome it or be defeated.
Guiding Angel: Guiding Angels make themselves memorable through awesome displays of
the power of their AT field, creating effects that change the battlefield in ways players could
never hope to match.
Ruling Angel: Rarest of all, the Ruling Angels make themselves memorable by taking away
the strongest advantage of the Evas: their numerical superiority. By creating legions of
drones to fight for them, they seek to defeat the Evas through sheer weight of numbers.
Physical Form
With the themes that will guide the Angel set in place, we move on to the creation of the
Angel itself. This includes the basic form that the angel takes, the means by which is moves
across the battlefield, and its Characteristics.
Body Type
The Body Type is what immediately comes to mind when thinking of an Angel's Physical
Form, as it determines the physical composition and general shape of the Angel. The Body
Type also has an impact on what Characteristics the Angel will be strong in.
To determine the Body Type of an Angel, roll 1d100 and find its listing on the chart under the
Order of the Angel. The left of the chart will name the Body Type of the Angel, and the right
of the chart will list the modifiers to final Characteristics under Adjustments. These
Adjustments are applied to the Characteristics after they have been rolled, not to the
percentiles rolls used to determine the Characteristics in the first place.
Body Type Warrior
Angel
Smiting
Angel
Messenger
Angel
Adjustments
Humanoid 01-30 01-15 01-25 +20 WS, +10 LS
Humanoid
(Winged)
31-40 16-20 26-50 +10 WS, +20 LS
Bestial 41-55 21-30 51-65 +10 S, +10 T, +10 Ag
Bestial
(Limbless)
56-70 31-35 66-70 +10 S, +20 T
Bestial (Flyer) 71-85 36-40 71-75 +10 T, +20 Ag
Artificial 86-95 41-70 76-90 +20 T, +10 LS
Artificial
(Hoverer)
96-00 71-00 91-00 +20 BS, +10 LS
Once you have determined the Body Type, use the Profile for that Body Type provided
below to set Body Locations, as well as the Wounds and Armor of those locations. When
generating Wounds and Armor, roll all instances of the same profile at once (all entries of
Wounds as TB+1d10 use the same roll result, all AP entries of 1d5 do the same, etc).
Humanoid
Description: Humanoid Angels are the simplest, given that their determined form marks
them as distinctly humanoid in shape, if not in mind or appearance. Modifiers: Humanoid Angels have a 50% chance of the Hoverer Trait.
Locations % To Hit Wounds AP
Head 01-10 TB 1d5+3
Right Arm 11-20 TB+1d5 1d5-1
Left Arm 21-30 TB+1d5 1d5-1
Core 31-40 TB+1d10 1d5+3
Body 41-70 TB*2+1d10 1d5+3
Right Leg 71-85 TB+1d5 1d5-1
Left Leg 86-00 TB+1d5 1d5-1
Humanoid (Winged)
Description: As Humanoid, but with the extra addition of wings. These wings need not be
attached at the back or shoulder, but that is certainly the most iconic location. Modifiers: Humanoid (Winged) Angels have the Flyer Trait
Locations % To Hit Wounds AP
Head 01-10 TB 1d5+3
Right Arm 11-20 TB+1d5 1d5-1
Left Arm 21-30 TB+1d5 1d5-1
Core 31-40 TB+1d10 1d5+3
Body 41-70 TB*2+1d10 1d5+3
Right Leg 71-80 TB+1d5 1d5-1
Left Leg 81-90 TB+1d5 1d5-1
Wings 91-00 TB+1d10 1d5-1
Artificial
Description: Distinctly non-humanoid, the Angel is build out of non-organic materials. This
could mean a body made of metal, glass, or rock. Modifiers: Artificial Angels have a 50% chance of the Quadruped Trait.
Locations % To Hit Wounds AP
Head 01-10 TB 1d5
Core 11-20 TB*2 1d5
Body 21-60 TB*3 1d5
Legs 61-00 TB+1d5 1d5
Artificial (Hoverer)
Description: As Artificial, but the Angel moves through the air without need of arms, legs or
wings. A truly alien foe. Modifiers: Artificial (Hoverer) Angels have the Hover Trait.
Locations % To Hit Wounds AP
Core 01-05 TB+1d5 1d10
Body 06-00 TB*3+1d10 1d10
Bestial
Description: The Angel has a form not unlike a predatory animal, either visibly similar to
something the players might recognize or a bizarre, but undeniably organic, beast. Modifiers: Bestial Angels have the Quadruped Trait.
Locations % To Hit Wounds AP
Head 01-20 TB*3+1d5 1d5+1
Front Legs 21-30 TB+1d5 1d5-3
Core 31-40 TB*2+1d5 1d5+1
Body 41-90 TB*3+1d5 1d5+1
Back Legs 91-00 TB+1d5 1d5-3
Bestial (Limbless)
Description: The Angel has a form not unlike a predatory worm or snake, lacking any kind
of limb entirely. Modifiers: Roll 1d10. Bestial (Limbless) Angels have either the Hoverer (on odds) or the
Burrower (on evens) Trait.
Locations % To Hit Wounds AP
Head 01-20 TB*2 1d10
Core 21-25 TB+1d5 1d10
Body 76-00 TB*3+1d10 1d10
Bestial (Flyer)
Description: The Angel has a form not unlike a predatory bird, possessing both wings and
legs almost certainly tipped in talons. Modifiers: Bestial (Flyer) Angels have the Flyer Trait.
Locations % To Hit Wounds AP
Head 01-10 TB 1d5-2
Wings 11-30 TB+1d10 1d5-2
Core 31-40 TB+1d5 1d5+2
Body 41-70 TB*2+1d10 1d5+2
Legs 71-00 TB 1d5-2
“When in Rome...”
Angels have their own agenda, and do not always make things so convenient as to attack the Base of Operations
directly, or in person. On occasion, you may encounter Angels that exist in exotic locations, or move around through
exotic means. Often, these two will go hand in hand.
Angels that you intend the pilots to encounter at Sea should be able to swim at a speed equal to their normal land
speed with ease, for example. Such Angels would also likely be better suited than the Evas for deep Sea pressure.
Angels designed for a fight in magma would similarly be expected to swim, must be intended to survive much higher
pressure, and are almost certainly immune to such mundane heat as being set on fire.
In addition to the fairly simple swim, two new exotic means of movement are presented here:
Teleporting (Short): The Angel and move between points in space directly, ignoring intervening distance. However,
they either cannot or will not use this very often, and only for relatively short “jumps”. Once every 1d5 rounds the
Angel may, as a Reaction Action, move up to 1d10*10 dm in a direction of its choice.
Teleporting (Long): As Teleporting (Short), but the Angel is designed to cover more distance, though it takes more
power to do so. Once every 1d5+5 rounds the Angel may, as a Reaction Action, move up to 1d10*100 dm in a
direction of its choice.
Size
The Size of the Angel is just that: how big is it in comparison to an Evangelion. This is not just
for descriptive terms, as larger Angels are tougher while smaller Angels are harder to hit.
Roll 1d100, and consult the following chart under the Order of the Angel. Each Size also has
listed Adjustments and Effects, including a modifier applied to the wound pool of each Body
Location on the Angel during character creation and a modifier applied to all WS or BS tests
to hit this Angel during combat. Unlike in Dark Heresy, Size does not effect the Angel's
movement or ability to hide.
Size Warrior
Angel
Smiting
Angel
Messenger
Angel
Adjustments and Effects
Minuscule --- --- 01-10 -30 to hit, -5 Wounds
Puny --- 01-15 11-25 -20 to hit, -3 Wounds
Scrawny 01-20 16-30 26-40 -10 to hit, -1 Wounds
Average 21-70 31-65 41-80 No changes
Hulking 71-80 66-75 81-00 +10 to hit, +1 Wounds
Enormous 81-90 76-95 --- +20 to hit, +3 Wounds
Massive 91-00 96-00 --- +30 to hit, +5 Wounds
Characteristics
The Characteristics of an Angel function much the same as that of a pilot or an Eva: the
represent the natural ability of the Angel in the field covered by each Characteristic. There
are, however, a number of differences to keep in mind:
Angels have a Characteristic called “Light of the Soul” (or LS for short) in place of SR.
Angels are proficient in a number of skills of their choice equal to their Intelligence Bonus.
Angels naturally have the Angelic Senses Trait, with a range equal to their Perception Bonus.
Angels naturally know a number of AT Powers equal to their Willpower Bonus, selected from
those available with the Manipulation 1 and Manipulation 2 talents. They must always know
at least one Spread Pattern AT Power.
Angels have a Fear Rating equal to their Fellowship Bonus.
For each Characteristic, roll 1d100 under the relevant Order to determine a value, and then
apply any Characteristic modifiers that may exist to that value.
Warrior Angel Characteristics
Roll Result WS BS S T Ag Int Per WP Fel LS
10 -- 01-35 -- -- -- 01-40 01-40 01-20 01-45 --
20 -- 36-50 -- -- -- 41-75 41-85 21-50 46-95 --
30 01-25 51-75 01-50 01-45 01-30 76-90 85-95 51-85 96-00 --
40 26-40 76-90 51-80 46-90 31-90 91-00 96-00 86-00 -- --
50 41-80 91-00 81-00 91-00 91-00 -- -- -- -- 01-10
60 81-95 -- -- -- -- -- -- -- -- 11-20
70 96-00 -- -- -- -- -- -- -- -- 21-40
80 -- -- -- -- -- -- -- -- -- 41-55
90 -- -- -- -- -- -- -- -- -- 56-70
100 -- -- -- -- -- -- -- -- -- 71-85
100+(1d5*10) -- -- -- -- -- -- -- -- -- 86-95
100+(1d10*10) -- -- -- -- -- -- -- -- -- 96-00
Smiting Angel Characteristics
Roll Result WS BS S T Ag Int Per WP Fel LS
10 01-20 -- 01-25 -- 01-25 -- -- 01-35 01-50 --
20 21-30 -- 26-50 01-15 26-50 01-30 -- 36-70 51-00 --
30 31-55 01-10 51-95 16-40 51-90 31-70 -- 71-00 -- --
40 56-90 11-30 96-00 41-80 91-00 71-90 01-35 -- -- --
50 91-00 31-80 -- 86-00 -- 91-00 36-75 -- -- --
60 -- 81-90 -- -- -- -- 76-00 -- -- 01-10
70 -- 91-00 -- -- -- -- -- -- -- 11-25
80 -- -- -- -- -- -- -- -- -- 26-40
90 -- -- -- -- -- -- -- -- -- 41-60
100 -- -- -- -- -- -- -- -- -- 61-80
100+(1d5*10) -- -- -- -- -- -- -- -- -- 81-95
100+(1d10*10) -- -- -- -- -- -- -- -- -- 96-00
Messenger Angel Characteristics
Roll Result WS BS S T Ag Int Per WP Fel LS
10 -- -- 01-10 01-10 -- 01-05 -- -- 01-25 --
20 01-10 01-05 11-20 11-20 01-15 06-10 01-10 -- 26-80 --
30 11-30 06-35 21-70 21-60 16-40 11-60 11-30 01-10 81-00 --
40 31-70 36-70 71-90 61-95 41-80 61-80 31-70 11-70 -- --
50 71-90 76-95 91-00 96-00 81-00 81-00 71-90 71-00 -- --
60 91-00 96-00 -- -- -- -- 91-00 -- -- --
70 -- -- -- -- -- -- -- -- -- 01-30
80 -- -- -- -- -- -- -- -- -- 31-45
90 -- -- -- -- -- -- -- -- -- 46-60
100 -- -- -- -- -- -- -- -- -- 61-75
100+(1d5*10) -- -- -- -- -- -- -- -- -- 76-90
100+(1d10*10) -- -- -- -- -- -- -- -- -- 91-00
Attacks & Special Abilities
Attacks
These represent the basic attacks available to the Angel. If the Angel has a WS higher than
its BS, it gets a free Melee attack as an Angelic Weapon. If the Angel has a BS higher than its
WS, it gets a free Ranged attack as an Angelic Weapon. If both WS and BS are equal, or both
WS and BS are above 40, gain one of each.
Melee Attacks
Melee attacks are attacks that may only be used in close range. First, roll 1d100 to
determine the kind of Melee Attack the Angel possesses. Once an attack has been selected,
randomly determine its Damage Type (and Penetration if required, as noted by
parentheses).
Attacks with a Quality of Unique(x) attack in a special way unique to Angels. Find the listing
for that attack name under the Unique Qualities listed directly below the table.
Roll Result Attack Name Damage Type Penetration Qualities
01-25 Arm Ram 1d10+(SB*2) 1d2 I/E (1d10) None
26-50 Whip 1d10+SB 1d5
I/I/R/R/E
SB*2 Flexible
51-75 Rake/Bite/Gore 1d10+SB 1d2 I/R (1d5) Tearing
76-85 Breath 1d10 1d2 E/X All Unique(Breath)
86-90 Sanguine None None None Unique(Sanguine)
91-95 Contact None None None Unique(Contact)
96-00 Field None None None Unique(Field)
Unique Qualities
Breath: Full Action. Everything within a 10 dm cone in front of the Angel must Test Dodge as
a Reaction or take damage that ignores TB and AP suffer the weapon’s effect.
Sanguine: Anytime the Angel is dealt damage, all within melee range must test Agility or
suffer the weapon’s effect.
Contact: Touching or being touched by the Angel will provoke a Toughness Test to not
suffer the weapon’s effect. Prolonged contact such as a grapple means you must Test every
round.
Field: All within 20 dm must Test SR at the beginning of the Angel’s turn or suffer the
weapon’s effect.
Ranged Attacks
Ranged attacks are attacks that may only be used in close range. First, roll 1d100 to
determine the kind of Ranged Attack the Angel possesses. Once an attack has been
selected, randomly determine its Damage and Penetration if required (as noted by
parentheses).
Attacks with a Quality of Unique(x) attack in a special way unique to Angels. Find the listing
for that attack name under the Unique Qualities listed directly below the table.
Roll Result Attack Name Range RoF Damage Pen Qualities
01-10 Spine Barrage 10 dm S/-/- 1d10+(1d10) I (1d5) Scatter
11-30 Burst Shot 60 dm S/-/- 2d10 X (1d10) Blast (1d5+3)
31-50 Precise Blast Line of
Sight
S/-/- 1d10+(1d5) X (1d10) Unique (Precise
Blast)
51-65 Rapid Fire 120 dm S/5/10 1d10 E (1d10) Unique (Rapid
Fire)
66-80 Beam Array 80 dm S/3/6 1d10+(1d5+1)
E
(1d5+1) Unique (Beam
Array)
81-90 Large Beam Line of
Sight
S/-/- 3d10 E (1d5+5) Recharges
91-95 Localized Effect Line of
Sight
S/-/- None None Unique(Localized
Effect)
96-00 Area of Effect 25 dm S/-/- None None Unique(Area of
Effect)
Unique Qualities
Precise Blast: This weapon deals an additional +2 damage per degree of success on the BS
roll to a maximum of +10.
Rapid Fire: This weapon automatically confirms all Righteous Fury rolls.
Beam Array: This weapon can be fired at an area by taking a -10 penalty from semi auto or
a -20 one from full auto to attack every enemy within range, this deals collateral as a large
area of effect weapon.
Localized Effect: Half Action. Choose one enemy. They suffer the weapon’s effect.
Area of Effect: Full Action. Choose a 10 dam sphere within range, all within suffer the
weapon’s effect unless they Test Dodge as a Reaction to jump out of the way.
Weapon Effects
All attacks, regardless of whether they are melee or ranged, apply a secondary effect to
their attacks. These effects are determined randomly during Angel generation on the
following charts. Most Angels (both Warrior and Smiting) roll on the Offensive Effect chart.
Messenger Angels, on the other hand, roll on their own Messenger Effect chart. All weapon
effects may occur only once per turn to the same target even if they’ve been struck multiple
times (except for Antimatter).
Offensive Effects
Roll Result Offensive Effect Description
01-15 Biotoxin The affected unit becomes blind and deaf for 1d5 rounds.
16-25 A.T. Leech The affected unit loses 1d5 ATS which are added to the Angel's, this
effect lasts one round.
26-40 Pushing The affected unit is thrown back 1d10+5 dm and must test Agi or be
knocked prone and suffer falling damage for the distance thrown.
41-50 Noxious As Toxic, but testing the Eva's Toughness to avoid taking damage to the
same limb. Reroll if the weapon is not one that deals damage.
51-60 Shocking As the quality of the same name from Dark Heresy. Reroll if the weapon
is not one that deals damage.
61-65 Brutal The affected limb automatically takes 1d5 Critical Damage that may not
RF. Reroll if the weapon is not one that deals damage
66-70 Paralyzing The affected limb is useless for 1 round, on a hit to the head or body the
Eva is stunned for 1 round instead.
71-75 Freezing The affected unit loses 2d10 Agility.
76-85 Crushing The affected target is dealt 2d10 I damage unless it is protected by an
A.T. Field, equipment being carried by Evas on hand is not protected
and a Called Shot may be used to destroy such objects.
86-90 Absorbing The Angel regains 1d5 Wounds distributed in any way amongst its
locations after successfully dealing damage, even if the total damage
inflicted was less. Reroll if the weapon is not one that deals damage.
91-00 Antimatter This weapon ignores enemy TB for the purposes of damage reduction.
Reroll if the weapon is not one that deals damage.
Messenger Effects
Roll Result Messenger
Effect
Description
01-15 Sadistic The affected pilot gains 1d10 IP and a -10 penalty to all tests for 1
round.
16-30 Hallucinogen The affected pilot gains 1d5 IP, then must test Willpower or suffer
the effects of a Hallucinogenic Grenade.
31-35 Synchrotoxin The affected pilot loses 1d5 EB and the following Synch Disruption
is negative.
36-40 Sympathetic
Overload
The affected pilot loses 1d10 EB and the following Synch
Disruption is positive.
41-50 Disruptive
Feedback
The affected pilot loses EB the next time he or she uses or
maintains an AT Power equal to the ATP spent. This counts
maintained powers.
51-60 Provoke The affected pilot must test Willpower or lose 2d10 EB and the unit
Berserks.
61-65 Terrorizing The affected pilot must test Fear, at the Angel's Fear rating.
66-80 Mindscan The affected pilot must test Willpower or gain 1d10 IP and be
stunned for 1 round.
81-90 Infect The affected pilot loses 1d10 EB, should this attack defeat the
Evangelion or reduce the pilot's EB to 0, the Evangelion comes
under the Angel's control until the Angel is destroyed.
91-00 Erosion The Angel may deal Ego Barrier damage instead of the weapon’s
normal damage after applying damage reduction. Reroll if the
weapon is not one that deals damage.
“Director of Operations, personal log. The 11th Angel has been destroyed, cleanup crews are…
there is nothing left. Evangelion Unit 06, after infestation, went on a rampage and dealt massive
damage to units 00 and 02. It was preparing to infest Unit 02 when it… when it exploded. Our
connection to Unit 06 was not clear, but we do know that there was still a lifesign within the
entry plug at that time. While there is no way to confirm it, the official statement is that the 6th
Chi… that Hikari activated her Evangelion’s self-destruct manually. It softens the blow, if only a
little, to think of it as a sacrifice she chose to make. Obviously, Raj is devastated. We know they
were close. I am assigning him to a counselor for the next few weeks. We already lost one pilot
today, we can’t afford to lose another. Doctor Chandrahan tells me that it is unknown how
Evangelion Unit 06 became contaminated with Angelic material, but sabotage is a possibility. I
don’t even want to think about that right now. ”
Choir Abilities
These are the special abilities granted to the Angel by its designated Choir, and exist to
round out and strengthen the angel as well as define its core strategy. Roll once on the
ability chart for Angel's Choir.
In addition, each Choir grants a bonus trait automatically, listed ahead of the chart.
Guardian Guardian Angels automatically receive the “The Stuff of Nightmares” Trait.
Roll Result Guardian
Ability
Guardian Ability Effect
01-15 Exoskeleton The Angel gains 6 AP (All)
16-30 Resilient Frame The Angel gains +20 Toughness and may Test Toughness as a
Reaction Action to negate any single attack regardless of multiple
hits or other special abilities.
31-35 Behemoth The Angel gains an additional +10 Wounds to all Locations.
36-40 Probability Shell All attacks against the Angel must roll to hit 2 times and take the
worse result.
41-50 Amorphous As the Amorphous Trait from Dark Heresy, the Angel retains its
original look but has a single Location (Body) with double the
amount of Wounds as it previously had, it lacks a Core and now
must be destroyed in its entirety.
51-60 Orbital The Angel resides in orbit now, it makes use of its new environ and
its size becomes Massive. All its ranged attacks have a range of
Line of Sight and it may automatically succeed at failed BS Tests
instead of rerolling using its bonus rerolls from having a high
LS Characteristic.
61-70 Swarm The Angel splits into many, smaller creatures and now has a single
Location (Body). Any attack from a weapon that does not either
have the Blast, Flame, Scatter or other area of effect quality halves
its rolled damage. The Angel cannot be grappled, knocked down
or pinned. As it lacks a Core, it now must be destroyed in its
entirety.
71-85 Aberrant Core The Angel’s Core is impervious to normal weaponry, only
offensive A.T. Field Powers or attacks enhanced by A.T. Field
Powers, may harm the Core.
86-90 Backup Core Once the Angel’s Core has been destroyed, it may burn a fate
point to reveal a new Core at its maximum wounds value.
91-00 Implacable
Champion
The Angel has an additional Fate Point.
Guiding Guiding Angels get the “Heavenly” Trait automatically.
Roll Result Guiding
Ability
Guiding Ability Effect
01-25 Angel’s Cross The Angel gains the Cross Blast and Rising Cross A.T. Field
Powers.
26-30 God’s Thunder The Angel gains a +20 Bonus to its BS and the Positron Beam
A.T. Field Power.
31-35 Bad Apple The Angel gains the Gravity Bomb and Gravity Territory
A.T. Field Powers.
36-40 Trickster The Angel gains the Stealth Field and Mirror Image A.T.
Field Powers.
41-50 Psychic Power The Angel gains the Mind Probe and Kinetic Jolt A.T. Field
Powers.
51-55 Serpentine
Guile
The Angel gains the Power Surge and Oversynch A.T. Field
Powers.
56-60 Dreadful
Presence
The Angel gains a +10 Bonus to its Fellowship and the
Nightmare A.T. Field Power.
61-70 Speed Demon The Angel gains the Accelerated Territory and Friction
Flood A.T. Field Powers.
71-80 Walking
Fortress
The Angel gains the Bunker Field and Repulsion A.T. Field
Powers.
81-90 Armored
Bomber
The Angel gains the Layered Field and Rutherford Chain
A.T. Field Powers.
91-00 Quantum
Encroachment
The Angel gains the Absolute Terror A.T. Power.
Ruling
Ruling Angels get the “Angelspawn” Trait.
Roll Result Ruling Ability Ruling Ability Effect
01-10 Spawn Legions The Angelspawn come in P-Scale size hordes, they gain the
Swarm trait and cannot harm Evangelions, but automatically
deal 1 Collateral Damage every round they are in a
developed area.
11-20 Self-
Destructing
The Angelspawn have a deadly, suicidal attack (2d10+5 X,
pen 5 Blast (5)) that they may use like any other natural
weapon.
21-25 Sum of its Parts The Angel may use Sacrifice to redirect damage at one
Angelspawn instead of an Arm or other such limb.
26-30 Biomass
Recovery
For each Angelspawn that is killed, the Original recovers
1d5 Wounds.
31-45 Hivemind The Angel and Angelspawn gain a bonus of +10 to all their
Tests for each one other that is alive and within 100 dm.
46-60 Focused
Offensive
When the Angel and Angelspawn are attacking the same
enemy, the target halves their Characteristic Scores for the
purpose of Reaction Tests.
61-70 Radiant Spirit The Angelspawn gain the benefit of the LS table.
71-80 Assaulter Generate an Attack like that of an Angel, treating the
Original’s Career as if it were the Angelspawn’s.
81-90 Titanic Spawn Reroll the Angelspawn’s Characteristics like that of an Angel,
treating the Original’s Career as if it were the Angelspawn’s.
91-00 Ascension The Angelspawn gain a Special Ability, roll 1d5. On a roll of
1 or 2 they’re Guardian Angels, on a roll of 3 or 4 they are
Guiding Angels and on a roll of 5 they are Ruling Angels and
may generate Angelspawn of their own
Optimization The previous random generation rules, which effective at creating an Angel you likely
would not have created on your own, do suffer for their randomness. It is entirely possible to
roll an Angel that has no coherent strategy, no synergy to its powers to make it effective nor
any theme to make it interesting to fight.
That is where CR points come in.
CR is a resource available to GMs that they may use to enhance the Angel encounter. The
number of CR points available for a given Angel is equal to the number of PCs (OD
included) above 4, added to the highest rank in the party-1. So a 4 person party at rank 3
will give their Angels a CR of 2, and a 6 person party at rank 4 will give their Angels a CR of
5.
You may spend these CR points to purchase any of the abilities from the following tables. No
matter what you spend a given CR on, however, the Angel gains a +10 bonus per CR
available to LS, as well as +3 wounds on each Body Location.
CR Abilities
Talents
Talent Name Cost Effect
Blocker 1 CR As the Sacrifice Talent.
Reaver 1 CR As the Rip and Tear Talent.
Skillful 1 CR As the Hatred (Evangelions) and Blademaster Talents.
Speedster 1 CR As the Lightning Reflexes, Sprint and Hard Target Talents.
Ninja 1 CR As the Assassin Strike Talent.
Beatdown 1 CR As the Crushing Blow and Takedown Talents.
Sniper 1 CR As the Marksman, Crack Shot and Mighty Shot Talents.
Pinpoint 1 CR As the Precise Strike and Sharpshooter Talents.
Relentless 1 CR As the Iron Jaw Talent.
Ace 2 CR As the Gravity Kick, Drop Trained and Leap Up Talents.
Aggressor 2 CR As the Lightning Attack Talent.
Defensive 2 CR As the Combat Master and Step Aside Talents.
Riposter 2 CR As the Counter-Attack and Wall of Steel Talents.
Traits (Natural Weapons)
Trait Name Cost Effect
Precise 1 CR As the Precision (Melee or Ranged) Talents, counting improved natural weapons
as one handed and basic as appropriate. May be taken multiple times.
Rapid
Shooter
1 CR May fire in Semi-Auto as a Half Action and make a Single Shot as part of a Full
Movement.
Multiple
Weapons
1 CR The Angel gains an additional Weapon and may use the multiple attack action
with them at no penalty. May be taken multiple times.
Rush 1 CR May use Full Attack actions as part of a Charge Attack.
Traits (Fate Burn)
Trait Name Cost Effect
Detonation 1 CR After burning a Fate Point to evade an attack the Angel may, as a Free Action,
instead self-destruct it’s Core with an explosion that has the magnitude of an N2
Mine. This kills the Angel.
Zeal 1 CR After burning a Fate Point to evade an attack the Angel may, as a Free Action,
enter a Berserk state that gives them a +20 to all Tests and renders them immune
to Stunning.
Radiance 1 CR After burning a Fate Point to evade an attack the Angel may, as a Free Action,
enter a Berserk state that grants them the Unnatural Characteristic (LS) Trait,
doubling it for the purposes of calculating ATS and ATP, however its ATS and
ATP no longer refresh at the beginning of every turn.
Traits (Characteristics)
Trait Name Cost Effect
Phrenic 1 CR Increase the Angel’s Intelligence, Perception, Willpower and Fellowship by 10.
May be taken multiple times.
Incarnate 1 CR Increase the Angel’s WS, BS, Strength, Toughness or Agility by 20. May be taken
multiple times.
Godly 2 CR Increase the Angel’s SR by 50. May be taken multiple times.
Traits (A.T. Field)
Trait Name Cost Effect
A.T. Prodigy 1 CR As the A.T. Specialization Talent. May be taken multiple times.
Retaliating 1 CR On a successful Deflection by the Angel, the Attacker must Test Deflection or
have his attack reflected back at him on the equivalent Body Location (treat Core
as Body).
Osmose 1 CR On a successful Deflection by the Angel, it recovers 2 Wounds distributed as it
wishes among its areas.
Explosive 1 CR On a successful Deflection by the Angel, the damage dissipates into the
battlefield adding 1 point of Collateral Damage to the pool.
A.T. Erudite 2 CR As the A.T. Mastery Talent. May be taken multiple times.
Harmful 2 CR When neutralizing the Angel, the Evangelion takes a -10 penalty to all Tests for
each point of ATS neutralized, until he or she stops neutralizing.
Eroding 2 CR When neutralizing the Angel, the Pilot suffers 1 point of Ego Barrier damage for
each point of ATS neutralized, and every round thereafter in which he maintains
neutralization.
Dual Field 2 CR May spread any two Spread Patterns, using both at full Power for their respective
abilities, using the highest Deflection of the two.
Traits (Specializations)
Trait Name Cost Effect
Multitasker 2 CR Choose a new Choir, gain its associated Trait, and roll a new ability from it as
normal.
The
Specialist
1 CR Choose any one Special Ability available from your Choir. You gain that ability in
addition to what you already rolled. May be taken multiple times.
Encounter Circumstances (Angelic)
Trait Name Cost Effect
Teleporting 1 CR The Angel has the Teleporting Trait, 50% of it being Teleporting (Short) or
Teleporting (Long). It skips phase 1.
Double Fake 1 CR The Angel is actually a decoy, and after burning a Fate Point the real body
shows up, one defensive step closer to the base.
Hostile Environ 1 CR The Angel lies in a hazardous, difficult to reach spot (under magma, in a Dirac
sea, at the bottom of the sea floor) and is very happy doing its thing from
there, either attempting to reach the Geofront from there, happily striking
from a distance, or doing hit and run attacks.
Red Herring 1 CR The base receives a new pilot and Evangelion. They are rather friendly, if
suspicious, but their stay is a short one as during the very next Angel attack
the Angel’s first move kills them in one shot. All pilots automatically fails the
Fear test that follows.
Unreasonable
Demands
1 CR A superior from NERV, the UN, or somewhere else has made it clear they want
the Angel’s Core to be captured intact. Failure to do so will forfeit any surplus
that could be gained from the battle and the PCs will be reprimanded and
punished for their incompetence.
Blackout 1 CR Power is out and Support Structures do not work at all. Skip phase 1.
Escort Mission 1 CR The Angel has a target other than NERV, and it is critical that the Angel is not
allowed to reach it. This can be anything from an Evangelion in transport to the
Lance of Longinus.
Assassin 2 CR The Angel is intelligent enough to know that an Evangelion's head is its most
vulnerable spot and that the entry plug is where its controller lies. Any time it
would hit the body of the Eva, it instead hits the head, and any ejected Entry
Plugs on the field are automatically destroyed, killing the pilot within, if they
are not moved to safety after 3 rounds.
Harbinger of
Tragedy
1 CR The Angel's primary objective seems to be destroying the base of operations
and any nearby settlements, causing as much loss of human life and
destruction of assets in the form of collateral damage as possible. In any round
where the Angel does not attack an Evangelion, it deals 4 Collateral Damage.
Not Now 2 CR The Angel attacks on the very day after the last Angel was defeated. No Evas
have been repaired since the previous fight.
Encounter Circumstances (External)
Trait Name Cost Effect
Adverse Weather 1 CR It’s a very bad time for an attack, one in which visibility is very difficult,
such as an intense thunderstorm at night. Everyone is treated as if being in
Darkness.
The Illness 1 CR Almost everyone in base is sick, all the pilots must Test Toughness or start
the session with a level of fatigue. The GM may choose one often used OD
talent, it may not be used this session as critical staff called sick at the last
minute, equipment turns out to be in poor state of repair, and none knows
where the access codes were noted down.
Absent Pilot 1 CR An Angel attack occurs when one of the pilots was about to go away on
leave, after Security has them out of their eyes, and they must trek on their
own to HQ. The pilot or pilots arrive in the middle of combat at a
dramatically appropriate moment.
Unprofessional 1 CR Two members of the bridge crew (or perhaps a bridge crew member and
senior staff) were involved romantically. Key word “were”. Despite their
supposed professionalism and the severity of the situation, the rift makes
coordinating defense difficult. Half Action OD Talents require Full Actions
instead, Free Action OD Talents require Half Actions, Full Action OD Talents
require two Full Actions instead.
Riot! 1 CR The situation is bad out there and the police cannot keep them under
control on their own. The usual entourage of UN professionals that drive the
tanks and pilot the VTOLs you call for in your operations are busy keeping
the populace in check and the OD lacks access to both Tanks and VTOLs for
this mission.
Unfriendly Fire 1 CR An Angel appears on the sovereign soil of a country politically belligerent
towards the UN, and it looks like its going to take a while for it to get out of
there. The Evangelions deploy, but under watch. If they are responsible for
more than 10 Collateral Damage during the fight, the locals take it very
badly. Local military forces attack the Evangelions, even mid battle!
Extracting the Evas is not going to be easy...
Mismanagement 1 CR Someone's spent way too much money on booze and hookers, and now the
group's weapons are all in poor state. The Evangelions have half the usual
amount of WUP for this battle.
Miscommunication 1 CR The UN has been informed that your Evas have been defeated. An N2 mine
will be dropped on the site of the battle after a number of rounds equal to
the CR available to the Angel, unless it can be defeated before that time.
System Error 1 CR MAGI has been sabotaged and its readings are deliberately wrong. Lie to
the OD about the information he should have gained from the MAGI
analysis roll until he or she realizes something is wrong. After a successful
Computer Use test, the error is fixed and the Magi Analysis chart may be
used normally.
Banes
An enemy that is all strengths is no fun. Sometimes, what makes a battle interesting is the
weakness of the enemy you have to exploit to win. Or maybe you just want to minmax your
Angel for maximum effectiveness.
Banes also have a listed CR point value, but much like Drawbacks for players a Bane instead
gives you that amount to spend in return for shouldering the burden of the Bane. It should be
noted that many Banes are highly situational, and under normal circumstances may never
reveal themselves in a fight. The GM should conspire to make the Bane relevant, or
otherwise allow the science team to “discover” the Bane and relay that information to the
players. To choose a Bane for the CR bonus, and then never have the Bane come into play,
should be considered extremely poor form on the part of the GM.
Angelic Banes
Trait Name Bonus Effect
Natural Senses 1 CR The Angel lacks Angelic Senses and if the Angel’s Head would be
destroyed, they become Blinded and Deafened.
Sticks and Stones 1 CR The Angel is more than prepared itself to face the full might of Evangelions,
but missed the memo about being immune to their support. The Angel
doubles final damage against itself (before TB and AP reduction) from
Improvised Weapons, Pallet Rifles and Conventional Forces.
Flammable 1 CR If the Angel catches on fire, it may not put out the flames and the 1d10
damage from the fire ignores TB.
Decohesion 1 CR Whenever the Angel is Neutralized, its TB is considered to be 1 lower for
every person neutralizing it. This does not reduce its wounds.
A.T. Sensitive 1 CR This angel may not deflect against attacks that are, or are enhanced by, AT
Powers.
Hydraulic 1 CR Whenever this angel takes Rending critical damage, it leaks motive fluids
and must reduce its Agility by 1d10.
Grounded 1 CR In any round where the Angel is hit by a Tesla weapon and takes damage,
or is otherwise struck by a similarly powerful electrical charge, this Angel
may only take Half Actions.
Hydrotoxic 1 CR The Angel’s body has a violent reaction to water. Partial contact such as a
significant splash will remove all AP in that area for the rest of the
encounter. Complete immersion or a repeated exposure will deal 1d10 R
Damage to all affected areas that ignores TB and AP for every round of
contact as the outer layers of its body are flayed apart or dissolved.
Weak Border 1 CR The defensive capabilities of this Angel's AT field require more investment
of effort than is typical and may be neutralized to 0 ATS, losing the ability to
retain a higher minimum ATS.
Slowpoke 1 CR The Angel has a significant charging and target acquisition time. All of its
Ranged Attacks have the Recharge quality. Melee have the Unwieldy
quality.
Achilles’ Heel 1 CR The Angel can be destroyed much more easily by feeding an Evangelion
tactical data to abuse chinks on its armor. Choose a single Scholastic Lore
or appropriate Intelligence based Skill (Such as Chem Use or Computer
Use). By Testing that Skill as a Half Action, a Pilot's next single attack against
Angel may ignore TB and AP. An OD may test and, on a success, grant the
benefits to one Pilot of their choice.
Protoform 1 CR The Angel is at an early stage of its life. The Angel's Toughness and Synch
Ratio are halved until it takes damage, at which point it assumes its real
form.
Blind Plane 1 CR The Angel’s offensive capabilities are locked in a roughly planar
arrangement: It cannot make attacks at anything located above or below 45
degrees from the horizontal.
Lilim Oblivious 1 CR Unless something has an A.T. Field spread, the Angel won't use Reactions to
stop any attacks made from it and will take damage unless it deflects
passively.
Inferior Material 1 CR This angel's body is poorly suited to actual combat. The Angel treats its TB
as a bonus to its armor, and as such penetration works normally against it.
Single-Minded 1 CR Once the Angel damages a target it will continue to attack that same enemy,
calling its shots against that hit location until that area is destroyed. It will
not attack a different target until it has accomplished this task.
Marking Time,
Waiting for Death
1 CR The Angel seems to just stand around at intervals before it is engaged,
regarding its surroundings, and even the Evas, with childlike curiosity
rather than malice. The Evas have an additional 1d5 rounds to prepare for
the battle after deployment where the Angel will take no offensive action of
any kind, unless the Angel is attacked before that period is over.
Finishing Touches With its abilities thus determined, it‘s time to polish the Angel for its final presentation.
Knowing what you know about its form and function; briefly summarize what it looks like.
Remember that this likely looks nothing like anything they have ever seen before, and while
the original series could simply show the audience the angel, you need to describe it if you
want your players to have any memory of this opponent.
Any GM who is stumped for some physical, non-mechanical cosmetic traits for their Angel
may roll on the following chart as many times as he wishes. Though, they should keep in
mind that given the wide variety of Angel forms, there are many options available that
simply will not be able to be applied to the Angel you generated. Even so, feel free to roll
until you find something that feels right.
Finally, look over what abilities the Angel
has at its disposal. See if you can
determine or come up with a running
theme for them. Then, consult the
following list to give your Angel an
appropriate name to render it deep
enough for your campaign.
Aariel Lion of God
Abruel Power of God
Adireal Magnificence of God
Adoil Hand of God
Ahkraziel Herald of God
Ambriel Angel of Communications
Anauel Angel of Prosperity
Asmodel Angel of Patience
Barakiel Angel of Good Fortune
Barbiel Lightening of God
Camael Angel of Joy
Cassiel Angel of Temperance
Cathetel Angel of the Garden
Chamuel Angel of Tolerance
Charoum Angel of Silence
Colopatiron Angel of Liberation
Elemiah Angel of Inward Journeys
Forcas Angel of Invisibility
Forfax Angel of Astronomy
Galgaliel Angel of Vibration
Gazardiel Angel of New Beginnings
Germael Majesty of God
Gradhiel Might of God
Hamael Angel of Dignity
Hamaliel Angel of Logic
Harachel Angel of Knowledge
Hayyel Angel of wild Animals
Haziel Vision of God
Hodiel Victory of God
Hutriel Rod of God
Iadiel Hand of God
Iahhel Angel of Meditation
Israfil Angel of Judgment Day
Izra'il Angel of Health
Jamaerah Angel of Manifestation
Jehoel Angel of Presence
Jophiel Angel of Enlightenment
Kabaiel Star of God
Kafziel Speed of God
Kakabel Angel of the Moon
Kemuel Assembly of God
Kutiel Angel of Water
Makatiel Plague of God
Malchediel Angel of Courage
Metatron Angel of Thought
Muriel Angel of Emotions
Nemamiah Angel of Just Causes
Noriel Fire of God
Omniel Angel of Oneness
Perpetiel Angel of Success
Qaphsiel Angel of the Moon
Rampel Angel of Endurance
Raziel Secret of God
Rehael Angel of Respect
Remliel Angel of Awakening
Rhamiel Angel of Empathy
Salmael Severity of God
Samandiriel Angel of Imagination
Sathariel Concealment of God
Sariel Angel of guidance
Shoftiel Judge of God
Tadhiel Righteousness of God
Taharial Angel of purification
Turiel Rock of God
Uriel Angel of Creativity
Valoel Angel of Peace
Yofiel Angel of Divine Beauty
Yrouel Fear of God
Zacharael Angel of Surrender
Zadkiel Angel of Prayer
Zahafiel Wrath of God
Zagzagel Angel of Wisdom
Zuriel Angel of Harmony
Angel Hybrids
The same genetic engineering project that produces Manufactured Pilots can easily go
further than the boundary of mere human genetics. To truly synchronize with an alien being,
would not a human/alien hybrid be idea? That is one explanation to explain the existence of
an Angel Hybrid in your campaign, and by far the more benign one. Given the unique
properties of an Angel Hybrid, it is far more likely that they were deliberately created to
fulfill a specific role. A cog, either willfully or unknowingly, in some greater machine that
ends with Third Impact. Who can say for sure in these uncertain times?
Angel Hybrids in your Campaign
In previous editions of AdEva, Angel Hybrid was listed along with other assets. However, this
presented a misleading view of how Angel Hybrids really work. Despite what the players
may think, whether or not an Angel Hybrid is going to be in any given campaign is not up to
them, it is up to the Game Master. This is because the mere presence of the Angel Hybrid has
massive story implications, and a player controlling an Angel Hybrid puts them in an
important position to influence the plot. GM’s take note: if the above is not true, and the Angel
Hybrid would serve no special purpose plotwise or would otherwise not be significantly
different from a normal player, DO NOT INCLUDE THE ANGEL HYBRID IN YOUR CAMPAIGN.
Doing so will only serve as a red herring, and be likely to aggravate the player that their
character’s explicitly special qualities are totally worthless. There is no rule that says every
campaign must include an Angel Hybrid, and you should not feel obligated to have one.
Your Angel Hybrid
While much of Adeptus Evangelion is written under the assumption that you will play in a
setting very much like that of the television series, in practice this is often not true. Game
Master’s come up with their own mythologies, chains of events, plot twists and stand-ins for
the Angels. Since the nature of the enemies that the player’s fight can be so variable, it makes
little sense than every Angel Hybrid in every game would be represented in the same way.
Every Angel Hybrid is assumed to be of the Manufactured Background. In theory, Angel
Hybrids of other Backgrounds may exist, but given the artificial nature of Angel Hybrids
there would have to be a very good reason for it to be possible in your campaign. Examples
include a Neospartan that underwent intensive gene therapy after being recruited by Nerv,
or an Impact Survivor that was exposed to something incredible during the Second Impact.
Creating Your Angel Hybrid
To assist in building your Angel Hybrid package, the effects of being an Angel Hybrid have
been broken down into 3 Categories: Power, Tell, and Situation.
The Power is what special ability is granted by your Angelic DNA.
The Tell is what strangeness, either physical or mental, marks you are being inhuman.
The Situation is how being an Angel Hybrid has impacted their relationship with the rest of
the world.
Each Angel Hybrid gets exactly one instance of each of the above categories, as chosen by
the Game Master. The Game Master is the one that knows about the Angels and the
Campaign to come, so it is they that have the power to define the Angel Hybrid, not the
player. Though, of course, it is always within the player’s power to make requests, or decide
to play a different character if the GM creates an Angel Hybrid package that they do not want
to play.
Game Masters can easily create Powers, Tells or Situations of their own to supplement the
lists below to better fit the Angel Hybrid to their campaign. Even so, the following examples
are provided.
Powers
Synergy: The Angel Hybrid may change their Synch Ratio by 1d10 each round in a direction
of their choice as a free action. This does not trigger any other form of Synch Disruption. In
addition, they reduce Ego Damage they take from all sources by 1, to a minimum of 0.
Strong Field: The Angel Hybrid has an Ego Barrier of 20 higher than normal for their
Willpower.
Strange Connection: The Angel Hybrid and their Evangelion share a special bond. The
character begins play with the Ghost in the Machine talent, regardless of their career.
Angelic Biology: Simply put, the Angel Hybrid does not need its organs to survive as much as
we do. The Angel Hybrid begins play with the Stuff of Nightmares trait, as well as a
Toughness Bonus of 1 higher than normal. Both of these effects apply only to the pilot, not
their Eva.
Prophet: The Angel Hybrid receives visions when they sleep, hinting at things to come.
Maybe the Angels in your campaign are from the future, and your Angel Hybrid is dreaming
of memories unstuck in time. Maybe your Angels are highly telepathic, and the Angel hybrid
is listening in important people and even the Angels themselves from afar. In any event, the
player periodically receives flashes of important information as they sleep.
Intuition: The Angel Hybrid has an inherent understanding of the Angels they face. They
begin play trained in the Scholastic Lore(Angels) skill, and have the “As Foretold” Operations
Director Talent.
Tells
Alien Intelligence: May treat all Intelligence based skills as basic skills, -5 Per or -5 Fel
Serenity: The Angel Hybrid does not have the right emotional reactions to stimuli, instead
being oddly… serene. They are immune to all forms of Fear, may not Frenzy or Bloodlust, and
do not gain any bonuses from high morale or any other strong emotion.
Cosmetic: You have some very obvious physical trait that sets you apart. Maybe it is a
blatantly non-natural hair or eye color, or maybe you are albino. In any case, you look weird.
You take a -10 to all Fellowship tests against strangers, and everyone gets a +10 to Awareness
tests to notice you. There is no benefit to being funny looking.
Sensitive Mind: Your soul is much like an Angel’s: closely tied to your personal AT Field. Your
Intelligence and Perception scores are both equal to your current Ego pool. This makes they
likely to be high at start, especially since you effectively drop your two lowest Characteristic
rolls, but if your Ego every drops (and it will) your Characteristics are modified accordingly.
Your Intelligence and Perception may not be increased through Characteristic
Advancements.
Enemy: You have an irrational Hatred of other people that you must constantly try to keep in
check. You can manage to function in society, but take delight in the misfortune of others and
are quick to anger. You begin play with the Sadistic Drawback, for which you do not gain any
extra Depth. If the Sadistic Drawback has already been chosen by this character, they
automatically roll a 1 on the 1d10 when their drawback is triggered.
Never Alone: The Angel Hybrid has a special friend that only they can see and talk to. Is this a
sign of madness? Or is the Angel Hybrid interacting with some outside force? Or, just maybe,
the Angel Hybrid is speaking to a part of themself that they do not even know is there…
Unnatural: You do not know why, but animals hate you. Dogs bark at you, cats spit at you, and
birds freak out. Even insects, like ants, seem to have it in for you. Should you ever approach
an animal, it will always become panicked or violent. Often both. Obviously, you are
considered inept in regards to the Wrangling skill, and may never pass a test of it.
Situations
Ignorant: You have no idea you are an Angel Hybrid. The good news is that this means others
probably do not as well. However, you cannot exploit what you do not know is there. You gain
no benefit from your designated Power at the start of the campaign, and as the player you
might not even know what it is yet out of character. How that power becomes unlocked for
you, and how you realize your true nature, are up to the GM.
In hiding: You know you are an Angel Hybrid, and it is something you keep to yourself. The
Humans just would not understand, and your creators warned you of the risks involved in
letting others know. You begin play with the Dark Secret(Angel Hybrid) Drawback, for which
you do not gain any extra Depth.
Hunted: You know you are an Angel Hybrid, and worse yet so does someone else! There is a
person or organization out there that targets you because of what you are. Maybe to simply
keep an eye on you, or kidnap you for their own ends. They may even want you dead! You
begin play with the Foe Drawback, for which you do not gain any extra Depth.
Public: It is no secret to anyone that you are an Angel Hybrid. Everyone knows. This has all of
the Disadvantages of the Hunted option above, as well as imposing a -5 Fellowship penalty.
Even people who know you can’t help but treat you differently, given what you are.
"*sigh...* Yes, that is my natural hair color. No, I don't know why it's blue-white rather than the
normal blonde-to-black spectrum."
-Elias Anderson, Manufactured pilot
BASE OF OPERATIONS
What you are defending from an
Angel attack is your Base of Operations.
Be it a fortified city, a military installation,
the last best hope for humanity or even
just the place you call home, your Base of
Operations is from where your
Evangelions sortie and where the Angels
seem determined to strike.
In the Evangelion series, the Base
of Operations is Tokyo-3. Tokyo-3 is a
fortified city built above a massive
underground geofront containing a secret
installation holding Lilith (and later, Adam
as well). This is a very specific Base of
Operations, but not the only one possible.
This chapter is dedicated to the
creation of a campaign’s Base of
Operations, from choosing where it will
be to designing the people who feature
prominently in it. In most games of
Adeptus Evangelion the Base of
Operations is going to be in a set location,
though certain alternatives do exist. The
Base of Operations in an area that must be
defended at all costs, and the Evangelions
are the only tool fit to do so. As such, the
pilots will rarely have a chance to leave
the Base of Operations in a typical
campaign, aside from engaging an Angel
in the field. It is important to make sure
that the Base of Operations is set up to
provide an interesting primary setting for
the bulk of your campaign, and that it
appeals to the players and GM equally.
Example Bases of Operation
The Base of Operations for your
characters is unlikely to change over the
course of your campaign, so choose it
wisely. While you can change you Base of
Operations to suit what kind of campaign
you want to run, in Adeptus Evangelion
your Base of Operations is assumed to be
the Geofront.
GeoFront (Nerv HQ)
A spherical cavern protected by 22 layers
of armored bulkheads, the Geofront is
located under a fortified city and contains
the Nerv headquarters. In reality, the
Geofront is a massive hollow sphere, used
as the vessel of either Adam or Lilith, of
which only the very top portion has been
colonized. Given its nature as a vessel for
Adam or Lilith, it is very likely that
whichever being that the Geofront
belonged to still lies dormant within it,
and that being is the thing you must
protect from the Angels at all costs. If the
Angels reach it, Third Impact is assured.
The Geofront, while your technical Base of
Operations, need not be a specific
geographic location. The following
canonical installations may be used as a
cover for your Geofront, thereby
becoming Nerv HQ.
Nerv-00
Nerv-00 is Tokyo-3, the location of the
Geofront in the series Neon Genisis
Evangelion. Tokyo-3 is located in Southern
Japan, and is noted for being the site of the
original Magi Supercomputer system. In
addition to the standard support structures
of a Base of Operations, Tokyo-3 has been
designed to reduce collateral damage as
much as possible. Tokyo-3 begins play
with the “Recessive Buildings” upgrade
already purchased.
Nerv-01
Nerv-01 is the first North American branch
of Nerv located in Boston, Massachusetts.
It holds one of the Magi supercomputers,
and incorporates the former MIT facilities.
The First Branch is the dedicated research
powerhouse of the Nerv organization, and
at the beginning of the campaign the
players are awarded 20 Research which
must be spent before play can begin.
Nerv-02
Nerv-02 is the second North American
branch of Nerv. It is located somewhere in
the Nevada Desert, possibly at Area 51 or
a post-Second Impact branch of the Sandia
Laboratories. Nerv-02 is notable for its
research into the development of new
Evangelion technology, notably the S2
engine. It can be assumed to possess a
Magi system. As a military installation,
Nerv-02 receives 10 Surplus to spent on
turrets before play begins at the start of
the campaign. Any of this Surplus unspent
at the time of the first Angel attack is lost.
Nerv-03
Nerv-03 (also known simply as "Nerv-
Germany") is the branch of Nerv located
in Germany. Its location is never specified
in the series; however, there are two Magi
computers in Hamburg and Berlin. Either
city (or with some imagination concerning
the size of the geofront, both) could be
your Base of Operations.
The primary difference between
the two is function. The Nerv Facility in
Hamburg is designed as a construction
facility for Evangelion combat-models,
and may use their large supply of spare
parts and equipment to reduce the
Collateral Damage caused by a defeated
Evangelion by 2. Similarly, The Berlin
facility is designed as an Evangelion scale
weapons production facility, and as such
all Pilots stationed there receive a free
Weapon Upgrade Point at the beginning
of the campaign.
Exotic Operations
The Geofront is a staple of the Evangelion
setting, but it is by no means necessary for
your campaign. There need not be a
massive cavern beneath a fortress city for
the Evangelions to deploy from. You need
not restrict yourself to the locations listed
above for placing your Nerv
Headquarters. The only true requirement
for your Base of Operations is that it have
the basic facilities for maintaining and
deploying Evangelions (without which
your pilots will quickly find themselves
useless).
To build a base of your own, the first step
is to determine the Location of the Base of
Operations.
The location to have your base is
probably one of the more important story
based properties when it comes to base
design. The location will create a certain
expectation for the campaign, based on
the culture and language of the area
surrounding the base. For example, being
told that a game will take place in New
Orleans will create a completely different
expectation than Paris, France. Each of
those are locations steeped in their own
history and culture, and a player would
not assume that those two are totally
interchangeable for your campaign.
Given the impact of location on the tone
and feel of your game, unless you have a
specific location already firmly fixed in
mind for story or mythology reasons it is
recommended that you, as the GM, work
with the players to decide the location of
your base.
Once a location has been chosen, you may
choose to apply a special property to the
base from the list below. These special
properties are all linked to different
thematic attributes of the Base of
Operations that are likely to play a major
role in your campaign. You are by no
means required to use one, though doing
so is likely to add that extra flair to the
place your pilots call home.
Naval Base: The majority of planet Earth is
covered in water, and Nerv was not so
fortunate as to have the hidden treasure
they need to protect be found on land. The
Base of Operations is in, or very close to,
the sea. This could be a Fortress City on
the shore, a base that takes up an entire
island to itself, or even a massive
installation located on the floor of the
ocean. Because of this property, the
majority of Angels in this campaign should
be expected to be aquatic in nature or
otherwise engaged at sea. As such,
Evangelions likely start with C-Type
equipment by default in this campaign,
rather than B-Type.
Mobile Command: The Base of Operations
is some form of mobile command center.
This could take the form of a massive
airship based on alien technology, a huge
submarine or floating city. Unlike other
Bases of Operation, the intent here is that
the base does not stay still. Even staying
near the Base of Operations, the pilots can
be expected to see and interact will
several different locals as the Mobile
Command moves. Being able to move the
Base of Operations shits the tone of the
campaign from a defense stance to a more
proactive one. Perhaps Nerv is hunting the
Angels around the world to deal with them
as a threat before they have a chance to
fully mature, are themselves searching for
some plot important artifact, or are
looking for Adam itself to deal with the
Angel threat once and for all! Unlike other
Bases of Operation, collateral damage has
far greater consequences for a base of this
type. After all, losing a city block is not as
bad as losing a piece of your flying
fortress’s wing. Collateral damage can
and should cause delays as the Mobile
Base is forced to stop for repairs. Sufficient
Collateral Damage may even ruin the
base entirely, ending the campaign in
defeat or forcing the Evas to continue the
search without it and the resources it
could have provided.
Hostile Zone: For what could be a number
of reasons, leaving the base of operations
is extremely dangerous. Maybe the world
has suffered a plague, or the effects of the
Second Impact rendered the surface
inhospitable. This may not be a global
condition, but rather an extremely
hazardous local area. Choosing this for a
campaign will make plug ejection a far
more dangerous gamble than it already is,
with the added effect of making collateral
damage to the base also more dangerous
as internal areas become exposed to
whatever it is outside the base. The effects
of such exposure of course depend on the
nature of the Hostile Zone they find
themselves in.
The Shadow over Nerv: The Nerv base is
isolated from the outside world, either by
distance or some environmental barrier.
But that’s just fine. The locals have known
not to come near here for hundreds of
years. For some reason, strange
phenomena happen all around the Base of
Operations. Maybe constant exposure to
AT Fields has damaged the laws of physics
in the area. Maybe the slumbering
Evangelions whisper in people’s dreams
as they sleep, or the body of anyone who
dies near the base slowly melts into an
orange fluid. People see things, hear
thing, feel the presence of some other
force when they are alone in the room.
Whatever is going on, it clearly is not
natural. This sort of base is best suited for
a campaign with a greater focus on the
supernatural, or where the Angels the
players fight are explicitly eldritch
horrors of some kind or another.
“We all still love you. Why won’t you come
home?”
-Found etched in LCL holding vat during
routine draining
Starting Resources
There are certain resources that a Nerv base is assumed to have access to, even at
the beginning of the campaign and regardless of what kind of base it is. These resources
provide logistical support to Nerv and their weapon of choice, the Evangelions.
The Base of Operation Starting Resources include:
• One (1) Pallet Gun, Progressive Knife, and Wing Loadout (Knife dock) upgrade for each
Evangelion.
• A Magi Supercomputer system.
• One (1) Prototype and one (1) Test-Type of C, D and E Type Equipment.
• One Evangelion Carrier Plane for each Evangelion.
• One Mobile Support Structure and Support Drop for each Evangelion.
• Three (3) Launch Ports, six (6) Umbilical Ports, four (4) Support Caches and one (1)
Embarkation Point for the Base of Operations.
A more in depth description of certain Nerv Resources is as follows:
Evangelion Carrier Plane
WS BS S T Ag Int Per WP Fel
00 00 0 0 20 30 20 20 20
Nerv Carrier Plane Body
Location % to Hit AP Wounds
Carrier Plane 01-00 2 8
Movement: As the Plot demands
Skills: None
Talents: None
Traits: Vehicle*, Flyer (4)
*Vehicle: The Evangelion Carrier Plane is destroyed once it reaches 0 wounds.
Weapons: None.
The Nerv Evangelion Carrier plane is a black aircraft designed for the transportation and
deployment of Evangelions. Understandable, such planes are enormous, and as such cannot
land or take off without a runway and plenty of room. Due to their size, such planes are
somewhat slower and less agile than smaller, more combat oriented aircraft, and have to
land to refuel every few hours.
Evangelions transported in this manner are left mostly exposed, slotted into the back of
the plane by its upper body and released mid flight, plummeting to the ground below.
However, the Carrier plane’s pilots are trained to release the Evangelions only over
acceptable terrain and within a relative safe distance from the ground, incurring no damage
due to the Eva’s natural resilience and certain low-yield shock absorbers built into the Eva’s
legs.
If the Evangelion is specifically released at extreme heights, if is released under special
circumstances (such as if the Plane has been destroyed or is in the process of crashing),
falling damage may apply.
Mobile Support Structure (MSS)
WS BS S T Ag Int Per WP Fel
00 00 0 0 10 30 20 20 20
Mobile Support Structure Body
Location % to Hit AP Wounds
MSS 01-00 1 2
Movement: 2/4/6/12
Skills: None
Talents: None
Traits: Vehicle*
*Vehicle: The MSS is destroyed once it reaches 0 wounds.
Weapons: None.
The Nerv Mobile Support Structure is effectively a small building on wheels, the majority
of its bulk housing a large advanced battery. On the top of this structure is an Umbilical Port
with 40 dm of Cable connected to the battery within. This structure is usually fielded ahead
of the Evangelions and left in preparation for their later arrival. However, if the operation
demands it, drivers with balls of steel may be ordered to stay put and drive the MSS during
the battle to better support the Evangelions during a dynamic moving battle. However, this
is not standard procedure.
The battery that the MSS is built around, while storing a truly tremendous amount of
power by pre-Impact standards, could never provide as much power as the city power grid
that the Evangelions usually draw power from. Each MSS has enough power to provide an
Evangelion with 5 rounds of power before the Eva begins to draw upon its own internal
batteries. Otherwise, if an inactive Evangelion is plugged in, a single MSS is capable of
keeping an Evangelion powered up and ready to activate at a moment’s notice for a period
of roughly 10 hours.
If an MSS comes across a powered down Evangelion, the MSS crew may plug the
Umbilical into the Eva themselves as a full round action, recharging its internal battery and
activating it.
Support Drop
The Nerv Support Drop is a small emergency version of the MSS designed to be
airdropped into situations either too dangerous for an MSS or where an MSS would arrive
too late. Carried by specially designed VTOL, the Support Drop itself is a roughly pill-
shaped reinforced capsule with an internal gyroscope and weight distribution designed to
ensure that it lands correctly. Upon hitting the ground, explosive bolts fire, causing the outer
casing to fall away from the top, revealing a plug designed to be inserted into the same hole
as an Umbilical Cable. Roughly the same size as an Umbilical Cable plug, the Support Drop
may be used by any Evangelion to partially recharge its internal batteries, giving it an
additional Operating time of three rounds. Pilots may request such a drop when away from
the Base of Operations if such support craft are available, and the Support Drop arrives 1
round later nearby. If dropped into a developed area, there is a 50% chance that the falling
Support drop crushes something of value, inflicting 1 point of Collateral Damage.
Additional resources (such as missile batteries or other structures) may be included for the
Base of Operations at the GM’s discretion.
THE MAGI SUPERCOMPUTERS
The Magi Supercomputer System is the most advanced supercomputer design to
date. Each system is made up of three separate Supercomputers, and at the core of each of
the three is a vat-grown human brain that serves as a part of the machine’s CPU. Using an
advanced Personality Transplant Operating System, each of the three machines is imprinted
with a different analytical style and perspective. This grants each of the Magi not only the
supercomputing power of a machine, but the ability to reason and develop a course of
action all on its own, though numerous safeguards exist to prevent even one of the Magi
from taking any course of action that has not been approved by its human operators.
In the series, the Magi of the Tokyo-3 facility are the first Magi Supercomputer system
ever developed, and the Personality Transfer OS used the thought patterns of its creator in
three different functions: herself as a Scientist, herself as a Mother, and herself as a Woman.
These Magi were named Melchior, Balthasar and Caspar, respectively.
While fans of the series may decide to keep this setup for their own games, it is not
required. Names for the Magi may be given as the GM wishes (so long as they remain
consistent) and such setups for the Personality Transfer OS may change as well, such as
using the minds of different people (instead of different aspects of the same person) for
different machines.
Whatever the setup, each branch of Nerv is guaranteed to have one Magi
Supercomputer System. While it is used frequently in the background to handle many of
Nerv’s systems, both the players and the GM may make use of the Magi as both a resource
and as a plot device. Benevolent GMs may use the Magi as a means of providing information
to the players, or flash a warning message about the poor choice of their current plan of
action. Groups with an Operations Director should be encouraged to make use of the Magi
as a consultant for their plans, though difficult problems can take some time to compute.
THE COMMAND DECK
Placing the Structures
If you intend to keep an accurate depiction of where Evangelions stand and how far away they are from an
umbilical port, a map is a very helpful tool, especially for when it comes to placing the structures in the base. It is
highly recommended that a map of some form is created and shared with the Operations Director. Whether it is the
GM or the Operations Director who place the base structures (Launch Ports, Umbilical Ports, Support Caches, and
Embarkation Point) it is best to keep in mind that launch ports, support caches, and umbilical ports all have umbilical
cables, so it is best to spread them out to allow for a larger area that Evangelions can travel with power and allow for
a more easily defended base. When placing launch ports, it is best to realize that by placing launch ports close
together, it will cause pilots to take longer to engage Angels in certain directions. By placing launch ports farther
apart, it increases the chance of running into scenarios in which a single Eva will be facing off against an Angel for a
number of turns. Though, if the distance between launch ports is too great, nothing prevents you from deploying all
Evangelions to a single launch port at a rate of one per turn.
THE COMMAND DECK
Serving as the heart of Nerv HQ, the command deck is the heavily-defended bunker
from which the Operations Director does their directing of operations. This room may be set
up however the GM deems appropriate, but it should have a fair amount of detail put into it.
This is where the Operations Director is supposed to shine, and if they feel as if their
character has no place to be during a battle their roleplaying experience will suffer for it.
The Command Deck must be the funnel through which all information and commands
pass. Most of these will be the Operations Director’s problem, though in rare instances the
Nerv Commander might interject an observation or order.
The Command Deck will be a storm of activity during even a minor battle.
Thankfully, the Operations Director need not handle everything personally. Immediately
subordinant to the Operations Director is a small command team of officers (numbering
three in the series) who act as the hands and feet of the Director, monitering the battlefield
and making sure that the orders given by the Operations Director reach those that need to
hear them.
This command staff, even if not given intricate backstories, should at least be
considered minor NPCs in their own right. In additon to this command staff, during each
battle a liason from the Nerv Science team should be available for comment, though the
Magi Supercomputer may choose to pass information to a member of the command staff
directly.
The Crew
Every base of operations would not be able to run
without the massive number of employees to keep
it working. Although the majority of these NPCs will
be faceless people in jumpsuits running for their
lives when the apocalypse comes, there are some
that require a much more in depth look.
Base Commander
“To the common masses our struggle is a
fight, a war. A battle fought with sinew and
muscle, with bullet, blade, and bomb, with
tank and warship. But those of us high
enough realize this is a conflict of will! A
struggle of metaphysical dimension. The
future of Mankind is our battleground.
The very existence of the human race is the
prize for victory. Our morality is the
sacrifice we make to win that victory.”
- Dr. Amber Dickenson, speaking at the
unveiling of Evangelion Unit 00.
The Operations Director may
outrank the pilots in Nerv’s command
hierarchy, but they are far from the top of
the food chain. The role of Nerv’s apex
predator belongs to the Nerv
Commander. Often dealing on a logistical
scale an order of magnitude above the
concerns of the pilots, the Commander
will rarely interact directly with the pilots.
Should the Commander feel the need to
intervene in the player’s affairs, it is
usually a clear sign that they have
screwed up.
The Nerv Commander is, by
definition, the sole individual in control of
the most important organization in human
history. They did not get that position by
random happenstance. While your
representation of a Nerv commander
might be more personable than the
example set by the series, each
Commander is assumed to be very good
at what they do and more than capable of
being ruthless when the need arises. In
many ways, the position of Nerv
Commander is the Adeptus Evangelion
equivalent of an Inquisitor in Dark Heresy.
The Commander of Nerv is unlikely
to directly involve themselves in the
affairs of the pilots unless things have
already spiraled out of control and
become a large enough problem to
concern them. Such instances include if
the Evangelions are defeated or on the
verge of defeat, in which case a
Commander is likely to order an N2 mine
strike on the Angel to incapacitate it long
enough for the players to regroup and
strike again. If an Operation’s Director has
overstepped their bounds and caused
incredible damage as a result, they are
similarly likely to receive a reprimand
from the Commander.
Outside of these actions of
necessity, there should be no ‘wasted’
scenes with the Nerv Commander, and
most of their actions should be plot
relevant if such a plot exists.
As a precedent set by the series, it
is not uncommon for the Nerv Commander
to leave Nerv HQ to oversee important
missions or meet with foreign powers. The
purpose of such activities is entirely up to
the GM.
Vice-Commander
Depending on what kind of person
you intend your Commander to be, GMs
are recommended to supplement their
commander NPC with an additional NPC
to serve as their right hand man. This
second in command should provide an
opposite to the Commander, a ‘good cop’
to the Commander’s ‘bad cop’ or vice
versa. Working together as such, the
Commander and his second together may
provide someone to chew out the players
when necessary and laud them should
they ever deserve it.
Because of the nature of the Vice-
Commander, many GMs will design the
character to be strictly a foil for the
Commander rather than a fully fleshed out
character. This should be avoided. The
Vice-Commander should serve as an
important NPC in their own right, either as
the firm right hand of the Base
Commander or as a valuable ally in foiling
the plans of your mutual enemies.
Head of Research & Development
The Head of Research &
Development will not be as visible as the
Commander or Vice-Commander, but
does have a role that will be brought up
from time to time. The Head of Research
and Development stands at an equal rank
to the Operations Director, and should
serve as a valuable support role to the
Operations Director or the pilots. The
Head of Research and Development will
be the one in charge of designing or
deploying any special equipment,
interpreting the arcane analysis of the
Magi Supercomputers, and serves as a
convenient mouthpiece for the GM to use
to explain to the players certain unique
conditions of a strange and exotic Angel
or AT Field effect.
Bridge Crew
The Bridge Crew (known colloquially as
“bridge bunnies”) are the people who
work on the command deck. The provide
the face of the rank and file of Nerv, and
will feature prominently in every battle. It
is highly recommended that your
campaign includes a handful of named
NPCs who each have their own
specialized field (such as military Liaison,
lead analyst, or Evangelion Monitor).
Their reports are the tools that you may
use to feed information to the pilots, and
they should each have a personality of
their own. If you have an Operations
Director player this is doubly important,
as the Bridge Crew represents a pool of
NPCs that the Operations Director is
expected to work with closely in every
major engagement.
BURIED TREASURES
At the bottommost layer of your Base of Operations, locked behind every last defense that
mankind could muster, is something that the Angels desperately want to get to.
However, what this specific something is can vary from campaign to campaign. GMs
are free to create their own reason why the Angels are so intent on breaching your Base of
Operations, but the presence of any one of the three options below may be used.
Adam
Adam is the designation of the First Angel, the first of Earth's two Seeds of Life and the
progenitor of the Angels. Adam is also the genetic basis of the Evangelions (unless your GM
decides differently).
Adam's distinct physical features are never
clearly shown, since, in the available glimpses of
Adam's adult form, it is either partially covered by ice
or in the form of a glowing silhouette, the "Giant of
Light". However, it is visibly a giant humanoid with a
morphology strikingly similar to that of an Evangelion,
which is appropriate considering the genetic
relationship between Adam and the Evas.
The Giant of Light is observed with shoulder pylons,
although a still-shot of the Katsuragi Expedition
excavating Adam confirms that the pylons were not
initially present, implying that--similarly to what would
be done with the Evas later--they were added as restraint mechanisms by the research
team.
Adam possesses the ability to manifest translucent "wings" which it begins to spread before
reaching the surface of the research base. These greatly enlarge and split into four upon
Adam's explosion.
Second Impact reduced Adam's body into an embryonic state resembling a tetrapod
embryo (complete with four defined limbs) in early development.
The Angels wish to reach Adam and reactivate him to initiate Third Impact and
reclaim the Earth for themselves.
Lilith Lilith is designated as the Second Angel. Like Adam, Lilith is a Seed of Life, created by a
Progenitor Race billions of years ago. Thus, Lilith is actually a co-equal being to Adam. The
other Angels are the progeny of Adam, but Lilith is the progenitor of the "Lilim": humans.
Thus it is actually somewhat misleading that Lilith has been designated as the "Second
Angel", and indeed strictly speaking, it would be proper to say that Lilith is not an "Angel" at
all.
Billions of years ago, Lilith's "Black Moon" transport vessel collided violently with Earth,
purely by accident. Earth already had a Seed of Life present on it, Adam, and no two Seeds
are meant to land on the same planet. The result was the First Impact, which reduced both
Adam and Lilith to a state of wounded dormancy and resulting in all life on Earth arising
from Lilith’s spilt blood. For ages, the Black Moon containing Lilith was embedded deep
within the Earth, and due to shifting tectonic plates the subterranean Black Moon eventually
moved to a position underneath what would become the Base
of Operations, forming the massive underground cavern
termed the "GeoFront".
At some undetermined point in the recent past (possibly even
before Second Impact) the Black Moon and Lilith were
discovered by Seele. Gehirn (later, Nerv) headquarters and
the Base of Operations were built around its position. Lilith is
kept crucified in the deepest and most secret level of Nerv
HQ, Terminal Dogma, and used as a renewable source of LCL
for the Evangelion Units (LCL in fact being Lilith's blood).
The Angels wish to reach Lilith and use her to wipe out
all Lilith-based life on Earth (ei: all life as we know it),
eradicating all of their opponents at once as well as leaving
them unhindered in their attempts to find and reactivate Adam.
The Lance of Longinous Physically, the Lance of Longinus resembles a long, red bident on an Evangelion scale. Its
structure is inherently double-helical (in its normal configuration), with the majority of its
length being straight and composed of two strands which are tightly interwoven. At one end,
the two strands unwind and form two massive tines.
While the bident is the Lance's default shape, it also has metamorphic capabilities. Upon
encountering an A.T. Field, the "flaps" of the Lance open up, revealing white, gill-like
structures that seem to aid the Spear with self-propulsion under conditions of extreme
resistance.
The Spear may be considered to be a weapon of godlike power. N² weapons have enough
destructive potential to bring minor to moderate amounts of damage upon some of the
weaker Angels; and Evas can use armaments against Angels after nullifying the Angels' A.T.
Fields with their own. However, the Lance of Longinus is capable of piercing the active,
unneutralized A.T. Field of any Angel or Evangelion, entirely by itself.
The Lance is not of Terrestrial origin, having been created by the Progenitors of the Seeds of
Life. It is also not the only Lance created: Every Seed of Life, including both Adam and Lilith,
was sent with a counterpart Lance. At least one established function of the Lance is that of a
"security device" capable of safeguarding the Progenitor Race's plans should they somehow
be compromised. The Lance featured in the series belonged to Adam, whereas Lilith's is
believed to have been lost or destroyed during First Impact.
While an incredibly powerful weapon, it is also a tool that can be used to initiate
Third Impact. Should an Angel come into possession of the Lance, the results could be
disastrous as the Angel could use it to turn itself into a being not unlike Adam, or simply turn
on the human race as a weapon of unimaginable power.
Sadly, while an Evangelion can use it as a crude weapon, the Evangelions lack the
mastery of their A.T. Field required to truly unlock the powers of the Lance. In theory the
Evangelions could use it as a weapon and throw it, completely eradicating 1 Angel with a
single blow. However, doing so puts the Lance beyond the Evangelion’s ability to retrieve it.
Should it be thrown at an orbital opponent, it drifts in orbit before finally becoming
embedded on the moon. If thrown at a terrestrial or flying enemy, it destroys the Angel and
reaches escape velocity, again reaching orbit. Should the players get clever and attempt to
aim down so that it cannot end up in orbit, it instead passes through the Earth’s crust and
comes to a stop within the mantle. In all three situations, it is only a matter of time before an
Angel goes to retrieve it and the Evangelions end up fighting an opponent likely to be far
worse than whatever they used the Lance to kill.
Depending on the conditions of either Adam or Lilith, the Lance of Longinous may be
required to keep one of the Seeds of Life dormant.
SECOND IMPACT WORLD
The event known as Second Impact
changed everything. There isn’t a person
alive who didn’t
lose someone during the event or the
chaos that followed it, and the planet itself
was forever changed by the force of the
explosion. This chapter will attempt to
provide a more comprehensive view of
the effect of Second Impact on the world,
and how the world of Evangelion differs
from our own.
THE SECOND IMPACT
The Second Impact was a
cataclysm which followed the "contact
experiment" conducted by the Katsuragi
Expedition on Adam in Antarctica on
September 13, 2000. While the exact
details of this experiment are unknown, it
caused Adam to awaken and involved
human use of the Lance of Longinus, an
alien artifact recovered from beneath the
Dead Sea.
When Adam awoke, he
immediately recognized humanity as
creations of Lilith and thus his enemy. Had
he been allowed to run amok, he would
have destroyed all life on Earth and
rebuilt the world according to his plan:
angelic life forms.
However, the Katsuragi Expedition
managed to act in time and minimize the
damage of their mistake. Before it could
be reclaimed, they used the Lance of
Longinus to reduce Adam into an
embryonic state. While effective at
neutralizing him, the resulting release of
energy vaporized the continent of
Antarctica. Despite being at ground zero
of this tremendous blast, both the
embryonic Adam and the Lance of
Longinus survived the explosion.
Two billion people across the
planet would not be so lucky. Massive
tidal waves radiated out from the former
continent of Antarctica, smashing entire
cities to splinters and drowning virtually
everything in all but the highest or most
secluded areas of South America, Africa
and Australia. The tsunamis even reached
as far as the British Isles, and though
significantly reduced by the intervening
distance still caused massive devastation.
Many cities in the Northern Hemisphere
(Such as virtually every city on the East
Coast of North America) experienced
destructive flash flooding.
Even worse than the tidal waves
was the shock to the planet from the
explosion itself. The force of the blast
shifted the Earth, slightly changing its
axis. While the environmental
repercussions of this would not be felt for
some time, the geological consequences
were almost immediate. Mere minutes
after the instant of the explosion, the stress
suddenly placed on the crust and mantle
from the South Pole caused Earthquakes
across the globe, ranging from minor
disturbances to massive catastrophes.
Even worse were the frequent volcanic
eruptions both during the Impact and for
some months afterward. Special mention
goes to the Yellowstone Caldera, which
ejected some 47 cubic miles of rock and
dust into the sky, which would take almost
an entire decade to settle fully and
plunged North America into chaos.
Optimistic geologists, however, claim that
the Second Impact spared the human race
a cataclysmic repeat of the last time the
Yellowstone Caldera erupted by setting it
off early. On its previous eruption 640,000
years previous, the Yellowstone super
volcano spewed approximately 240 cubic
miles of rock into the sky.
WAR
The sudden, unexpected and truly
devastating nature of the Second Impact
threw the world into chaos. Over two
billion had died in the first nineteen hours
alone, and millions more were in need of
crucial aid and supplies. However, the
global tectonic activity had crippled
nearly every nation on Earth, and systems
of government around the globe
collapsed under the strain.
While many records from this time
were either lost, destroyed or based on
inaccurate and inconsistent data, it is clear
that refugees from the worst afflicted areas
fled to neighboring regions in untold
numbers. For already barely stable
countries, this panicked human locust
swarm was an obvious death sentence.
Fighting broke out on the borders
between various countries, followed by
full fledged massacres.
Nowhere was this fighting more
intense than on the India-Pakistan border.
In an effort to force neighboring countries
to provide aid, extremist remains of the
Indian government threatened the use of
Nuclear Weapons. Thus provoked,
Pakistan launched its own Weapons of
Mass Destruction in a pre-emptive strike.
The resulting exchange, added on top of
the previous devastation, left the
subcontinent in ruins and 15 years later
still virtually uninhabited. This exchange
triggered violent interventions and the
sparking of tensions across the world.
While the former Cold War nations
avoided mutually assured destruction,
several cities such as London and the
original Tokyo (Tokyo-1) were destroyed
within the first ten days after the Second
Impact.
Thankfully the use of weapons of
mass destruction was curbed early on, but
the planet was plunged into war for
months to come. The majority of these
conflicts were a result of resource
shortages and refugee crises, though pre-
existing ethnic and political tensions often
provided the critical spark to conflict.
In the months of combat, the
devastated continents of South America
and Africa seemed determined to destroy
themselves, and the first world countries
were scrambling to secure and protect as
much as they could. China pushed
forward its borders in several directions
and made key acquisitions, while the
United States and Canada formed a
desperate alliance. Russia reclaimed
several of its satellite nations from the
Cold War, though not as much territory as
it had hoped due to food shortages at
home that forced them to consolidate their
enlarged territory rather than expand it.
In the end, the chaos seemed
destined to continue and escalate back to
the levels of Weapons of Mass Destruction
within the year. In a desperate attempt to
curb this destruction, a coalition of several
European nations (notably starting with
England, France and Germany) turned
over their military forces to the United
Nations. While only barely keeping lines
of communication open between nations
prior to this, the sudden increase in its
military power gave the UN the might
required to forcefully intervene in several
out of control conflicts around the globe.
Russia, having already stopped its
territorial expansion and after securing
the UN’s guarantee that these new
territories would not be touched, also
joined this group. The United States, while
previously opposing UN intervention in
South America for nationalistic reasons,
eventually admitted that with its own
crises it lacked the resources to handle
the South American problem on its own
and joined as well.
The consolidation of these forces
and others was finalized on February 14th,
2001 in the so-called Valentine Treaty.
This event represented an end to the
general hostilities and war that defined
the six months after Second Impact,
though small conflicts continued for some
time and certain regional conflicts
sparked during those months have
continued unabated ever since.
RECONSTRUCTION
However, this was not the end of
the troubles caused by Second Impact. In
the intervening fifteen years, only 22% of
South America, 49% of Africa, and 12% of
Australia have undergone anything
approaching reconstruction, mostly
restricted to basic humanitarian aid. India,
Pakistan, and many previously civilized
areas of the aforementioned continents
are still all but deserted, despite the
general recession of the floods that
originally devastated them. South America
has permanently lost large portions of
Brazil and Chile to the Sea, and the nations
of Paraguay and Uruguay are entirely
submerged to this day.
In other parts of the world, the
damage from flash flooding and
Earthquakes is all but erased. Notable
instances include the reclamation of
Boston, once completely flooded by the
initial waves.
Unlike the flooding the volcanic
activity has left lingering scars, especially
in the United States Wyoming region.
However, the massive dust clouds
that crippled plant growth in North
America for years were only the tip of the
iceberg of climate related troubles. With
the shift in the Earth’s axis, as well as the
desalinization of the oceans resulting from
the instantaneous melting of the Antarctic
continent, the Earth experienced a
massive climate shift. Much of Asia,
notably China and Japan, has seen
significant temperature increases, with
Japan now appearing locked in what
equated to its Pre-Impact summer weather
at all times of the year. Russia as well has
seen an increase of temperatures, though
oddly most of Europe has seen heavier
snowfall and a longer winter than normal.
Large swathes of North America
experience heavy rainfall almost all year
round, and Central America is quickly
turning into a roasting desert.
A CLOSER LOOK
North American Union
The North American Union is,
technically speaking, still the two separate
nations of the Unites States and Canada.
However, due to the events of Second
Impact, these two countries have become
so interdependent that neither is capable
of surviving without the other.
The United States was without a
doubt the worst hit of the two during
Second Impact. With massive devastation
to all of its coastal cities, as well as the
catastrophic eruption of the Yellowstone
Caldera, the nation was suddenly thrust
into dire straits. Worse yet, while the Head
of State was safely evacuated prior to the
tsunamis reaching Washington D.C., an
undisclosed incident occurred not long
afterwards. Officially, Air Force One
crashed as a result of aeronautical
complications resulting from the Second
Impact, though the scientific basis for that
claim has since been disproven by
Russian scientists. Regardless, marshall
law was immediately declared within the
United States of America by the remaining
Chiefs of Staff as they scrambled to
maintain control of the United States
military and industrial assets and quell
rioting across the nation.
The situation only became more
unstable as refugees from the crumbling
Mexico flooded the United States,
overwhelming the border and spilling into
the Western US. Forces were deployed to
the border with orders to shoot on sight,
but the sheer number of bodies proved
too strong and the Mexicans flooded the
western United States. A great feat to
perform in the best of times, the US was in
no position to deal with this sudden influx,
and was forced to settle for setting up
large camps to house the refugees away
from productive American cities and
towns for the sake of maintaining the
peace. Meanwhile, Mexico itself collapsed
into little more than a coalition of militias.
After control was reestablished, the
United States found itself lacking the
industrial support of its overseas allies,
and was on the very edge of collapse.
Desperate to become more self sufficient
as well as rebuild its ruined cities,
America experienced a heavy shift from a
service based economy to an industrial
one. Making use of the sudden influx of
cheap labor in the form of Mexican
refugees, the United States set to work
reclaiming and rebuilding its coastal
cities. As a result, for the next twelve
years of heavy reconstruction the
American economy boomed, to the point
of allowing it to establish a modest
military of its own again while still
supporting the forces that it had signed
over to the UN.
However, in 2012, the
reconstruction finished. Suddenly the
United States economy, which had built
itself around the rebuilding of its cities,
plummeted into a massive recession as
nearly 22% of its population found itself
unemployed within the span of a few
months despite attempts to channel the
industrial workers into other fields. This
blow to the United States economy has yet
to balance itself out, and while the United
States is still one of the more powerful
nations in the world, its economy is among
the worst and is desperate for jobs.
This economic downturn was a
major shock to the Canadian economy as
well. As a result of Second Impact flooding
that never truly receded, as well as
increased rainfall, much of Canada has
become wet marshland. Prompting a
major changeover to wetland crops,
Canada supported itself post-impact
through massive food exports to still-
devastated regions of the world, though its
primary buyers was always the United
States to the south (whose own agricultural
capability was dealt a massive blow by
the Yellowstone ash cloud that marred the
skies of the western United States for
years). When the American economy
crashed, Canada desperately sought out
other buyers. However, the UN’s tight
control over both sea and air travel made
such exports prohibitively expensive.
PRESENT DAY
While intertwined, the United States and
Canada provide two very different halves
of the North American Union. The United
States is known for is fantastically
reclaimed and rebuilt cities, especially on
the East Coast. Rebuilt almost from scratch
with modern technology and aesthetics,
many of these cities are very real
representations of certain “cities of the
future” depicted by Pre-Impact
visionaries. Only important landmarks of
the various cities have been spared,
instead being restored to something
approaching their original appearance
when possible. Despite rampant
unemployment, the state has gone through
great efforts to keep the streets of its great
cities clean of unnecessary refuse,
including the unemployed.
However, the farther you travel
from one of these cities the more obvious
the effect of the United States economic
situation is. All of the homeless and poor
that would be normally expected in the
cities have been instead forcibly removed
to towns or camps on the edges of the
suburbs. While encouraged by the
government to form self-sufficient farming
communities where possible, these areas
serve as a primary recruitment pool for
government funded manual labor and its
small but growing military force. The
atmosphere of the United States is very
much one of enforced patriotism and
optimism, though amounts of both
decrease the farther you get from the
pristine cities.
Canada, on the other hand,
adapted to the results of Second Impact
rather than recovered from it. Many
Canadian cities have been reclaimed, but
have been rebuilt piece by piece over
time by the cheapest means available as
opposed to the United States massive
reconstructive push. Both more rural and
more liberal than the present-day United
States, Canada has been forced recently
to request that the United States tighten its
security on its northern border as poor
Americans continue to flow into Canada
looking for work. Canada is unable to
perform such an action itself, lacking any
substantial military force of its own after
the signing of the Valentine Treaty. It is
likely that if Canada and the United States
were not so co-dependant that Canadian
resources would be under threat of
seizure by force from their southern
neighbors.
Russia
Due to the extreme distance in
between itself and the devastating
explosion in Antarctica, Russia was
relatively unharmed by the Second Impact
itself. While costal Russia did experience
a shadow of the tidal waves the crippled
much of the southern half of the world, the
damage was considerably less and the
landlocked regions of Russia were
troubled only by earthquakes, which
while widespread were relatively minor.
As a result, where most other countries
found themselves thrown into chaos Russia
found itself merely inconvenienced.
With its military power intact,
Russia took advantage of the weakened
United States and the overextension of
China to make large pushes into
Kazakhstan and Eastern Europe. Sadly,
dramatic weather changes at home (a
result of the as-yet undiscovered shift in
the Earth’s axis) crippled Russian
agriculture and lead to widespread
famines on the home front. With food
supplies dwindling, Russia was forced to
halt its expansion and consolidate its
resources a mere 3 months after second
Impact. However, this did not remove
Russia from the wars that followed. With
the UN struggling to maintain lines of
communication and the crippled United
States turning inward to focus on its own
problems, Russia suddenly found itself the
only one equipped to intervene in the
rising conflicts around the globe.
While Russia had little interest in
intervening in such matters, threat of
immediate joint nuclear retaliation from
both the US and Russia was the primary
deterrent to the use of weapons of mass
destruction which halted their use
following the initial nuclear exchanges
Post-Impact. With the United States
becoming more isolationist by the day, it
was unclear if they would hold to their
threats, and as tensions continued to rise
around the globe another nuclear
exchange on any front could spark a fire
that would consume the globe.
For months, Russian forces
deployed alongside UN troops to stabilize
Europe and certain regions of Asia,
though it is notable that Russian forces
almost always deployed only in countries
with weapons of mass destruction or
regions that bordered them. This
cooperation with the UN perhaps made
Russia more pliable to the upcoming
Valentine Treaty, which also gave the UN
the power to fulfill the responsibility that
was currently only Russia’s by process of
elimination.
PRESENT DAY
Quality of life in Russia has been
improving slowly but steadily since the
Valentine Treaty signing in 2001. With
much of its own military power on loan to
the UN, Russia was more than capable of
redirecting its military funds to the task of
stabilizing both itself and the territory it
acquired after Second Impact.
While lacking the economic boom
that defined the United States, as well as
the industrial powerhouse of the Chinese
Federation to the south, Russia has
remained economically stable over the
past decade and continued to benefit from
its dealings with the United Nations.
Much of these dealings are for
food, as Russia’s weather patterns have
since changed dramatically. The southern
reaches of Russia often catch a mild
version of the increasingly warm weather
that plagues China. Despite proximity to
the Chinese border, these areas are
pleasant to live in.
However, farther north, the
weather becomes erratic. In a cycle that
has yet to fully stabilize itself many areas
of Russia will experience droughts lasting
many months followed by a wet and rainy
season that quickly fills and then
overflows the previously dry rivers.
Worse yet, this precipitation is almost
always in the form of snow, as regardless
of the weather the climate itself seems to
be growing colder almost in response to
the increased temperatures to the south.
These weather anomalies have
only further weakened Russian
agriculture, and while artificial
hydroponic farms manage to alleviate it
somewhat, Russia is still forced to buy
much of its food from the United Nations to
keep its large populace consistently well
fed. Much of this food likely comes from
the UN work farms of Australia.
In return for this food, Russia has
combined the RKA and the NSAU for a
revitalized space program, which has
worked alongside Nerv in recent years to
prepare for the defense of the planet.
There has not been a UN rocket that has
reached orbit in the last nine years that
was not built in Russia.
Chinese Federation
China’s territorial borders and
sphere of influence grew greatly before
the Valentine Treaty, and has remained
stable ever since. While once plagued by
overpopulation, the mass devastation of
Second Impact has left China with a much
more manageable population. Officially,
all of the territory that China absorbed
during those military campaigns were
absorbed into China to form a power base
of stability to benefit them all. As such,
China claims those nations still exist within
the Chinese government, and call
themselves the Chinese Federation.
Initially devastated by the tidal
waves, coordinated Chinese action
quickly managed to stabilize the country,
or at least what passed for stability
immediately after Second Impact. Perhaps
unfortunately, much of the Chinese
military remained intact after the initial
destruction, and as many neighboring
countries fell into chaos it was a simple
matter to ‘peaceably’ step in and
reestablish ‘order’. Successfully annexed
territories include North Korea and
portions of South Korea, southern reaches
of Mongolia as well as Nepal, Vietnam,
Cambodia, Laos, Burma, Thailand and
what remained of the livable reaches of
India (all of which bore the brunt of the
Second Impact tidal waves more than the
Indonesian-sheltered China and which
were in no position to resist China’s strong
military offensive). In the early days of the
war, when it became obvious that Japan
intended to lend support to nearby South
Korea for use as a shield against the
Chinese, a Chinese nuclear weapon
destroyed Tokyo. Combined with their
own losses from the Second Impact waves,
this rendered Japan all but neutralized for
the remainder of the post-Impact wars.
Historians often speculate that Japan was
only spared a Chinese annexation attempt
by the territorial disputes China and
Russia were engaged in at the time.
In any event, China provided a
strong and powerful base, and was able to
quickly win over many decimated regions
through protection from armed bandit
groups (some of which, in retrospect,
carried a suspiciously large number of
Chinese firearms) as well as aid and
reconstruction of devastated regions.
Through these actions China managed to
gain not only territory but the support of
many who lived there. However, such
widespread territorial expansion by its
Generals in the field was very much
unsupported by the remaining Chinese
government, and Chinese forces were
spread very thin in an attempt to keep
these newly acquired regions under
control.
It was this unique combination of
pro-democratic Chinese revolutionaries,
resistance groups in the newly annexed
territories and officers officially rebuked
for their costly acquisitions that joined
forces and toppled the Communist
Chinese government. Between the post-
impact devastation and the bulk of its
defensive forces deployed along its
border with Russia, the surviving
government was in no position to resist
the uprising, though loyalist military
elements would plague the outskirts of
China for years to come.
China, its back effectively broken,
risked invasion by Russia that did not
come only because of Russia’s own
notorious famines at the time. However,
immediately after the fall of Communist
China, many of the newly annexed
territories attempted to break away which
only added to the problems caused by the
remaining loyalist elements. By this time,
what would later be finalized by the
Valentine Treaty had already begun to
form in the UN, and one of the first
exercises of its newfound military power
was to intervene in China. In the signing of
the Valentine Treaty, faced by the UN’s
combined military might of the rest of the
planet, China was forced to agree to
certain reconstruction and quality of life
goals for its newly annexed territories in
return for the UN supporting China’s claim
to them and using UN forces to help put
down the remaining resisting elements, a
brief foreshadowing of the UN
counterinsurgency programs to come.
While enormously expensive at the time,
the resulting stability in China and its
annexed territory solidified its place as a
global economic power, if several years
behind the United States and Russia at the
time.
However, China’s luck ran low
when the long term effects of the Second
Impact became more apparent. With the
shift in the Earth’s axis, the same
temperature rise that would lead to
Japan’s notorious perpetual summer
quickly began to cripple Chinese food
production. Long term ecological
projections showed that within a matter of
years, large swaths of the Chinese
Federation would officially be desert.
Desperate to prepare for this
calamity, China appealed to the UN to sell
China rights to the re-colonization of
Australia. Under a number of restrictions
and conditions (some of which would not
be apparent for years to come) the UN
agreed.
PRESENT DAY
Years after the signing of the
Valentine Treaty, whether life in China has
improved is very much dependant on
where you look. On an individual scale,
life in China is marginally better than its
pre-Impact days in most regions; through
many outlying towns still bear the marks
of Second Impact related disasters or the
massacres that followed them. While UN
intervention has brought stability to the
region, small resistance groups are still
not uncommon even though open military
action has become fairly rare in recent
years. Even so, in the annexed territories
resentment of China is almost universal as
a cultural element, though some hold fast
to the idea that China is truly a federation
and that their countries are represented in
its fledgling Republic.
Despite certain social and cultural
setbacks, the newly formed Chinese
Federation was quick to establish order
and put its newly acquired resources to
good use. Initially only invested in re-
establishing its economic power, this
efficient workforce was later contracted
by the UN as a primary manufacturer for
most goods, be they military or
commercial in nature.
As an extension of those contracts,
while China receives fairly limited
information about the Evangelions
themselves China is the primary
manufacturer of nearly all Nerv
commissioned Evangelion-scale
weaponry. Nerv itself may research the
technology and assemble the prototypes,
but it is almost certain that the individual
parts were made in China and the
ammunition comes from a Chinese
factory. As a result, China has access to
much of the UN’s cutting edge research.
While it may not seem it from the products
commonly available to its citizens, China
is the most technologically advanced of
any individual nation, technologically
inferior to the UN and Nerv only.
United Nations
Previously a decision making body
rather than a power in its own right, post-
ratification of the Valentine Treaty the
United Nations of 2015 is unlike anything
that could have been expected before the
traumas of Second Impact. With the
signing of the Valentine Treaty, the United
Nations gained control of the major
military assets of many of its member
nations, including Russia, China and the
United States. With this combined military
power it was more than capable of
establishing order in chaotic regions by
force.
However, who exactly has this
power is a matter of some debate. The
United Nations Secretariat Building and
the UN headquarters built around it were
lost with the rest of New York City during
the Second Impact. Between this critical
loss and the ensuing wars that engulfed
the planet, the decision making body that
used to be the UN did not officially meet
until the signing of the Valentine Treaty,
by which time the UN itself was already
acting independently. While the United
Nations is undisputedly still a
multinational organization, exactly how it
survived through Second Impact to
achieve its current power is far from clear.
Nevertheless, even armed with decade
old weaponry from a dozen different
countries, the United Nations still
represents the dominant military and
economic power in the post Second
Impact world.
In addition to this military power,
the United Nations maintains a stringent
regulation of overseas transportation that
adds to its influence and power. Post-
Valentine Treaty, the United Nations has
the only official navy left on the planet,
made up of ships forfeited by its member
nations. While initially of little worth due
to a lack of standardized resources and
ammunition, this previously engorged
navy has since been reduced to a much
more manageable size and its
ammunitions requirements standardized
for better resource management. This
navy leaves the United Nations the
masters of the sea, and they may restrict
its use as much as they wish. That said,
many can and do travel outside the UN
regulated waters, but at their own peril.
With equally strict UN regulation of air
travel, many previously flown resources
are forced to travel by sea instead, which
has resulted in an increase in pirate
activity. While the UN takes efforts to find
and eliminate these pirate elements, they
make use of them to punctuate the
importance of using UN regulated trade
lanes.
This naval power also provides the
UN with its primary means of dealing with
dissenting elements: long range naval
bombardment. When this proves
ineffective, the now-iconic United Nations
counterinsurgency teams are deployed,
an increasingly common sight in regions
where their presence is not strictly
necessary.
In this new organization of the UN
the United States, Russia, and the Chinese
Federation are all members, though
unlike the rest of the world they have the
might required to oppose the UN should
they wish to. The rest of the world is more
or less subservient to the UNs military
might, and its control of the humanitarian
aid and resources that it provides them.
Germany, Japan and France have
risen to power within the structure of the
UN. Germany especially was surprisingly
quick to stabilize itself after Second
Impact and, while it did not increase its
territory during the chaos that followed it,
gained an economic powerbase that has
left it as arguably the most influential
nation fully integrated into the UN.
Regions of note within the United Nations
territories include:
Japan
With the Chinese annihilation of Tokyo
(referred to today as Tokyo-1), Japan itself
fell into a state of indecision. Much of
Japan’s resources were devoted to trying
to reestablish its government and repair
the damage done by the waves, and while
economically stable it was predicted that
Japan would soon fall by the wayside and
become little more than a footnote in
global politics. This made the UN decision
to establish its new headquarters in Japan
all the more surprising.
After the destruction of the United
Nations Headquarters complex in New
York during Second Impact, the UN
required a new base of operations to re-
solidify itself. America assumed that it
would again play the part of host to the
UN, and was shocked to hear that it would
not have the opportunity. Given its
economic strength and its role in initiating
what would become the Valentine Treaty,
most assumed that Germany would be the
location of the new UN complex.
The world’s surprise at the choice
of location was even greater when it was
revealed that the UN planned to
commission an entirely new city in Japan
to house this complex. Japanese plans for
a Tokyo-2 had already existed, but were
deemed too costly for immediate use. The
UN decision changed that, and Tokyo-2
was built to house both the originally
intended Japanese government and the
world order that the UN was swiftly
becoming.
To this day, what prompted the
UN’s bizarre choice of headquarters
remains one of recent history’s greatest
mysteries.
Regardless of the motivation
behind it, the focus of UN attention and
resources on Japan has left is much better
off than it would have been prior to the
destruction of Tokyo-1, and considerably
better than most nations in the world. One
of the many results of this additional
funding was Japan’s development of the
world’s first Magi supercomputer system,
since loaned to Nerv HQ.
England
Post-Impact England is a case of
efficiency rising from tragedy. During the
early days of the post-Impact resource
wars, a nuclear weapon detonated
beneath London without warning. There
are many theories as to which side dealt
this devastating blow, but in all the years
since no one has claimed responsibility.
The royal family and much of the
government, including the prime minister,
were killed in the attack. England found
itself headless. In the ensuing chaos, an
acting prime minister was appointed who
prepared the country for a massive war
effort to retaliate against the European
enemies he was sure were responsible.
One of his primary goals at the time was
the reconstruction of the British navy,
which had noticeably either lost or lost
track of its entire submarine fleet during
the Second Impact. While some ruined
British submarines have since been found
by salvage teams, many more are as-yet
unaccounted for.
Despite the acting-Prime Minister’s
initial plans, it soon became evident that
the real culprit was unknown and that
conflict in Europe and the rest of the world
was already over abundant. While the
exact draw for England is unclear, it was a
part of the initial transference of power to
the United Nations that later culminated in
the Valentine Treaty.
Modern England has benefitted
greatly within the United Nations, and
much of the trade that runs through
Europe makes a stop on the shores of
England. The English government itself
has, in response to the loss of the Royal
family, promoted a nationalistic England
full of order and working for the benefit of
England first. This growing sense of
manifest destiny would seem to put
England at odds with the United Nations,
but thus far their goals have been
concurrent rather than opposed.
Germany
Landlocked and spared from the worst of
the Second Impact’s tectonic activity,
Germany was almost untouched. At the
time that other nations were just
beginning to come to terms with the
sudden tragedy, Germany was already
stable and diverting resources to outlying
regions. When Russia began to expand
into Eastern Europe, Germany was
equally quick to respond and began to
reinforce nearby countries to counter the
upcoming Russian offensive. Due to its
notorious famine, Russia never quite
reached Germany, but military
projections on both sides predicted that
Germany would be the focal point to
oppose Russia if the war had continued.
When Russia halted its expansion
to deal with its own resource issues, the
German-allied countries were surprised to
find the German government so willing to
help stabilize the region and just as willing
to withdraw its troops when asked. While
few forced the Germans to leave (fearing
what seemed an inevitable Russian
resurgence) the offer alone helped
strengthen the alliance and many regions
found themselves in Germany’s debt, both
economically and in goodwill.
It was this goodwill that Germany
later exploited to gather together the
resources (both military and economic) to
forfeit to the United Nations which would
eventually become the Valentine Treaty.
As such a primary contributor so early on
(and other reasons that can only be
guessed at) Germany successfully created
for itself an enviable position within the
UN. While the United Nations as an
organization is technically separate from
any one country, anyone who cares to look
will notice that Germany has benefitted
from UN resources on a scale rarely seen,
and through use of such UN resources has
managed to cultivate a tremendous
amount of power within Europe and,
recursively, the United Nations as a whole.
France
Another country to contribute to the
Valentine Treaty early on and benefit
greatly from it, France has become the
single wealthiest country in Europe, bar
none. While Germany, England and
others may have had more actual power
(be it industrial or political in nature)
France’s economic actions post Impact
have left virtually no one without some
debt to them, and they have since
dominated trade within Europe.
By far the most recognizable
expression of France’s wealth was their
purchase of Spain. Virtually ruined by the
tidal waves and further crippled by
changing weather patterns, Spain was
forced to borrow money from France to
such a degree that France was eventually
able to simply purchase the land itself at
only a minor inconvenience. The Spanish
government has since been downgraded
and absorbed into France, still semi-
autonomous but only ruling the region in
France’s stead. Needless to say, the
Spanish populace was far from pleased,
and UN intervention was required to quell
the revolution before it could ignite a full
blown civil war. To this day, the Spanish
are a prideful people quick to spit at the
mention of France. But though are unlikely
to admit it, quality of life in Spain has
increased since its purchase.
France also technically owns what
remains of drowned Portugal, which never
recovered from the waves and is mostly
flooded and unpopulated. Unlike Spain,
France simply claimed ownership of
Portugal and was never contested rather
than any formal action. Left mostly to its
own devices, many anti-French
revolutionaries that fled Spain have since
taken root in Portugal, but it will yet be
some time before they are in a position to
do anything important.
Tasmania
The infamous UN stronghold Flammende
Schwert, the entire island of Tasmania
belongs to the United Nations for lack of
anyone left on it to dispute the claim. Its
shores lined with concrete bunkers and
mounted guns, it is better defended than
many post-Impact countries. While exactly
what purpose it serves is unknown, it is
also the UN’s southernmost naval facility,
and any expedition to Antarctica
inevitably is guided through Flammende
Schwert first.
The Middle East
A region of turmoil through most of
human history, the nations of the Middle
East brought resounding closure to the
region immediately after Second Impact.
As the various powers of the world
became involved in their own problems
and campaigns, the nations of the Middle
East found foreign support and
intervention suddenly scarce. Tensions
rose and sporadic firefights turned into
open war almost as a matter of course.
However, these were all rendered
insignificant when Iran decided to take
this opportunity to destroy Israel once and
for all. After the first missiles launched
from Pakistan, Iran chose this moment to
reveal its own stockpile of weapons of
mass destruction, in this case chemical
rather than nuclear in nature. Israel did
not survive, but that mattered little when
Israel’s so-called “Samson Option” went
into effect. A second-strike full nuclear
retaliation, Israel had never known which
of its enemies would strike the final blow.
So it settled on aiming its weapons at all
enemies within range. The resulting
bombardment killed millions, and left the
Middle East an irradiated wasteland
populated by little more than traveling
bands of survivors killing each other for
resources and trying to avoid the fallout as
they make their way to more hospitable
regions. Turkey, Egypt and Saudi Arabia
have all long since stopped accepting
such refugees, and instead shoot them on
sight as a deterrent. This leads many to
attempt travel to China through India. Few
survive the trip.
Central America
Little more than a series of United Nations
naval bases now, Central America was all
but wiped clean by the waves of Second
Impact. While there were survivor groups
on the mainland, the same could not be
said for Cuba, Haiti and the Dominican
Republic. Other areas, like the Caribbean
islands, have permanently been claimed
by the sea, though they provide
occasional remainders of their existence
as shipping hazards.
Australia
The continent of Australia was,
without a doubt, the hardest hit by the
Second Impact save for Antarctica itself
(which vaporized). Being so far south,
Australia caught the full force of the
devastating tidal waves across its southern
edge, and in some areas the waves
reached as far as 14 kilometers inland,
with the resulting waters flooding
considerably further in the aftermath.
Even the coastal regions in the lee of the
waves were not unharmed, stricken by
flash flooding and turbulent waters. Even
those areas spared the initial waves were
not left unscathed as the East Australia
hotspot suddenly became dangerously
active from the sheer tectonic stress of
Second Impact. Virtually the entire Newer
Volcanics Province experienced eruptions
within mere hours after the Second
Impact. Worse yet, as typical of the East
Australia hotspot, the majority of these
eruptions were Phreatomagmatic, massive
underground explosions caused by the
interaction of lava and water which
scarred the landscape with colossal
craters. Survivor’s accounts of the Second
Impact in Australia claim that on the day of
the Impact, houses or windows
(depending on location) were shattered
by a tremendous thundering airburst from
the south, and that the southern sky was lit
by an ominous glow for several nights
before dimming. That said, survivors were
difficult to find as estimates place the
number of Australians killed within the
first 24 hours post Impact at roughly 12
million, more than 60% of Australia’s total
population at the time.
Worse affected were the many
islands surrounding Australia, on which
there were few survivors. Lush New
Zealand was survived only by a handful of
high-altitude subsistence farmers, and the
entire western half of Indonesia (lacking
the protective cover of Australia) was
wiped clean, totaling in excess of 140
million dead from the waves alone and
leaving Indonesia unable to support itself.
In the coming weeks and months,
great flotillas of rafts full of desperate
island survivors stormed the Australian
shores in hopes of finding food and aid.
All told, Australia suddenly found itself
with more than 40 million new residents in
a very short span of time. The resulting
territorial dispute was arguably the
bloodiest war that occurred during the
Second Impact as the remaining
Australians fought tooth and nail for every
inch of land.
The war was ended only by the
Darwin Accords in 2003, which was one of
the first major demonstrations of the UN’s
newfound power. Forcing both parties to
comply via threat of nuclear attack on any
region that refused to agree to its terms,
the United Nations granted the
Indonesians everything west of Darwin,
with Darwin itself and everything to its
east remaining in the hands of Australia.
However, their power thus demonstrated
and Australia itself critically depopulated
by the war, the United Nations similarly
forced through a number of similar
resolutions that leased huge swaths of
land to the UN for an indefinite period of
time in return for paltry aid. Many of these
regions would later become UN outposts
(such the famous fortress city of
Tasmania), with much of the remaining
territory later being rented as farmland to
the Chinese.
South America
The continent of South America lost
much of its land to the sea and much of its
population during what followed, but
unlike Australia retained enough of a
population so thoroughly engaged in
fighting itself that the UN has been both
unwilling and unable to intervene.
Virtually all of Argentina, Chile,
Paraguay and most of Uruguay sank
beneath the Second Impact tidal waves
and never resurfaced. Brazil itself
survived the waves, though its
government and much of its population
were not so lucky and the remaining
Brazilians quickly turned on each other in
a desperate scramble to secure resources.
This conflict took years to resolve itself,
and has reduced Brazil to a pseudo state
much like Africa but considerably more
peaceful. Bolivia, on the other hand, took
the opportunity to collapse into a civil war
which has yet to resolve itself.
In one of history’s more surprising
developments, South American stability
(such as it is) has been maintained by
Columbia in recent years. With the
collapse of the global economy, the
Cartels of Columbia realized that their
ability to sell their product was greatly
diminished. Rather than allow themselves
to become powerless, they quickly
assumed control of the government and
established a dictatorial army which went
on to conquer Venezuela and the ruined
Ecuador. While these land grabs were not
technically necessary, it gave the newly
formed Columbian army ample
opportunity to establish a reputation of
merciless brutality that has kept the rest of
South America wary for years. Columbian
patrols wander freely through South
America, and the justice they mete out is
harsh, but effective at preventing the
situation from destabilizing further.
Given the UN’s own lack of interest
in South America, it is unsurprising that
Columbian troops are often found
carrying United Nations commissioned
firearms to promote the stability of the
region.
Africa
It is no great secret that Africa was
not in the best of situations prior to Second
Impact, and the events resulting from the
vaporization of Antarctica have hardly
helped matters. The tidal waves alone
were enough to deal South Africa a
crippling blow from which it never
recovered, and South Africa has long
since been a failed state dominated by its
increasingly overenthusiastic military.
While much of Africa was relatively
unaffected by the geological and
ecological disturbances, the shifting
political tensions and the loss of UN aid for
several years has lead to the collapse of
much of Africa, with a handful of islands of
stability still visible.
For the most part, Africa has
dissolved into two psuedostates cut in half
by the “Niger Line”, a poorly defined
border that stretches across Africa that is
more or less equivalent to the former
northern Nigerian border. These two
psuedostates have no discernable
government and the only significant
unifying force among them is an
inexplicable hatred for their counterparts
across the Niger Line. While infighting is
still common, these northern and southern
groups are known to band together to
lead strikes across the line, though what
they actually gain from this is often ill
defined at best.
But not all of Africa has fallen into
chaos. Despite their previous territorial
disputes, Libya and Egypt have made an
alliance of necessity which has managed
to prevent either of them from falling to
the endless hungry mobs or the warlords
that arm them. Algeria stands alone, but
on the brink of collapse and is not
expected to last out the year.
Saudi Arabia, despite its losses, is
nominally better off than it was pre-Impact
as its oil resources have never been more
valuable given the irradiation of the
Middle East. Wealthier than ever, Saudi
Arabia maintains a relatively small but
hyper-competent defensive force that has
safely maintained its borders for years.
PRESENT DAY
With the exception of the
moderately stable Egypt and Libya and
the effluent Saudi Arabia, Africa is a land
plagued by war, famine and disease.
Attempts to map the area are pointless, as
many supposedly defined territories
collapse within a matter of months, and
many rarely last more than 2-3 years.
While technically inaccurate, many still
refer to regions of Africa by the pre-
impact countries, if only for the purposes
of an internationally recognized key of
locations.
The United Nations delivers token
aid to Africa each year, and applies more
than token force on a much more regular
basis. Unable to stabilize any region of
Africa with troops for more than a short
period of time, the UN has long since
settled for identifying power blocks that
either continue to destabilize the region or
threaten to unify it in a way that opposes
the United Nations and shell them with the
UN’s considerable naval firepower. While
not pleased about Saudi Arabia’s well-
funded military, the United Nations
approves of its actions to hold Saudi
Arabia’s oil, a resource that the UN
considers vital to maintain.
ORGANIZATIONS
In addition to the nations of Earth, there are several organizations that have a large
amount of influence on the fate of the world, either due to their direct involvement in the
Evangelion project or political clout within the UN.
Nerv
Nerv is a paramilitary special agency nominally under the control of the United Nations.
Nerv's official purpose is to lead the defense of mankind against the Angels, to stop them
from initiating a Third Impact after the destruction that was wrought by Adam during Second
Impact in 2000, through use of the Evangelions, which they constructed.
Officially, Nerv is a private organization under the direct supervision of the United Nations
with limited authority over local
administration, and to an extent
United Nations military forces.
However, Nerv is essentially an
independent organization from
the United Nations apart from
matters of funding. As a result of
conventional military forces'
inability to defeat Angels, the
effort to defeat them is often left
at the discretion of Nerv's
highest ranking personnel
without direct external
interference. Nerv is capable of
guarding its own political
position through whatever
means necessary, including
sabotaging a rival defense
contractor's prototype combat
robot, "Jet Alone".
Nerv's origins lie in the research
organization known as Gehirn, which was renamed and reorganized into "Nerv" in 2010 after
its original headquarters and the Magi supercomputers were completed. Unlike Gehirn,
whose existence was officially a secret (with the UN Artificial Evolution Laboratory serving
as a front), Nerv is semi-public.
Internal Organization
Nerv globally employs many thousands of people, including scientists, technicians,
paramilitary security forces, and support staff.
The standard uniform for Nerv personnel is a khaki uniform with triangular patches at the
shoulders. Personnel in command positions wear a monotone tunic. All Nerv personnel have
a triangular clip over their uniform's left breast which denotes rank.
Tactical
Headed by: Nerv Operations Director
The Tactical Operations branch is responsible for coordinating the Evangelions in actual
combat, as well as directing Nerv's conventional security forces and defense grid in battle
against the Angels.
Nerv's internal security forces are tasked with defending the organization from terrorist
attacks and other small-scale conventional threats: Nerv was intended to fight the Angels,
not other humans. As a result, Nerv is actually ill-equipped to repulse a frontal assault by
conventional human military forces. Security staff wear khaki uniforms like those of the
operating staff, as well as red berets. They normally carry either MP5 or Uzi submachine
guns.
Technical
The Technical division is Nerv's science branch, responsible for the research and
development of the Evangelions, as well as their maintenance and repair. It also analyzes
scientific data obtained about the Angels, attempting to gain greater insight into them to aid
the Tactical division in defeating the Angels.
Each Nerv facility hosts a large corps of mechanics, electricians and other staff dedicated to
maintenance, repair and construction. The standard tech uniform consists of orange
coveralls and a cap.
Those involved in actual research and development and Eva testing wear the standard khaki
Nerv uniforms.
Other divisions
Section-2 (Intelligence): Information collection and analysis are handled by the
black-suited agents of the Nerv Department of Security Intelligence, as are the
surveillance and protection of key personnel. Public Relations: Nerv has its own PR subsection, which handles propaganda and
media blackouts directed towards the general public to control information about the
Angels and Evangelions.
SEELE
Seele is a shadowy and mysterious organization which maintains a global power cabal, and
is the secret backer of Gehirn and Nerv. The Seele council members are the true puppet
masters pulling the strings of the United Nations.
The origins of Seele are shrouded in mystery. According to themselves, they have
maintained an Illuminati-like power cabal over Earth's governments since ancient times.
While this cannot be independently confirmed, it is certain that Seele has been active since
at least the end of World War II, when they acquired the Dead Sea Scrolls. However, it is
unclear how much power they really had to bring to the fore before they seized control of
the United Nations through manipulation of the chaos resulting from Second Impact, which
they caused.
The Seele council is composed of 12 members, headed by Chairman Keel Lorenz.
Seele meetings consist of "video conferences" in which instead of projecting actual images
of each member, images of large stone monoliths with the words "Seele (member number)
SOUND ONLY" displayed on them (i.e. Chairman Keel is "Seele 01 SOUND ONLY").
The inner circle of Seele is also the Human Instrumentality Committee, which directly
oversees the progress of Nerv, officially in the name of the United Nations. The committee is
composed of five members, and is also headed by Chairman Keel.
While their exact identities probably matter little in your campaign, the following
entries might be useful for GMs who wish to make Seele involvement in the campaigns more
pronounced:
Seele 01: Keel Lorentz. The center of the whole organization, Keel Lorenz has not only his
official position within the UN as the head of the Human Instrumentality Committee, but all of
the resources of the other Seele members to draw upon as well. He is, almost certainly, the
single most powerful man on the planet through his Seele connections, and is fully capable
of passing nearly any UN resolution he wishes almost singlehandedly. But even he is not
invulnerable. Ravaged by a car crash years before, Keel Lorentz’s spine was heavily
damaged. He has since used both his own wealth and Nerv’s Evangelion research to
develop and acquire cybernetic enhancements, allowing him to move and operate almost as
if he had never been injured in the first place.
Seele 02: Identity unknown. Seele 02 has a tremendous amount of influence within post-
Impact Nationalist England. Previously suspected by many of the less influential Seele
members to be the Prime Minister, after the former Prime Minister’s fatal heart attack in
2009, Seele 02 remains active and Seele control of England remains undiminished.
Whatever their actual identity or official position may be, Seele 02 somehow has more
influence over England policy than its actual leaders.
Seele 03: Identity Unknown. Presumably responsible for the Air Force One tragedy that
threw the United States into chaos during Second Impact, Seele 03 was in prime position to
benefit from the ensuing declaration of Marshall Law. Poor economic planning, despite
numerous reports predicting the crisis to come, may indicate that the United States 2013
financial crash was anything but accidental. Presumably, the United States was being
prepared to be so desperate for jobs that they would accept Seele and Nerv related projects
almost unconditionally. China eventually proved itself to be able to produce the same work
for cheaper with its superior manpower, but given Seele’s comparatively little influence in
China it is unsurprising that they would have cultivated other opportunities. Given the
United States still military-dominated government, it is entirely possible that Seele 02 is
either a Chairman of the Joint Chiefs of Staff, or controls someone who is.
Seele 04: Identity Unknown. While still commanding impressive influence, Seele 04 seems
to have less direct control over Russia than the other Seele heads seem to have over their
own areas. Not long after the official UN investigation into the Second Impact event in 2003,
Russia mounted their own expedition to the Antarctic the confirm the UNs findings as well as
other, less public, reasons. Seele 04 seemed unable to halt the expedition, but Russia’s
investigation discovered nothing. Between this specific failure, as well as Seele 04’s
consistent access to Russia’s secrets, Seele 04 seems to be most directly powerful in relation
to Russian Intelligence.
Seele 05: Identity Unknown. Seele 05 is intentionally left open so that he might be replaced
with whatever lead-in your campaign might need. Possibly a powerful official in either Nerv
or whatever country you happen to place Nerv HQ, Seele 05 has the potential to be a
powerful behind the scenes threat (though whether he is acting in the name of Seele or for
his own ends depends on the situation).
Non-Canon Organizations
"Our saviors, these 'Evangelions', are little better than the angelic monstrosities they fight.
Fashioned of humanity's rib and capable of 'berserking' at the drop of a pin, how long until they
show their true colors? Damnation walks in their footsteps! Doom resounds in their cries! How
long until these true children of Eve pluck the apple from their caretakers? I fear I will live long
enough to find out."
-Unknown pirate radio broadcast, intercepted by
NERV Arizona
The following organizations are original creations that were not present in the series.
In general, these organizations are designed to exist as additional human antagonists for
either Nerv or the pilots. GM’s are by no means required to include all, or even any, of these
organizations in their campaign world. Indeed, the existence of some of them require drastic
changes in the way the campaign is handled. Even if not taken whole cloth, GMs should feel
free to use these organizations as inspiration for organizations of their own design more
fitting to their campaigns.
Liberated Nations
Often referred to derisively as the
“heartbreakers”, the so-called Liberated
Nations are headed by a ragtag group of
renegades (primarily from China and
Russia) who refused to cooperate with the
articles of the Valentine Treaty signed
after Second Impact. Taking many of their
troops with them into exile, these officers
fled the growing powerbase of the UN to
devastated regions of Africa and South
America that to this day remain outside of
UN control. Initially little different from
regional warlords with pre-Impact military
hardware, it was only four years ago that
these officers began to ignore their
original nationalist differences and begin
to work together, taking up the name of
the “Liberated Nations”. A precipitating
event for this sudden rise in cooperation
was never revealed, but UN surveys of the
area show a decrease in infighting and
signs of mobilizations previously
considered to be outside of the Liberated
Nations ability to organize.
With UN aid as thinly spread as it
is, the United Nations gleefully leapt at the
chance to deny aid to areas under the
control of the Liberated Nations, refusing
to recognize the Liberated Nations as
anything approaching an official political
organization. This may prove foolish in the
long run, though. Nerv is a very resource
hungry organization, and at even the best
of times thousands are left starving and
without even an attempt at aid in order to
keep the Evangelions properly funded.
The Liberated Nations have used this
opportunity to spark unrest in previously
docile regions, and gather support from
the angry mobs. With this backing and
their newfound sense of organization, UN
control of Africa and South America has
begun to slip, ignored for now in favor of
the more pressing concerns of the Angel
threat.
However, the Liberated Nations
won’t let themselves be ignored for long.
Concerned Parents Alliance
Much less power hungry or
malevolent than other possible
antagonists that Nerv may face, the CPA
are welfare activists who demand that
Nerv cease using child soldiers and
replace them with adult pilots. This would
be almost comical, were it not for the fact
that the CPA is deadly serious. They see
deployment of adolescent pilots as
weapons of war as immoral, and no
amount of “techno babble or doomsday
rhetoric” will convince them that such a
thing might be necessary for the
Evangelions to function or for humanity to
survive.
While military action is not beyond
the CPA, violence is not their goal nor
their preferred method of operations.
Mass protests, petitions and lobbying are
likely to cause no end of trouble for the
pilots, though extreme arms of the CPA
might attempt to remove the pilots from
Nerv by force. While the pilots would
almost certainly be unharmed by such an
action, every day where the pilots are
kept from their Evangelions is a day in
which humanity is at terrible risk.
The Tribulation Brigade
"Messenger of the lord! I am here, divine
one! I am your humble ser-"
- Last words of Rev. Arthur Belling,
stepped on by Matariel during its attack
on Boston
Hardly a unified organization, the
so called Tribulation Brigade is a loose
collection of religious extremist groups.
Only occasionally working together, and
more often likely to fight each other over
religious differences, these group are only
lumped together by United Nation’s
analysts who have trouble recognizing the
important differences between them. The
unifying factor of the Tribulation Brigade
is a belief that the end of the world, begun
during the Second Impact, is still ongoing.
There were many groups that initially
claimed that the Second Impact was a
divine punishment and warning, a sign
that humanity needed conform to
whatever religious beliefs were important
to the speaker at the time. However, the
appearance of the Angels has added a
dangerous new element to these groups.
Many have become convinced that what
Nerv has labeled the Angels are, in fact,
servants of God come to punish humanity
further for failing to take the warning of
Second Impact to heart. To them, Nerv’s
intention of fighting and killing such
divine servants is the ultimate blasphemy
and hubris, and only likely to enrage God
further. While thankfully lacking in
resources and not especially well
organized, in many of the more
devastated areas such belief in an
enraged God is not a hard idea to sell.
And what the Tribulation brigade lacks in
organization, it more than makes up for in
determination and fervor.
One specific Sect within the
Tribulation Brigade is the so-called Eden
Gate. One of the more recent religious
extremist groups, The Eden Gate has
come into existence in response to the
Evangelions themselves. In the Aftermath
of Second Impact, there were a myriad of
religious explanations and excuses for
Second Impact, the theme of it being a
warning or punishment being fairly
common, though for what was a matter of
some debate. However, with the
revelation of the Evangelions, the Eden
gate was formed by those who feel that the
answer is obvious: man was punished for
the science that has created the
Evangelions themselves. By creating
artificial life forms, man has parodied god
and violated the sanctity of life, which
caused Second Impact. God finds the
Evangelions an abomination of life, and
wants them destroyed. After all, if God did
not find the Evangelions distasteful then
why would he send a host of Angels to
destroy them and those who built them?
Why else would the Angels be so
unconcerned with other targets?
While obviously based on twisted
facts, the Eden Gate’s mere existence
means that they know information that
Nerv had thought secret, and their
drawing of connections between the Evas
and Second Impact is too close for comfort
for those who know the truth. The Eden
Gate is one of the most dangerous
religious groups, because while they may
be lacking in military resources there is
evidence to suggest they have one or
more agents within Nerv itself.
Children of Adam
A name that caught Nerv’s attention
almost immediately, the Children of Adam
are a sensationalist group that is gathering
more followers by the day. Lacking
organization, they are nevertheless
captivated by the same belief: that they
have seen and spoken with an angel, a
young man with extraordinary divine
power who has come to lead them on the
truth path to a perfect world.
What makes these stories terrifying
is that there is increasing evidence that
they are correct as Pattern-Blue AT field
signatures are detected by remote Nerv
stations far and wide, disappearing before
the readings can be confirmed.
The existence of the Children of
Adam within a campaign must be handled
carefully by the GM, as it necessitates not
only the existence of the Angel Tabbris
but his appearance and plotting far in
advance of his direct confrontation with
the Evangelions. Whether he is simply
planning on using his followers as a
weapon against Nerv or something more
sinister is unknown, but with the
tremendous powers of his AT Field he will
have little trouble convincing those he
meets that he is divine.
The Eigenart Initiative
More than any other, the Eigenart
Initiative’s very existence is a threat that
few can match. Seele, the secret cabal
with a stranglehold on the United Nations
and every resource imaginable at its
disposal has considered the eradication of
the Eigenart Initiative to be top priority.
That it remains today, howevermuch in
secret, is a testament to their
resourcefulness.
A splinter group from Seele, the
Eigenart Initiative was formed after an
internal conflict in 2007. Sparked by a
difference in opinion about whether the
Human Instrumentality Project was the
best course of action, Seele chose to
quickly and quietly purge themselves of
these dissenting elements lest they
jeopardize their mission. But each and
every Seele member is a powerful and
resourceful individual, and despite Seele’s
best efforts some managed to escape with
not only their lives, but much of their
individual resources and influence.
These rogue elements have since
gone on to found the Eigenart Initiative,
which exists in opposition of Seele. Their
devotion to Seele’s original cause is yet
intact: the Eigenart Initiative similarly
believes that mankind has reached the
end of their evolutionary potential.
However, they have formulated a solution.
A solution that isn’t Seele’s proposed
Human Instrumentality Project.
Where the Human Instrumentality
Project seeks the dissolution of all
individual AT Fields and the joining of
mankind as a single consummate being,
the Eigenart Initiative seeks quite the
opposite. Rather than remove Humanities’
bodies and both the need and possibility
for continued evolution, the Eigenart
Initiative seeks to make manual evolution
possible. Through their study of the
Angels and A.T. Fields, they have
formulated a theory that if a Human’s AT
Field can be sufficiently increased in
strength and control of it unlocked, such a
human would be able to influence and
define their own form. Such autoevolution,
implemented on a wide scale, would allow
the current race of humans to transcend
into a collection of supremely powerful
and varied individuals more than capable
of preventing their own evolutionary
degradation and combining the AT
powers of an Angel with human ingenuity.
To this end, the Eigenart Initiative
has begun experimentation into Human
AT Field manipulation, but with little
progress. While the Eigenart Initiative
took many of Seele’s and Nerv’s files with
them during their secession from Seele,
these are all some years out of date, and
worse yet incomplete. To have any hope
of reaching their ends before Seele, the
Eigenart Initiative needs access to crucial
Nerv files, specifically concerning the
growth process of Manufactured projects
(and certain forbidden early experiments
into Human-Angel hybrids) as well as
information collected on the Angels by the
Magi during during combat. Any actual
samples of Angels would by a tremendous
boon, and samples of either Adam or Lilith
are a goal that the Eigenart Initiative
considers crucial above all others. Of the
two, Lilith is the preferred choice. Though
the Eigenart Initiative’s current plan would
result in a handful of powerful, Tabbris-
like individuals to oppose Seele and grant
the Eigenart Initiative the time to uplift
Humanity over time, with Lilith at their
disposal the Eigenart Initiative might
initiate a Third Impact event to uplift all of
humanity at once.
Even hunted viciously by Seele and
forced to hide themselves in places where
the UN has no control, the Eigenart
Initiative still has considerable sway in
world events through their connections as
former Seele members and manipulation
of the discontent extremists groups that
they share territory with. Any other group
that has cause to hate Nerv might someday
find themselves offered aid by the
Eigenart Initiative, for a price…
LIFE ON THE GROUND
Adeptus Evangelion places a lot of focus on that which makes it different from the
Dark Heresy rule set – its inclusion of Evangelion combat.
However, this is by no means the only part of your campaign. Your players play as
the pilots of the Evangelions, not as the Evangelions themselves. In between Angel attacks,
your players need some time to stretch their character’s legs a bit and do something outside
of the Entry Plug.
On the whole, the relevant rules are unchanged from those in Dark Heresy, which
lacks Evangelions entirely. However, the approach to the situation must be handled much
differently. Dark Heresy is built around investigation, and is designed for day to day
progression in roleplaying. However, in Adeptus Evangelion it can be weeks, or even
months, in between Angel attacks. Attempting to roleplay each day in between Angel
attacks would be unreasonable and, unless the players have made especially interesting
characters, boring.
Instead, Adeptus Evangelion applies a time-management system to cover the
majority of the intervening time, punctuated by special events in which the pilots
themselves are the focus of attention.
BETWEEN BATTLES
First, it is important to determine how long it is until the next Angel attack. While the GM
should feel free to set this amount of time himself, and can certainly have an Angel attack at
any time, the following chart is provided for the random distribution of Angel attacks over
time. Note that no matter what is rolled, the GM should not tell the players exactly how much
time they have until the next attack.
Random Angel Attack Chart
Roll result Time between attacks
01 1d5 days
02-5 1 week
6-20 1d5 weeks
21-50 1d5+2 weeks
51-80 1d5+4 weeks
81-95 1 month + 1d5 weeks
96-99 1d5 months
100 6 months
Time Management “I tell you what, this is the epitome of military intelligence right here. We have an almost
unlimited black ops budget, and a small army of suits dedicated to keeping this place under
wraps. And what do they do?
They let the pilots go to a public school.”
- “R”, Nerv Section-2 Security Officer (driver)
It can be weeks or even months in between Angel attacks, and roleplaying each day of such
lengths of time would slow the game to a snail’s crawl. Obviously, the GM must simply skip
over long swaths of time. However, players may (and rightly so) be disgruntled by the idea
of their character not managing to do anything worthwhile given a whole month to work
with.
The Time Management system is designed to alleviate this as it allows characters to benefit
from their downtime by training in a select area. For each month that passes in game, be it
as a part of one or more timeskips, each player may select one Time management option
from the following section, and gain its bonus.
Physical Training
The character spends most of their free
time throughout the month working out at
the gym, running, playing sports or
performing other physically strenuous
activities. For each month that they train in
this fashion, they may choose either their
Strength, Agility, or Toughness
characteristic and that characteristic
increases by 1. This represents the
gradual increase of the characters stats via
extra training. A character can increase
any given characteristic a maximum of 3
times through this method. Any further
increase of the Characters Strength,
Agility or Toughness should be a result of
experience bought Characteristic
increases.
Combat Training
The Character spends most of their free
time throughout the month sparring, at the
shooting range, or otherwise training
themselves. For each month that they train
in this fashion they may choose either
Weapons Skill or Ballistic Skill, and that
characteristic increases by 1. This
represents the gradual increase of the
characters combat skill via extra training.
A character can increase any given
characteristic a maximum of 3 times
through this method. Any further increase
of the Characters Weapon Skill or Ballistic
Skill should be a result of experience
bought Characteristic increases.
Education
The Character spends most of their free
time throughout the month in school or
university, reading, performing personal
research or otherwise increasing their
base of knowledge. For each month that
they train their minds in this fashion, they
may either choose to research a skill or
increase their general intelligence.
If they decide to research a skill, they may
choose one Basic skill and become trained
in it over the course of the month, but may
not use this Time Management option to
increase their bonus in an already trained
skill. Similarly, the character may choose
to train themselves in a single
Intelligence-based Advanced Skill, but
this takes 2 months instead of 1 to
complete.
If the Character has decided to increase
their general Intelligence, their
Intelligence increases by 1. This
represents the gradual increase of the
characters mental skill via education and
open thought. A character can increase
their Intelligence 3 times through this
method. Any further increase of the
Character’s Intelligence should be a result
of experience bought Characteristic
increases.
Hobbies
The Character spends most of their free
time pursuing frivolous but amusing ends
in areas that interest them. This is purely
for their enjoyment, which is more
beneficial than it seems. While many
might see an obsession with playing card
games or building model trains to be a
sign of impending madness, this
indulgence actually helps the character to
define themselves. This has the effect of
giving the character a tiny, almost
negligible, buffer against the degradation
of their Ego Barrier.
For every month that the Character
obsesses over their hobby, they
regenerate 20 ego instead of 10.
File Paperwork
Being in command isn’t all fun and games.
Every battle tends to result in a truly
tedious amount of paperwork, red tape,
official reports and apologies. However, a
dedicated leader can turn this around, and
through some clever bargaining and
brownnosing leave with more than they
came in with. Only Operation’s Directors
are in a position to use this Time
Management option. At the end of the
month 1d5 Points of surplus is added to
the surplus pool.
Therapy
The Character spends most of their time in
therapy, on medication, or in a relaxing
and safe environment. By excising and
addressing their problems, or through
suppressing them, the Character might
ward off the encroachment of their own
insanity.
For every month that the Character is in
Therapy, they may remove 3 points of
Insanity as long as this does not give them
negative Insanity Points, or put their
number of Insanity Points below the next
lowest multiple of 10. For example,
through heavy medication a character
with a 62 Insanity Score might reduce it to
60, but after that the benefits of their drug
regime end and they may not remove
Insanity Points until they have gained
more.
General Rest
General Rest is a calm,
relaxed minimizing of
movement and
physical exertion,
usually for health
reasons. Every time a
Pilot takes Critical
Damage to
themselves, not their
Evangelion, they are
required to spend the
next month
performing this time
management option.
Social Interaction
Whether by practicing their oratory skills
or crashing a lot of parties, the character
has dedicated this month to meeting new
people and making small talk. As they
become more comfortable around others,
they become more confident and better
able to hold up their end of the
conversation. For each month that they
expand their social circle in this fashion,
the character’s fellowship Characteristic
increases by 1. A character can increase
their Fellowship up to 3 times in this
fashion. Any further increase of the
character’s Fellowship should be a result
of experience bought Characteristic
increases.
“NERV’s staff all signed up for it. They knew what they were getting into, and self-selection keeps
away those who can’t take it. These children are different. Some of them have never even seen a
NERV facility before, and are hardly equipped to live in a facility designed to sustain a strictly-
adult population. We need to consider the possibility of a protracted campaign, and that means
sustaining the long-term mental health of the pilots as best as I can. Your costs are simply not a
comparable priority.”
- Adrian Hertz, to Chief of Nerv Section-2
SPECIAL EVENTS
In between battles, there should be at least one Special Event. A Special Event is
when the game breaks from the purely week-by-week handling of the pilot’s affairs. While
obviously a necessary mechanic for handling long spans of time, the week by week
mechanic can deny the players a chance to roleplay their characters outside of combat.
Special Events give the players that chance.
Sample Special Events include:
Press Conference
With each battle that the Pilots of
the Evangelions fight, the fate of humanity
hangs in the balance. They also have a
tendency to step on small buildings and
people’s cars. Such a small group of
people has never before in human history
been so important.
It’s only natural for the masses to
want to know more about their Pilot
saviors. While for the most part the Pilots
will be kept from the public eye for their
own safety, on occasion they might find
themselves accosted by reporters or
scheduled for an official press conference.
Any dirty secrets, or especially
destructive battles, are sure to be at the
top of things to discuss.
Depending on whether or not they
embrace this attention, one or more of the
Pilots might end up as a full blown
celebrity.
Formal Event
As the saviors of humanity, the
Pilots are in a very important political
situation. While technically outranked by
Nerv officers, even political Heads of State
have less direct impact on the fate of the
world.
It will not be uncommon for
powerful politicians to want to meet such
extraordinary people, possibly for the
purpose of getting their support and the
support of Nerv through them. Such
politicians can be powerful allies, and
even more powerful enemies should they
be given cause.
To meet with these politicians, in
addition to guided tours of Nerv facilities
and secret meetings, it is likely that one or
more Pilots will find themselves invited to
some formal event, possibly a fundraiser
or unveiling of some new military product
such as the Jet Alone.
Holiday
Given the potentially long span of
time in between defending the world from
Angels, it is almost inevitable that some
iconic major Holiday will pop up on the
calendar. This could be a wonderful
chance for the Pilots to enjoy the simple
things in life. Like dinner with the NPCs,
dressing up in silly
costumes, or
making liberal and
unnecessary use of
the Carouse skill
and then
belligerently
piloting a giant
robot.
Emergency
While obviously every time that an
Evangelion is launched there is some sort
of crisis, in this case the Angels are in no
way involved. This could be the power of
the Evangelions deployed against
relatively defenseless conventional forces
that are invading a nearby country, or a
natural disaster where the proper
application of an A.T. Field can save lives
such as a Tsunami or volcanic eruption.
In either case, the focus should be
less on fighting and more on strategic use
of their skills and abilities as well as
roleplaying. Where in most situations the
pilots are reactionary, here they should be
given as free a reign as their Umbilical
Cables allow.
Surprise Attack
If all else fails, the Base of
Operations can be a pretty big place.
Maybe it is three O’clock in the morning
and the pilots were asleep, or maybe they
just went out to see a movie. In any event,
the Pilots are not inside a Nerv facility
when an Angel suddenly appears on the
edge of the city. Now, in the midst of a
hectic battle that only they have a chance
of winning, the pilots needs to make their
way to their Evangelions and launch.
This is also a wonderful time to
impress upon your pilot characters the
sheer difference in scale between
encountering an Angel from the view of an
Entry Plug and seeing it from the ground.
The archetypal version of this encounter is
the Matariel fight from the series, where
the pilots spend much of their time simply
trying to reach the Evangelions during a
massive power outage that has rendered
normal access routes unusable.
Terrorist Attack
No group of people has ever been
as important as the Pilots of the
Evangelions. As such, they are incredibly
high value targets.
Any group that has an axe to grind
might try and take the Pilots, and by
extension the fate of the human race,
hostage. If the Pilots themselves are
forced to fight they are likely to quickly
find that for all their skill in killing Angels
from the seat of an Entry Plug, most of
them lack real combat skill using their
own hands.
Alternatively, Nerv itself might
come under attack from some extremist
group that has taken the classification of
the enemy as “Angels” a tad too literally,
and believes Nerv to be opposing God’s
Will.
Such an event should only ever be
allowed to happen once as a case of things
having gone horribly wrong. If the Pilots
are under constant threat from human
parties, it should be a primary component
of the campaign.
Investigation
The Dark Heresy ruleset itself is
geared toward Investigation and combat,
and as such many of the skills available to
the Pilots serve this purpose even though
that is rarely the focus of an Adeptus
Evangelion campaign.
However, the world of Evangelion
is one of plots, conspiracies and secret
cabals. Often, these are based around
protecting the secrets of the Evangelions
themselves. Others, like the organization
SEELE from the series, have far more
nefarious and wide reaching goals like
initiating a Third Impact.
The players should be given ample
opportunity to proceed with their own
investigations into these matters, though
they should be made aware the risk that
they are taking, even if they are Pilots.
If anything, one of the harder parts of
handling the Players investigation will be
restricting their chances to actually do it
themselves. After all, it can be months in
between fights. Normally, the players
could accomplish a tremendous amount in
that span of time, but that would require
them to roleplay most of the days in that
time span, something which Adeptus
Evangelion is not designed for and does
not recommend.
Goals
It is entirely likely that the player
characters have their own goals. Whether
this be pursuing a relationship,
confronting a rival or rebuilding an old
car, the Players should be given the
chance to pursue their goals whenever it
would be reasonable for them to.
However, unless their goal is a rather
simple or superficial one, it should be
something that they have to put time and
effort
Random Events
Have a Life on the Ground session in a few hours and still have no idea what to do?
Relax, we have all been there. Battles have the advantage of beings fairly straightforward:
you provide the enemy and the players fight it. Non-combat scenarios need to be
considerably more varied, and if for whatever reason your group lacks inter-character
momentum you might find planning your next session difficult.
But don’t fret! Feel free to make use of the following random plot hook generator. It
may operate under the assumption that your pilots are of adolescent age, many of the
available options can be modified to apply to more age-varied campaigns as well. Other
options might seem needlessly mundane, but you might be surprised how much the players
can enjoy just being able to stretch their characters legs and walk about town in character.
Though this should go without saying, if you roll an option that would be completely
nonsensical or you feel outside your ability to GM in the next session, feel free to roll again.
% Effect % Effect 1 Your school plans a big festival and exhibition. The pilots are
expected to be involved.
51 Nerv is selling guided tours of HQ to raise money. The pilots are very
much part of it, perhaps even doing the guiding.
2 The MAGI or equivalent has shut down for a mysterious reason. 52 Electricity shuts down throughout the city.
3 The Operations Director is brought in to teach a class. 53 The pilots start getting solicitors and salesmen, even at HQ.
4 A natural disaster hits! The Evangelions are used for damage
control.
54 A mysterious student transfers into the school and is later seen at Nerv
HQ...
5 The anniversary of Second Impact. The pilots must pay their
respects.
55 A very advanced simulator is run through the MAGI--so advanced that
the pilots can hardly tell the difference.
6 A famous televangelist is in town. 56 A drill sergeant is brought in to whip the pilots into shape.
7 The pilots' food has gone bad or been eaten. Time for grocery
shopping!
57 A teacher simply gets up and leaves early in a class, leaving the
children to their own devices with no instructions.
8 One of the pilots wakes up from a nightmare in which the last
Angel talked to them.
58 Instead of a routine synch test, the pilots are brought to an empty
undeveloped space to test prototype technology.
9 At the same moment, all of the Evangelions look straight up for a
full minute and then return to inactivity.
59 One of the pilots is approached by the hysterical wife of a man killed
during the last Angel attack before she is removed by Section 2 Agents.
10 On their way to or from somewhere, the pilots are held up by
muggers.
60 During a routine synch test, someone's test-plug begins to behave
strangely…
11 Much to the alarm of Nerv, an Evangelion seems to become
active of its own accord within the hanger. However, it has taken
no actions and remains still… for now.
61 Flash mobs of protesters begin harassing the pilots. They yell and
cause a commotion, then scatter as soon as any law enforcement
comes.
12 One of the pilots becomes physically ill. 62 The class is taken on a field trip to a farm.
13 The pilots are given tickets to an event of some sort, perhaps a
concert, a party or a comedian.
63 As a reward for a very successful mission, the pilots and Nerv command
staff are taken to the most high-class restaurant in town.
14 For only one day, the city seems entirely deserted aside from the
pilots (It’s a drill).
64 Remnants of the last Angel are found regardless of whether or not it
exploded.
15 For only one day, the city seems entirely deserted aside from the
pilots (It’s not a drill).
65 Strange graffiti starts showing up on or near the pilots' home, and
eventually on the Evangelions themselves.
16 When at HQ, the pilots hear a loud noise and feel something
shaking around for a couple seconds. They are apologized to and
it never happens again.
66 When going to the bathroom late at night, a pilot sees a frightening
man looking at them from their window. He is gone when the matter is
investigated.
17 Holiday! Either the pilots' school, Nerv, or someone they know is
doing something for a holiday and would like some help.
67 Today is scheduled for a solar eclipse. Who knows what could happen
while everybody's distracted?
18 A Nerv higher-up adopts a cute animal that when left alone with
the pilots becomes vicious.
68 The pilots are expected to undergo a physical or psychological
evaluation.
19 A former pilot who went insane testing an Evangelion escapes
from the asylum.
69 The school considers changing its policies on uniforms. To solve it, a
series of student debates are held.
20 A favorite product of one of the pilots is declared contraband for
unknown reasons.
70 One of the pilots wins something in a sweepstakes they may have never
entered.
21 One of the pilots has a birthday. 71 Parent-teacher conference.
22 A friend of the pilots' or the OD's faces bankruptcy. 72 A group of delinquents breaks the windows of the pilots' house.
23 A hobo begins living near the pilots, talking to them or asking
them for money at every possible opportunity.
73 Group laundry day.
24 A new game or book has become massively popular in the area. 74 An alarming amount of things begin showing up dead on a nearby
shore. At first it's sea life, then some land animals...
25 A rival organization announces the development of their own
Evangelion units. The pilots are invited to a demonstration.
75 One of the pilots has inadvertently insulted someone and begins
receiving threatening notes.
26 One of the pilots is approached by someone claiming to be an
old friend. Whether they know the person is up to them.
76 The pilots are shocked awake in the middle of the night by rumbling
noises.
27 The MAGI or its equivalent makes contact with the pilots,
seemingly without Nerv’s attention.
77 An argument between Nerv staff leaves the command center
disorganized and uncooperative.
28 A bomb has been planted somewhere in the school. 78 The pilots move into a new residence.
29 One or more of the pilots are being stalked by a particularly
determined love interest.
79 One or more of the pilots are being stalked by a particularly
determined reporter.
30 One of the pilots is accosted by a large group of fans in the street.
They separate the pilot from the rest of the group and refuse to
leave him alone. When they are finally driven off, the pilot finds
something missing.
80 An Angel appears, then immediately vanishes into thin air. Every few
hours, the phenomenon repeats, but in a different location near HQ.
The pilots are kept on high alert for days until the situation comes to a
head.
31 A cloud or some other phenomenon seems to be following one or
more of the pilots.
81 A friendly face that the pilots recognize turns up dead, and is revealed
to have been a plainclothes Section 2 agent.
32 One of the pilots' classmates disappears. The only excuse given
is a vague reference to a "Project Raiden".
82 A curfew is put in place on the Base of Operations for one night only. No
explanation is given.
33 Embarrassing photos of one or more of the pilots are released to
the public.
83 One or more of the pilots has been asked to appear on a talk show in
front of a live studio audience.
34 A parade is held. The pilots in their plugsuits are expected to be
part of it.
84 One or more of the pilots is being sued for collateral damage they
caused during the last Angel battle.
35 A parade is held. The pilots in their plugsuits are expected to be
part of it. During the parade, something goes wrong…
85 The pilots come home to find classmates waiting for them inside the
house.
36 A backup pilot found incompatible with any Evangelion joins the
class.
86 During a weekly Synch Ratio test, a malfunction occurs. Each of the
pilots experiences one memory belonging to one of the other pilots.
37 Jet Alone begins testing. The Evangelions are brought in as
security.
87 During a weekly Synch Ratio test, a malfunction occurs. Each of the
pilots experiences one memory belonging to their Evangelion.
38 A large construction project begins at HQ. Though everything is
kept under wraps, the pilots are close enough to catch glimpses
of rocket engines...
88 Something from space crashes to Earth in a country some distance
away. The Evangelions and pilots are brought there for "safety
reasons".
39 An anonymous, handwritten note is found addressed to one of the
pilots.
89 People begin distancing themselves from the pilots and stopping most
small talk when they come in.
40 The most popular kid in school invites two pilots as dates to an
upcoming party.
90 A higher-up in NERV such as the head scientist, the Commander or
even the OD becomes very sick and doesn't want to see anyone.
41 Nerv staff, then the pilots, are approached by a businessman
looking to have his company sponsor research.
91 Due to a mix-up, the pilots were exposed to a poorly-mixed batch of
LCL, and all suffer from rashes for a full week.
42 It rains heavily for an entire day, and the pilots need to go out. 92 Something in the food tastes horrible. All the food.
43 A terribly written and unflattering article regarding the last Angel
fight is printed in a local tabloid.
93 The pilots are approached by the parents of a terminally ill child whose
dying wish is to see an Evangelion.
44 The pilots become lost in the city. 94 There is an upswing in end-of-the-world prophets.
45 A high ranking member of Nerv has a birthday. Enthusiasm is
mandatory.
95 One of the pilots is pulled aside by Nerv staff and politely informed that
a relative of theirs has died.
46 UN officials come into the base to "investigate". After observing
how things are run and generally snooping around, they leave.
Nothing is heard out of them again.
96 Someone mysterious shows up and is ordered to be treated with as
much, if not more respect than the Commander despite being a
civilian.
47 Pilots are forced into a group training system at a local gym. 97 Someone attempts to poison one of the pilots.
48 The Commander and Subcommander are called away for
important business. The Operations Director must run Nerv.
98 A top-secret Nerv dossier is found in the middle of an otherwise
deserted street on whatever path the pilots usually take.
49 A friend of the pilots begins to deny ever having met them. 99 A teacher shows up to class drunk.
50 The pilots have a chance meeting with someone that looks and
acts eerily similar to one of them. The person is never seen again.
100 Terrorists or an Angelspawn (choose whichever is most appropriate)
attack the pilots.
FROM: [email protected]
In reference to recent suggestions regarding the content of the scheduled inter-NERV contest between
our branch and NERV Berlin, the answer is no. While I am aware of the need to enhance our training
regime, as well as test the performance capacity of our Evangelion units and their pilots in nonstandard
scenarios, I am also aware that this is a military facility possessed of three of the single most powerful war
machines ever made by man and charged with defending the human race against certain extinction. As a
result, we must conduct ourselves with a demeanor befitting the gravity of our task. There will be no
Evangelion Ballroom Dance-Off, now or ever.
-Operations Director Hertz.
EQUIPMENT
Most of what is available to the Pilots is provided to them courtesy of Nerv. From Nerv issue
clothing, to Nerv issue food and Nerv issue toilette paper, the pilots basic needs are all
taken care of, though not to excess. Even for the saviors of humanity, in a post-Second
Impact economy a lavish lifestyle is almost impossible to achieve. However, for personal
expenses, each Pilot is provided with a monthly allowance equal to $200 dollars, plus an
additional $100 per rank gained. Operations Directors are paid more with a monthly wage
of $1000, with an additional $500 increase per Rank gained.
Note that as allowances they may not be saved for later. Unspent funds per month are
not retained.
Much of what the pilots would want to buy are things already described in Dark
Heresy, though under a different name. GMs are encouraged to import useful equipment
from Dark Heresy wherever they would be appropriate. However, GMs should be very
wary as to what Dark Heresy equipment they wish to allow in their games. In specific, guns
other than Solid Projectile should be extremely rare if they even exist at all. Similarly, any
armor more advanced than Flak will be virtually impossible to acquire if it exists. Most other
forms of equipment are of the exact same nature as things the players can be expected to
know in the real world, and can be treated as their real world counterparts. Equipment that
provides mechanical benefit should use the stats, if not the descriptions, of their Dark
Heresy counterparts.
Person Scale Weapons – General
Name class range RoF Damage Pen Clip Rld Special Wt Cost Availability
Nerv Sidearm Pistol 30m S/2/- 1d10+5 I 0 12 Full Reliable 1.5Kg $45 Average
Nerv Assault
Rifle
Basic 60m S/3/6 1d10+6 I 2 20 Full Reliable 3.4Kg $275 Average
Person Scale Armor
Name Locations covered AP Weight Cost Availability
Plugsuit Arms, Body, Legs 2 7Kg Nerv Issue Only Very Rare
SAMPLE PERSONAL SCALE ENEMIES
Untrained Insurgent
Due to the ad hoc nature of many low level
resistance movements, many supporters
of the movement have little to no actual
combat training. These individuals
believe in the cause, but could never be
expected to go toe to toe with a trained
soldier. Even so, many are willing to do
just that if ordered.
Untrained Insurgent Profile
WS BS S T Ag Int Per WP Fel
25 35 30 30 30 25 30 30 30
Movement: 3/6/9/18
Wounds: 8
Skills: Speak Language (any one),
Awareness (Per), Common Lore (Local)
Talents: None
Armor: None
Weapons: Handgun (30 m; S/2/-; 1d10+1
I; Pen 0; Clip 12; Reload Full; Reliable),
Improvised Weapon (1d10 +3 I;
primitive)
Gear: None
Terrorist Cell Member
Whether they have received formal
training or not, these terrorists are armed
and dangerous. Often working in small
groups, they work in conjunction with
other terrorist cells to deal the most
damage possible while exposing
themselves only as much as is necessary.
Terrorist Cell Member Profile
WS BS S T Ag Int Per WP Fel
45 65 30 30 30 30 30 30 30
Movement: 3/6/9/18
Wounds: 11
Skills: Acrobatics (Ag), Awareness (Per),
Common Lore (any one), Intimidate(S),
Speak Language (any one), Security (Per)
+10
Talents: Weapon Training(Basic), Iron
Jaw, Talented (Intimidate)
Armor: Flak Vest (Body 3)
Weapons: Assault Rifle (60; S/3/6;
1d10+2; Pen 0; Clip 20; Reload Full), Pistol
Sidearm (30 m; S/2/-; 1d10+1 I; Pen 0; Clip
12; Reload Full; Reliable)
Gear: 1 Sidearm Pistol clip, Radio
Terrorist Cell Leader
Under normal circumstances, an angry
and armed populace would never have
the focus and intelligence for large scale
logistical operation. The individuals who
see this potential and put it to use are far
more dangerous than the gun toting
insurgents they command. Intelligent,
brutal, charismatic or some combination
of the three, a Terrorist Cell Leader is the
real enemy hiding behind the score of
extremists they command.
Terrorist Cell Leader Profile
WS BS S T Ag Int Per WP Fel
35 35 30 30 30 35 30 35 35
Movement: 3/6/9/18
Wounds: 9
Skills: Carouse (T), Charm (Fel) (+10),
Interrogation (WP), Scrutiny (Per) (+10),
Speak Language (any one)
Talents: Weapon Training(Pistol),
Armor: Flak Vest (Body 3)
Weapons: Compact Pistol (15 m; S/s/-;
1d10 I; Pen 0; Clip 6; Reload Full; Reliable)
Gear: 1 Compact Pistol clip
UN Special Forces
A step above the normal UN grunt, the UN
Special Forces are highly trained and well
equipped for their job. And that job is to
do whatever the UN tells them to do, as
efficiently as possible, no questions asked.
UN Special Forces Profile
WS BS S T Ag Int Per WP Fel
55 75 45 45 40 30 35 30 30
Movement: 3/6/9/18
Wounds: 10
Skills: Awareness(Per), Climb (S),
Common Lore (UN), Intimidate (S), Speak
Language (English)
Talents: Basic Weapon training
(General), Pistol Weapon Training
(General), Disarm, Takedown
Armor: Heavy Flak Suit (Head 2, Arms 4,
Body 5, Legs 4)
Weapons: UN Assault Rifle (60 m; S/3/8;
1d10+2; Pen 1; Clip 30; Reload Full;
Reliable) or UN Grenade Launcher (30 m;
S/-/-; 2d10; Pen 3; Clip 6; reload full; Blast
5), Pistol Sidearm (30 m; S/2/-; 1d10+1 I;
Pen 0; Clip 12; Reload Full; Reliable)
Gear: 2 UN Assault Rifle clips or 1 UN
Grenade Launcher clip, 1 Sidearm Pistol
clip, Radio, Flashlight
Section 2 Special Agent
The men in black who stake the Base of
Operations, it is the job of Nerv internal
security to be everywhere and hear
everything. Often, important individuals
like the pilots will have a whole team of
Special Agents dedicated to following
them and keeping them safe without ever
letting their presence be known.
Section 2 Special Agent Profile
WS BS S T Ag Int Per WP Fel
50 60 30 45 45 40 38 30 32
Movement: 3/6/9/18
Wounds: 10
Skills: Awareness (Per), Concealment
(Ag), Dodge (Ag), Drive (Automobile)
(Ag), Interrogation (WP), Security (Ag),
Shadowing (Ag) +10, Silent Moves (Ag),
Speak Language (English)
Talents: Weapon Training(Pistol), Iron
Jaw, Takedown, Unremarkable
Armor: Concealed Vest (Body 2)
Weapons: Pistol Sidearm (30 m; S/2/-;
1d10+1 I; Pen 0; Clip 12; Reload Full;
Reliable)
Gear: Nerv ID, 1 Sidearm Pistol clip,
Radio
Angelspawn
Sometimes, one of the smaller
Angelspawn generated during an Angel
attack might be encountered in personal
scale. While almost insignificant from the
point of view of an entry plug, from the
perspective of those on the ground even a
miniscule Angelspawn is large,
dangerous, and likely not alone.
Thankfully, such encounters are
likely only to happen once, if ever, in a
campaign. However, with all the other
preparation that a GM needs to go through
to prepare a battle against an
Angelspawn-generating foe, they might
find the extra task of creating a second set
of stats for the Angelspawn in personal
scale exceedingly tedious. Sample,
generic Angelspawn of both miniscule
and puny varieties are provided below,
lacking descriptive text entirely and fit to
be easily modified into whatever form fits
the GM’s encounter best.
Angelspawn (Eva scale miniscule) Profile
WS BS S T Ag Int Per WP Fel SR
65 20 40 35 35 25 30 30 10 0
Movement: 3/6/9/18
Wounds: 10
Skills: Awareness (Per)
Talents:
Traits: From Beyond, Unnatural
Toughness (TB 6)
Armor: N/A
Weapons: Melee attack (1d10+4)
Angelspawn (Eva scale puny) Profile
WS BS S T Ag Int Per WP Fel SR
85 30 40 50 30 30 30 30 10 20
Movement: 3/6/9/18
Wounds: 35
Skills: Awareness (Per)
Talents: Sprint
Traits: From Beyond, Unnatural
Toughness (TB 10), Size (Enormous),
Unnatural Strength (SB 8)
Armor: 4 all
Weapons: Melee attack (1d10+8)
"The Angels are our destruction.... It's time for us to accept it. We can't struggle any longer.
The Evas can't help us. All they are doing is prolonging our death."
- Dr. Nina Credo, Personal Journal entry on March 4th, 2016. Two days before the incident.
Third Impact is the ultimate ending to a campaign, the complete and utter reshaping
of the world. A successfully completed Third Impact makes continuing the campaign in any
fashion virtually impossible, as humanity is either destroyed or converted into some new
and strange form of life.
However, Third Impact is no single, specific event. While the mention of it conjures to
mind the disturbing and confusing End of Evangelion, there are many other paths that Third
Impact could have taken, and could still take in your own campaign.
WHAT IS THIRD IMPACT?
Third Impact is the awakening of Adam, the awakening of Lilith, the awakening of
both at once, or the awakening of both as one. Adam and Lilith are each beings of immense
power, specifically designed to be planted on a world and reshape it to support life, which
they then create. Adam creates Core-based life forms like the Angels that serve as the
antagonists of the series, and Lilith creates the Earth-like life forms we are familiar with.
Given that these two forms of life, and the environments designed to support them, are
mutually exclusive it is hardly any surprise that Adam and Lilith seek each others
destruction. Each interferes in the others ability to pursue the purpose for which they were
designed.
Either one of them could wipe out all life on Earth entirely, as Adam would have
during the Second Impact had the Katsuragi Expedition not used the Lance of Longinus to
reduce him to an embryonic state while he was still weak. Should both be awakened, it
could mean a repeat of the cataclysmic First Impact, which neither of them won which would
almost certainly destroy humanity in the struggle.
INITIATING IMPACT
There are a myriad of ways that Third Impact can be brought about, both
intentionally and unintentionally. While each of them has potentially catastrophic
consequences, some of them have wider reaching implications than others and some can
even be contained or otherwise disrupted.
Each scenario is presented as its own profile with the following sections:
Awakened: Whether it be Adam, Lilith, or some combination of the two, this is the godlike
being that now possess a threat to all life on Earth.
Initiator: This is the group or race that has triggered the Third Impact.
Means: How the Third Impact was brought about.
Effect: What the effect of this version of Third Impact will be on the world, and the actions
likely to be taken by the newly awakened being.
Interference: What, if anything, the Players can do to stop this.
Various scenarios of Third Impact are provided below. This is by no means a
comprehensive list of possible Third Impacts. It is merely a general approach to a number of
likely Third Impact scenarios.
SUCCESSION
“It is clear from the recent trend towards psychological
assault that the Angels are not, as we suspected, mindless
and automatic entities. Although the pattern of their
thoughts remains beyond our comprehension, perhaps
invariably so, that they are capable of making individual
judgments must of itself lead to a change in our strategic
planning.”
“You don’t follow? This has nothing to do with military
means, and everything to do with the basic nature of our
struggle. Everything we have done is premised on the
belief that the only goal of the Angels is to recover Adam.
And while we had no reason to believe they thought, this
held true. But if they are capable of independent
judgment…”
“…I’m taking this to the Council. This conversation never
happened and you are to tell no one.”
Awakened: Adam
Initiator: The Angels
Means: Any Angel can initiate Third Impact by successfully
making contact with Adam. Through this contact with the
dormant embryonic Adam, the Angel has one of two choices:
to absorb Adam into itself and become the ‘New’ Adam, or to
sacrifice itself and join with Adam in order to regenerate him.
In this scenario, the Angel expresses survival instinct, which
isn’t very common in Angels, and chooses to make itself the
new Adam rather than sacrificing itself.
Effect:
The Angel chooses to absorb Adam rather than sacrifice itself. The Angel makes contact with
Adam and absorbs him into its core. This will cause the Angel itself to change violently into
an advanced form, as it unlocks new Biological and Absolute Territory potential previously
impossible for it.
The Angel’s Synch Ratio changes to 400, granting it an A.T. Field Strength of 40. The
Angel gains knowledge of every A.T. Field Power available to players or Angels, as well as
other powers at the GMs discretion. The Angel also gains the following Traits if it did not
already possess them: Light of the Soul, The Stuff of Nightmares, Regeneration, and
Unnatural Characteristic (all). In addition, all wound totals on all body parts regenerate to
full, and then those wound totals double.
Thus empowered, the Angel has become the new Adam. It will then attempt to
retrieve the Lance of Longinus as well as destroy Lilith. Once both of these tasks have been
accomplished, it will proceed to erase all life on Earth, and create a new world full of
Angelic beings.
Interference:
There are a number of ways that the Players could attempt to halt this Third Impact,
though the fact that an Angel successfully made contact with Adam implies that the
Evangelions failed to protect Adam, and might already be in such a state where continued
resistance is impossible.
However, should one or more Evangelions be in fighting shape, the Player’s best
course of action is to attempt to kill this new Adam using one of his first two goals: Lilith or
the Lance of Longinus. Awakening Lilith would give them a powerful ally in the fight against
Adam, though it quickly leads to another Third Impact under Lilith’s control when Adam is
dead. The Lance of Longinus is an extremely powerful weapon which has already been used
to defeat Adam once. With an Evangelion wielding it, it might be used to defeat this new
Adam the same as the old, by reducing him to an embryonic state. Even in victory, however,
there is the fact that the last time this happened, it resulted in the complete destruction of the
Antarctic continent and the death of over 3 billion people worldwide. And should the battle
turn against the Eva’s, Adam could reclaim the Lance and become all but unstoppable.
ADAM REBORN
“…and I heard, as it were, the sound of the End. There came forth a flash that did blind me, and
four great wings, and from the pit emerged a being of light who stood taller than all the works of
Man. Thus I beheld the Giant of Light, and all the world did tremble.”
Dead Sea Scrolls, 35:12
Awakened: Adam
Initiator: The Angels
Means: Any Angel can initiate Third Impact by successfully making contact with Adam.
Through this contact with the dormant embryonic Adam, the Angel has one of two choices:
to absorb Adam into itself and become the ‘New’ Adam, or to sacrifice itself and join with
Adam in order to regenerate him. In this scenario, the Angel fulfills its desire to join with
Adam, and gives over all of its power and biomass to reconstitute Adam from his current
embryonic state.
Effect:
The release of energy is tremendous, and likely destroys anything that might be left
in the surrounding area that is not an A.T. Field. Rising from the ruin of this explosion will be
Adam, returned to his full glory in the form of the Giant of Light from the Second Impact. The
GM is encouraged to treat Adam’s giant of light form as having the following stat block:
Adam- Giant of Light Profile
WS BS S T Ag Int Per WP Fel LS
75 75 50 80 30 100 100 100 30 500
Adam-Giant of Light Body
Location % to Hit AP Wounds
Head 01-10 6 60
R. Arm 11-20 6 80
L. Arm 21-30 6 80
Core 31-40 8 150
Body 41-70 8 60
R. Leg 71-85 6 80
L. Leg 86-100 6 80
Movement: 6/12/18/24
Skills: Awareness (Per), Dodge (Ag)
Talents:
Traits: Angel (TB 16), Celerity, Dark Sight, Fear (4), From Beyond, Heavenly, Natural
Weapon (Claws), Lightning Attack, Regeneration, Size (Enormous), Step Aside, The Stuff of
Nightmares, Unnatural Characteristic: Strength (SB 10), Wall of Steel A.T. Field Powers: Deflective Field (always fully active), AT Mastery*, Heavenly Being**,
Overwhelming***, Progenitor****. AT Mastery*: Adam’s control of the A.T. Field is absolute. There is no A.T. Field power
available to payers or Angels that he cannot use. Furthermore, once per turn he may use any
of them as a Free Action (this includes switching between Spread Patterns). Heavenly Being**: Adam possesses one Fate Point which it can spend or burn like any
Angel would, however he recovers any spent Fate Points at the beginning of his turn and
burnt Fate Points are recovered after 24 hours of being used. Overwhelming***: Adam adds his ATS as a bonus to all his tests, even if it would go
beyond the maximum possible bonus. Progenitor****: Once per day Adam may, as a Full Round Action, spawn a fully developed
adult Angel. This can either be a previously defeated Angel properly strengthened or a
new, randomly generated one of the appropriate difficulty. Weapons: Claws (20 dm; 2d10+10 R; Pen 8; Breach +10; Heat)
Adam, once fully regenerated, will then attempt to retrieve the Lance of Longinus as
well as destroy Lilith. Once both of these tasks have been accomplished, it will proceed to
erase all life on Earth, and create a new world full of Angelic beings. While still attempting
these tasks it, is entirely possible that Adam will call any remaining Angels to his side to
serve him, or simply create new Angels on the spot for the same purpose.
Interference:
There are a number of ways that the Players could attempt to halt this Third Impact,
though the fact that an Angel successfully made contact with Adam implies that the
Evangelions failed to protect Adam, and might already be in such a state where continued
resistance is impossible.
However, should one or more Evangelions be in fighting shape, the Player’s best
course of action is to attempt to kill this new Adam using one of his first two goals: Lilith or
the Lance of Longinus. Awakening Lilith would give them a powerful ally in the fight against
Adam, though it quickly leads to another Third Impact under Lilith’s control when Adam is
dead. The Lance of Longinus is an extremely powerful weapon which has already been used
to defeat Adam once, but should the battle turn against the Eva’s, Adam could reclaim the
Lance and become all but unstoppable.
ASCENSION Men stop war to make gods
sometimes. Peace gods, who would make
Earth a haven. A place for men to
think and love and play. No war
to cloud their minds and hearts. Stop,
somehow, men from being men.
Gods make war to stop men
From becoming gods.
Without the beat of drums to stop
Our ears, what heaven we could make
of Earth! The anchor that is war
left behind?
To stop God’s wars! Men make
their own destiny. We don’t need war
to prove to anyone that we are men.
But even that is not enough. To stop
War, we have to become more. To
stop war, we have to become gods.
To stop war, make men gods.
This message brought to you by the Eigenart Initiative – Become More.
Awakened: Adam
Initiator: Humanity
Means: In the series, we see Commander Gendo Ikari steal the embryonic Adam and graft
him onto his hand. In the series, this is only a part of his long running scheme to combine
Adam and Lilith into one being under his control. However, in this version of Third Impact,
someone might instead graft Adam onto their body in order to control him. This might be as
simple as the grafting itself, or it might require the use of advanced cybernetics based on
the same synchronization technology found the Evangelions. Whatever the means, this
results in a human coming into possession of Adam’s power. Should this person then acquire
the Lance of Longinus, he may initiate a Third Impact under his control.
Effect: A human has given himself the power of Adam. While this makes him extremely
powerful, as a creation of Lilith no human can expect to fully unlock Adam’s potential. Until
he has the Lance of Longinus, that is.
Stat-wise, the Human gains the powers, abilities and A.T. Field of the Angel Tabbris.
While certainly a threat, this is not yet a true third impact, rather more like an extremely
powerful Angel attack. However, as Adam this human can command or create Angels, and
will likely draw such allies to him and either use them as minions or absorb them in order to
spread his dominance. Note that this is before the human gains the Lance, at which point his
power becomes indistinguishable from those of the original Adam designed to reshape
worlds.
In the end this amounts to a single individual, who might have been sponsored by an
organization, attempting and succeeding at becoming a god. What motivates this person,
and what exactly they will do with their incredible power will vary wildly based on who
exactly has become the new Adam. However, should for whatever reason the person’s
control over Adam be broken, the original Adam could become active with disastrous
results for both the human bound to him and everyone else.
Interference: Again, in this scenario it is up the Players to try and kill or otherwise impede
this newly risen superpowered being. Unlike an Adam awakened by the Angels, it is
unlikely that the Evangelions have been defeated immediately prior to this event, giving the
Players a much better chance of using their Evas to interfere.
While a direct confrontation is possible, it is not advised. Any human bound with
Adam would have had ample time to prepare for his unveiling, and only an idiot would have
failed to anticipate having to deal with the Evangelions. Given this Adam’s ability to create
and control Angels, facing a small army of Angelic beings in entirely possible, even likely.
SINGULARITY EGG MAGI STRATEGIC PROJECTION – STATISTICAL ANALYSIS CONTINGENCY: E-2/EVENT LOCSTAT: GEOFRONT/DTG: 010000ZJAN18/RNGSEED: w#$5bH FORCE PROJECTION: EVA-00 TO EVA-02, EVA-06 ARMAMENT: F-TYPE AND PROGRSSIVE BLADE, G-TYPE AND POSITRON CANNON ADDITIONAL: EVA-00 AND EVA-02 FITTED WITH S2 ORGAN, OTHER UNITS FITTED WITH N2 MICROREACTORS MEANS OF ENTRY: UNIT-01 TO BREACH USING DIRAC INTERFERENCE INSTANCE: x10 CALCULATING… CALCULATING… 00: MISSION FAIL (DIRAC COLLAPSE, FORCE LOST) 100% MIA 01: MISSION FAIL (FORCE DEFEATED) 100% CASUALTIES 02: MISSION FAIL (FORCE DEFEATED) 100% CASUALTIES 03: MISSION FAIL (DIRAC COLLAPSE, FORCE LOST) 100% MIA 04: MISSION SUCCESS (DIRAC COLLAPSE, ANGEL LOST) 100% CASUALTIES +ADDENDUM+ DIRAC COLLAPSE PROPAGATES (TOTAL EXTINCTION EVENT 88% LIKELY) 05: MISSION FAIL (FORCE DEFEATED) 100% CASUALTIES 06: MISSION FAIL (DIRAC COLLAPSE, FORCE LOST) 100% MIA 07: MISSION SUCCESS (ERROR – RNG FAILURE) 888% CASUALTIES 08: MISSION FAIL (FORCE DEFEATED) 100% CASUALTIES 09: MISSION SUCCESS (ANGEL TERMINATED) 85.82% CASUALTIES LONG-FORM PROJECTION: CHANCE OF MISSION SUCCESS 2.12% CHANCE OF MISSION SUCCESS AND HUMAN EXTINCTION 7.78%
Awakened: Angel
Initiator: The Angels
Means: The Lance of Longinus is an incredibly powerful tool in the right hands. Should an
Angel come into possession of the Lance of Longinus, they might attempt to use it to recreate
Adam, even if they lack the original. However, even attempting this requires a base level of
Absolute Territory control, and may not by attempted by any Angel with an A.T. Field
Strength less than 200.
Effect: The Angel inverts its A.T. Field and creates a stable Sea of Dirac. This Sea of Dirac
then begins to spread and swallow up everything around it. This spread would be relatively
slow, but given sufficient time could swallow up the entire planet. Within the Sea of Dirac, all
engulfed matter is converted into energy, and funneled into the Lance of Longinus. Once
contents of the sea of Dirac have reached a critical mass, the Angel will have the energy and
the means required to transform itself into the new Adam. What’s worse, this new Adam
would already have the Lance of Longinus in its possession.
Once this new Adam has awakened, it might collapse its sea of Dirac and proceed to
initiate Third Impact, or absorb the entire planet into its Sea of Dirac and then reform it
there, a Third Impact inside an extra-dimensional space.
Interference:
If the Angel is given the opportunity to become the new Adam, already in possession of the
Lance of Longinus, then there is little to nothing that the players can do to stop Third Impact.
Therefore, their only chance at survival is to enter the sea of Dirac while the new Adam is
still gestating, and either reclaim the Lance of Longinus or kill the Angel mid transformation.
What powers the Angel has at this point in the transformation are left up to the GM to decide,
though GMs should see the entry on Leliel in Chapter 6, another Angel with a Sea of Dirac.
CORRUPTED SOURCE
“And of creations most foul I beheld my mother, wrapped in chains carved from the bones of my
enemy, and knew that I was dead.”
Dead Sea Scrolls - Apocrypha 12:7
Awakened: Lilith
Initiator: The Angels
Means: An Angel breaches Nerv, and finds the dormant Lilith. Either knowing or not that it
is not Adam, the Angel attempts to fuse with her. Though this will ultimately result in the
Angels destruction, the amount of havoc that this abomination is capable of wrecking cannot
be denied.
Effect: The Angel fuses with Lilith, becoming something that is neither truly Adam, Angel, or
even Lilith. The angel, nowhere near as powerful as its progenitor Adam, cannot survive
such extended contact with Lilith, and the resulting creature is sure to die within a matter of
days.
However, within that span of time the Angel is currently in possession of the powers
of Lilith. This abomination will, in its last act, attempt to succeed where Adam failed. Lilith
will return to the Black Moon and, once there, raise it into the air. The dislodging of such a
massive object from the earth will cause incredible earthquakes and tidal waves all over the
planet, as well as resulting in the complete destruction over everything within hundreds of
miles of the Geofront’s location.
Once the Black moon has reached orbit, Angel-Lilith will spend some hours
reshaping itself into a powerful array that combines multiple imitations of the Lance of
Longinus. With this new form, the Angel will use the dormant Lilith’s power to destroy all
Lilith based life on the planet. The remaining Angels will inherit the Earth, and might find the
embryonic Adam themselves. However, Angel-Lilith is incapable of reshaping the world to
support Angelic life, and cannot create new Angels.
Little of this matters, though, as by this point the campaign has ended due to a lack of
surviving humans in the world.
Interference: If the Pilots are within the Geofront, or in their Evangelions outside of it, they
might survive the Black Moon ripping itself from the Earth and rising to orbit. In any other
case, the pilots are surely dead.
If the entire party is wiped out, the GM may allow the party to play as pilots at a
separate Nerv branch which has survived the rise of Black Moon.
In either case, the fate of humanity rests on the ability of the pilots to reach the Black
Moon in orbit, breach it, and kill the Angel-Lilith abomination inside of it before it can wipe
out all life on Earth. The True Lance of Longinus, if available, would be massively helpful.
Alternatively, the pilots could find a way to simply disrupt Angel-Lilith’s ability to
enact its plan until it dies from the toxic nature of its own fusion.
THE ORIGINAL PLAN TOP SECRET DO NOT DISTRIBUTE – TOP SECRET DO NOT DISTRIBUTE – TOP SECRET DO NOT DISTRIBUTE
“The Council cannot proceed with this plan. Lilith is the enemy of Adam, certainly, but
that does not make her our ally. In fact, we believe that a scenario in which Lilith
awakens is, for humanity, indistinguishable from Adam. Either would seek to eradicate
us, and all life on Earth.”
“But we are of Lilith. Why should she seek the destruction of her children?”
“We are of Lilith, yes, but we are not her children. We are an accident, nothing more than
the spilt blood of a wounded god. She bears us no particular malice, and may have even
permitted our existence in other circumstances. But we are in her way. We cannot
ascribe human morality to Adam-class entities. She would feel no compunction
whatsoever about wiping us from the face of the planet.”
“What do you mean?”
“She does not see us as beings of value but as an intriguing yet irksome pest. Imagine
the farmer expanding his fields. He doesn't hate the forest, but it is in his way. When
Lilith awakens, she will look over her unwitting creation, see all we have become, and
simply say to herself 'it's just going to have to go'.” TRANSCRIPT OF SEELE SPECIAL SESSION 2 15/07/2005 – PAGE 3 TOP SECRET DO NOT DISTRIBUTE – TOP SECRET DO NOT DISTRIBUTE – TOP SECRET DO NOT DISTRIBUTE
Awakened: Lilith
Initiator: Humanity
Means: Lilith herself has been awakened, and with no plan in place to contain her. This
could be the result of many separate instances: the fusion of Lilith and an Evangelion, or an
attempted Instrumentality gone wrong. Whatever the cause, Lilith has been unleashed.
Effect: Lilith, now free, decides to fulfill her original purpose. She will first hunt down and
destroy any remaining Angels, as well as the original Adam. After those threats have been
eradicated, she will raise the Black Moon in orbit, and from there do what she was designed
to do: reshape a world and populate it with life.
The fact that the Earth is currently filled with life spawned of her blood will matter
little to her. Humanity was an unintended side-effect of the first impact, unguided by any
hand. She, like Adam, was designed to create a specific form of life. Adam creates Angels,
and what Lilith creates is something that is not the human race.
As such, she will take back what she has lost in the form of dissolving all life on Earth
into LCL, and recalling all souls. However, rather than combine them into one pool of
consciousness like in Instrumentality, Lilith will use them to create an entirely new alien
ecosystem on Earth. The one that her creators intended for her to create so long ago.
Interference: Lilith, unlike Adam, is not inherently hostile to humanity, and the pilots of the
Evangelions are in a unique position among humans to be recognized by her due to their
powerful A.T. Fields. While simply killing Lilith is certainly an option, a better one would be
to make mental contact with her and attempt to convince her that Humanity is worth sparing,
and that she can create life on some other world.
A HUMAN WORK TOP SECRET – EYES ONLY Title: ENHANCED SYNCHRONICITY: EXCEEDING THE INTRINSIC LIMITATIONS OF THE ‘ENTRY PLUG’ SYSTEM
Authors: Dr Sama Chandrahan and Professor Emeritus Ian Faulkner
Background: While the ‘entry plug’ system has proven sufficient to enable the operation of Evangelion
units, it is both awkward and grossly inefficient in its means of doing so. When the traditional
limitations of the Entry Plug system are overcome by direct synchronicity between pilot and unit, the
results are invariably beyond the highest projected capacity of the ‘entry plug’, and in one famed
occasion, beyond the limits of conventional causality. It is only the necessity for the Evangelion to
force this ‘deep connection’ that has thus far rendered such connections unfeasible.
Scope: This paper intends to determine the means and mechanisms by which synchronicity can be
achieved between pilot and Evangelion without the need for the ‘entry plug’ system and under the
control of the pilot. We will highlight the range of efficiency gains this system can produce, observe
the dangers involved in deliberately engaging such a connection and speculate on strategies to
minimise such risks. We will explore the theoretical means by which such a connection could be
strengthened and control maintained. Finally, we intend to speculate as to the wider range of
possibilities offered should such a system be proven to function, up to and including the potential to
gain control of an entity of A…………………………….
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aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa VIEWING THIS DOCUMENT REQUIRES LEVEL FIVE SECURITY CLEARANCE AND PERMISSION OF THE UNITED NATIONS SUPREME ADVISORY COUNCIL. CONTACT WITH THIS DOCUMENT BY THOSE NOT IN POSSESSION OF THESE AUTHORIZATIONS IS PUNISHABLE BY LIFE IMPRISONMENT AT THE DISCRETION OF THE UNITED NATIONS SECURITY COUNCIL REGARDLESS OF WHETHER THE CONTENTS THEMSELVES HAVE BEEN EXAMINED.
Awakened: Lilith
Initiator: Humanity
Means: Some human organization uses the body of the dormant Lilith to build what can only
be described as a god machine. Using the same synchronization system found in the
Evangelions, Lilith is modified to accept a controller, though this could not be described as a
pilot because Lilith is not designed to move.
Through synchronization, this controller would gain access to the powers of Lilith:
complete control over all non-Angelic life on Earth. Should such a thing occur, that person
would become a literal god amongst men, and their control over humanity would be
absolute.
Effect: A human being has hijacked a fraction of Lilith’s power. While Lilith is not technically
awakened, her power is still in play and for all intents and purposes a minor Third Impact
has been initiated.
The controller of Lilith, inside a system probably not unlike an Entry Plug, would use
Lilith’s power to reconstitute the Black Moon, Lilith’s vehicle and tool. Like many other forms
of Third Impact, the Black moon will rise into orbit. Once there, the controller of Lilith will be
able to exercise complete control over the human mind, body and soul. Using the tools now
at their command, they may know the thoughts of any group of people they wish, destroy or
reshape the human form, and even manipulate a person’s very soul.
Any such person would be a very literal god, and the undisputed master of the world.
Interference: The pilots, inside their Evangelions, will be offered the protection of their
Eva’s A.T. Fields. The Evangelions are based on Angel DNA, and as such they are not
subject to control by Lilith power. While inside them, the controller of Lilith will not be able
to use his full power against them.
The players must find a way to kill Lilith’s controller, or otherwise destroy or disable
the Lilith synchronization machine, the Black Moon, or Lilith herself.
HUMAN INSTRUMENTALITY
“Return the EVA series to its rightful form,
Evangelize humankind and restore us to our true form,
With indiscriminate death, and through prayer, we return to our original state,
And let all souls find peace.
To restore the Tree of Life,
With the Purification of the Red Earth that bespeaks time eternal,
First return the Geofront to its true form.
Evangelion Unit 01's pilot,
Complement humankind with your imperfect ego.
The moment of the Third Retribution has come.
The beginning and the end are the same.”
The Rite of Instrumentality (annex 4)
Awakened: Lilith/Adam
Initiator: Humanity
Means: This is the Third Impact that fans will recognize in the series. The secret
organization SEELE reconstitutes Lilith by sacrificing Adam and granting her his power as
well as her own. However, rather than let her run amok, SEELE has constructed a trap for
her. Twelve mass-produced Evangelions, each with a fake Lance of Longinus and an S2
organ, arrange themselves so that their A.T. Fields resonate with each other and create an
Anti-A.T. Field formation dubbed by SEELE “The Tree of Life”.
This field attracts Lilith, and makes contact with her. Through this formation, Lilith
may be directed to perform SEELE’s ultimate goal: the Instrumentality of mankind.
Effect: Lilith raises the Black Moon into orbit, and expands an extremely powerful Anti-A.T.
Field. With the self sacrifice of the mass-produced Evangelions by thrusting their fake
lances through their own cores, Lilith spreads this field across the entire planet. Almost
instantly, all life on the planet dissolves into LCL, with their souls being drawn by Lilith into
the Black Moon and joined as one.
This is Human Instrumentality: the creation of a unified human consciousness that
replaces the normal human existence. In this form, humanity needs want for nothing, as it
has no bodies to care for. However, while safe, in this form humanity is trapped and unable
to act in any physical way.
Interference: The player’s best chance is to interrupt instrumentality is to somehow defeat
the mass-produced Evangelions before Lilith can be awakened, or in some other way
disrupt the Tree of Life. If an Evangelion with an S2 organ joins the Tree of Life, they might
attempt to use it to contact Lilith and stop the process. However, joining the Tree of Life
increases the pilots insanity by 1d10 each round, and decreases the pilots Ego Barrier by
2d10 each round. If either removes the pilot from play, Instrumentality continues.
DOOMSDAY MAGI STRATEGIC PROJECTION – FULL EXTRAPOLATION SINGLE INSTANCE CONTINGENCY: A-1/EMERGENCE: CHICXULUB CRATER/DTG: 081830ZJUN19/RNGSEED: a&V^C% 183000: Emergence event in Chicxulub Crater. 183527: ADAM begins moving, cardinal direction equates to Geofront. 185911: ADAM detected, QRF force (3rd BRANCH) activated. 203250: 3rd BRANCH force intercepts ADAM. 203417: EVA-04 incapacitated 203420: EVA-05, EVA-07 create Dirac Sea. ADAM engulfed. 203931: Dirac Sea collapses, ADAM emerges. EVA-05, EVA-06 not detected. 232101: ADAM reaches Geofront; EVA-00, EVA-01, EVA-02 mobilized to intercept. 232155: EVA-02 incapacitated. 232212: EVA-01 incapacitated. 232502: EVA-00 incapacitated. 232639: Geofront breached. 232701: Terminal Dogma breached. 232725: ADAM RECOVERS LILITH. SITUATION CRITICAL. 232938: EVA-00 REACTIVATED WITH LANCE OF LONGINUS 233219: EVA-00 ENGAGES ADAM. 233548: EVA-00 INCAPACITATED. 233551: ADAM RECOVERS LANCE OF LONGINUS. 233552: ADAM MERGES WITH LILITH. 233554: TOTAL EXTINCTION EVENT. 233555: FURTHER PROJECTION NOT POSSIBLE.
Awakened: Adam/Lilith
Initiator: Humanity
Means: Man’s hubris has created the undisputed end of the world. In an attempt to create a
god we could control, we combined Adam and Lilith. However, something has gone horribly
wrong. Rather than Lilith as the dominant of the two, Adam is.
Effect: With the combined power and portfolios of Adam and Lilith, this advanced Adam can
do as he wishes without impediment. While the Lance of Longinus can be used to wound
such an enemy, Adam will not be killed by it and will only have gained yet another powerful
tool in the process. Using Lilith’s power, Adam will dissolve all life on earth into LCL, and
then simply use that LCL to create the Angelic life forms that he intended to before the First
Impact.
Interference: The Evangelions, as combinations of Human and Angel DNA, are resistant to
control in most other forms of Third Impact. However, against an overtly hostile combination
of Adam and Lilith, there is no effective tool at the player’s disposal that can possibly help
them. While killing this new being is obviously of top priority, only a case of GM Fiat could
ever give them the power required.