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Hey there, AdEva Fans. Its 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 didnt have *enough* playtesting. It had editing (As hard as that may be to believe now. Yeesh.) but it clearly didnt 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 (Ill 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 wont 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 dont 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 GMs 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

Prodigy

Manufactured

Impact Survivor

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. 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. 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. 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 humanitys 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: Nervs 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 NeoSpartan 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 isnt 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. Nervs training staff unfortunately went a little far in pursuing that goal and the character thinks that he doesnt 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 isnt 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 NeoSpartan programme, the characters mental state isnt 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 Fellowshipbased 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 Prodigys 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 Ratios 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, its a wonder that anyone is. Whenever you take Insanity as a result of Critical Damage, take 1 extra. Open Mind The Prodigys strange connection to their Evangelion unfortunately makes them easily disturbed and distracted by foreign sensations from its nervous system. The characters 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 humans 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 wouldnt 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 cant 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: Theres 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. 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,

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 Manufactureds Strength, Toughness, and Agility Characteristics all increase by 3.

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 Characters 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 Manufactureds 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 GMs 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 nearapocalypse. 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 dont 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 its only worth the occasional free drink most of the time, the attributes that allowed them to keep standing remain. The characters 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 Survivors 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 dont 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 2d10 + 23 20 20 20 (WS) Ballistic Skill 2d10 + 23 20 20 20 (BS) Strength 2d10 + 20 20 20 20 (S) Toughness 2d10 + 25 20 20 23 (T) Agility 2d10 + 20 20 20 20 (Ag) Intelligence 2d10 + 20 20 25 23 (Int) Perception 2d10 + 20 20 15 20 (Per) Willpower 2d10 + 20 20 23 20 (WP) Fellowship 2d10 + 15 20 20 25 (Fel) Synch Ratio 2d10 + 20 25 23 15 (SR) *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 isnt 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 characters 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 characters 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 isnt going to help anyone and pushing the limits of the human body or an Evangelion to the limit doesnt 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 naivet, 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 ones 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 hasnt slept for more than thirty minutes in a row in the six years that Ive 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: Theres feeling good about oneself and then theres 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 characters 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 characters 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 DHs 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 characters 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 pilots 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 pilots attachment to this ward is a defining aspect of their person. This ward, the reason for their helplessness, and the pilots 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 pilots 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 pilots 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 doesnt 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 Nervs support staff and other pilots provides plenty of emotional reinforcement.

Low Pain Threshold Depth Value: 5 Effect: The characters 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 pilots 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 characters 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. Its 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 GMs 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 isnt their own wellbeing, they may test Willpower to act normally. Wimp: Depth Value: 5 Effect: The pilots 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 Evangelions 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 Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Synch Ratio

Simple 100 100 200 200 100 200 100 250 200 250

Intermediate 250 250 350 350 250 350 200 500 350 500

Trained 500 500 500 500 500 500 300 750 500 750

Expert 750 750 750 750 750 750 400 1500 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 Awareness Dodge Skill Proficiency Catfall DH Quick Draw DH Commission Weapon Expert Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 1 3 1 1 1 1 3 3 3 1 E/P E/P E/P E/P E/P E E E E E P 100 100 100 100 100 200 200 100 50 50 50 Type Prerequisites S S T T T T T T T T T ------Ag 30 ---------------

Rank 2 : WARRIOR (1000-1999)


Advance Skill Proficiency Skill Training AT Power (A.T. Ping) Manipulation 1 Berserk Charge DH Furious Assault DH Leap Up DH Lightening Reflexes DH Rapid Reaction DH Sprint DH Target Acquisition I am not Left Handed Twin Weapon Wielder Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 4 1 1 1 1 1 1 1 1 1 1 1 1 2 3 3 1 E/P E/P E E E/P E E/P E/P E/P P E E E E E E P 100 100 100 200 100 200 100 100 100 100 100 100 200 100 100 100 50 Type Prerequisites T T T T T T T T T T T T T T T T T --Skill Proficiency ------WS 35 Ag 30 --Ag 40 ------WS 35, BS 35, Ag 35 ---------

Rank 3 : LANCER (2000-3999)


Advance Awareness +10 Dodge +10 Skill Proficiency Skill Training Skill Mastery Manipulation 1 Blind Fighting DH Combat Master DH Hip Shooting DH Nerves of Steel DH Akimbo Drop Trained Expert Aim Precision (Melee) Precision (Pistol) Precision (Basic) Precision (Heavy) Quick Spread Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 1 2 4 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 3 1 E/P E/P E/P E/P E/P E E E/P E/P E/P E E E/P E E E E E E E E P 100 100 100 100 100 200 100 100 100 100 100 100 100 100 100 100 100 100 200 100 100 50 Type Prerequisites S S T T T T T T T T T T T T T T T T T T T T Awareness Dodge --Skill Proficiency Skill Training --Per 30 WS 30 BS 40, Ag 40 --BS 40, Twin Weapon Wielder -----------------------

Rank 4 : GUNSLINGER (4000-6999)


Advance Skill Proficiency Skill Training Skill Mastery Manipulation 1 Manipulation 2 Hard Target DH Commission Extra Precision Marksman DH Swift Attack Gravity Kick Please Move Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 4 4 1 1 1 1 1 1 1 1 1 1 2 3 1 E/P E/P E/P E E E/P E E E/P E E E E E E P 100 100 100 200 200 100 200 300 100 300 200 100 300 150 100 50 Type Prerequisites T T T T T T T T T T T T T T T T --Skill Proficiency Skill Training --Manipulation 1 Ag 40 --Any 2 Precisions BS 40 Furious Assault, WS 40 Drop Trained -----------

Rank 5 : COMMANDO (7000-9999)


Advance Awareness +20 Dodge +20 Skill Training Skill Mastery Manipulation 2 Deadeye Talented(Dodge) Sniper Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 1 2 4 1 1 1 1 1 2 3 1 E/P E/P E/P E/P E E E/P E E E E P 100 100 100 100 200 100 200 200 300 150 150 50 Type Prerequisites S S T T T T T T T T T T Awareness +10 Dodge +10 Skill Proficiency Skill Training Manipulation 1 WS 40, BS 40, Expert Aim --BS 45 ---------

Rank 6 : GOD OF WAR (10000+)


Advance Skill Proficiency Skill Training Skill Mastery Manipulation 2 Extra Precision Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost * * * 2 1 * * * * E/P E/P E/P E E E E E P 200 200 200 200 200 400 200 200 100 T T T T T T T T Type Prerequisites -Skill Proficiency Skill Training Manipulation 1 Any 2 Precisions ---------

*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. Fields 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 Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Synch Ratio Simple 100 250 100 100 250 200 200 250 200 100 Intermediate 250 500 200 200 500 350 350 500 350 250 Trained 500 750 300 300 750 500 500 750 500 500 Expert 750 1500 400 400 1500 750 750 1500 750 750

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 Awareness Skill Proficiency AT Power (AT Flare) Berserk Charge DH Bloodlust Bestial Ghost in the Machine Please Move Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH 1 1 1 1 1 3 3 3 1 E E E E E E E E P 100 100 100 100 100 100 50 50 50 T T T T T T T T T Ag 30 ----------------Freq Scale 1 3 E/P E/P Cost 100 100 Type Prerequisites S T -----

Rank 2 : SAVAGE (1000-1999)


Advance Dodge Skill Proficiency Skill Training Manipulation 1 Furious Assault DH Hotblooded Take Control(Relentless) Quick Draw DH Quick Spread Self Preservation Street Fighting DH I am not Left Handed Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq 1 4 1 1 1 1 1 1 1 1 1 1 3 2 3 1 Scale Cost E/P E/P E/P E E E/P E E E E E E E E E P 100 100 100 200 200 100 100 100 100 200 100 100 100 200 100 50 Type Prerequisites S T T T T T T T T T T T T T T T ----Skill Proficiency --WS 35 -----------------------

Rank 3 : BEASTLY (2000-3999)


Advance Awareness +10 Skill Proficiency Skill Training Skill Mastery Manipulation 1 Controlled Rage Crushing Blow DH Drop Trained Loose Control Please Move Rampage Take Control(Stand) Take Control(Mend) Resistance (Fear) DH Restraint Sprint DH Hidden Horror Sum of Its Parts Together as One Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 2 4 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 3 1 2 1 E/P E/P E/P E/P E E E E E E E E E E/P E E E E E E E E P 100 100 100 100 200 100 100 100 200 100 200 100 100 100 100 100 100 100 200 100 200 100 50 Type Prerequisites S T T T T T T T T T T T T T T T T T T T T T T Awareness --Skill Proficiency Skill Training --Bloodlust S 40 ------Bloodlust ------------S 35 SR 50 ---------

Rank 4 : TENACIOUS (4000-6999)


Advance Awareness +20 Dodge +10 Skill Proficiency Skill Training Skill Mastery Manipulation 2 Awakening Brutality Cannibalize Take Control(Destroy) Gravity Kick Hard Target Heart of the Machine I Cannot Be Defeated Indomitable Rip and Tear Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq 1 1 1 4 4 1 1 1 1 1 1 1 1 1 1 1 3 1 2 1 Scale E/P E/P E/P E/P E/P E E E E E E E/P E E/P E/P E E E E P Cost 100 100 100 100 100 200 100 100 100 100 100 100 100 100 100 100 100 300 150 50 Type Prerequisites S S T T T T T T T T T T T T T I T T T T Awareness +10 Dodge --Skill Proficiency Skill Training Manipulation 1 --------Drop Trained Ag 40 Sum of Its Parts Hotblooded -------------

Rank 5 : DREADNOUGHT (7000-9999)


Advance Skill Training Skill Mastery Manipulation 1 Manipulation 2 From the Grave Hostility Restrained Like a Cruel Angel Please Move Ravenous Rend Asunder Together As One Unlimited Potential Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 2 4 1 1 1 1 1 1 1 1 1 1 3 1 2 1 E/P E/P E E E E E E E E E E E E E P 100 100 200 200 200 100 200 200 100 100 200 200 150 300 150 50 Type Prerequisites T T T T T T T T T T T T T T T T Skill Proficiency Skill Training --Manipulation 1 --Restraint SR 60 --Cannibalize --SR 50 -----------

Rank 6 : JUGGERNAUT (10000+)


Advance Skill Training Skill Mastery Manipulation 1 Manipulation 2 Manipulation 2 Carnage Lucid Eva Please Move Quickening Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost * * 1 1 1 1 1 * 1 * * * * E/P E/P E E E E E E E E E E P 200 200 200 200 200 200 200 300 200 200 400 200 100 Type Prerequisites T T T T T T T T T T T T T Skill Proficiency Skill Training --Manipulation 1 Manipulation 2 --Hidden Horror -------------

*This talent may be bought an unlimited number of times at this rank

Pointman The others are special. Hongs Eva is unique. Camille is really smart, and does things I cant even explain. Hikari is a great shot. Me? Im not really bad, but Im 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 Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Synch Ratio Simple 100 100 200 100 100 200 200 250 100 250 Intermediate 250 250 350 200 250 350 350 500 200 500 Trained 500 500 500 300 500 500 500 750 300 750 Expert 750 750 750 400 750 750 750 1500 400 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 Awareness Skill Proficiency Halt Advance Maneuver Mastery Hotblooded Guardian Rapid Reaction DH Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 3 1 1 1 1 1 3 3 3 1 E/P E/P E E E/P E E E E E P 100 100 100 100 100 100 100 100 50 50 50 Type Prerequisites S T T T T T T T T T T -----------------------

Rank 2 : CHARGER (1000-1999)


Advance Dodge Skill Proficiency Skill Training Manipulation 1 Sprint Berserk Charge Interference Pattern Spotter Quick Spread Jaded Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 4 1 2 1 1 1 1 1 1 3 3 3 1 E/P E/P E/P E P E E E E E/P E E E P 100 100 100 200 100 100 100 100 100 100 100 100 100 50 Type Prerequisites S T T T T T T T T T T T T T ----Skill Proficiency ----Sprint -----------------

Rank 3 : LIVING SHIELD (2000-3999)


Advance Awareness +10 Skill Proficiency Skill Training Skill Mastery AT Power (Containment) Manipulation 1 Manipulation 2 Sacrifice Impervious Force Move Unshakeable Faith Furious Assault Drop Trained Quick Draw Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 2 4 2 1 1 1 1 1 1 1 1 1 1 2 3 2 1 E/P E/P E/P E/P E E E E E E E E E E/P E E E P 100 100 100 100 200 200 200 300 200 100 100 200 100 100 200 100 100 50 Type Prerequisites S T T T T T T T T T T T T T T T T T Awareness --Skill Proficiency Skill Training ----Manipulation 1 ----AT Power (Float) Hotblooded WS 40 -------------

Rank 4 : EXPLOITER (4000-6999)


Advance Skill Proficiency Skill Training Skill Mastery Manipulation 1 Manipulation 2 Gravity Kick Interference Pattern Double Team DH Support Fire Combat Master DH Counter Attack DH Tactical Blow Wall of Steel DH Expert Aim Blitz Target Acquisition Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 4 4 1 1 1 1 1 1 1 1 1 1 1 1 1 2 3 2 1 E/P E/P E/P E E E E E E E E E E E E E E E E P 100 100 100 200 200 200 200 200 200 100 200 100 200 200 200 200 200 100 100 50 Type Prerequisites T T T T T T T T T T T T T T T T T T T T --Skill Proficiency Skill Training --Manipulation 1 Drop Trained --------Furious Assault, Rapid Reaction ----WS 35, BS 35 Berserk Charge Expert Aim ---------

Rank 5 : DEEPSTRIKER (7000-9999)


Advance Awareness +20 Dodge +10 Skill Training Skill Mastery Manipulation 1 Manipulation 2 I Cannot Be Defeated Hard Target DH Takedown DH Leap Up DH Impervious Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 1 2 4 1 1 1 1 1 1 1 2 3 2 1 E/P E/P E/P E/P E E E E E E E E E E P 100 100 100 100 200 200 100 100 100 100 200 300 150 150 50 Type Prerequisites S S T T T T T T T T T T T T T Awareness +10 Dodge Skill Proficiency Skill Training --Manipulation 1 -------------------

Rank 6 : PRAETORIAN (10000+)


Advance Dodge +20 Skill Proficiency Skill Training Skill Mastery Manipulation 1 Manipulation 2 Tactical N2 Punch Fearless Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 * * * 1 1 1 1 * * * * E/P E/P E/P E/P E E E E E E E P 100 200 200 200 200 200 200 200 400 200 200 100 Type Prerequisites S T T T T T T T T T T T Dodge +10 --Skill Proficiency Skill Training --Manipulation 1 -------------

*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 highsynchronizing 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 Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Synch Ratio Simple 250 100 200 200 250 100 100 100 200 100 Intermediate 500 250 350 350 500 200 200 250 350 250 Trained 750 500 500 500 750 300 300 500 500 500 Expert 1500 750 750 750 1500 400 400 750 750 750

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 Awareness Skill Proficiency Manipulation 1 A.T. Maneuver Foresight DH Quick Spread Interference Pattern Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale 1 3 3 1 1 1 1 3 3 3 1 E/P E/P E E E/P E/P E E E E P Cost 100 100 100 100 100 100 100 200 200 200 50 Type Prerequisites S T T T T T T T T T T --------Int 30 -------------

Rank 2 : A.T. FOCUSED (1000-1999)


Advance Dodge Skill Proficiency Skill Training Manipulation 1 Manipulation 2 A.T. Maneuver Blind Fighting DH Magnify Resonance Pulse Scan Field Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 4 1 1 2 1 1 1 1 1 2 2 2 1 E/P E/P E/P E E E E E E E E E E P 100 100 100 100 100 100 100 200 200 100 200 200 200 50 Type Prerequisites S T T T T T T T T T T T T T ----Skill Proficiency --Manipulation 1 --AT Power (Ping) Int 30 or WP 30 --Awareness ---------

Rank 3 : A.T. MANIPULATOR (2000-3999) Advance Awareness +10 Dodge +10 Skill Proficiency Skill Training Skill Mastery Manipulation 1 Manipulation 2 Manipulation 3 A.T. Maneuver Analyze Field Causality Control Interference Pattern Divert Field Drop Trained Please Move Spark of Genius Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost Type Prerequisites 1 1 2 4 2 1 2 2 1 1 1 1 1 1 1 1 2 2 2 1 E/P E/P E/P E/P E/P E E E E E E E E E E E E E E P 100 100 100 100 100 100 100 100 100 100 100 100 200 100 100 200 100 100 100 50 S S T T T T T T T T T T T T T T T T T T Awareness Dodge --Skill Proficiency Skill Training --Manipulation 1 Manipulation 2 --Scan Field Manipulation 2 --Resonance Pulse ----Int 40 ---------

Rank 4 : A.T. WONDER (4000-6999)


Advance Skill Proficiency Skill Training Skill Mastery Manipulation 1 Manipulation 2 Manipulation 3 Gravity Kick Kingdom of One Deadeye Shot DH A.T. Maneuver Mimic Field Synchronize Group Target Acquisition Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 4 4 1 2 2 1 1 1 1 1 1 1 2 2 2 1 E/P E/P E/P E E E E E E/P E E E E E E E P 100 100 100 100 100 100 200 100 100 100 200 200 200 150 150 150 50 Type Prerequisites T T T T T T T T T T T T T T T T T --Skill Proficiency Skill Training --Manipulation 1 Manipulation 2 Drop Trained ------Analyze Field Divert Field -----------

Rank 5 : A.T. MASTER (7000-9999)


Advance Awareness +20 Skill Training Skill Mastery Manipulation 1 Manipulation 2 Manipulation 3 A.T. Maneuver Magnify Power Efficiency Quantumsurge Furious Assault DH Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost 1 2 4 1 1 2 1 1 1 1 1 1 1 1 1 E/P E/P E/P E E E E E E E E E E E P 100 100 100 100 100 100 100 200 100 200 100 200 200 200 50 Type Prerequisites S T T T T T T T T T T T T T T Awareness +10 Skill Proficiency Skill Training --Manipulation 1 Manipulation 2 --Int 30 or WP 30 A.T. Maneuver Kingdom of One WS 35 ---------

Rank 6 : A.T. MAGICIAN (10000+) Advance Dodge +20 Skill Proficiency Skill Training Skill Mastery Manipulation 1 Manipulation 2 Manipulation 3 Impossible Biological Upgrade Structural Upgrade Weapon Upgrade Sound Constitution DH Freq Scale Cost Type Prerequisites 1 * * * 1 1 1 1 * * * * E/P E/P E/P E/P E E E E E E E P 100 200 200 200 100 100 100 200 200 200 200 100 S T T T T T T T T T T T Dodge +10 --Skill Proficiency Skill Training --Manipulation 1 Manipulation 2 -----------

*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 pilots 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 KnockDown 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 Evangelions 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 Evangelions melee attacks a reach equal to the ATP used to augment Entropy Flux. Guided Funnel (Spatial Funnel) - The pilots 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 enemys 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 isnt 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 allconsuming 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 youre 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 GMs 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 pilots 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 Evangelions 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 pilots 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 pilots 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 pilots 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. Touch: 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 weapons 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 Evangelions 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 enemys 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 weapons 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 targets AT Field to pieces if for just a moment. Its 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 targets Deflection by an amount equal to the weapons 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 targets 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 Evas 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 Evangelions 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 didnt 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 dont 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 handtriggers 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 threedimensional 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, braincomputer 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, braincomputer 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 Evas 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 Pilot WS BS Pilot BS S 30 T 30 Ag Pilot Ag

Armor Points Head R.Arm L.Arm Body R.Leg L.Leg 4 4 4 7 4 4

Wounds (TB)+2 (TB) + 4 (TB) + 4 (TB*2) + 5 (TB) + 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 Evangelions WS and BS is often impacted by systems in the pilots 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 Evangelions 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 6 dam or less 7-15 dam 16-30 dam 31-50 dam 51-100 dam 100-200 dam 300+dam Orbit Damage 1d5 1d10 1d10+2 1d10+4, 1d10 to Pilot 1d10+6, 1d10+1 to Pilot 2d10+2, 1d10+3 to Pilot, +1 level of Fatigue 2d10+5, 1d10+4 to Pilot, +2 levels of Fatigue 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 01-20 21-40 41-60 61-80 81-00 Color Roll Result 1-11 12-22 23-33 34-44 45-55 56-66 67-77 78-88 89-100 Color Red Orange Yellow Blue Green White Black Purple Grey

Descriptor Plain Bright Dull Dark 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 Evas 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.

Distinguishing Features - History


Roll 1 Name Machina Diabolus Resurrected Effect While it may be a coincidence, youre convinced the Eva it is actually trying to get you killed. Whenever this Evas 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. 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. 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. 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. 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. 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. 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. 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. 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. 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.

REDACTED

4 5

Super Prototype Flagship

Brand New

Nemesis

Mismanaged

Concept Model Destined to Meet

Distinguishing Features Construction


Roll 1 Name Expansive View Effect 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 enemys melee range, and may not use the Disengage action. 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 Evas Toughness Bonus, but each wing loadout costs 1 more SUP than normal. Your EVAs 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. The Evas 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. 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. 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. 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. 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. 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. 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.

Wingless

Rescue Charges

Lightweight Chassis Hulking Frame Feedback Suppressors Faulty Wiring

5 6

Reactive Armor Reinforced

Black Box

Distinguishing Features Mutation


Roll 1 Name Cyclopean Effect 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. The Evangelion looks bloated, and inside its 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. 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 Evas operational time is 1 round longer. 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. 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. 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. 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. The Evangelion has an extra set of eyes, usually totaling 4 or 6 eyes. Its 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. 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. 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.

Perverse Anatomy Photosynthetic

Regenerative

Leaper

6 7 8 9

Steel Giant Small-Scale Model Multieyes Extremophile

The Beast

Distinguishing Features - Soul


Roll 1 2 3 4 5 6 7 8 Name Mighty Soul The Joy Twin Soul Skittish Invasive Angelic Maternal Calm Effect 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. 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. Your EVA is unusually easy to synchronize with, and feels inordinately familiar. Its probably just you, but at times it feels almost like it isnt another creature at all, but rather an extension of yourself. The Eva has the Hunter Berserk Type. 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. 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. 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. 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. 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. 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. 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.

9 0

Bonded Invincible

"Sometimes, I like to go to the Eva cages at night. I'm pretty cool with Perkins- yeah, the janitorand he lets me in if I bring him a coke. I like to sleep under my Eva. Not sure why, but I feel like its 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 its not right, that its like watching a gladiator fight or whatever. Its 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 cant 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 pilots 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
Natural Weapon Natural Talent Bulging Biceps Redundant Organs I Sprint Stronger* Sturdy Natural Sharpness* Unnatural Eye(Clarity) Unnatural Eye(Farsight) Unnatural Eye(Spectrum) Redundant Organs II Tougher* Stronger* Dense Field (Defensive) Dense Field (Offensive) Dense Field (Utility) Redundant Organs III Tougher* --Natural Weapon ----------Natural Weapon ------Redundant Organs I ----SR 60 SR 60 SR 60 Redundant Organs II ---

Effect
Acquire a Natural Weapon for your Eva. Increase the damage of your Natural Weapon. As the Talent from Dark Heresy +1 wound to all areas As the Talent from Dark Heresy Increase the Eva's Strength As the Talent from Dark Heresy Increase the Penetration of your Natural Weapon. Improve your Awareness in your Evangelion. Improve your aim over long distances in your Evangelion. Improve your ability to see in poor conditions. +1 wound to all areas Increase the Eva's Toughness Increase the Eva's Strength Increase the Evangelion's Deflection. Increase the Evangelion's Breach. Increase the Evangelion's available ATP. +1 wound to all areas Increase the Eva's Toughness

BUP Cost
1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 1 2

Biological Upgrades (Tier 2)

Biological Upgrades (Tier 3)

* 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 Evangelions 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 Armor Enhancement I Wing Loadout* (Storage) Wing Loadout* (Battery I) Autobalancer Entry Plug(Improved) Entry Plug(Armored) Prerequisite ------Effect Increase the Eva's Armor by 1. Store equipment in one wing SUP Cost 1 1 1 1 1 1 2 2 2 1 1 2 1 1 1 1 1

Gain an extra round of activity without the umbilical --Increase Acrobatics in the Evangelion by +10 --Improve general weapons accuracy. Armor Enhancement I Protect the Pilot from Plug Breaches.

Structural Upgrades (Tier 2)


Armor Enhancement II Armor Enhancement I Increase the Eva's Armor by an additional 1. Heavy Chassis N2 Powercell Entry Plug(Trace) Entry Plug(HarOS) Wing Loadout (Assault Dock) Wing Loadout (Markerlight) Wing Loadout (Smoke Launcher) Wing Loadout (Spike Launcher) Wing Loadout (MAGIRMD) Wing Loadout* (Battery II) --Heavy Chassis --------------Modify the Eva's body armor to support heavy equipment. Equip the Eva with a small N2 powerplant. Improve melee weapons accuracy. Improve ranged weapons accuracy. Store a weapon of larger size in a wing dock. Store a markerlight in one wing. Store a smoke grenade launcher in one wing. Store a small missile launcher in one wing. Aid the MAGI with a direct uplink.

Wing Loadout (Battery Gain an extra round of activity without the I) umbilical

Structural Upgrades (Tier 3)


Armor Enhancement III Armor Enhancement II Wing Loadout --(Integrated Weapon) Wing Loadout* (Battery Wing Loadout (Battery III) II) Increase the Eva's Armor by an additional 1. Install a compact weapon into one wing, ready to fire. Gain an extra round of activity without the umbilical 3 2 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 offbalancing 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 Evas shoulder Wing as an integrated weapon. Reduce the WUP pool available to the pilot accordingly. The weapons 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 Evas 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) Ablative Structural Upgrades

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 Upgrades (Tier 1)


Upgrade Ablative Shield Prerequisite Ablative Technology, Armor Enhancement I Effect Outfit the Evangelion with an Ablative Shield that negates damage from one hit to one arm. Negate damage from one hit to the body. Become immune to Righteous Furies. Negate damage from one instance of falling damage or an area attack. Equip a heavy Ablative Shield that can be used as mobile cover. SUP Cost 1

Ablative Upgrades (Tier 2)


Ablative Carapace Ablative Technology, Armor Enhancement II Fortified Armor Ablative Technology, Armor Enhancement II Ablative Absorbers Ablative Technology, Heavy Chassis Ablative Heavy Shield Ablative Technology, Armor Enhancement II 2 3 2 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 Evas 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 nonarea 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 Evangelions 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, Chinas 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 Players 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 cant 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, theres 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 cant 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 1 1 1d5+3 R 1d10 I BR +1 +0 Pen Special 4 2 Cost

Progressive Knife Mk1 Melee Tonfa Melee

Progressive, 1 WUP Proven(3), Compact Balanced, Compact 1 WUP

Melee Weapons: Specific (Tier 2) Progressive Knife Mk 2 Melee Core Knife Sonic Guillotine Melee Melee 1 1 1 1d5+4 R 1d5+1 R See Text +2 +1 +5 5 4 -Progressive, 2 WUP Proven(3), Compact Progressive, 1 WUP Compact Compact, Throwing, 2 WUP See Text Progressive, 5 WUP Proven(4), Balanced

Melee Weapons: Specific (Tier 3) Magorake-E Sword Melee 2 1d10+4 +2 4

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 Angels 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 knifes 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 Nervs 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


Axe Flail Hammer Other Spear Shield Sword Unarmed*

Class
Melee Melee Melee Melee Melee Melee Melee Melee

Hands Damage
1 1 1 2 2 1 1 1 1d10+2 R 1d10+2 I 1d10+4 I 1d10+1 I/R 1d10+3 R 1d5 I 1d10+1 R 1d5 I

BR
+1 +1 +0 +0 +1 +0 +1 +2

Pen Special
1 1 2 2 2 0 1 0 Throwing Defensive Balanced Unbalanced Flexible, Slow, Unwieldy Slow, Unbalanced

Cost
1 WUP 1 WUP 1 WUP 2 WUP 1 WUP 2 WUP 2 WUP 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
Throwing Light Heavy

Prerequisite
One handed None None

Effect
The weapon gains the Throwing Quality.

Cost
1 WUP

The weapon gains 1 Damage, -1 Pen (to a minimum 1 WUP of 0), and a +10 bonus to WS tests. The weapon gains +1 Damage, +1 Pen, and a -10 1 WUP penalty to WS tests.

Technologies Name
Progressive Pneumatic Chain Heat Tesla

Prerequisite
Rending Damage Impact Damage Rending Damage, Chain Technology Rending Damage, Heat Technology Impact Damage, Tesla Technology

Effect
The weapon gains the Progressive Quality. The weapon gains the Pneumatic Quality. The weapon gains the Chain Quality. The weapon gains the Heat Quality The weapon gains the Tesla Quality.

Cost
2 WUP 2 WUP 2 WUP 2 WUP 3 WUP

RANGED WEAPONS BALLISTIC Ballistic (Tier 1) Name Class Range RoF Dam
30dam 50dam S/-/1d10+2 I

Br
+0 +0 +0

Pen Clip Rld


2 0 0 6 6 20

Special

Cost
1 WUP 1 WUP 3 WUP

M-7 Handcannon Pistol Pallet Rifle Gatling Gun Basic

S/2/3 1d10+2 I -/-/5 1d10+1 I

Heavy 30dam

1Half Compact, Reliable 1Half Carbine, Reliable 2Full Inaccurate

Ballistic (Tier 2)
M-8 Handcannon Pistol P-8 Carbine Rocket Rifle Heavy Railgun Basic Basic 40dam 60dam S/-/3 1d10+2 I S/3/4 1d10+2 I +0 +0 2 2 3 5 6 18 3 4 1Half Compact, Reliable 1Half Burst, Carbine, Reliable 1Half Blast (4) 2Full Longshot, Mounted 2 WUP 2 WUP 3 WUP 5 WUP

150dam S/-/S/-/-

1d10+6 X + 1 1d10+5 I +3

Heavy *

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 MultiBarrel 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 recoildampening 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 highexplosives. 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, MASER Maser (Tier 1) Name
MAS Pistol MAS Rifle HELIOS 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.

Class
Pistol Basic Basic

Range
40dam 80dam 150dam

RoF
S/-/3 S/3/S/-/-

Dam
1d10+1 E 1d10+2 E 1d10+2 E

Br
+1 +1 +2

Pen
3 3 4

Clip Rld
30 30 10 1Full 1Full 1Full

Special
Maser, Compact Maser Maser, Precise

Cost
1 WUP 1 WUP 2 WUP

Maser (Tier 2)
MAS Repeater MAS Tactical HELIOS Annihilator Basic Pistol Heavy 80dam 80dam 50dam -/4/8 S/2/S/-/1d10+1 E 1d10 E 1d10+6 E +1 +2 +2 3 2 7 40 10 10 1Full 1Full 1Full Maser, Burst, Carbine Maser, Burst, See Text Maser, Blast (3), Burning, Recharge 3 WUP 2 WUP 5 WUP

Maser (Tier 3)
HELIOS Pistol Siege Maser Pistol Heavy 40dam * S/-/S/-/1d10+6 E 2d10+3 E +3 +2 5 5 1 5 1Full 1Full Maser, Compact, Overheats Maser, Beam, Longshot, Mounted 2 WUP 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 predetermined 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 highintensity 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 didnt 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


Shellgun

Class Range RoF


Basic 30dam S/2/-

Dam

Br

Pen Clip Rld


1 8 1Full

Special
Tearing

Cost
3 WUP

1d10+6 X + 2

N2 Shell (Tier 2)
Heavy Pistol Railshell Rifle Pistol Basic 20dam 60dam S/-/S/-/1d10+6 X + 2 1d10+6 X + 2 1 1 3 3 1Full 2Full Tearing, Compact Tearing, Precise 4 WUP 6 WUP

N2 Shell (Tier 3)
Supershell Launcher Shellcannon Heavy Heavy * 30dam S/-/-/-/6 2d10+5 X + 5 1d10+6 X + 2 2 1 1 20 1Full 1Full Tearing, Blast (12), 8 WUP Longshot Tearing, Inaccurate, 12 WUP See Text

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 Pistols 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


Positron Proto-Rifle

Class Range RoF

Dam Br Pen Clip Rld


4 6 2Full

Special
Positron, Overheats

Cost
5 WUP

Basic 40dam S/-/- 1d10+3 + E 4

Positron (Tier 2)
Positron Cannon Positron Rifle Heavy 200dam S/-/- 3d10 E + 8 Basic 80dam S/2/4 1d10+3 + E 4 8 4 3 1Full Positron, Mounted Positron, Burst 7 WUP 5 WUP

10 1Full

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.

attacks. While a setback for its original purpose, much of the same technology was later re-purposed into the Evaportable 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, multitiered 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.

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

Ranged Weapon Upgrades Name Effect Guard Plate Attach a shield to your weapon, making it able to parry. Extra Grip As the upgrade from Dark Heresy. Melee Attachment Attach a melee weapon to the underside of a basic weapon. Scoped Make your weapon quickly and easily aimed. Smoke Launcher Attach a smoke grenade launcher to the underside of a basic weapon. Markerlight Attach a Markerlight to the underside of a basic weapon.

Cost 1 WUP 2 WUP 2 WUP 1 WUP 1 WUP 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:sama.chadrahan@sci.nervnet.org TO: ALL@LISTSERV.sci.nervnet.org 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 bodys 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 pilots 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 Synch Ratio of 21-40 You are unable to Pilot an Evangelion. If you are currently inside an Evangelion, you may take no actions as the Eva shuts down. 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. Evangelion operates normally. 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. 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. 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. 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. 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.

Synch Ratio of 41-70 Synch Ratio of 71-100

Synch Ratio of 101-150

Synch Ratio of 151-200

Synch Ratio of 201+

Synch Ratio of 400+

FROM: sama.chadrahan@sci.nervnet.org TO: gordon.hertz@adm.nervnet.org If you arent going to approve reopening the synchronization trials, at least replicate this event in-field. I cant 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 Acrobatics Awareness Barter Blather Carouse Charm Chem-Use Ciphers Climb Command Common Lore Computer Use Concealment Contortionist Deceive Demolition Disguise Dodge Drive Evaluate Forbidden lore Gamble Inquiry Interrogation Intimidate

Type Advanced Basic Basic Advanced Basic Basic --Basic Advanced Basic Advanced Basic Basic Basic Advanced Basic Basic Advanced Basic -Basic Basic Advanced Basic

Status As in Dark Heresy As in Dark Heresy As in Dark Heresy As in Dark Heresy As in Dark Heresy As in Dark Heresy Removed Removed As in Dark Heresy As in Dark Heresy Modified New As in Dark Heresy As in Dark Heresy As in Dark Heresy As in Dark Heresy As in Dark Heresy As in Dark Heresy Modified As in Dark Heresy Removed As in Dark Heresy As in Dark Heresy As in Dark Heresy As in Dark Heresy

Name Invocation Lip Reading Literacy Logic Medicae Navigation Performer Pilot Psynisience Scholastic Lore Scrutiny Search Secret Tongue Security Shadowing Silent Move Sleight of Hand Speak Language Survival Swim Tech-Use Tracking Trade Wrangling

Type -Advanced Advanced Basic Advanced -Advanced Advanced -Advanced Basic Basic -Advanced Advanced Basic Advanced Advanced Advanced Basic Advanced Advanced Advanced Advanced

Status Removed As in Dark Heresy As in Dark Heresy As in Dark Heresy As in Dark Heresy Removed As in Dark Heresy As in Dark Heresy Removed Modified As in Dark Heresy As in Dark Heresy Removed As in Dark Heresy As in Dark Heresy As in Dark Heresy As in Dark Heresy Modified As in Dark Heresy As in Dark Heresy Modified As in Dark Heresy As in Dark Heresy 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 persons mind and maintains their coherency of self. On the occasions where this personal A.T. Field collapses, the result is the persons 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 characters Ego Barrier. Oversynching: When a pilot and their Evangelion achieve a phenomenal Synchronization Ratio of 100% or more, the Evangelions AT Field actually infringes on the Pilots 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 Angels 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 humans 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 isnt 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. Minor: As above, but also choose one physical characteristic, and gain a +2 to it as you come out significantly more fit than before. 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.

6-9 0

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. 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. Major: As above, but you fails to properly solidify your sense of self in defense against future threats. Your Ego is permanently halved.

3-9 0

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 Effect Damage 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 Effect Damage 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 units 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 Effect Damage 1 The blast overloads key systems and staggers the pilot, disrupting the units motion controls. The Evangelion may only take half actions for 1 round. 2 The Evangelions 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 Evangelions 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 Evas 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 Effect Damage 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 Legs 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 Effect Damage 1 The blow batters the Evangelions 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, thats 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 Evangelions head armor. The Evangelion is reduced to 0 AP on the head location. 5 The Evas skull cracks under the brunt force, stunning the Evangelion for 1 round and dealing 1 Fatigue to the pilot. 6 The Evas 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 Evangelions 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 Effect Damage 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 Effect Damage 1 A solid hit to the chest can take the wind out of anyone, and the pilot certainly doesnt 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 Evangelions armor cracks, but the neural feedback is enough that the pilot knows that isnt 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 doesnt 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 Evas 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 Effect Damage 1 The mechanisms of the leg crack open and hydraulic fluid momentarily sprays out. The Evas 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 Evas 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, its 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 dont 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 Effect Damage 1 The impact of the explosion leaves the Evas (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 Evangelions 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 Evas 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 Evangelions head splits and cracks under the explosion. The Eva is stunned for 1d5 rounds and is deafened until repaired. 6 The Evangelions 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 Effect Damage 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 Evas 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 Evangelions 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 Evangelions 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 wont 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 Evangelions 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 Effect Damage 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 doesnt 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 Evas 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 Evangelions 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 Effect Damage 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 Evangelions 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 Evangelions 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 Evangelions 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 Effect Damage 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 Evangelions 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 Evangelions 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 Evangelions 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 Evangelions 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 Effect Damage 1 The scraping attack decimates the Evangelions 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 Evas 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 Effect Damage 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 Evangelions chest spasms slightly as blood spews from a thin but well placed cut to chest. The Eva loses 10 toughness. 3 The Evangelions 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 Pilots SR drops by 10. 6 The Evangelions 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 Effect Damage 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 Evangelions leg: The unit must pass a toughness test or be stunned for 1 round. 3 Tendons are cut inside the Evangelions leg, and it trembles in an unsound fashion. The Eva must Test Toughness or fall to the ground Prone. 4 The gouges into the Evangelions 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 1 2 3 4 5 6 7 8 9 10+ Effect The Angels skin is seared, wracking it with extraordinary pain. The Angel must Test Toughness or take a -10 to all Tests for 1 round. The discharge of energy fills the Angels 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. 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. 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. Flames envelop the head ablaze as the Angel gains a new hairdo, it is now on fire. 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. As above, but the Angel loses all remaining AP on the head as its natural defenses there are vaporized. 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. 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. As above but the Angel also halves their available ATS as it begins to suffer from decohesion.

Energy Critical Effects Angel Arm


Critical Damage 1 2 3 4 5 6 7 8 9 10+ Effect The arm recoils from the sudden heat, and if it was holding to anything (including grappled Evas) it is immediately dropped. 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. 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. Alien muscle burns and spasms, rendering the arm unusable for 1d5 Rounds. 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. As above, but the fire spreads much faster and the entire body is instantly ablaze. 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. 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. 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. 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 1 2 3 4 5 6 7 8 9 10+ Effect 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 The Angel shrieks as its internals begin to bubble. The Angel takes a -10 to all Tests for 1 round. As above, but the Angel takes a -20 to all Tests for 1d5 rounds instead. 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. 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. 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. 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. 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. 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. As above, but the Angel loses all TB instead.

Energy Critical Effects Angel Leg


Critical Damage 1 2 3 4 5 6 7 8 9 10+ Effect The Angels leg begins to smoke. The Angel halves all movement for 1 round. The shock of the attack reels the Angel temporarily immobile for 1 round. The Angels leg begins to crackle and pop. The Angel is knocked prone. 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. 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. As above, but the Angel may not move by physical means any longer. 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. As above, but the Angel is automatically prone. 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. As above, but the Angel is helpless for 1d5 Rounds instead.

Impact Critical EffectsAngel Head


Critical Damage 1 2 3 4 5 6 7 8 9 10+ Effect The Angel takes a -10 to all Tests as it is dazed by the force of the blow for 1 round. The concussion renders the target unable to properly distinguish its surroundings and they cannot make ranged attacks for 1 round. The impact is so harsh that visible chunks of the Angels head are sent flying. The Angel stumbles and collapses Prone. 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. The Angels 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. The blow ricochets off the head, forming a battered trench in the process. The Angel must Test Toughness or be Stunned for 1 round. Something breaks with a resounding snap. The Angel is Stunned for 1d5 rounds. 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. As above, but the angel may not Deflect for 1d5 Rounds as they struggle to get its bearings, and can't properly defend themselves. As above, but the Angel can not Deflect any longer for the duration of the battle.

Impact Critical EffectsAngel Arm


Critical Damage 1 2 3 4 5 6 7 8 9 10+ Effect 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. The Arm is wrenched by the impact, putting the Angel off balance. The Angel may not parry for 1 round. The impact causes the target to reel back as the arm is shredded. The arm is rendered useless for 1d5 rounds. 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. As above, but the Angel may not parry at all during said time. The force of the blow cripples the Angels arm. It must Test Toughness or lose use of the arm entirely. The impact shatters bone, sending the arm backwards with a sickening crunch as the Angel reels in agony. The Angel loses the arm. 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. The arm is left an inert, blob-like mass from the attack and the Angel halves its TB in addition to losing the arm. 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 EffectsAngel Body


Critical Damage 1 2 3 4 5 6 7 8 9 10+ Effect The Impact places extreme pressure on the Angels vitals. It may only take half actions for one round. The Angel suffers internal damage and must Test Toughness or be Stunned for 1 round. 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. 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. As above, but the penalty is of -20. 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. As above, but the effect lasts for 1d5 rounds. 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. The impact is strong enough to shatter most of the body into fast moving pieces. The Angels TB is halved and it is helpless for 1d10 rounds until it regains back its senses. 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 EffectsAngel Leg


Critical Damage 1 2 3 4 5 Effect The forceful impact numbs the leg. The Angel takes a -10 to Agility for 1 round. The leg spasms and buckles, halving all movement for 1 round. The force of the impact fractures the bone and severely limits movement. The Angels movement is halved for 1d5 rounds, and the Angel must Test Agility or fall Prone. 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. 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. 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. As above, but even if they pass the test their movement speed is halved afterwards. 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. 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. 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.

6 7 8 9 10+

Explosive Critical EffectsAngel Head


Critical Damage 1 2 3 4 5 6 7 8 9 10+ Effect Shrapnel scours the Angels head. It must Test Perception or be blinded for 1 round. The Angel is concussed, and may only take half actions for 1 round. A heavy concussion pierces the target's head, hurling them back in pain. The Angel is Stunned for 1 round. As above, but the target is sent hurtling to the ground, prone. 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. Most of the Angels head turns into a fine red mist. The Angel is now missing a head, blind and its TB is halved. As above, but they are also helpless for 1d5 rounds as they desperately attempt to get a bearing on their surroundings. As above, but they also fall prone. 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. As above, but the damage is of 2d10+6 instead.

Explosive Critical EffectsAngel Arm


Critical Damage 1 2 3 4 5 6 7 8 9 10+ Effect The arm twists backwards, propelled by the explosion. The Angel is knocked off balance and may not Dodge for 1 round. The impact quakes the outer layer of the arm and it spasms violently. The Angel takes a -20 to WS for 1 round. Pieces fly as the arm is crippled by the attack, hanging useless for 1d5 rounds. The explosion throws the Angel spinning backward 1 dm. The Angel must test Toughness or be Stunned for 1 round. 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. The arm is reduced to barely-coherent pulp hanging from the socket. The arm is rendered useless for the rest of the fight. The arm explodes in a flurry of muscle, bone, and red mist. The arm is no more, and the Angel halves it's TB. As above, but the Angel is also knocked to the ground. 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. As above, but the damage to the head is of 1d10 X.

Explosive Critical EffectsAngel Body


Critical Damage 1 2 3 4 5 6 7 8 9 10+ Effect The explosions propel the Angel 5 dam backwards as it loses balance and falls prone. 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. The Angel reels from the pain as its chest ruptures. The Angel can only take Half Actions for 1d5 rounds. 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. The explosion rips bloody swaths from the surface of the Angel. Any armor on the body is lost. 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. 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. The body is literally torn in all directions. The Angels TB is halved, and the Angel is helpless. As above, but the Angel loses all TB instead. 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 EffectsAngel Leg


Critical Damage 1 2 3 4 5 6 7 8 9 10+ Effect The Angel is knocked off balance, and must Test Toughness or fall prone. The blast moves the Angel back 5 dam as it stumbles to regain footing and must Test Agility or fall prone. The force of the impact fractures the bone and severely limits movement. The Angels movement is halved for 1d5 rounds, and it must Test Toughness or be Stunned for a round. 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. 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. 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. 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. 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. 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. As above, but the damage is of 1d10 X instead.

Rending Critical EffectsAngel Head


Critical Damage 1 2 3 4 5 6 7 8 9 10+ Effect 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. A long gash opens up on the Angels head. The Angel's head is bathed in red, and it is blinded for 1 round. The slice takes off a hefty section of the head as the blood and flesh are torn away. Remove 1d5 AP from the head. The blow leaves a deep gouge in the Angels face, Stunning it for 1 round. 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. The Angel flails in agony as the blood sprays from its face. It is now blind. 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. The Angels head cracks nearly in two. The head is effectively useless, rendering the Angel blind and halving its TB. At least half of the Angels head is sheared away. Not only is the Angel blind and its TB is halved, but it is also helpless. 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 EffectsAngel Arm


Critical Damage 1 2 3 4 5 6 7 8 9 10+ Effect The arm spasms involuntarily, dropping anything held within. The attack slices open the arm and it twitches violently, imposing a -10 WS for 1 round. The attack rips out an important nerve cluster, rendering the arm useless for 1 round as it grows back. As above, but the arm is rendered useless for 1d5 rounds. The Angels arm is split down the middle. In any round where the Angel uses that arm, its WS is halved. Rending through the air, the impact decimates the target's fingers - if any. Angel must Test Toughness or lose half its SB. 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. The attack tears the arm off, hurling it limply to the ground. The Angel's TB is halved. As above, as the arm is cleanly sliced off in a smooth motion the blood loss also halves the Angel's SB. As above, but the angel is also knocked prone and stunned for 1 round.

Rending Critical EffectsAngel Body


Critical Damage 1 2 3 4 5 6 7 8 9 10+ Effect The lacerations visibly expose chinks in the Angel's defenses, reducing their AP there by 1d5. The blow rips through flesh, the Angel bleeds profusely and lowers its AP in the body to 0. The torso is cut horizontally, removing most of the outer layer. The Angel must Test Toughness or be Stunned for one round. The blow rends flesh and muscle, the Angel is knocked prone and Stunned for one round. 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. 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. 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. 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. 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. 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 EffectsAngel Leg


Critical Damage 1 2 3 4 5 6 7 8 9 10+ Effect The hit renders a minor fracture in the bone. The Angel takes a -10 to Agility for 1 round. The kneecap is damaged, and the Angel must Test Agility or fall prone as it compensates. 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. As the kneecap is gravely torn from the socket, the Angel falls prone and suffers a -10 penalty to Agility afterwards. 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. 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. The leg is clearly sliced from the body. The Angel halves it's TB and Agility. 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. Same as above but the Angel is automatically helpless for 1d5 Rounds instead with no Test. 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 Angels 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 angels 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 1 2 3 4 5 6 7 8 9 10+ Effect The Core is shocked by the effect, and the Angel takes a -10 to all Tests for 1 round. The Angels Core begins to overheat. The Angel must Test Toughness or have its ATS decreased by 1 for 1d5 rounds. The Core glows bright red as it overheats, stunning the Angel for 1 round and decreasing its ATS by 1d5 for 1d10 rounds. 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. The Angels Core blackens and flickers. The Angel must Test Toughness or die. The Angels Core cracks, and the Angel dies, collapsing to the ground. The body bursts into flames and smolders for 1d10 hours. The Angels 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. 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. 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. The Angels 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 1 2 3 4 5 6 7 8 9 10+ Effect The Angels Core is slammed and absorbs most of the impact, but the Angel may only take half actions on its next turn. The Angel is dazed, taking a -10 penalty to all Tests for 1 round. The Core begins to strain under the pressure, stunning the Angel for 1 round. 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. The Core is severely shaken by the impact, stunning the Angel for 1d5 rounds. 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. The Angels 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. 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. 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. 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 1 2 3 4 5 6 7 8 9 10+ Effect The explosion leaves the Angel dazed. The Angel may only take a Half Action on its next turn. The explosion temporarily rocks the Angels ability to perceive the world. The Angel is blind and deaf for 1 round. The explosion sends the Angel reeling, Stunning it for 1 round. The Angels Core has tiny fragments blown off of it. The Angel must test Toughness or lose 1d5 ATS permanently. The Angels Core cracks. The Angel must Test Toughness or it is defeated. 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. The Angels 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. 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. As above, but the explosion instead deals 1d10+5 E instead, and hits everything within 20 dam. 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 1 2 3 4 5 6 7 8 9 10+ Effect 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. The Cores surface is scraped by the attack. The Angel takes a -10 to WS and BS for 1d10 turns. The Cores protective layer is breached, and the Core loses all AP. The Angel must Test Toughness or take half actions for 1 round. The Core is scraped and gouged, impairing the Angels ability to function. The Angel may only take half actions. 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. The Core cracks into several pieces and falls apart. The Angel is dead. The Angels 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. 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. 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. The Angels 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: Dont 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 Evas 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 pilots 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 users 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 Evangelions 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 Evas 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 pilots 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. Fields 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 didnt 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 1-10 11-35 36-60 61-89 90-99 100 Detected In the Ocean. On Land. Near the Base of Operations. Just outside the Base of Operations. Inside the Base of Operations. 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 informationgathering 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 dont like it. Sure, its 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 its the best thing since shorts. Wed probably all be dead without it. Still I just cant 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 21-45 No effect. 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. The Magi have analyzed the effects of the Angels 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. The Magi successfully analyzes the Angels 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. The Magi successfully analyzes the Angels 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. 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. Reroll twice

46-60

61-80

81-90

91-95

96-00

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 EType 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 Earths 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 Evas 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 Evangelions 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
200 or less meters 200+ meters 600+ meters 800+ meters 1000+ meters

Effect
No effect Pilot feels uncomfortable due to the pressure, vision becomes hazy as light from above becomes dim. The crushing pressure makes movement stiff, imposing a -10 to Agility and a 10 to swim. The pressure on your Evangelion isnt harmful, but your frail human nerves do not know that. The pilot takes one level of fatigue. 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. As above, but the pressure becomes harmful to the Evangelions 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. As above, but the number of rounds that pass before another point of damage is taken is equal to the Evas Toughness bonus. As above, but the pressure may deal Critical Damage. 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.

2000+ meters

3000+ meters 4000+ meters 6000-7000 meters

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 pilots 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 NERVs 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 Evangelions 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 Small (1-4 dm) Medium (5-10 dm) Large (10 + dm) Effect Add 2 points of Collateral Damage to the Collateral Damage pool. Add 4 points of Collateral Damage to the Collateral Damage pool. 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 pilots 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 pilots 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 pilots 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 Angels 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 01-30 Effect 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. 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. 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 characters 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. 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 wont be easily forgotten. 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. 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. 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. 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. 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. The character, in a flash of adrenaline fuelled paranoia, has had quite enough of everyone. And everything. Theyre all equally responsible for forcing you to see what youve 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. 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.

31-55

56-75

76-90

91-100

101-105

106-110

111-115

116-120

121-130

131+

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 pilots Entry Plug is ejected and the pilot lands safely away from harms 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. The Entry Plug attempts to launch, but is somehow jammed and suffers even greater internal damage. Add 1 point of Collateral Damage. The Entry Plug fails to register the launch command entirely. No effect. The Entry Plug successfully launches, but doesnt 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. 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. The Entry Plug successfully launches, but may not reach a safe distance. It lands 1d100+20 dm behind the Evangelion. The Entry Plug launches and reaches a distance where it is safe from harm. Parachutes deploy without incident, and the pilot is unharmed.

11-20 21-40 41-60

61-75 76-90 91-00

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 Evangelions 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 Evas Core, causing it to explode. This permanently destroys the Evangelion and the pilots 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 Evas 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 nonfortified 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 UNs 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 PreSecond 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 Angels 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 Directors 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 Evangelions 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 players 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 10 or less Effect 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. Very successful battle. Nerv has plenty of funding left over. Add 20 surplus to the Surplus Pool, and gain an extra 5 Research. Successful battle. The Evas did their jobs well. Add 15 Surplus to the Surplus Pool, and gain an extra 1d5 Research. Good battle. The Evas managed to hold their ground against the enemy. 10 Surplus is added to the Surplus Pool. Costly Battle. The Evas won, but with little resources to spare. Add 1d10 surplus to the Surplus Pool. 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. Overwhelmingly costly battle. The Evas are repaired, but thats the limit to what the UN can spare after this catastrophe. As it stands, millions worldwide suffer for the Evas to function. No Surplus.

11-15 16-25 26-35 36-45 46-50 51+

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. --------------Unlock Ablative Armor equipment. Unlock HE Bolt Weapons. Unlock Tesla Weapons. Unlock Chain Weapons Unlock Heat Weapons Unlock Maser Weapons. Unlock Positron Weapons. 50 Research 50 Research 30 Research 30 Research 30 Research 30 Research 50 Research

Technologies Ablative Technology N2 Shell Technology Tesla Technology Chain Technology Heat Technology Maser Technology Positron Technology

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 doesnt 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 selfcontained 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 12, and the same mass as an electron. When a lowenergy positron collides with a lowenergy 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 beams 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 wasnt 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 SuperSolenoid 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 dont actually know what the Supersolenoid Organ does. We know that Shinjis 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 Evas 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 GMs 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 GMs 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 Letter-Type Equipment A - Type Equipment C - Type Equipment D - Type Equipment E Type Equipment --------Equip an Evangelion for flight. Equip an Evangelion for deployment underwater. Equip an Evangelion for deployment in hazardous environments. Equip an Evangelion for deployment in space. Prerequisite Effect Surplus Cost 10 10 15 15

Construction (Support Structures) Umbilical Port Support Cache Launch Port Embarkation Point Recessive Buildings Variable Terrain Containment Field Sonic Resonator Flash Chamber Barrier Plate Entrapment System Bakelite System Place a new Umbilical Port in the Base of Operations. Place a new Support Cache in the Base of Operations. Place a new Launch Port in the Base of Operations. Place a new Embarkation Point in the Base of Operations. Reduce the risk of Collateral Damage in the Base of Operations. Modify the landscape. Requires Recessive Buildings. Trap the Angel in a rudimentary energy barrier. Harm a trapped Angel with a shearing effect. Requires Containment Barrier. Flood a Containment Field with Positrons to weaken its Deflection. Place a new Barrier Plate in the Base of Operations. Place a new Anti-Angel immobilization system in the Base of Operations. Place a new Bakelite System in the Base of Operations. 2 4 10 15 20 10 10 5 5 2 10 5

Construction (Turrets) Turret Bank Missile Array Rail Array Laser Array ----T2 Maser Technology Place extra turrets around the base of Operations. Supplement the Offensive firepower of the Base of Operations. Upgrade turrets in the Base of Operations to Railguns. Upgrade turrets in the Base of Operations to fire Masers. 10 20 30 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 Evangelions 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 Evas 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 Nervs intention to engage and destroy the Angels wherever they might appear. While the standard BType 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 visionconstraining 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 energyreflective 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 substandard, 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 Prototypes design does not carry its own weight very well, imposing a -10 to the Evangelions 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-Types enviable energyreflective 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 Evas 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 Evangelions control, and does not require

any further actions on the Evangelions 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 EType 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 its 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 thats 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 GMs 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 Support Cache Building Cost: 5 Surplus Wounds: 2 Armor: 1

These are hatches in the ground from which a spare Support Cache is a false building that contains a A Umbilical Cable may be deployed for increased range version of the launch rails seen in Launch smaller of operation through the city. These cables are 60 Ports. These points may not be used to deploy dm long. 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. Cable Spool Building Cost: 4 Surplus Wounds: 1 Armor: 0 Launch Port Building Cost: 10 Surplus Wounds: 5

Armor: 4 By adding extra spools of Cable to the umbilical ports, you may increase the length of all umbilical cables in A false building or section of street that the Base of Operations by 15 dm. This upgrade may be to reveal launch rails for an opens taken multiple times. 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 ODs 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

Barrier Plates 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 Building Cost: 2 Surplus test (toughness or deflection?) and on a failure take Armor: 6 1 damage to all body parts that ignores TB and AP. 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 Flash Chamber underground, but at the push of a button they slide up, Prerequisite: Containment Field, Research Tier 2, standing some 5 dm high and 2 dm wide. Once requested, the sheets deploy 1 half action later (or Positron are deployed as a reaction action by an Operations Building Cost: 5 Surplus Director), and may be used by the Evangelion to provide cover or block an expected enemy attack. In The Containment Field can keep things besides terms of Dark Heresy cover rules, it has 6 AP. Angels inside. The area of a Containment Field of your choice is supplemented by a series of rudimentary positron emitters. Designed for massEntrapment System production, they are not of a quality fit for Evangelion weapons, as they tend to self destruct Building Cost: 10 Surplus when used. But that momentary release of energy can be used to flood the inside of the ContainmentWounds: 10 Field with exotic radiation. The OD may, as a Armor: 2 Reaction action, trigger such a flash to automatically bring down the Containment Field, but lower the Sadly only really effective on the Angels with the Deflection of the Angel by 4 for one round in the weakest fields, the Ensnarement Trap fires hundreds process. 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, Bakelite System and may be activated as a Reaction action by the OD whenever a viable target enters the designated area. Building Cost: 5 Surplus If successful, the Angel may make a free Strength test each turn to try and get free or use an attack action of Wounds: 3 its choice to tear itself out automatically. This system Armor: 2 may also be used to restrain a Berserking Evangelion should it become hostile to its allies. Triggered by the presence of an enemy, great nozzles take aim and spray Bakelite over the unfortunate victim. On a successful BS test, the fasthardening substance reduces the enemys Agility by 1d5 but gives the enemy +1 AP to the area struck. One system only contains enough liquid Bakelite for one use.

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 Angels 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 Mobs 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 1 2 3 4 5 6 7 8 9 10 Damage 1d10+1 I 1d10+2 I 1d10+3 I 1d10+4 I 1d10+5 I 1d10+6 I 1d10+7 I 1d10+8 I 1d10+9 I 1d10+10 I Maximum Range Up to 10 dam away from the base of operations Up to 20 dam away from the base of operations Up to 30 dam away from the base of operations Up to 40 dam away from the base of operations Up to 50 dam away from the base of operations Up to 60 dam away from the base of operations Up to 70 dam away from the base of operations Up to 80 dam away from the base of operations Up to 90 dam away from the base of operations 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 armorpiercing 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.

What is an Operations Director?


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 commander 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 disappointed. 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 Directors 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 greater 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 Director 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.

Operations Director
Operations Director is the special career path of Adeptus Evangelion. Oddly enough, Operations Directors are unique among player characters because 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. Characteristic Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Simple 100 100 100 100 100 100 100 100 100 However, while they might find their combat experience to be lackluster compared to the dynamic and life threatening struggle of piloting an Evangelion, 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 roleplayed to full effect and taken into account during important decision making. Under no circumstances may there be two Operations Directors in play at the same time.

Intermediate 250 250 200 200 500 200 200 250 200

Trained 500 500 300 300 500 300 300 500 300 750 750 400 400 750 400 400 750 400

Expert

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 Awareness Dodge Tech Use Computer Use Skill Proficiency Absolute Order Cut Synch Foresight DH Martial Training Peer(Nerv) Precision Targeting Remote Care Requisition Support Tactical Genius Sound Constitution DH Freq 1 1 1 1 5 1 1 1 3 1 1 1 2 1 1 Cost 100 100 100 100 100 200 100 100 100 100 200 200 100 200 50 Type S S S S T T T T T T T T T T T Prerequisites ----------Fel 35 --Int 35 --Fel 30 ------Int 35 ---

Major (1000-1999)
Advance Command +10 Skill Proficiency Skill Training Contact Death Before Dishonor Like a Boss Martial Training N2 Strike Popular Requisition Support Vigilance Sound Constitution DH Freq 1 4 2 1 1 1 3 1 1 3 1 1 Cost 100 100 100 100 200 200 100 200 200 100 100 50 Type S T T T T T T T T T T T Prerequisites Command --Skill Proficiency Fel 35 --------Fel 30 -------

Lt. Colonel (OD): (2000-3999)


Advance Skill Proficiency Skill Training Skill Mastery Contact Delegate Dummy Plug Mk 1 Favored Tactic Feedback Tampering Foster Teamwork IOU(R&D) IOU(Military) IOU(Political) Martial Training Master Orator N2 Strike Pilot Surveillance Requisition Support Superior Logistics Technobabble Sound Constitution DH Freq 4 5 5 1 1 1 1 1 1 1 1 1 3 1 1 1 1 1 1 1 Cost 100 100 100 100 200 200 200 200 100 200 200 200 100 100 200 200 100 100 100 50 Type T T T T T T T T T T T T T T T T T T T T Prerequisites --Skill Proficiency Skill Training Fel 35 ---------------------------------

Colonel (4000-6999)
Advance Computer Use +10 Tech Use +10 Dodge +10 Command +20 Skill Proficiency Skill Training Skill Mastery As Foretold Battlefield Commander Double Agent Elite Agent Just As Planned Last Resort Like a Boss Martial Training Popular Requisition Support Stratagem Surefire Ejection Talented(Inquiry) Talented(Shadowing) Total Recall Value of a Miracle Well Informed When Suddenly You Owe Me Sound Constitution DH Freq 1 1 1 1 1 5 5 1 1 1 1 1 1 1 3 1 1 1 1 1 1 1 1 1 1 1 1 Cost 100 100 100 100 100 100 100 200 200 200 200 200 200 200 100 200 100 200 100 100 100 100 200 200 200 100 50 Type S S S S T T T T T T T T T T T T T T T T T T T T T T T Prerequisites Int 35 Int 35 Dodge Command --Skill Proficiency Skill Training ----Elite Agent Contact --N2 Strike -----------------------------

Brigadier: (7000-9999)
Advance Computer Use +20 Tech Use +20 Skill Proficiency Skill Training Skill Mastery Bane Dummy Plug Mk II Favored Tactic Imprint Martial Training N2 Strike Promote Assistant Requisition Support Talented(Command) The Plan You Owe Me Freq 1 1 1 3 5 1 1 1 1 3 1 1 1 1 1 1 Cost 100 100 100 100 100 200 200 100 200 100 200 200 100 200 200 200 Type S S T T T T T T T T T T T T T T Prerequisites Computer Use +10 Tech Use +10 --Skill Proficiency Skill Training As Foretold Dummy Plug MK 1 --Dummy Plug Mk II --------Command -----

Mastermind (10000+)
Advance Skill Proficiency Skill Training Skill Mastery Elite Agent Key to Victory Imprint Like a Boss Martial Training N2 Strike Requisition Airstrike Technobabble Solution You Owe Me Sound Constitution DH Freq * * * 1 1 1 1 2 2 1 1 1 * Cost 200 200 200 200 300 200 200 100 200 200 200 200 100 Type T T T T T T T T T T T T Prerequisites --Skill Proficiency Skill Training --Just As Planned, The Plan Dummy Plug Mk II ------Operations Director Technobabble -----

Operations Director Talents


Absolute Order
Prerequisite: Operations Director Effect: 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.

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 janitor, a member of the research team or local IT department, a secretary for an important official or even a fellow 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 blackmailing, their brother-in-laws 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:

As Foretold

Prerequisite: None Effect: Using access to files and manuscripts that are more mad ravings than science, the Operations Director has managed to glean something useful 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 without context, and only makes sense when the Angel is encountered.

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 represent a Contact with exceptional skill (such as a brilliant 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 information. 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 happens 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.

WS 35

BS 35

Str Tgh Agi 30 30 30

Int 30

Per WP Fel 30 30 30

Bane

Prerequisite: As Foretold Effect: 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 Righteous Fury. Subsequent uses of Bane will require one additional uses of As Foretold each time.

Battlefield Commander

Prerequisite: Operations Director Effect: The Operations Director may, as a Half Action, 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).

Contact

Prerequisite: Operations Director Effect: 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 Synch

Prerequisite: Operations Director Effect: Maintaining a pilots Synchronization with its Eva is both complicated and dangerous. Under stress the Pilots Synchronization Ratio can spike and dip erratically, risking harm to the pilots 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 immediately reduces that pilots SR by a number of d10 of the Operations Directors choice, but never more than 5d10 in a single round. While the restriction 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 pilots SR to normal. Berserk Evangelions are immune to this talent.

Dummy Plug MK 1

Prerequisite: Operations Director, Research Tier 2 Effect: 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 children 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 Synchronization 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 outfitted 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 incapacitated 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 control 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 following stats:
WS BS Str Tgh Agi Int Per WP Fel SR

Death Before Dishonor

Prerequisite: None Effect: As a half action, you make choose one Pilot that has failed a Test to resist Fear and Test Command. 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.

Delegate

Prerequisite: Operations Director Effect: 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 normally 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.

50

10

20

20

30

10

30

30 10

50

Double Agent

Prerequisite: Operations Director, Contact, Fel 40 Effect: 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 Directors Fate Point is not burnt.

Skills: Awareness (Per), Dodge (Ag) Talents: None Traits: 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 enemy 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 opportunity 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 combat 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 (without 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 immobile Eva in order to take control of the Evangelion.

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 information 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 acquire 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 investigated now knows that the OD was investigating them.

Dummy Plug MK 2

Prerequisite: Operations Director, Research Tier 3, Dummy Plug MK1, Absolute Order Effect: A much improved version of the Mark 1 Dummy Plug, the Mark 2 sacrifices the fury of its predecessor 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

Favored Tactics

Prerequisite: None Effect: 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 pilots 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 targets 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.

35

35

30

30

30

30

30

30 30

70

Skills: Awareness (Per), Dodge (Ag) Talents: A.T. Power (Neutralize), Double Team, Lightening Attack, Quick Draw. Traits: Obedient* *Obedient: While the Dummy Plug is active, the Eva may not ignore a direct order from its remote controllers. This is usually the Operations Director. Commanding the Dummy Plug works just like controlling Conventional Forces.

Elite Agent

Prerequisite: Operations Director Effect: As Contact, but the Operations Director acquires 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 assignment, 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.

Feedback Tampering

Prerequisite: Operations Director Effect: The Evangelion pilots face many horrors in their line of work, some worse than others. It is the Operations Directors job to see them through this by any means necessary. Even when it means doing something unpleasant. Should a pilot suffer Insanity or Ego, the Operations Director 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.

The imprinted Talent is granted to all mark 2 Dummy Plugs upon purchase of this Talent by the Operations Direction. While the Imprint Talent may be purchase multiple times, each purchase grants the Dummy Plugs one Talent and one Talent only.

IOU: Military

Prerequisite: Operations Director Effect: 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 powerful 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 developed 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-Evangelion anti-Angel weapon, such as a T-RIDEN-T kill team. Using military resources to deploy the equivalent of a Base of Operations far away from the Geofront, complete with MAGI Uplink, turrets and plenty of Umbilical Ports.

Foster Teamwork

Prerequisite: Operations Director, Int 40 Effect: 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 immediately 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 Talent 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 effective.

Other, more imaginative favors from the Military may also be called in by the Operations Director at the GMs discretion. This IOU may be utilized once and once only in a campaign 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

Imprint

Prerequisite: Operations Director, Dummy Plug MK 2 Effect: 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.

Prerequisite: Operations Director Effect: 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 Politician in question may also be called in by the Operations Director at the GMs discretion. This IOU may be utilized once and once only in a campaign 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&D Prerequisite: Operations Director Effect: 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 condition 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 GMs discretion.

Key to Victory

Prerequisite: None Effect: 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 international treaties, crossing an organization that doesnt even publicly exist, or using artifacts only barely understood. 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 discovered in character. Whats 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 plotimportant items, massive political fallout, the geofront itself becoming compromised, or some combination of the above.

Last Resort

Prerequisite: None Effect: 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 whatever reason) thus far during that session, as well as for every allied Evangelion defeated or otherwise unwillingly removed from play.

Like a Boss

This IOU may be utilized once and once only in a campaign 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 Planned

Prerequisite: Operations Director, Int 40, Foresight Effect: 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 retroactively prepared or taken any action within the last 10 minutes that would just now come into play, such as making 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.

Prerequisite: None Effect: You are the one in charge of Nervs Department of Operations for a reason. Dont 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 Command 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 normally 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 spoken by the other party members at any given time

Popular Prerequisite: None Effect: 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 Targeting Prerequisite: Operations Director Effect: Choose one ally to feed carefully plotted targeting 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 targets AP -or- the Evangelions weapon gains +2 pen on its next attack against the target. Promote Assistant Prerequisite: Operations Director Effect: There is no reason why everything must rest on the ODs shoulders, so long as they remain in command. Choose a member of the bridge crew and promote them to the rank of Captain. A number of times per combat equal to the ODs Intelligence or Fellowship Bonus (whichever is higher), they may use any Operations 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 pilots plug suit is much more than a simply interface unit for the Evangelion, it also provides the wearer some protection and allows monitoring of the pilots 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 (immediately 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.

N2 Strike

Prerequisite: Operations Director Effect: Each time this talent is bought, the OD gains a single N2 mine which is stored for later use. The Operations Director determines the point of impact as a half action, and at the beginning of the Operations Directors 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 Director loses none from their stockpile (though they may be otherwise penalized for their failure).

Peer

Prerequisite: none Effect: 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 Nervs security and intelligence division. Scientists: The scientific community, be they freelance or part of Nervs 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 Surveillance Prerequisite: Operations Director, Fel 40 Effect: The pilots are one of the most valuable resources on the planet, and keeping them safe is one of the Operations Directors many responsibilities. By spending a Fate Point, the Operations Director can send a team of 1d5 Section 2 Special Agents to the pilots 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.

Requisition Airstrike

Prerequisite: Operations Director Effect: As a full round action, the Operations Director can call in an airstrike on a position on the map. At the beginning of the Operations Directors next turn, a 3d10 X Blast (6) bombardment is dropped on that location, though it will not damage anything with a Deflection 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 damage.

Requisition Support

Prerequisite: Operations Director Effect: Increase the amount of Support available to the OD each battle by 1. Support can be spent to field conventional forces to aid the Evas.

Superior Logistics

Skill Proficiency

Prerequisite: None Effect: Become trained in any one skill that is not: Awareness, Command, Computer Use, Dodge or Tech Use.

Prerequisite: Operations Director Effect: The Base of Operations is built like a fortress, and many of the structures built to support the Evangelions are the size of whole buildings. A clever Operations 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 Structures 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 unplaced 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.

Skill Training

Prerequisite: Skill Proficiency Effect: 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 Mastery

Prerequisite: Skill Training Effect: 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.

Stratagem

Prerequisite: None Effect: 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 pilots 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 Evangelions can guard each others 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 purposes 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 continuing. If all three attacks hit, the target may not Dodge or Parry any of the attacks (though Deflection works as normal).

Surefire Ejection

Prerequisite: Operations Director Effect: 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 Genius

Prerequisite: Operations Director Effect: Through the use of well planned tactical advice, an Operations Director can guide the pilots under his command to victory. By spending a fate point, an Operations Director can add one degree of success to a pilots 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. Technobabble Prerequisite: None Effect: 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 Solution

Prerequisite: Technobabble Effect: 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: None Effect: The Operations Director is more than just a glorified 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 Miracle Prerequisite: None Effect: Once per session, the OD may spend their Reaction 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 Informed Prerequisite: None Effect: The Operations Director has many resources at their command. Whether it being via personal investigation, 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 +20 Effect: In any situation in which the Operations Directors 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 instantaneously. It is assumed that the Operations Director has been in the area for at least the last minute, and is now just revealing themselves.

You Owe Me

Prerequisite: Operations Director Effect: 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 already expended. Consider it renewed. This is the only way that an IOU may be used more than once.

Playing with an Operations Director


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 information 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 needed 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 created 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 telling them the answer. Though, if your Operations Director seems to be leaping to the wrong conclusion, do not be afraid to have the science team quickly rephrase their data to help steer them back toward the right solution. Once the Operations 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 phenomenon generated by the presence of an Operations 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 Operations Director to come up with which you, as the Game Master, would otherwise be required to hand to the pilots. Without 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 Angels 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: putting 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 Nervs 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 successful 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 rewarding 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 scenarios 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 opportunity to do so. Encourage your Operations Director 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 Director 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 superiority 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 encounters 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 relevant by including at least 1 underwater encounter of some kind. Such a thing represents a considerable investment on the part of the player, and failing to reward that is the same as discouraging 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 encounter 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 Director 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 Master, 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 solution 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 Operations 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 control an ensemble cast. In the previous example of the pilots going to school, the Operations Director 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 different 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 temporary basis, as the GM might very well ask the Operations Directors to control one or more unnamed 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 challenges to the players.

Phase 1: Defense Line


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:

Number of Rounds

1 2 3 4 5 6

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. 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. 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. 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 Angels make-up; roll twice on the MAGI table and take both results. Pilots all gain +3 to their Initiative and a +10 to all Angelic Fear tests against the poor shamed Angel. 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: dale.walters@mil.nervnet.org TO: gordon.hertz@adm.nervnet.org Sir, Im one of the last old-school military on the base. I know sometimes men have to die to get things done, and that Im 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 companys casualty rate is 108%. Of the eighty men Im responsible for, three of them were here when we started this mess. And now I find out that while were out there getting slaughtered by a machine we cant 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 Im losing men so these little shits so they can have a goddamned cry about their oh-so-hard lives! Well Ill 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 aint, you can bet your goddamned life Ill rectify the hell out of that problem. Holdfast out.

Defense Lines
A 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 firing 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.

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 damage 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 hundreds 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, ODs 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 independently 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.

Conventional Forces and Support


The Evangelions, while the primary weapon to be fielded against the Angels, are by no means the only weapons in Nervs arsenal. In addition to their Evangelions, 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 Turrets are represented mechanically in an abstracted unit called a Mob which has a given Unit Power which represents both its size and cohesion. A Mobs 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 Director may use their pool of Support (gained by means of the Requisition Support talent) to purchase Conventional 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).

The Conventional Forces have the following stat lines based off of their Unit Power: Hornet VTOL: Speed: 20 Range: 10

Under Foot: The mob of tanks focuses on slowing down the enemys 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 enemys 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 performing 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 weaponry, the Unit Power of a Bumblebee force determines 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: 20 Range: -

Unit Power 1 2 3 4 5+

Damage 1d5+1 1d5+2 1d5+3 1d5+4 1d5+5

Ability --Spotter Dive Bomb One More Pass Bombing Run

Spotter: As the Talent. Dive Bomb: The VTOLs fly irritatingly close to the enemy in a series of distorting maneuvers, supplemented 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 enemys feet or other such limbs. The enemy must test Strength or else be entangled, rendered unable to Move by physical 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 chart Speed: 10 Range: 30

Unit Power Carry Capacity Compact Weaponry, Entry Plug, 1 2 3 4 5+

Small Guard Plate, Spare Battery, Umbilical

Unit Power 1 2 3 4 5+

Damage 1d10+2 1d10+3 1d10+4 1d10+4 1d10+5

Ability --Depleted Plotonium Rounds --Underfoot Five Rounds Rapid

Basic Weaponry Heavy Weaponry Barrier Plate, Evangelion 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 complete with Umbilical, this portable battery gives an additional 3 rounds to any Evangelion which plugs into it.

Depleted Plotonium Rounds: The tanks coordinate a bombardment on the enemy using specially-prepared rounds. While the rounds dont do any damage, they corrode the target area, weakening the enemys defenses 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.

Firefly VTOLs: VTOLs specialising in the acquisition of a targets location and pinpointing it for the benefit of all others sharing the field of battle. Firefly VTOLs are outfitted with a markerlight that takes up most of its structure, removing the ability for it to carry weaponry. Firefly VTOL Speed: 20 Range: -

Unit Power 1 2 3 4 5+

Ability
Markerlight

Magi Uplink Markerlight ((All Evangelions)) Angel Tracker +10 Bonus to MAGI roll

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 Angels AT Field. However, the EMP is a killer. Choose a number between 1 and the current Unit Power of this Mob. The enemys Deflection is reduced by that amount for 1 round, but the Dragonfly VTOL Mob also takes that much damage.

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 extradimensional space. Dragonfly VTOL: Speed: 20 Range: 10

"SIR! We've got an Angel sighting in the Alps outside 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

Unit Power 1 2 3 4 5+

Damage 1d5+1 1d5+1 1d5+2 1d5+2 1d5+3

Ability Countermeasures Bakelite Drop Improved Countermeasures Bakelite Flood 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 reduces 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.

Playing without an OD
Playing 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 Intelligently. The Pilots cannot count on the Operations Director to help them unravel the secrets of the campaign. Even if some other Evangelion-Scale force exists 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 potential opposition. These recruitment attempts can easily serve as a lead-in to the pilots learning 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.

Adjusting your Story


Without an Operations Director, managing your players interaction with the plot becomes more complicated. There are two ways to get the information 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 otherwise) 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 situation 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, especially 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 prominently 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 Direction


To 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 remove Conventional Forces from your game and ignore the Defense Line stage of combat. Adeptus 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 employing a Team Leader character.

Team Leader
A Team Leader is, in many ways, an Operations Director-lite. They are a pilot character who serves at a higher rank than the other characters, and is an a position of authority to command 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.

Team Leader Asset


Rank 1 Advances Remote Care Tactical Genius Rank 2 Advances Cut Synch Death Before Dishonor Rank 3 Advances Absolute Order Precision Targeting Cost 200 200 Cost 200 200 Cost 300 200 Rank 4 Advances IOU (R&D) IOU (Millitary) Rank 5 Advances Surefire Ejection You Owe Me Rank 6 Advances N2 Strike Cost 200 200 Cost 100 200 Cost 200

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 didnt go according to plan. Another of the Progenitors 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, Liliths blood had been spilt and infected the Earths 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 doesnt take much, either. There were weapons already in our forces that could crack them open. Problem is, just because the outsides not important dont mean we dont 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 51-100 101-150 151-200 201+ The Angel may reroll a number of Tests per combat equal to its LS/50 (rounded up) As above, but the Angel has a +10 bonus to all Skill Tests. As above, but the Angel treats its Toughness Bonus as double its normal value. As above, but the Angel has a +20 bonus to all Skill Tests. 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 theyre 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 N 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 50 BS 20 S 40 T 40 Ag 30 Int 20 Per 30 Wp 20 Fel 10 LS 80

Sachiel Body Location Head R. Arm L. Arm Core Body R. Leg L. Leg % to Hit 01-10 11-20 21-30 31-40 41-70 71-85 86-00 AP 4 1 1 4 4 1 1 Wounds 5 7 7 10 20 7 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. Sachiels own Angel Cross ability is a deadly attack that can kill an Eva in 2 hits, and destroys an Evas 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 70 BS 20 S 30 T 30 Ag 50 Int 10 Per 20 Wp 10 Fel 30 LS 90

Shamshel Body Location % to Hit Head R. Arm L. Arm Core Body 01-20 21-30 31-40 41-50 51-00 AP Wounds 2 4 4 2 2 6 6 6 8 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, Shamshels special abilities make him capable of negating many of the Evangelions advantages. Once within range of Shamshels 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 10 BS 90 S 10 T 20 Ag 10 Int 30 Per 50 Wp 30 Fel 20 LS 140

Ramiel Body Location % to Hit Core Body 01-05 06-00 AP Wounds 10 10 5 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, Ramiels 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 Ramiels 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 Ramiels 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 Ramiels 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 70 BS 10 S 50 T 50 Ag 50 Int 20 Per 40 Wp 20 Fel 40 LS 70

Gaghiel Body Location % to Hit Head Core Body 01-20 21-25 76-00 AP Wounds 5 5 5 10 15 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 characters 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 Sachiels, 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. Israfels 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 60 BS 30 S 40 T 40 Ag 40 Int 40 Per 40 Wp 20 Fel 10 LS 100

Israfel Body Location Head R. Arm L. Arm Core Body R. Leg L. Leg % to Hit 01-10 11-20 21-30 31-40 41-70 71-85 86-00 AP 6 4 4 6 6 4 4 Wounds 12 14 14 15 25 14 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 Israfels two Fate Points.

Israfel Alpha/Beta Profile WS 50 BS 20 S 30 T 30 Ag 30 Int 20 Per 30 Wp 20 Fel 10 LS 80

Israfel Body Location % to Hit Core Body 31-40 41-70 AP Wounds 6 6 15 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 Israfels 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 Angels 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 40 BS 10 S 20 T 30 Ag 20 Int 30 Per 20 Wp 10 Fel 10 LS 30

Sandalphon Body Location % to Hit Body 01-00 AP Wounds 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 its 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 GMs 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 opilionidlike 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 80 BS 20 S 50 T 50 Ag 10 Int 20 Per 40 Wp 10 Fel 30 LS 100

Matariel Body Location Core Body Leg 1 Leg 1 Leg 1 Leg 1 % to Hit 01-05 05-40 41-55 56-70 71-85 86-00 AP 8 8 4 4 4 4 Wounds 16 20 12 12 12 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, Matariels 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, Matariels most powerful attack can only be aimed down. For a game where combat usually takes place on the ground, that is hardly useful. Thankfully, Matariels body is easily shielded using its 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 N 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 50 BS 80 S 40 T 60 Ag 30 Int 20 Per 60 Wp 10 Fel 20 LS 200

Sahaquiel Body Location Core Body % to Hit 01-10 11-00 AP Wounds 3 3 10 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-3s 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 Sahaquils 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 its 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 Sahaquils 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 Ramiels, 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 30 BS 50 S 10 T 40 Ag 40 Int 40 Per 30 Wp 10 Fel 20 LS 110

Iruel Body Location Body % to Hit 01-00 AP Wounds 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 (Iruels 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 Iruels control, and are treated as being protected by Iruels 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 Iruels 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 Iruels 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 Nervs 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 Operations 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 Bases 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 Powers 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 Iruels 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 didnt 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 Iruels 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 Iruels 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 Angels 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 00 BS 00 S 00 T 30 Ag 20 Int 30 Per 60 Wp 10 Fel 30 LS 200

Leliel Body Location % to Hit Core Illusion Barrier 01 02-00 * AP Wounds 4 * 0 10 * 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 Leliels 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 Leliels 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 Leliels 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 Leliels 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 its 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 its Barrier at the start of each turn that this is true. Once Leliels Barrier has been reduced to 0, Leliels Dirac Sea collapses and ejects everything that it had engulfed previously back into normal space, its 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 enemys 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 oneway 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 Leliels 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: Leliels 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 its 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 its 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 Leliels 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 Leliels 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. Leliels weaknesses are something that are very difficult to observe, and the high-science nature of Leliels 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, GMs 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 70 BS 50 S 60 T 50 Ag 60 Int 50 Per 40 Wp 20 Fel 40 LS 100

Bardiel Body Location % to Hit Head R. Arm L. Arm Body R. Leg L. Leg 01-10 11-20 21-30 31-70 71-85 86-00 5 5 5 7 5 5 AP Wounds 21 23 23 27 23 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, Bardiels 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 Bardiels Takedown or hit by its Gravity Kick is exposed to an infectious liquid that deals 1d10 damage to the pilots 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 pilots 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 Sachiels, 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 pointblank detonation of an N 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 90 BS 30 S 40 T 50 Ag 20 Int 20 Per 50 Wp 40 Fel 10 LS 160

Zeruel Body Location % to Hit Head R. Arm L. Arm Core Body 01-10 11-20 21-30 31-40 41-00 AP Wounds 10 5 5 5 10 30 15 15 30 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 citys 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 30
Arael Body Location Head Core Body % to Hit 01-10 11-20 21-00 AP Wounds 4 4 4 12 24 48

BS 70

S 40

T 40

Ag 10

Int 40

Per 50

Wp 20

Fel 10

LS 130

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, dont 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 70 BS 20 S 60 T 80 Ag 30 Int 30 Per 20 Wp 20 Fel 10 LS 120

Armisael Body Location Body % to Hit 01-00 AP 4 Wounds 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 weapons 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, Armisaels 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 Shamshels ability to destroy weapons, or using its 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 GMs 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 Liliths 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 GMs 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 doesnt 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 players 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 Tabbriss 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 50 50 30 10
Jet Alone Body Location % to Hit Head 01-10 R. Arm 11-20 L. Arm 21-30 Body 31-70 R. Leg 71-85 L. Leg 86-100

Ag 20

Int 30

Per 35

WP 20

Fel 10

LS 0

AP 4 4 4 6 4 4

Wounds 11 13 13 18 13 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 Alones 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 GMs 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 Alones 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 N 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 70 70 60 40 30

Int 30

Per 40

WP 20

Fel 10

LS 0

Jet Alone Prime Body Location % to Hit AP Head 01-10 8 R. Arm 11-20 8 L. Arm 21-30 8 Body 31-70 8 R. Leg 71-85 8 L. Leg 86-100 8

Wounds 19 21 21 26 21 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 Primes 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 Primes 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 nearperfect 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 Fields 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 highscience 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 Primes 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 30 50 30 30 35 30 35 30
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 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 TRIDEN-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)

Fel 30

LS 0

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 Alones 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 pilots 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) T-RIDEN-T Land Cruiser (Interceptor) WS BS S T Ag Int Per WP 40 60 30 50 50 30 35 30
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 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 TRIDEN-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.

Fel 30

LS 0

Weapons: Progressive Ram (2d10+5 R; pen 2, Breach +3; Progressive, Unbalanced, Slow, BodyMounted), 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, HeadMounted); 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 25 70 30 50 50 30 35
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 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 TRIDEN-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)

WP 30

Fel 30

LS 0

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-Ts 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 interceptors 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 S 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 50 50 40 40 50 20 40
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 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, Well 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. **Well Be Back: All Mass Produced Evangelions have a fate point to spend and burn as if they were Angels.

WP 10

Fel 20

SR 60

***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 MassProduction Evangelions add their total ATS to the initiators, 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 players 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 Angels 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 01-35 36-70 71-00 Order WarriorAngel Smiting Angel 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 Guardian Angel Guiding Angel Ruling Angel Warrior Angel 01-75 76-95 96-00 Smiting Angel 01-35 36-90 91-00 Messenger Angel 01-50 51-95 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 Humanoid Humanoid (Winged) Bestial Bestial (Limbless) Bestial (Flyer) Artificial Artificial (Hoverer) Warrior Angel 01-30 31-40 41-55 56-70 71-85 86-95 96-00 Smiting Angel 01-15 16-20 21-30 31-35 36-40 41-70 71-00 Messenger Angel 01-25 26-50 51-65 66-70 71-75 76-90 91-00 Adjustments +20 WS, +10 LS +10 WS, +20 LS +10 S, +10 T, +10 Ag +10 S, +20 T +10 T, +20 Ag +20 T, +10 LS +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% chanceof the Hoverer Trait. Locations Head Right Arm LeftArm Core Body Right Leg Left Leg %To Hit 01-10 11-20 21-30 31-40 41-70 71-85 86-00 Wounds TB TB+1d5 TB+1d5 TB+1d10 TB*2+1d10 TB+1d5 TB+1d5 AP 1d5+3 1d5-1 1d5-1 1d5+3 1d5+3 1d5-1 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 Head Right Arm LeftArm Core Body Right Leg Left Leg Wings %To Hit 01-10 11-20 21-30 31-40 41-70 71-80 81-90 91-00 Wounds TB TB+1d5 TB+1d5 TB+1d10 TB*2+1d10 TB+1d5 TB+1d5 TB+1d10 AP 1d5+3 1d5-1 1d5-1 1d5+3 1d5+3 1d5-1 1d5-1 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 Head Core Body Legs %To Hit 01-10 11-20 21-60 61-00 Wounds TB TB*2 TB*3 TB+1d5 AP 1d5 1d5 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 Core Body %To Hit 01-05 06-00 Wounds TB+1d5 TB*3+1d10 AP 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 Head Front Legs Core Body Back Legs %To Hit 01-20 21-30 31-40 41-90 91-00 Wounds TB*3+1d5 TB+1d5 TB*2+1d5 TB*3+1d5 TB+1d5 AP 1d5+1 1d5-3 1d5+1 1d5+1 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 Head Core Body %To Hit 01-20 21-25 76-00 Wounds TB*2 TB+1d5 TB*3+1d10 AP 1d10 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 Head Wings Core Body Legs %To Hit 01-10 11-30 31-40 41-70 71-00 Wounds TB TB+1d10 TB+1d5 TB*2+1d10 TB AP 1d5-2 1d5-2 1d5+2 1d5+2 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 Minuscule Puny Scrawny Average Hulking Enormous Massive 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 ----01-20 21-70 71-80 81-90 91-00 Smiting Angel --01-15 16-30 31-65 66-75 76-95 96-00 Messenger Angel 01-10 11-25 26-40 41-80 81-00 ----Adjustments and Effects -30 to hit, -5 Wounds -20 to hit, -3 Wounds -10 to hit, -1 Wounds No changes +10 to hit, +1 Wounds +20 to hit, +3 Wounds +30 to hit, +5 Wounds

Warrior Angel Characteristics Roll Result 10 20 30 40 50 60 70 80 90 100 100+(1d5*10) 100+(1d10*10) WS --01-25 26-40 41-80 81-95 96-00 -----BS 01-35 36-50 51-75 76-90 91-00 -------S --T --Ag --Int Per WP 01-20 21-50 51-85 86-00 --------Fel 01-45 46-95 96-00 ---------LS ----01-10 11-20 21-40 41-55 56-70 71-85 86-95 96-00

01-40 01-40 41-75 41-85

01-50 01-45 01-30 76-90 85-95 51-80 46-90 31-90 91-00 96-00 81-00 91-00 91-00 --------------------------------------

Smiting Angel Characteristics Roll Result 10 20 30 40 50 60 70 80 90 100 100+(1d5*10) 100+(1d10*10) WS 01-20 21-30 31-55 56-90 91-00 -------BS --01-10 11-30 31-80 81-90 91-00 -----S 01-25 T -Ag 01-25 Int -Per ---WP 01-35 36-70 71-00 ---------Fel 01-50 51-00 ----------LS -----01-10 11-25 26-40 41-60 61-80 81-95 96-00

26-50 01-15 26-50 01-30 51-95 16-40 51-90 31-70

96-00 41-80 91-00 71-90 01-35 --------86-00 ---------------91-00 36-75 -------76-00 -------

Messenger Angel Characteristics Roll Result 10 20 30 40 50 60 70 80 90 100 100+(1d5*10) 100+(1d10*10) WS -01-10 11-30 31-70 71-90 91-00 ------BS -01-05 06-35 36-70 76-95 96-00 ------S T Ag -Int 01-05 Per -WP --01-10 11-70 71-00 -------Fel 01-25 26-80 81-00 ---------LS ------01-30 31-45 46-60 61-75 76-90 91-00

01-10 01-10

11-20 11-20 01-15 06-10 01-10 21-70 21-60 16-40 11-60 11-30 71-90 61-95 41-80 61-80 31-70 91-00 96-00 81-00 81-00 71-90 ----------------------------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 01-25 26-50 51-75 76-85 86-90 91-95 96-00

Attack Name Arm Ram Whip Rake/Bite/Gore Breath Sanguine Contact Field

Damage 1d10+(SB*2) 1d10+SB 1d10+SB 1d10 None None None

Type 1d2 I/E 1d5 I/I/R/R/E 1d2 I/R 1d2 E/X None None None

Penetration (1d10) SB*2 (1d5) All None None None

Qualities None Flexible Tearing Unique(Breath) Unique(Sanguine) Unique(Contact) 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 weapons effect. Sanguine: Anytime the Angel is dealt damage, all within melee range must test Agility or suffer the weapons effect. Contact: Touching or being touched by the Angel will provoke a Toughness Test to not suffer the weapons 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 Angels turn or suffer the weapons 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 01-10 11-30 31-50 51-65 66-80 81-90 91-95 96-00

Attack Name Spine Barrage Burst Shot Precise Blast Rapid Fire Beam Array Large Beam Localized Effect Area of Effect

Range 10 dm 60 dm Line of Sight 120 dm 80 dm Line of Sight Line of Sight 25 dm

RoF S/-/S/-/S/-/S/5/10 S/3/6 S/-/S/-/S/-/-

Damage 1d10+(1d10) I 2d10 X 1d10+(1d5) X 1d10 E 1d10+(1d5+1) E 3d10 E None None

Pen (1d5) (1d10) (1d10) (1d10) (1d5+1) (1d5+5) None None

Qualities Scatter Blast (1d5+3) Unique (Precise Blast) Unique (Rapid Fire) Unique (Beam Array) Recharges Unique(Localized Effect) 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 weapons effect. Area of Effect: Full Action. Choose a 10 dam sphere within range, all within suffer the weapons 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 theyve been struck multiple times (except for Antimatter).

Offensive Effects
Roll Result 01-15 16-25 26-40 41-50 51-60 61-65 66-70 71-75 76-85 Offensive Effect Biotoxin A.T. Leech Pushing Noxious Shocking Brutal Paralyzing Freezing Crushing Description The affected unit becomes blind and deaf for 1d5 rounds. The affected unit loses 1d5 ATS which are added to the Angel's, this effect lasts one round. 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. 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. As the quality of the same name from Dark Heresy. Reroll if the weapon is not one that deals damage. The affected limb automatically takes 1d5 Critical Damage that may not RF. Reroll if the weapon is not one that deals damage The affected limb is useless for 1 round, on a hit to the head or body the Eva is stunned for 1 round instead. The affected unit loses 2d10 Agility. 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. 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. This weapon ignores enemy TB for the purposes of damage reduction. Reroll if the weapon is not one that deals damage.

86-90

Absorbing

91-00

Antimatter

Messenger Effects
Roll Result 01-15 16-30 31-35 36-40 41-50 Messenger Effect Sadistic Hallucinogen Synchrotoxin Sympathetic Overload Disruptive Feedback Provoke Terrorizing Mindscan Infect Description The affected pilot gains 1d10 IP and a -10 penalty to all tests for 1 round. The affected pilot gains 1d5 IP, then must test Willpower or suffer the effects of a Hallucinogenic Grenade. The affected pilot loses 1d5 EB and the following Synch Disruption is negative. The affected pilot loses 1d10 EB and the following Synch Disruption is positive. 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. The affected pilot must test Willpower or lose 2d10 EB and the unit Berserks. The affected pilot must test Fear, at the Angel's Fear rating. The affected pilot must test Willpower or gain 1d10 IP and be stunned for 1 round. 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. The Angel may deal Ego Barrier damage instead of the weapons normal damage after applying damage reduction. Reroll if the weapon is not one that deals damage.

51-60 61-65 66-80 81-90

91-00

Erosion

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 Evangelions 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 cant 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 dont 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 01-15 16-30 Guardian Ability Exoskeleton Resilient Frame Guardian Ability Effect The Angel gains 6 AP (All) 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. The Angel gains an additional +10 Wounds to all Locations. All attacks against the Angel must roll to hit 2 times and take the worse result. 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. 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 LSCharacteristic. 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. The Angels Core is impervious to normal weaponry, only offensive A.T. Field Powers or attacks enhanced by A.T. Field Powers, may harm the Core. Once the Angels Core has been destroyed, it may burn a fate point to reveal a new Core at its maximum wounds value. The Angel has an additional Fate Point.

31-35 36-40 41-50

Behemoth Probability Shell Amorphous

51-60

Orbital

61-70

Swarm

71-85

Aberrant Core

86-90 91-00

Backup Core Implacable Champion

Guiding
Guiding Angels get the Heavenly Trait automatically. Roll Result 01-25 26-30 31-35 36-40 41-50 51-55 56-60 61-70 71-80 81-90 91-00 Guiding Ability Angels Cross Gods Thunder Bad Apple Trickster Psychic Power Serpentine Guile Dreadful Presence Speed Demon Walking Fortress Armored Bomber Quantum Encroachment Guiding Ability Effect The Angel gains the Cross Blast and Rising Cross A.T. Field Powers. The Angel gains a +20 Bonus to its BS and the Positron Beam A.T. Field Power. The Angel gains the Gravity Bomb and Gravity Territory A.T. Field Powers. The Angel gains the Stealth Field and Mirror Image A.T. Field Powers. The Angel gains the Mind Probe and Kinetic Jolt A.T. Field Powers. The Angel gains the Power Surge and Oversynch A.T. Field Powers. The Angel gains a +10 Bonus to its Fellowship and the Nightmare A.T. Field Power. The Angel gains the Accelerated Territory and Friction Flood A.T. Field Powers. The Angel gains the Bunker Field and Repulsion A.T. Field Powers. The Angel gains the Layered Field and Rutherford Chain A.T. Field Powers. The Angel gains the Absolute Terror A.T. Power.

Ruling Ruling Angels get the Angelspawn Trait. Roll Result 01-10 Ruling Ability Spawn Legions Ruling Ability Effect 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. The Angelspawn have a deadly, suicidal attack (2d10+5 X, pen 5 Blast (5)) that they may use like any other natural weapon. The Angel may use Sacrifice to redirect damage at one Angelspawn instead of an Arm or other such limb. For each Angelspawn that is killed, the Original recovers 1d5 Wounds. The Angel and Angelspawn gain a bonus of +10 to all their Tests for each one other that is alive and within 100 dm. When the Angel and Angelspawn are attacking the same enemy, the target halves their Characteristic Scores for the purpose of Reaction Tests. The Angelspawn gain the benefit of the LS table. Generate an Attack like that of an Angel, treating the Originals Career as if it were the Angelspawns. Reroll the Angelspawns Characteristics like that of anAngel, treating the Originals Career as if it were the Angelspawns. The Angelspawn gain a Special Ability, roll 1d5. On a roll of 1 or 2 theyre 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

11-20

SelfDestructing Sum of its Parts Biomass Recovery Hivemind Focused Offensive Radiant Spirit Assaulter Titanic Spawn Ascension

21-25 26-30 31-45 46-60

61-70 71-80 81-90 91-00

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 Blocker Reaver Skillful Speedster Ninja Beatdown Sniper Pinpoint Relentless Ace Aggressor Defensive Riposter Cost 1 CR 1 CR 1 CR 1 CR 1 CR 1 CR 1 CR 1 CR 1 CR 2 CR 2 CR 2 CR 2 CR Effect As the Sacrifice Talent. As the Rip and Tear Talent. As the Hatred (Evangelions) and Blademaster Talents. As the Lightning Reflexes, Sprint and Hard Target Talents. As the Assassin Strike Talent. As the Crushing Blow and Takedown Talents. As the Marksman, Crack Shot and Mighty Shot Talents. As the Precise Strike and Sharpshooter Talents. As the Iron Jaw Talent. As the Gravity Kick, Drop Trained and Leap Up Talents. As the Lightning Attack Talent. As the Combat Master and Step Aside Talents. As the Counter-Attack and Wall of Steel Talents.

Traits (Natural Weapons)


Trait Name Precise Rapid Shooter Multiple Weapons Rush Cost 1 CR 1 CR 1 CR 1 CR Effect As the Precision (Melee or Ranged) Talents, counting improved natural weapons as one handed and basic as appropriate. May be taken multiple times. May fire in Semi-Auto as a Half Action and make a Single Shot as part of a Full Movement. The Angel gains an additional Weapon and may use the multiple attack action with them at no penalty. May be taken multiple times. May use Full Attack actions as part of a Charge Attack.

Traits (Fate Burn)


Trait Name Detonation Cost 1 CR Effect After burning a Fate Point to evade an attack the Angel may, as a Free Action, instead self-destruct its Core with an explosion that has the magnitude of an N2 Mine. This kills the Angel. 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. 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.

Zeal

1 CR

Radiance

1 CR

Traits (Characteristics)
Trait Name Phrenic Incarnate Godly Cost 1 CR 1 CR 2 CR Effect Increase the Angels Intelligence, Perception, Willpower and Fellowship by 10. May be taken multiple times. Increase the Angels WS, BS, Strength, Toughness or Agility by 20. May be taken multiple times. Increase the Angels SR by 50. May be taken multiple times.

Traits (A.T. Field)


Trait Name A.T. Prodigy Retaliating Cost 1 CR 1 CR Effect As the A.T. Specialization Talent. May be taken multiple times. 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). On a successful Deflection by the Angel, it recovers 2 Wounds distributed as it wishes among its areas. On a successful Deflection by the Angel, the damage dissipates into the battlefield adding 1 point of Collateral Damage to the pool. As the A.T. Mastery Talent. May be taken multiple times. 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. 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. May spread any two Spread Patterns, using both at full Power for their respective abilities, using the highest Deflection of the two.

Osmose Explosive A.T. Erudite Harmful Eroding

1 CR 1 CR 2 CR 2 CR 2 CR

Dual Field

2 CR

Traits (Specializations)
Trait Name Multitasker The Specialist Cost 2 CR 1 CR Effect Choose a new Choir, gain its associated Trait, and roll a new ability from it as normal. 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 Teleporting Double Fake Hostile Environ Cost 1 CR 1 CR 1 CR Effect The Angel has the Teleporting Trait, 50% of it being Teleporting (Short) or Teleporting (Long). It skips phase 1. The Angel is actually a decoy, and after burning a Fate Point the real body shows up, one defensive step closer to the base. 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. 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 Angels first move kills them in one shot. All pilots automatically fails the Fear test that follows. A superior from NERV, the UN, or somewhere else has made it clear they want the Angels 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. Power is out and Support Structures do not work at all. Skip phase 1. 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. 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. 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. The Angel attacks on the very day after the last Angel was defeated. No Evas have been repaired since the previous fight.

Red Herring

1 CR

Unreasonable Demands

1 CR

Blackout Escort Mission

1 CR 1 CR

Assassin

2 CR

Harbinger of Tragedy

1 CR

Not Now

2 CR

Encounter Circumstances (External)


Trait Name Adverse Weather Cost 1 CR Effect Its 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. 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. 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. 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. 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. 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... 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. 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. 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.

The Illness

1 CR

Absent Pilot

1 CR

Unprofessional

1 CR

Riot!

1 CR

Unfriendly Fire

1 CR

Mismanagement

1 CR

Miscommunication

1 CR

System Error

1 CR

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 Natural Senses Sticks and Stones Bonus 1 CR 1 CR Effect The Angel lacks Angelic Senses and if the Angels Head would be destroyed, they become Blinded and Deafened. 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. If the Angel catches on fire, it may not put out the flames and the 1d10 damage from the fire ignores TB. Whenever the Angel is Neutralized, its TB is considered to be 1 lower for every person neutralizing it. This does not reduce its wounds. This angel may not deflect against attacks that are, or are enhanced by, AT Powers. Whenever this angel takes Rending critical damage, it leaks motive fluids and must reduce its Agility by 1d10. 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. The Angels 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. 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. The Angel has a significant charging and target acquisition time. All of its Ranged Attacks have the Recharge quality. Melee have the Unwieldy quality. 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

Flammable Decohesion A.T. Sensitive Hydraulic Grounded

1 CR 1 CR 1 CR 1 CR 1 CR

Hydrotoxic

1 CR

Weak Border

1 CR

Slowpoke

1 CR

Achilles Heel

1 CR

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. The Angels offensive capabilities are locked in a roughly planar arrangement: It cannot make attacks at anything located above or below 45 degrees from the horizontal. 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. 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. 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. 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.

Blind Plane

1 CR

Lilim Oblivious

1 CR

Inferior Material Single-Minded

1 CR 1 CR

Marking Time, Waiting for Death

1 CR

Finishing Touches
With its abilities thus determined, its 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. GMs 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 characters 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 Masters 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 players 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 players 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 Angels: 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 cant 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 campaigns 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 "NervGermany") 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 fortresss 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 thats 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 peoples 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 wont 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 00 00 0 0 20 30 Per 20 WP 20 Fel 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 planes 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 Evas natural resilience and certain low-yield shock absorbers built into the Evas 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 00 00 0 0 10 30 20

WP 20

Fel 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 moments 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 pillshaped 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 GMs 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 machines 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 Nervs 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.

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 easilyTHE COMMAND placing launch ports, it is best to realize that by placing launch ports close defended base. When DECK 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 Directors 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 Nervs command hierarchy, but they are far from the top of

the food chain. The role of Nervs 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 players 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 Operations 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 Commanders 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 ViceCommander, 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 Liliths 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. N 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 Evangelions 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 Earths 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 isnt a person alive who didnt 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 preexisting 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 UNs 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 Earths 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 stilldevastated 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 UNs 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 Earths 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 Russias 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 Russias 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
Chinas 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 Chinas 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 postimpact 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 Russias 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 UNs

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 Chinas 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, Chinas luck ran low when the long term effects of the Second Impact became more apparent. With the shift in the Earths axis, the same temperature rise that would lead to Japans 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 reestablishing 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 UNs 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, postratification 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. PostValentine 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 Japans 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 resolidify 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 worlds 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 UNs bizarre choice of headquarters remains one of recent historys 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 Japans development of the worlds 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 Ministers 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 Impacts 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 Germanys 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) Frances 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 Frances 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 semiautonomous but only ruling the region in Frances 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 UNs southernmost naval facility, and any expedition to Antarctica inevitably is guided through Flammende Schwert first.

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.

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 Israels 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

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. Survivors 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 Australias 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 UNs 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 historys 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 UNs 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 preimpact 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 UNs considerable naval firepower. While not pleased about Saudi Arabias wellfunded military, the United Nations approves of its actions to hold Saudi Arabias 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 Lorentzs spine was heavily damaged. He has since used both his own wealth and Nervs 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 postImpact Nationalist England. Previously suspected by many of the less influential Seele members to be the Prime Minister, after the former Prime Ministers 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 Seeles 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 Russias investigation discovered nothing. Between this specific failure, as well as Seele 04s consistent access to Russias 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. GMs 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 wont 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 Nations 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, Nervs 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 Gates 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 Nervs 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 Initiatives 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 Seeles 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 Seeles 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 isnt Seeles 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 Humans 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 Seeles and Nervs 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 Initiatives current plan would result in a handful of powerful, Tabbrislike 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 characters 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 01 02-5 6-20 21-50 51-80 81-95 96-99 100 Time between attacks 1d5 days 1 week 1d5 weeks 1d5+2 weeks 1d5+4 weeks 1 month + 1d5 weeks 1d5 months 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 snails 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 Characters 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 isnt 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 Operations 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 characters fellowship Characteristic increases by 1. A character can increase their Fellowship up to 3 times in this fashion. Any further increase of the characters Fellowship should be a result of experience bought Characteristic increases.

NERVs staff all signed up for it. They knew what they were getting into, and self-selection keeps away those who cant 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 strictlyadult 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 pilots 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 peoples cars. Such a small group of people has never before in human history been so important. Its 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 Oclock 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 Gods 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 dont 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.
%
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23

Effect
Your school plans a big festival and exhibition. The pilots are expected to be involved. The MAGI or equivalent has shut down for a mysterious reason. The Operations Director is brought in to teach a class. A natural disaster hits! The Evangelions are used for damage control. The anniversary of Second Impact. The pilots must pay their respects. A famous televangelist is in town. The pilots' food has gone bad or been eaten. Time for grocery shopping! One of the pilots wakes up from a nightmare in which the last Angel talked to them. At the same moment, all of the Evangelions look straight up for a full minute and then return to inactivity. On their way to or from somewhere, the pilots are held up by muggers. 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. One of the pilots becomes physically ill. The pilots are given tickets to an event of some sort, perhaps a concert, a party or a comedian. For only one day, the city seems entirely deserted aside from the pilots (Its a drill). For only one day, the city seems entirely deserted aside from the pilots (Its not a drill). 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. Holiday! Either the pilots' school, Nerv, or someone they know is doing something for a holiday and would like some help. A Nerv higher-up adopts a cute animal that when left alone with the pilots becomes vicious. A former pilot who went insane testing an Evangelion escapes from the asylum. A favorite product of one of the pilots is declared contraband for unknown reasons. One of the pilots has a birthday. A friend of the pilots' or the OD's faces bankruptcy. A hobo begins living near the pilots, talking to them or asking them for money at every possible opportunity.

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51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73

Effect
Nerv is selling guided tours of HQ to raise money. The pilots are very much part of it, perhaps even doing the guiding. Electricity shuts down throughout the city. The pilots start getting solicitors and salesmen, even at HQ. A mysterious student transfers into the school and is later seen at Nerv HQ... A very advanced simulator is run through the MAGI--so advanced that the pilots can hardly tell the difference. A drill sergeant is brought in to whip the pilots into shape. A teacher simply gets up and leaves early in a class, leaving the children to their own devices with no instructions. Instead of a routine synch test, the pilots are brought to an empty undeveloped space to test prototype technology. 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. During a routine synch test, someone's test-plug begins to behave strangely Flash mobs of protesters begin harassing the pilots. They yell and cause a commotion, then scatter as soon as any law enforcement comes. The class is taken on a field trip to a farm. As a reward for a very successful mission, the pilots and Nerv command staff are taken to the most high-class restaurant in town. Remnants of the last Angel are found regardless of whether or not it exploded. Strange graffiti starts showing up on or near the pilots' home, and eventually on the Evangelions themselves. 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. Today is scheduled for a solar eclipse. Who knows what could happen while everybody's distracted? The pilots are expected to undergo a physical or psychological evaluation. The school considers changing its policies on uniforms. To solve it, a series of student debates are held. One of the pilots wins something in a sweepstakes they may have never entered. Parent-teacher conference. A group of delinquents breaks the windows of the pilots' house. Group laundry day.

24 25 26 27 28 29 30

A new game or book has become massively popular in the area. A rival organization announces the development of their own Evangelion units. The pilots are invited to a demonstration. One of the pilots is approached by someone claiming to be an old friend. Whether they know the person is up to them. The MAGI or its equivalent makes contact with the pilots, seemingly without Nervs attention. A bomb has been planted somewhere in the school. One or more of the pilots are being stalked by a particularly determined love interest. 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. A cloud or some other phenomenon seems to be following one or more of the pilots. One of the pilots' classmates disappears. The only excuse given is a vague reference to a "Project Raiden". Embarrassing photos of one or more of the pilots are released to the public. A parade is held. The pilots in their plugsuits are expected to be part of it. A parade is held. The pilots in their plugsuits are expected to be part of it. During the parade, something goes wrong A backup pilot found incompatible with any Evangelion joins the class. Jet Alone begins testing. The Evangelions are brought in as security. A large construction project begins at HQ. Though everything is kept under wraps, the pilots are close enough to catch glimpses of rocket engines... An anonymous, handwritten note is found addressed to one of the pilots. The most popular kid in school invites two pilots as dates to an upcoming party. Nerv staff, then the pilots, are approached by a businessman looking to have his company sponsor research. It rains heavily for an entire day, and the pilots need to go out. A terribly written and unflattering article regarding the last Angel fight is printed in a local tabloid. The pilots become lost in the city. A high ranking member of Nerv has a birthday. Enthusiasm is mandatory. 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. Pilots are forced into a group training system at a local gym. The Commander and Subcommander are called away for important business. The Operations Director must run Nerv. A friend of the pilots begins to deny ever having met them. The pilots have a chance meeting with someone that looks and acts eerily similar to one of them. The person is never seen again.

74 75 76 77 78 79 80

31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

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An alarming amount of things begin showing up dead on a nearby shore. At first it's sea life, then some land animals... One of the pilots has inadvertently insulted someone and begins receiving threatening notes. The pilots are shocked awake in the middle of the night by rumbling noises. An argument between Nerv staff leaves the command center disorganized and uncooperative. The pilots move into a new residence. One or more of the pilots are being stalked by a particularly determined reporter. 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. A friendly face that the pilots recognize turns up dead, and is revealed to have been a plainclothes Section 2 agent. A curfew is put in place on the Base of Operations for one night only. No explanation is given. One or more of the pilots has been asked to appear on a talk show in front of a live studio audience. One or more of the pilots is being sued for collateral damage they caused during the last Angel battle. The pilots come home to find classmates waiting for them inside the house. During a weekly Synch Ratio test, a malfunction occurs. Each of the pilots experiences one memory belonging to one of the other pilots. During a weekly Synch Ratio test, a malfunction occurs. Each of the pilots experiences one memory belonging to their Evangelion. Something from space crashes to Earth in a country some distance away. The Evangelions and pilots are brought there for "safety reasons". People begin distancing themselves from the pilots and stopping most small talk when they come in. 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. 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. Something in the food tastes horrible. All the food. The pilots are approached by the parents of a terminally ill child whose dying wish is to see an Evangelion. There is an upswing in end-of-the-world prophets. One of the pilots is pulled aside by Nerv staff and politely informed that a relative of theirs has died. Someone mysterious shows up and is ordered to be treated with as much, if not more respect than the Commander despite being a civilian. Someone attempts to poison one of the pilots. A top-secret Nerv dossier is found in the middle of an otherwise deserted street on whatever path the pilots usually take. A teacher shows up to class drunk. Terrorists or an Angelspawn (choose whichever is most appropriate) attack the pilots.

FROM: gordon.hertz@adm.nervnet.org TO: ALL@LISTSERV.Nerv.org 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 class range RoF Damage Name Nerv Sidearm Pistol 30m S/2/- 1d10+5 I Nerv Assault Basic 60m S/3/6 1d10+6 I Rifle Person Scale Armor Name Plugsuit

Pen Clip Rld 0 12 Full 2 20 Full

Special Reliable Reliable

Wt 1.5Kg 3.4Kg

Cost Availability $45 Average $275 Average

Locations covered Arms, Body, Legs

AP 2

Weight 7Kg

Cost Nerv Issue Only

Availability 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 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 GMs encounter best.

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.

Angelspawn (Eva scale miniscule) Profile WS 65 BS S T Ag Int Per WP Fel SR 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 dont 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 Im 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 isnt 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 Angels 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 Players 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 Liliths 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 Evas, 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 Adams giant of light form as having the following stat block:

Adam- Giant of Light Profile WS BS S T Ag Int Per 75 75 50 80 30 100 100

WP 100

Fel 30

LS 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*: Adams 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 Players 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 Liliths 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 Evas, 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 Gods wars! Men make their own destiny. We dont 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 Adams 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 Adams 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 persons 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 Adams 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. Whats 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 Geofronts 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 Liliths 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-Liliths ability to enact its plan until it dies from the toxic nature of its own fusion.

THE ORIGINAL PLAN


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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'.
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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. Results:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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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 Liliths 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 Liliths power to reconstitute the Black Moon, Liliths 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 persons 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 Evas 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 Liliths 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 SEELEs 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 players 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: Mans 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 Liliths 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 players 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.

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