Expanded Upgrade Options
Berserker Advances
Know your Enemy: (150xp) Provides a benefit identical to either Hatred (Angels), Hatred (Evangelions) or Hatred (Humans) chosen at the time you select this advance.
Wild Swing: (150xp) Prerequisite: Strength 35; Before attacking with an all out attack, you may take up to a -50 penalty on the attack, dealing an extra 2 damage on the attack for every -10 penalty voluntarily taken.
Skirmisher Advances
Basic Training: (300xp) Gain +5 combat skill
Know your Enemy: (150xp) Provides a benefit identical to either Hatred (Angels), Hatred (Evangelions) or Hatred (Humans) chosen at the time you select this advance.
Pointman Adances
Intervention: (200xp) prerequisite: maneuver mastery; When you make a successful melee attack against a target, instead of rolling for damage, you may instead prevent the target from making any move actions on their next turn.
Obscuring Barrage: (200xp) prerequisite: Combat Skill 35; when you make a successful full auto, semi auto, overwatch, or suppressive fire attack, instead of rolling for damage, you may cause the target to be blinded and deafened until the start of your next turn.
AT Tactician Advances
Absolute Tactician: (100xp) prerequisite: Manipulation II; When using an enhancement power, you may instead have the enhancement power affect any EVA within 10 dam on the Evangelion's next action, coming into effect as if activated at the start of the Evangelion's turn.
Operations Director Advances
Command and Conquer: (100xp, may be taken twice) Each time this advance is taken, the operations director may select one of the following three options:
Interdiction: By spending a half action ording a conventional unit to attack with extreme recklessness, the target hit by the unit must make an easy (+30) intelligence test, or spend its next turn trying to destroy the conventional unit that attacked it. The intelligence test provoked by the interdiction suffers a -10 penalty for every 2 unit power of the conventional force.
Flying Battery: By spending a full action, the Operations Director can equip a conventional force with a mobile generator and umbilical for an Evangelion. The umbilical is only 60 dam long, and the conventional force must be at least level 2 to carry it. The power generator lasts for 10 rounds, but is destroyed dealing collateral damage as a small blast if the conventional force is destroyed.
Smoke Screen: As a full action, the Operations director can direct a unit to fire in sufficient volume to blind an angel from sheer volume of fire against its AT field. The Angel is treated as if it were hit with a blind grenade from Dark Heresy, while the conventional force is unable to attack or use any abilities for 2 rounds, while it recovers from the amount of ammunition expended.
Impregnable Fortress: (150xp, may be taken twice) Choose one of the following five options to enhance your control of the Base of Operations; unless otherwise noted, using any impregnible fortress power is a half action:
Emergency Deployment: Instead of deploying equipment to a rail station or supply cache, you may instead deploy it anywhere in the base of operations by smashing it directly through the surface. This causes collateral damage as a small blast.
Just in Case: By spending surplus and/or support equal to half the WUP cost of a weapon (round up), you may deploy a duplicate of a weapon a pilot has already purchased with WUPs.
Fire for Effect: By spending a number of points of surplus up to a maximum of the Unit Strength of the turret mob, you may increase the damage dealt by the turret mob by an amount equal to the surplus spent, and increase the penetration of the turret mob by half the surplus spent. (round up)
Shortcut: By moving structures not designed to move or simply getting "creative" with route plans, you can increase the agility bonus of an Evangelion in the base of operations by a maximum amount equal to your willpower bonus, but you inflict collateral damage equal to the agility bonus granted. (the agility bonus stacks with retractable buildings)
Gotcha!: If the operations director has any disguised buildings purcased with Superior Logistics, the operations director may spend 1 surplus as a reaction to place a support structure anywhere, including directly underneath a space when an angel walks over it.
Biological Upgrades
Core Membrane: (1 BUP) The Evangelion has a protective caul built into the entry plug assembly to protect the pilot; whenever the pilot suffers ego barrier damage while piloting the Evangelion, reduce the damage taken by one, to a minimum of 1.
Faster: (3 BUP) An Evangelion with this upgrade increases its agility bonus by 1 for the purposes of movement, and its strength bonus by 1 for the purposes of jumping and leaping.
Structural Upgrades
Boot Spike: (1 SUP) Mounting a compact weapon into the leg of the Evangelion, the weapon can be used without needing to spend an action to ready it, but gains the unwieldy and inaccurate qualities, as well as suffering a -20 penalty to attack, unless used as part of a gravity kick. The compact weapon integrated into the boot spike must be paid for normally, though a character's default progressive knife may be mounted in a boot spike. An Evangelion can have as many boot spikes as it has legs.
Power Collection Antennae: (2 SUP) By replacing both wing dock pylons with specialized power collection probes, the Evangelion can power itself directly from power lines or overhead cables. The EVA is considered powered as long as it is on a road, tunnel, or otherwise underneath a powered surface. This upgrade occupies both wing loadouts, permitting no other wing loadouts to be installed while it is in place.
Wheeled Legs: (1 SUP) The EVA's legs are equipped with a set of wheels that enable it to move more quickly along a smooth surface. Increase the Evangelion's agility bonus by 1 while moving in a mostly straight line on a smooth surface, but reduce the agility bonus by 1 when the wheels cannot be used, due to the added weight of the wheelbase.
Weapon Upgrades
Bolt Shells: (+2 WUP) Available for ballistic and N2 weapons, these rocket powered shells deliver a much higher concentration of energy on impact, increasing their effectiveness against angels. A weapon equipped with bolt shells deals +2 damage.
Armor Piercing Shells: (+1 WUP) Available for ballistic weapons, armor piercing shells put a reinforced layer of armor over the pointed tip of an E scale bullet, enabling it to penetrate armor more easily. A weapon equipped with armor piercing shells has +2 penetration.
Prototype Anti-Angel Sniper Rifle: The Anti Angel sniper rifle is an experiment in attacking angels from a distance. In its current iteration, it is little more than a very large pallet rifle which must be reloaded via an incredibly complicated process, but the amazingly high caliber bolt shells it carries as standard ammunition pack quite a punch. The anti-angel sniper rifle prototype cannot be equipped with upgrades.
Range 100 dam, RoF S/-/-, Damage 1d10+6 I, Breach +0, Pen 2, Clip 3, Rld 2 full, Precise
Constructions
MAGI Database: A MAGI database provides a +10 bonus to rolls on the MAGI analysis chart, and provides the Base of Operations with an additional point of research after each Angel encounter. Up to four MAGI databases may be constructed. Cost: 10 surplus
Refit: By spending 2 surplus, the operations director may remove all structural or all biological upgrades from a chosen Evangelion, defaulting the pilot's stock of upgrade points to unspent. If biological upgrades are removed, the Evangelion is unavailable for 1d5 months while it regenerates, and will come into battle with 0 wounds on all body locations if it is forced into battle during recovery. When a pilot is assigned to a new Evangelion, the Evangelion automatically receives the benefit of the pilot's structural upgrade points for free, but a biological refit must be performed to gain the benefit of the pilot's spent biological upgrade points. A pilot's upgrade points are per Evangelion, not divided between every Evangelion he is assigned to, but an Evangelion may only benefit from one pilot's upgrade points at once. Cost: 2 surplus