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  1. SHIP CONSTRUCTION
  2.  
  3. For those embarked on the Hunt for Adam, the ship is nothing less than the critical centre of all operations. Materiel, personnel, and even the Evangelions themselves can be replaced, but the loss of the ship is the death-knell for humanity. Given the importance of the ship and the colossal investment it represents, little expense can be spared in outfitting it with the best possible facilities.
  4.  
  5. However, in a world yet to recover from Second Impact and devastated by unrelenting Angel attacks, resources are far from infinite. The ship’s construction has bankrupted entire nations and left hundreds of millions destitute, and its upkeep consumes close to the entirety of NERV’s budget. Your ability to design and upgrade your ship will be limited by the UN’s inability to source additional funding. The recommended level of initial funding to spend on building your ship is XYZ Surplus, but GMs may choose to alter the initial Surplus available, depending on the intended difficulty of the campaign.
  6.  
  7. The ship consists, at a minimum, of a Frame, which is the basic structure of the ship, and a Core, which serves as the main power plant for the ship, drives the engines, and grants the ship the AT field necessary to survive an Angel encounter. For the ship to be able to meaningfully orchestrate an Evangelion deployment, though, takes far more. The ship needs launch and maintenance facilities for the Evangelion force, a command and control centre for command duties, and a close-in weapons system for anti-projectile defense at the very least. Flight decks for VTOL and fixed-wing air support, long-ranged weaponry for fire missions, a drop rig to deploy ground teams, barracks for on-board combat personnel, medical facilities to deal with the wounded, and a science facility for in-situ research are all optional but often-critical support structures for any sustainable deployment. As though the managerial task wasn’t complex enough, facilities will often need further space for expansion and upgrades, and groundbreaking scientific discoveries may unlock incredibly powerful devices for your use, if you can fit them.
  8.  
  9. For administrative purposes, the facilities needed to house and support the ship’s operating staff is incorporated into the available Space each Frame offers. Each facility’s Space requirement includes housing for its own complement of staff. Any unspent Space is used for storage, until such a time as it becomes useful. Exactly what you can do with this spare space is limited by your own imagination and the GM’s control. Most Facilities will have to occupy a certain part of your ship’s structure, which will become relevant when damage begins to be taken. Though no strict restrictions apply, to avoid absurdities the GM is encouraged not to allow players to put every single facility in one part of the ship.
  10.  
  11. When building your ship, there is a colossal range of possible configurations, each with its own strengths to match the mission. Remember, though, this ship is the last hope for humanity and its mission our only chance at survival. The choices, and the consequences, are yours.
  12.  
  13. FRAME
  14.  
  15. The ship’s frame is the first and often final consideration in construction. It determines the overall amount of Space you have available, which in turn will heavily constrain your ship’s design. Larger ships are more expensive, given the vastly greater resources needed to build them, which often leaves the player with little Surplus with which to fill the abundant Space. The smaller ships are cheap, but with very limited Space, facilities will be seriously constrained and many outright impossible. Larger ships are easily capable of absorbing punishment that would devastate a smaller ship, but much less maneuverable, and take a much heavier toll on their Core. Smaller ships are more agile and have Core AT strength to spare, but cannot afford to be hit.
  16.  
  17. Battlecruiser
  18. Cost: 33 Surplus
  19. Space: 20
  20. Size category:
  21. Structural division: Bow, Stern, Superstructure, Core
  22. Core load: +2 AT strength
  23.  
  24. The Battlecruiser frame is made from the hull of a decommissioned battleship, overhauled to suit the needs of the Hunt for Adam. With the powerplant, engines, and gun batteries removed, there is sufficient space to house the Core, CIC, and a Launch facility, though little else. A Battlecruiser frame is enormously cheap, due to the readily-available components, and will leave much Surplus to spend on the few upgrades that will fit. Its chief advantage is that it is much more agile than other models due to light weight, and such a low load on the Core leaves power for the AT field. Such a small ship will be easy prey if it is ever attacked, though.
  25.  
  26. [STATBLOCK]
  27.  
  28. Supercarrier
  29. Cost: 66 Surplus
  30. Space: 35
  31. Size Category:
  32. Structural division: Bow, Stern, Hull, Superstructure, Core
  33. Core load: +1 AT strength
  34.  
  35. A compromise between the speed and cost-efficiency of the Battlecruiser and the sheer size of the larger vessels, the Supercarrier frame is exactly that, a hollowed-out aircraft carrier redesigned to accommodate the necessary facilities for Evangelion deployments. The Supercarrier frame has room for all the necessary facilities, albeit with little space for expansion. Larger size makes it slightly more resilient to damage, but at the cost of being slightly slower than the Battlecruiser, and with lesser Core load to spare.
  36.  
  37. [STATBLOCK]
  38.  
  39. Dreadnought
  40. Cost: 100 Surplus
  41. Space: 50
  42. Size category:
  43. Structural division: Bow, Stern, Hull (2), Superstructure, Core
  44. Core load: +/- 0 AT strength
  45.  
  46. The standard form of the Hunt for Adam’s floating base, the Dreadnought is so named for being, like its namesake, a revolution in military marine design. Modern materials science meets traditional design to create a vessel with the resilience and agility of a battleship with the size of an oil tanker. There is ample space for all the necessary facilities, with some room for limited upgrades. The Dreadnought design aims to strike a balance between the speed and cost-efficiency of the ‘recomissioned’ designs and the size and durability of the larger models
  47.  
  48. [STATBLOCK]
  49.  
  50. Kraken
  51. Cost: 150 Surplus
  52. Space: 75
  53. Size category:
  54. Structural division: Bow, Stern, Hull (2), Superstructure (2), Core
  55. Core load: -1 AT strength
  56.  
  57. The Kraken design was the second on the original designs sourced for the Hunt for Adam. Heavily influenced by the pre-Impact great ocean liners, the Kraken gains maneuverability through a short profile for its weight, at the cost of having an inordinately tall superstructure. The height of the vessel enables for ease of design, as well as creating sufficient space for all the necessary facilities, with some opportunity for upgrades, as well as giving the vessel greater ability to withstand punishment than the Dreadnought. However, the much greater weight and low buoyancy take an unusual toll on the Core, reducing its maneuverability. It is also a monstrously expensive design, pushing the limits of what the world can bear.
  58.  
  59.  
  60. [STATBLOCK]
  61.  
  62. Leviathan
  63. Cost: 200 Surplus
  64. Space: 100
  65. Size category:
  66. Structural division: Bow, Stern, Hull (4), Superstructure (2), Core
  67. Core load: -2 AT strength
  68.  
  69. The Leviathan design emerged from pre-Impact designs for oil supertankers, rejected due to sheer cost-inefficiency. Desperate times call for desperate measures, though, and modern materials science renders the Leviathan frame practicable, albeit horrifically expensive. The ship is truly vast, containing more than sufficient room for facilities, expansion, and upgrades, and the sheer size of the vessel renders it inordinately difficult to destroy. These benefits come at a price, though, for the Leviathan’s sheer weight puts an inordinate load on the Core, and renders it so unmaneuverable it takes an hour to turn around.
  70.  
  71. [STATBLOCK]
  72.  
  73. Jormungand
  74. Cost: 300 Surplus
  75. Space: 150
  76. Size category:
  77. Structural division: Bow, Stern, Hull (6), Superstructure (3), Core
  78. Core load: -4 AT strength
  79.  
  80. The Jormungand, unlike the other Frames, is not the fruit of new labours but the brainchild of a long-dead entrepreneur whose ambitions utterly exceeded the limitations of the time. The Jormungand is the most expensive single construction venture in all of recorded history, and is not only the largest ship but the largest inhabited structure ever built by mankind. The absurd weight of the vessel alone goes beyond the limits of even modern materials science, and it is only by the intervention of the Core’s AT field that it maintains structural integrity, with a correspondingly massive load. While only slightly more maneuverable than a high-rise apartment building and so colossally expensive as to be almost beyond the means of the UN itself, the Jormungand has two key advantages; it has sufficient space for every facility the designers could dream of, and it is, to all intents and purposes, indestructible.
  81.  
  82. [STATBLOCK]
  83.  
  84. CORE
  85.  
  86. If the ship’s Frame is its body, the Core is its heart. The core provides power supply to all the on-board facilities, drives the engines, and provides the AT field that gives the ship both protection from Angelic attack and maneuverability. Without a Core, even the greatest ship is little more than a sinking coffin. The core is a carefully-redesigned Evangelion-engine hybrid, and is as such a massively expensive component of the ship. Upgrades to the core are, fittingly, horrendously expensive, but provide boosts to AT strength, critical in combat and the source of power of the most potent armament the ship can carry. Due to the risk of destructive interference, no ship may contain more than one Core.
  87.  
  88. Standard Core
  89. Cost: Supplied (50 Surplus to replace)
  90. Space used: 2
  91. Utility: Grants 2 AT strength
  92. Prerequisites: None
  93. Bonus/Penalty: None
  94.  
  95. A standard core is little more than the torso of an Evangelion unit, wired into the vast battery of devices needed to keep it functioning and draw power from it stably. It uses a highly-modified entry plug to control the AT field, not a pilot, as the need to keep fields stable precludes such tasks.
  96.  
  97. Heavy Core
  98. Cost: 100 Surplus
  99. Space used: +0 (Replaces Standard Core)
  100. Utility: Grants 5 AT strength
  101. Prerequisites: Standard Core (replaces)
  102. Bonus/Penalty: None
  103.  
  104. The Heavy Core is similar to the Standard model, but vastly more efficient. Removing all but the critical Evangelion components and using the most sophisticated power-draw technologies, it can sustain vastly heavier loads of power draw. An experimental and highly advanced Dummy Plug is capable of synchronising far more efficiently with the Core, providing stronger and more reliable AT fields. The devices required are, however, prohibitively expensive.
  105.  
  106. Core Array
  107. Cost: 150 Surplus
  108. Space used: +5 (Replaces Standard Core)
  109. Utility: Grants 6 AT strength
  110. Prerequisites: Standard Core, S2 Mechanics
  111. Bonus/Penalty: None
  112.  
  113. Thanks to in-depth study of Angelic cores, the Core Array has been enabled. Though the main components are nothing more than three standard Cores joined together, it has a little-understood and extraordinarily complex device at its centre that, by an unknown mechanism, cycles the oscillations in those cores so as to prevent destructive interference. This enables the highest-possible AT strength of any Core, but is enormously expensive, and particularly space-hungry.
  114.  
  115. LAUNCH FACILITIES
  116.  
  117. This is the broad category that comprises all the different facilities required to contain, maintain, and launch various vehicles from the ship. Broadly speaking, the separate categories are Evangelion Launches, Flight Decks, and Drop Gantries, serving Evangelion-class, aerial, and surface vehicles respectively. Without the appropriate facilities, nothing may leave or board the ship, save for personnel, and vehicles without the support infrastructure necessary in the Launch Facilities cannot be used, and use Storage space. The exception to this is Evangelion-class units, which instead use 1 Storage each to store, take 1d10+10 Rounds to deploy from the ship, and have no Umbilical to provide power once Deployed.
  118.  
  119. EVA Dock
  120. Cost: Supplied (5 Surplus to replace)
  121. Space used: 1 (Any part)
  122. Utility: Deploys EVA in 1d5-2 rounds at ship, holds 1 Evangelion, contains 1 Umbilical
  123. Prerequisites: None
  124. Bonus/Penalty: -1 to AP in location
  125.  
  126. The EVA dock is little more than an external mounting frame covered by retractable armour, but it suffices. It contains the personnel and facilities to store and maintain one Evangelion-class unit, and one Umbilical for use. However, the retractable hull sections are fragile, and reduce the AP of that part of the ship by 1.
  127.  
  128. Launch Rail
  129. Cost: 15
  130. Space used: 3 (Bow, Stern or Hull)
  131. Utility: Deploys EVA in 1d5 rounds at location within 100dm (10dm scatter), holds 1 Evangelion
  132. Prerequisites: None
  133. Bonus/Penalty: Can launch multiple Evangelion units
  134.  
  135. The Launch Rail is, essentially, the weaponised version of the Base’s equivalent. The Launch Rail enables an Evangelion-class unit to be deployed at great range from the ship, keeping it safer from Angelic attack. A Launch Rail can deploy any number of Evangelion units, though only one at a time, but can only store one. Given the violence of such deployment, no umbilical is provided, and launched Evangelions will usually require vehicular support.
  136.  
  137. Magna Cannon
  138. Cost: 30
  139. Space used: 6 (Bow)
  140. Utility: Deploys EVA in 1d5 rounds at location within 1000dm (10dm scatter)
  141. Prerequisites: Gaussian Principles
  142. Bonus/Penalty: Can launch multiple Evangelion units simultaneously
  143.  
  144. Based on a massively-upscaled Railgun, the Magna Cannon allows not only for deployment over vastly greater distances, but multiple simultaneous deployments. The disadvantages are, of course, its great size, and the inability for it to incorporate maintenance facilities. However, the ability to deploy Evangelion-class units beyond visual range of their target is sufficiently useful as to often justify such issues. The Magna Cannon requires substantial bracing for safe use, and as such can only be placed in a forward-facing spinal mount. The ship can only launch in the direction it is facing.
  145.  
  146. VTOL pad
  147. Cost: Supplied (1 Surplus to replace)
  148. Space used: 1 (Superstructure)
  149. Utility: Deploys 4 VTOLs per turn, stores 4 VTOLs
  150. Prerequisites: None
  151. Bonus/Penalty: Comes with 4 VTOLs standard, -1 AP to part.
  152.  
  153. The VTOL pad is the most efficient means of giving a ship some carrier capacity. Nothing more than a flat section of deck and a handful of support staff, the VTOL pad is extremely cheap and small. However, it is not capable of providing fixed-wing support, or indeed much support at all. The exposed area of the ship also suffers a -1 AP penalty.
  154.  
  155. Runway
  156. Cost: 4 Surplus
  157. Space used: 10 (Superstructure)
  158. Utility: Deploys 2 fixed-wing 6 VTOLs per turn, stores 20 aircraft
  159. Prerequisites: None
  160. Bonus/Penalty: Comes with 10 aircraft standard, -2 AP to part
  161.  
  162. Though much larger and more vulnerable, a runway is critical for launching fixed-wing aircraft. These aircraft require much more space and support infrastructure, but the air support they offer is very valuable, and the space also serves to store the craft.
  163.  
  164. Flight Deck
  165. Cost: 7
  166. Space used: 20 (Superstructure)
  167. Utility: Deploys 4 fixed-wing all VTOLs per turn, stores 45 aircraft
  168. Prerequisites: None
  169. Bonus/Penalty: Comes with 25 aircraft standard, -4 AP to part.
  170.  
  171. The Flight Deck is cheap, simply a vast flat space, but between its size and the support infrastructure for the craft, occupies a vast amount of space. The obvious target also leaves the ship much more vulnerable. However, the sheer efficiency with which it launches aircraft makes a ship with a Flight Deck near-default air superiority, and the space is more than efficiently used for storage.
  172.  
  173. Drop Gantry
  174. Cost: Supplied (1 Surplus to replace)
  175. Space used: 2 (Bow, Stern or Hull)
  176. Utility: Deploys 2 surface vehicles per turn, stores 10 surface vehicles
  177. Prerequisites: None
  178. Bonus/Penalty: Comes with 10 vehicles standard, -1 AP to part.
  179.  
  180. The drop gantry is a crude but efficient means of enabling the deployment of ground vehicles in combat. Essentially a hole with a crane, the Gantry gives ground capacity with minimal weakness in the hull. However, the lack of capacity holds means any unit deployed will be alone and very vulnerable.
  181.  
  182. Floating Bay
  183. Cost: 4 Surplus
  184. Space used: 6 (Bow, Stern or Hull)
  185. Utility: Deploys 4 surface vehicles per turn, stores 40 surface vehicles
  186. Prerequisites: None
  187. Bonus/Penalty: Comes with 20 vehicles standard, -1 AP to part.
  188.  
  189. The Floating Dock seeks to overcome the limitations of the drop gantry by using a similar-size void, but a much greater bay area, and more efficient gantries and derricks. Though it enables much greater ground presence for little cost or vulnerability, it only does so with sufficient time to prepare.
  190.  
  191. Docking Frame
  192. Cost: 10
  193. Space used: 10 (Bow, Stern or Hull)
  194. Utility: Deploys 40 ground vehicles per turn, stores 80 ground vehicles
  195. Prerequisites: None
  196. Bonus/Penalty: Comes with 40 vehicles standard, -4 AP to part.
  197.  
  198. The Docking Frame overcomes the gap between storage capacity and deployment speed by simply lowering the entire bay area to the surface on vast hydraulic pistons. While the vast void necessary leaves the ship vulnerable to direct hits, the ability to deploy a brigade-sized force in a mater or minutes is a worthy trade-off.
  199.  
  200. ARMAMENT
  201.  
  202. While the Evangelion team may be the overwhelming majority of a ship’s firepower, that does not leave it defenseless. The nature of their adversaries has led to a resurgence in the utility of traditional ship-based weaponry, and the size of this one is a prime opportunity. Armaments are loosely categorised into long-ranged, intended to provide fire support for Evangelions from a safe distance, mid-ranged, enabling the ship to fight off an Angelic attack for a time, and close-ranged, predominantly defensive turrets designed to destroy incoming projectiles and small vehicles. Weaponry on the superstructure is in turrets, allowing a full range of fire, but leaving them exposed. Weaponry in the bow, stern, or hull is more resilient, but can only fire in the direction it is mounted in. The ship has room for vast supplies of ammunition, and as such al weapons have unlimited Clip capacity unless stated otherwise.
  203.  
  204. Cannon
  205. Cost: 2 Surplus
  206. Space used: 1
  207. Utility: Provides 2 Pallet Rifle turrets with 90dm range
  208. Prerequisites: None
  209.  
  210. Cannon are refurbished naval cannon, taken from decommissioned ships and mounted to the hull. While formerly powerful and deadly, the sheer scale of the new foe makes such weaponry all-but obsolete. Still, such weaponry is cheap, and deadly efficient against conventional foes.
  211.  
  212. Advanced Cannon
  213. Cost: 4 Surplus
  214. Space used: 1
  215. Utility: provides 2 Battle Rifle turrets with 120dm range
  216. Prerequisites: None
  217.  
  218. The Advanced Cannon redesigns the old naval cannon to accommodate advances in weapons control and materials science, and is a far more accurate weapon. Though their remarkable firepower is still dwarfed by the durability of their foe, the Advanced Cannon is capable of inflicting harm with sufficient shots.
  219.  
  220. Assault Cannon
  221. Cost: 8 Surplus
  222. Space used: 2
  223. Utility: provides 2 Bolter turrets with 160dm range
  224. Prerequisites: Bolt technology
  225.  
  226. The Assault Cannon takes advantage of Bolt weaponry to build a massively powerful main gun, capable of damaging even Angelic foes. Thank to advanced targeting systems and on-board guidance, it is also vastly more accurate than traditional naval cannon.
  227.  
  228. Bombardment Cannon
  229. Cost: 16 Surplus
  230. Space used: 4
  231. Utility: provides Heavy Bolter in mount with 400dm range
  232. Prerequisites: Bolt technology, Gaussian principles
  233.  
  234. The devastating culmination of advanced weapons research programs, the Bombardment Cannon combines the range of true rail-launched systems, the rate of fire of Gaussian wave-firing systems, and the sheer power of the Bolt. Though expensive, huge, and so potent in must be mounted inside the hull, the Bombardment Cannon is a weapon nothing, man or Angel, can afford to take lightly.
  235.  
  236. Rail Cannon
  237. Cost: 20 Surplus
  238. Space used: 10
  239. Utility: provides Heavy Railgun in mount
  240. Prerequisites: Gaussian principles
  241.  
  242. The last word in projectile weaponry, the Rail Cannon is capable of accelerating a minute projectile to near-relativistic speed. Though prohibitively expensive and occupying vast amounts of space, this fruition of the promise of magnetically-accelerated armaments is so potent that it cannot be sustainably fired at full power. The Rail Cannon may fire at full power, and deal an extra 1d10+3 damage. However, the sheer force of this shot is capable of tearing the mountings from the ship. Unless the captain spends 2 ATP to brace the ship before firing, the shot inflicts 1d5 damage on each part of the ship, as the recoil forces unholy amounts of kinetic energy through the ship’s superstructure. If any wounds are lost in this way, the Rail Cannon may not fire again in this battle, the delicate magnetic arrays thrown wildly out of alignment.
  243.  
  244. Positron Cannon
  245. Cost: 16 Surplus
  246. Space used: 4
  247. Utility: provides 1 Positron Cannon in mount
  248. Prerequisites: S2 mechanics
  249.  
  250. One of the few weapons known to reliably inflict damage on Angels, no expense was spared in designing a ship-mounted positron weapon. However, the inherent limitations of the vast power supply required have left this project somewhat stalled. A ship firing a Positron Cannon takes a -2 penalty to ATS that Round and the next, as the weapon draws on every erg of energy the Core can bring out. A ship with less than 2 ATS simply cannot generate the power to fire a Positron Cannon at all.
  251.  
  252. NEEDS MIDRANGED
  253.  
  254. CIWS Array
  255. Cost: 2 Surplus
  256. Space used: 2
  257. Utility: Provides 10% chance to defeat incoming projectiles and Small or smaller targets within 1dm
  258. Prerequisites: None
  259.  
  260. The CIWS Array is simply a number of Phalanx anti-missile turrets stationed at key points around the ship, designed to target and destroy incoming projectiles and smaller foes before they damage the ship. Though effective at their intended task, the woefully-small caliber of such weapons render them hilariously ineffective against Angels and Evangelion-class foes. A ship with two CIWS Arrays does not have a 20% chance to defeat projectiles, but two 10% chances. A ship may have any number of CIWS Arrays it can fit.
  261.  
  262. Patriot-IV Battery
  263. Cost: 8 Surplus
  264. Space used: 2
  265. Utility: Provides 50% chance to defeat incoming projectiles and Small or smaller targets within 25dm once per turn
  266. Prerequisites: Bolt Technology
  267.  
  268. An adaptation of pre-Impact antimissile missile technology, the Patriot–IV missile is much smaller, much faster, and just as powerful as its predecessor. It provides the most effective intercept system currently available, but due to the overwhelming computational requirements of its tracking system, can only be used once per battery per turn.
  269.  
  270. Maser-defence Array
  271. Cost: 8 Surplus
  272. Space used: 4
  273. Utility: Provides 25% chance to defeat incoming projectiles and 10% against Small or smaller targets within 10dm
  274. Prerequisites: High-energy states
  275.  
  276. Though heat disposal issues rendered Angelic-effective-sized Maser weaponry on-ship impractical, the perfect accuracy and high speed of such shots renders them extremely effective at CIWS duties. Maser-defence Arrays may be expensive, and their power supplies large, but they are the best CIWS systems available. A ship with two Maser-defence Arrays does not have a 50% chance to defeat projectiles, but two 25% chances. Due to power supply issues, a ship may have one Maser-defence Array per ATS.
  277.  
  278. FACILITIES
  279.  
  280. The broadest category of ship-board infrastructure, Facilities are everything on the ship that doesn’t make it go, shoot bullets, or launch assets. The broad categories of Facilities are Command, for operational control facilities and sensor arrays, Medical, for keeping everybody on board from dying horribly, Military, to sustain combat crews for boarder repulsion and occasional offensive tasks, Science, for inventing new aberrations of basic established principles to make bigger bangs, and Miscellaneous, for the things that keep a crew working efficiently.
  281.  
  282. Bridge
  283. Cost: Supplied (3 Surplus to replace/build spare)
  284. Space used: 1
  285. Utility: Allows OD to give Orders
  286. Prerequisites: None
  287. Bonus/Penalty: -10 to Order rolls
  288.  
  289. The Bridge is the most basic hub of command on any ship. Though it has communications lines to everywhere necessary, it lacks the sophisticated displays, interfaces and communications rigs necessary for effective command and control, and is small enough to stymie efforts to issue orders directly. A ship may have as many Bridges as it pleases, but only one can be used at any time.
  290.  
  291. Operations Room
  292. Cost: 6 Surplus
  293. Space used: 4
  294. Utility: Allows OD to give Orders
  295. Prerequisites: Bridge
  296. Bonus/Penalty: None
  297.  
  298. Unlike the Bridge, the Operations Room is purpose-built to enable effective command and control. It is expensive to acquire the advanced interfaces and the highly-skilled crew necessary to operate it, but well worthwhile for the OD who wants to take command. A ship may have as many Operations Rooms as it pleases, but only one can be used at any time.
  299.  
  300. Command Centre
  301. Cost: 10 Surplus
  302. Space used: +6 (upgrades Operations Room)
  303. Utility: Allows OD to give Orders
  304. Prerequisites: Operations Room
  305. Bonus/Penalty: +10 to Order rolls
  306.  
  307. A miniaturised replica of a true NERV command centre, this space, though large and expensive, brings a skilled OD a decisive tactical and strategic advantage. The structure of the Command Centre lends itself naturally to effective command, giving the OD a much greater ability to see his orders carried out. A ship may have as many Command Centres as it pleases, but only one can be used at any time.
  308.  
  309. MAGI System
  310. Cost: 20 Surplus
  311. Space used: +/- 0 (upgrades Command Centre)
  312. Utility: Allows OD to use MAGI system (as per Adeptus Evangelion, page AUGHFGHG)
  313. Prerequisites: Command Centre
  314. Bonus/Penalty: None
  315.  
  316. Much of the success of traditional NERV operations can be traced to the tools the MAGI system gives the inventive Operations Director. The Hunt for Adam is critical enough to justify the crash-construction of a new MAGI system for any ship that can mount it, or alternatively, the reallocation of an existing system the OD is familiar with, if he has the right connections to make it happen.
  317.  
  318. Communications Array
  319. Cost: 5 Surplus
  320. Space used: 2
  321. Utility: OD Orders have 10000dm range
  322. Prerequisites: Operations Room
  323. Bonus/Penalty: None
  324.  
  325. Sophisticated tight-band radio networks enable the OD to spread his influence well beyond the ship, to all forces within the immediate area. Without a Communications Array, an OD is unable to issue orders to anything outside the ship that isn’t physically linked to it, due to the heavy interference of the AT Field. A communications array incorporates some scrambling and anti-jamming technology.
  326.  
  327. Satellite Uplink
  328. Cost: 15
  329. Space used: +2 (upgrades Communications Array)
  330. Utility: OD orders have unlimited range on Earth surface
  331. Prerequisites: Command Centre, Operations Room
  332. Bonus/Penalty: None
  333.  
  334. High-value operations require precise control, and the Hunt for Adam is as high-value as it gets. Powerful microwave-based satellites enable tight-band beaming of information through AT Fields and solid mass alike, giving the OD crystal-clear secure communication anywhere the satellite network can reach. Further, the potent suite of communications systems available punch through all but the most powerful jamming and are incredibly hard to intercept.
  335.  
  336. Aid Post
  337. Cost: Supplied (2 Surplus to replace)
  338. Space used: 2
  339. Utility: Allows healing
  340. Prerequisites: None
  341. Bonus/Penalty: None
  342.  
  343. Little more than a grossly oversized medicine cabinet and staffed by crewmembers with limited if any training, the Aid Post is of minimal use to wounded personnel. However, some care is better than none, and the Medbay allows all PCs and NPCs to Heal in their downtime.
  344.  
  345. Medical Bay
  346. Cost: 7 Surplus
  347. Space used: +3 (upgrades Aid Post)
  348. Utility: Allows healing, postpones death
  349. Prerequisites: Aid Post
  350. Bonus/Penalty: +15 to Heal rolls in downtime
  351.  
  352. The Medical Bay is more suited to medical support than the Aid Post, though still short of the standards or a real hospital. Personnel Healing in their downtime add +20 to rolls if they spend their time in a Medical Bay. The Medical Bay is also staffed by skilled triage nurses, and any PC or NPC brought to the Medical Bay with an ongoing damage effect that hasn’t yet killed them will not die to those effects. The Medical Bay is also capable of performing minor surgeries.
  353.  
  354. Hospital Deck
  355. Cost: 15 Surplus
  356. Space used: +3 (upgrades Medical Bay)
  357. Utility: Greatly aids healing, prevents death
  358. Prerequisites: Medical Bay
  359. Bonus/Penalty: +30 to Heal rolls in downtime
  360.  
  361. A Hospital Deck is nothing less than a small but functioning hospital, equipped with emergency and triage centres, long-term care facilities, and even a surgery. Staffed by skilled doctors and nurses with experience in combat wounds, a Hospital Deck is capable of saving countless lives. Personnel Healing in their downtime add +30 to the roll if they spend time in the Hospital Deck. In addition, the advanced surgical techniques can save people from even the brink of death, and any PC or NPC brought into the Hospital Deck recovers all Critical Damage immediately, and if they lost a limb, will keep it if they roll less than the critical damage to that part on 1d10. However, not even the hospital deck can bring back the dead. The Hospital Deck can perform advanced surgical procedures.
  362.  
  363. Protean Vat
  364. Cost: 25 Surplus
  365. Space used: +1 (Upgrades Hospital Deck)
  366. Utility: Heals incredibly fast, can reverse death
  367. Prerequisites: Exobiology, Hospital Deck
  368. Bonus/Penalty: None
  369.  
  370. The Protean Vat is a large tank of a complex synthetic sub-cellular structure that naturally fuses with the biology of any immersed create, partially replicating the original genetic structure to create a symbiotic analogue of the damaged components. Exactly how this works is unclear, and contradicts most theories of cellular regrowth, but the results are undeniable. Any PC or NPC that spends a day in the Protean Vat is instantly cured of all Critical Damage or recovers all Wounds, and a week is sufficient to regrow functional replacements for lost limbs. Further, the Protean Vat is so powerful it is actually capable of reversing brain damage from lack of oxygen, enabling anyone who has been dead for less than 24 hours to be successfully revived with a permanent -1 penalty to Intelligence for each hour dead, after a 2-week immersion in the Vat. However, even the Protean Vat cannot perform miracles, and a person dead for longer than 24 hours, or whose brain has been largely destroyed, cannot be revived.
  371.  
  372. Observation Room
  373. Cost: Supplied (3 Surplus to replace)
  374. Space used: 1
  375. Utility: Diminutive Quaint Science facility
  376. Prerequisites: None
  377. Bonus/Penalty: None
  378.  
  379. Scientists can work well under pressure, but that isn’t meant to be taken literally. Research in this facility will be enormously impeded by the fact that two people can’t walk past each other without being married or very good friends. Processes 10 Research points per month.
  380.  
  381. Laboratory Hold
  382. Cost: 5 surplus
  383. Space used: +1 (upgrades Observation Room)
  384. Utility: Undersized Science facility
  385. Prerequisites: Observation Room
  386. Bonus/Penalty: None
  387.  
  388. The facility is large enough for work to be done, but with so little space in which to work, progress will be significantly delayed, and briefings will continue to hide subtle insults in page headings. Processes 20 Research points per month
  389.  
  390. Testing Cage
  391. Cost: 10 surplus
  392. Space used: +2 (upgrades Data Vault)
  393. Utility: Adequate Science facility
  394. Prerequisites: Data Vault
  395. Bonus/Penalty: None
  396.  
  397. This facility is good enough for work to be done, but with neither enthusiasm nor efficiency. It’ll get the job done, but your science team isn’t going to like it. Processes 30 Research points per month.
  398.  
  399. Research Wing
  400. Cost: 20 surplus
  401. Space used: +6 (upgrades Testing Cage)
  402. Utility: Expansive Science facility
  403. Prerequisites: Testing Cage
  404. Bonus/Penalty: None
  405.  
  406. With enough room to swing a cat and analyse the subsequent rotational velocities, this facility is efficient and productive. What’s more, you’re actually starting to earn a reputation in academic circles. Processes 40 Research points per month.
  407.  
  408. Science Deck
  409. Cost: 25 surplus
  410. Space used: +10 (upgrades Research Wing)
  411. Utility: Vast Science facility
  412. Prerequisites: Research Wing
  413. Bonus/Penalty: None
  414.  
  415. Facilities like this are what your science team always wanted but knew better than to ask for. With enough space for each researcher to run multiple tests in parallel, it is a model of productivity. It’s also done wonders for recruiting. Processes 50 Research points per month.
  416.  
  417. Basic Apparatus
  418. Cost: 5 Surplus
  419. Space used: +0 (Upgrades any Science facility)
  420. Utility: Lab becomes Outdated
  421. Prerequisites: None
  422. Bonus/Penalty: Accelerates Secret Projects
  423.  
  424. Your head scientist isn’t sure what’s worse; the fact that none of the younger members recognize any of your apparatus, or the fact that the oldest one does. Processing converts Research points with 66% efficiency.
  425.  
  426. Standardised Equipment
  427. Cost: 10 Surplus
  428. Space used: +0 (Upgrades any Science facility)
  429. Utility: Lab becomes Sufficient
  430. Prerequisites: Basic Apparatus
  431. Bonus/Penalty: Accelerates Secret Projects
  432.  
  433. The facility is advanced enough to produce results, but for now you’ll have to pass on all of the particularly exciting experiments. Processing converts Research points with 100% efficiency.
  434.  
  435. Improved Analytics
  436. Cost: 20 Surplus
  437. Space used: +0 (Upgrades any Science facility)
  438. Utility: Lab becomes Advanced
  439. Prerequisites: Standardised Equipment
  440. Bonus/Penalty: Accelerates Secret Projects
  441.  
  442. Though you keep getting drawn into conversations on the advantages your recent acquisitions bring, all that matters to you is that discoveries always seem to come that little bit ahead of schedule now. Processing converts Research points with 133% efficiency.
  443.  
  444. GEHIRN Standard
  445. Cost: 35 Surplus
  446. Space used: +0 (Upgrades any Science facility)
  447. Utility: Lab becomes World-class
  448. Prerequisites: Improved Analytics
  449. Bonus/Penalty: Accelerates Secret Projects
  450.  
  451. You may not appreciate the impact on the discretionary budget, but it’s hard to argue with results. Your science team is literally leading the world in some fields, and you’ve never had so many applications for vacancies. Processing converts Research points with 166% efficiency.
  452.  
  453. SEELE-Approved
  454. Cost: 50 Surplus
  455. Space used: +0 (Upgrades any Science facility)
  456. Utility: Lab becomes Cutting Edge
  457. Prerequisites: GEHIRN Standard
  458. Bonus/Penalty: Accelerates Secret Projects
  459.  
  460. Not even the researchers know what some of your latest apparatus is capable of. The discoveries coming out of your facilities are groundshaking, and world-class experts are offering their services pro-bono. Processing converts Research points with 200% efficiency.
  461.  
  462. Barracks
  463. Cost: Supplied (2 Surplus to replace or build new)
  464. Space used: 2
  465. Utility: Can support 20 Soldiers
  466. Prerequisites: None
  467. Bonus/Penalty: Comes with 20 Conscripts
  468.  
  469. The Spartan basics for military personnel, a Barracks provides your on-board forces with everything they absolutely need, and nothing more. Cheap and small, it is relatively easy to expand your force strength with Barracks.
  470.  
  471. Training Hall
  472. Cost: 4 Surplus
  473. Space used: 4
  474. Utility: Recruited soldiers are Infantry
  475. Prerequisites: Barracks
  476. Bonus/Penalty: Upgrades all existing Soldiers and grants Tier I weaponry
  477.  
  478. A Training Hall includes the classrooms, Firing Ranges, and dummy equipment necessary to keep your military complement up to standard. One Training Hall can benefit up to four Barracks before becoming full to capacity.
  479.  
  480. Special Tasks Group
  481. Cost: 15 Surplus
  482. Space used: +8 (Upgrades Training Hall)
  483. Utility: Ship can maintain up to 40 Commandos.
  484. Prerequisites: Training Hall
  485. Bonus/Penalty: Upgrades one-quarter of existing Infantry to Commandos.
  486.  
  487. It takes inordinate resources and room to train the best soldiers at keep them at the bleeding edge of effectiveness, but the sheer tactical advantage Commando-grade military personnel grant often makes the investment worthwhile. Not even the Hunt for Adam can produce unlimited numbers of elite soldiers, and only one Special Tasks Group facility can provide a benefit at any time.
  488.  
  489. Advanced Armoury
  490. Cost: 3 Surplus
  491. Space used: +1 (Upgrades Barracks)
  492. Utility: Soldiers can access Tier II weaponry
  493. Prerequisites: Training Hall, Barracks
  494. Bonus/Penalty: Soldiers gain Tier II weaponry free
  495.  
  496. Though good training is the core of a good soldier, the right weapon for the right task is a radical force multiplier. With access to the world standard of military equipment, your Soldiers are capable of fighting at a higher level.
  497.  
  498. Restricted Access
  499. Cost: 6 Surplus
  500. Space used: +0 (Upgrades Advanced Armoury)
  501. Utility: Soldiers can access Tier III weaponry
  502. Prerequisites: Training Hall, Barracks, Advanced Armoury
  503. Bonus/Penalty: Soldiers gain appropriate Tier III weaponry free
  504.  
  505. Though the standard arms of even the best militaries are effective, to truly stand a chance against the foes they face in the Hunt for Adam your soldiers will need the most effective gear available in mass production. Armed with Tier III classified weaponry, your military personnel will be as effective as they can be.
  506.  
  507. Damage Control Crew
  508. Cost: 4 surplus
  509. Space used: 2
  510. Utility: Repair 1 Critical Damage in 1 part per Round
  511. Prerequisites: None
  512. Bonus/Penalty: Each repair, roll 1d10+ Critical Damage remaining, if 10+ facility lost
  513.  
  514. You’ve acquired the services of a highly-skilled damage control team, to help maintain the structural integrity of your ship in combat. They can make expedient functional repairs to even the worst ship damage and keep it fighting. However, this is an enormously dangerous task. Each time you repair Critical Damage, roll 1d10 and add the remaining Critical Damage in that section. On 10 or more, the repairs took the heroic sacrifice of the crew, and this facility is lost. For safety reasons, no more than one Damage Control Crew can repair Critical Damage in the same part per Round.
  515.  
  516.  
  517. Quartermaster’s Store
  518. Cost: 2 Surplus
  519. Space used: 2
  520. Utility: Provides 1 Surplus or 1 Morale roll per month
  521. Prerequisites: None
  522. Bonus/Penalty: +5 to OD’s (get money) rolls
  523.  
  524. An outlet of the UN military’s Q-system, run cleverly, can provide either items at a very cheap price, keeping ship morale high, or exploit the system ruthlessly for off-the-books income. Given the difficulty in making numbers appear without more around, a ship may only have one Quartermaster’s Store per 3 parts.
  525.  
  526. Mess Hall
  527. Cost: 4 Surplus
  528. Space used: 3
  529. Utility: Provides 2 Morale rolls per month
  530. Prerequisites: None
  531. Bonus/Penalty: Spend 1 surplus to acquire 1 morale roll (limit 1/week)
  532.  
  533. A good captain knows his crew will perform only as well as what they get to eat. Though basic facilities are fine and cheap, a crew supplied with a real mess facility and actual chefs will always outperform the ration-pack competition. Further, spending extra discretional funds on acquiring reputable chefs, running formal functions, or bringing in rare ingredients will keep morale high, if budgets low.
  534.  
  535. Recreation Centre
  536. Cost: 1 Surplus
  537. Space used: 4
  538. Utility: Provides 1 morale reroll per month
  539. Prerequisites: None
  540. Bonus/Penalty: +5 to ship and NPC crew Willpower
  541.  
  542. Good recreational facilities are cheap and effective means of keeping a crew happy, but more importantly, a place to relax and blow off steam is critical in keep tensions low on-board. A well-relaxed crew is far better equipped to handle the soul-crushingly horrific abominations that are part and parcel of the Hunt for Adam. A ship can only have one Recreation Centre, because any given crewmember can’t really use two at once.
  543.  
  544. Technical Education Centre
  545. Cost: 8
  546.  
  547. Technical Education Centre
  548. Cost 6 Surplus
  549. Space used: 3
  550. Utility: +5 to ship’s (one of WS, BS, AG, INT, or PER)
  551. Prerequisites: Recreation Centre
  552. Bonus/Penalty: One TEC per attribute only, effect starts after 1 month
  553.  
  554. Your personnel are trained, but a combination of battlefield experience and continuing education can make them world-class crewmembers. Though running an education facility on a warship is expensive, the results are incontestable benefits to performance. However, it takes time for facilities such as this to work, and the effects begin after one month. You may only take one TEC per attribute, as otherwise crew would have too little time to perform their actual duties.
  555.  
  556. Officer Academy
  557. Cost: 10 Surplus
  558. Space used: 4
  559. Utility: +10 to Order rolls
  560. Prerequisites: Technical Education Centre
  561. Bonus/Penalty: One Academy only, effect starts after 1 month
  562.  
  563. A Captain is only as good as the men who relay his orders. Though expensive, bringing in skilled staff cadets for combat experience and training your officer cadre in the best facilities available, will result in a command group capable of responding to orders almost before you speak them.
  564.  
  565. SUPERWEAPONS
  566.  
  567. This category of facilities and upgrades represents enormously powerful tools that can singlehandedly change the way you wage war against the Angels. This extreme power is constrained by the heinous expense of construction, the sheer size of the devices, and the incredible danger they can pose if used poorly. Though not necessarily ‘weapons’, each Superweapon is an enormously powerful device made from unstable and untested technology, and must be treated carefully. For risk management purposes, a ship may have only one Superweapon for every three parts, simply to minimise the risk of the entire ship being destroyed in event of failure. Some Superweapons are dangerous unstable, and may require you to test Catastrophe. To test Catastrophe, roll 1d10. On a 10, everything has gone horribly wrong, and you must roll on the Catastrophe table. If the Superweapon is use-based, then it successfully performs its function before the result from the Catastrophe table is applied.
  568.  
  569. Pressurised Hull
  570. Cost: Surplus equal to Frame cost
  571. Space used: 10% total
  572. Utility: Ship can move underwater/ in space
  573. Prerequisites: Advanced Metals
  574. Bonus/Penalty: Only launch/fire utilities purchased for underwater
  575.  
  576. Though previously dismissed as insane, ingenious design has proven it possible to pressurise the entirety of the ship’s hull. Though the expense of a total overhauling of the ship’s Frame will be drastic, the advantages in terms of covert operations are considerable. A ship with a Pressurised Hull can move in three dimensions underwater. While underwater, a ship gains +40 to Concealment, and all weapons fired at it have their range halved. However, the ship may only use weapons and launch facilities bought for underwater use while underwater, and may not use normal weapons and launch facilities for 1d5 rounds on surfacing. Weapons and launch facilities purchased for underwater use cannot be used above water. A ship with a Pressurised Hull is also capable of surviving in space. However, getting a hundred-thousand-tonne ship into orbit may be problematic.
  577.  
  578. While depth advantageous, there is a limit to how deep a Pressurised Hull ship can safely dive. Below 100dm, the ship takes 1 damage per round for each 1dm it is below 100dm. Further, the risks of catastrophic failure are extreme, both underwater and in space. Double all critical damage inflicted on a part when below 25dm or outside the atmosphere. If below 100dm deep, instead the pressure hull fails disastrously, causing the chained failure of every critical component of the ship. The ship is destroyed utterly, and all hands lost.
  579.  
  580. N2 Battery
  581. Cost: 100 Surplus
  582. Space used: 10
  583. Utility: Provides 10 discretional N2 mines
  584. Prerequisites: 2 IOU: Political or IOU: NERV
  585. Bonus/Penalty: Consumes IOU: Political or IOU: NERV each firing
  586.  
  587. Traditionally the province of SSBN submarines, missile silos can be fitted to any sufficiently large ship. With such powerful discretional weaponry under the OD’s control, vastly more options open up for defeating Angelic foes. However, leaving such potent weaponry in the hands of a single person, already possessed of an Evangelion task force and a nigh-unassailable flying fortress, takes a great deal of trust and political capital. In addition to the cost of the overhaul, it costs two IOUs to gain access to the N2 mine activation codes. The political fallout from actually using such a weapon in any but extreme circumstances will be disastrous, unless an IOU is spent to deflect the flak.
  588.  
  589. Black Lab
  590. Cost: 120 Surplus
  591. Space used: +5 (expands Science facility)
  592. Utility: Allows unlimited Secret Projects simultaneously
  593. Prerequisites: Advanced science facility or better
  594. Bonus/Penalty: -33% Processing speed, +1 month Secret Project duration
  595.  
  596. Traditional science facilities are limited in their scope for running the most dangerous and secretive projects by the inherent nature of scientific research. However, a sufficiently-compartmentalised facility operating in a secure environment enables for the operation of as many Secret Projects as the Captain is willing to risk. A Black Lab Science facility can run any number of secret projects simultaneously, though the risks, and cost, of failure grows geometrically for each one beyond the first. Such facilities are, however, enormously expensive to build, and much less efficient in producing results conventionally.
  597.  
  598. Matrix Field
  599. Cost: 140 Surplus
  600. Space used: 12
  601. Utility: Burn ATS to block attacks
  602. Prerequisites: AT mechanics, Metastable resonance, Semiorganic conductor
  603. Bonus/Penalty: Test Catastrophe each use
  604.  
  605. Though an AT field is conventionally highly unstable and uncontrollable, certain reactions do occur with some reliability. A sudden and massive surge of power into the AT field from the Core leads to violent resonance patterns that, if orchestrated through carefully-grown semiorganic crystal networks, and lead to the field hardening explosively, at the cost of weakening the core. Though far too large to fit on an Evangelion, the ship offers any captain with the colossal funds available the ability to become all-but indestructible for a precious few seconds.
  606.  
  607. Using the Matrix field requires burning an ATS to create the vast power surge required, but creates a pulse of energy that destroys all units without an AT field with 10dm of the ship. It also temporarily boosts the AT Field’s Deflection to 99% for the rest of the round. However, once the Matrix Field fails the ship cannot raise its AT Field for 1d5-2 turns, until the destructive interference fades.
  608.  
  609. Synchronicity Chamber
  610. Cost: 200 Surplus
  611. Space used: 6
  612. Utility: Trained pilot may synchronise with ship
  613. Prerequisites: AT mechanics, Synchronicity theory
  614. Bonus/Penalty: Test Catastrophe on Synch, pilot takes 1 Ego damage per round
  615.  
  616. Though still poorly understood, recent developments into the nature of synchronization has led to an incredible discovery; in theory, any pilot can synchronise with any neuron arrangement sufficiently structurally analogous to their own mental architecture. In practise, such an arrangement would be prohibitively difficult and expensive to produce, but the Hunt for Adam calls for such desperate measures.
  617.  
  618. A ship with a Synchronicity Chamber can be synchronised with any Pilot that takes the Analogous Synchronicity Talent for 250 experience, which requires GM permission to purchase. A synchronised pilot may operate the ship with in the same way as they do an Evangelion. Though synchronising with such an unfamiliar neural architecture is difficult and reduces the pilot’s Synch Ratio by 40, the radically greater control it offers over the systems allows the pilot to replace the ship’s statistics with their own in the same way as an Evangelion. The exception is Agility, which only receives a +5 bonus, as no amount of performance will allow the engines to do the impossible.
  619.  
  620. While this provides for considerable advantages, most notably a vastly more potent ATS, it is also very risky. The alien nature of the neural architecture slowly attacks the pilot’s mind, inflicting 1 Ego damage per round that they are synchronised. Further, the Synchronicity Chamber itself is unstable and dangerous technology, and every time a pilot Synchronises using it, test Catastrophe. To a pilot, burning ATS is a gruesome ordeal, effectively tearing out a portion of your soul. Each time a pilot using a Synchronicity Chamber burns ATS, they take 1d5 Ego damage.
  621.  
  622. Hotchkiss Array
  623. Cost: 150 Surplus
  624. Space used: +2 (expands Core)
  625. Utility: Fit extra S2 organs for +2 ATS each
  626. Prerequisites: S2 Mechanics, AT mechanics, Metastable resonance
  627. Bonus/Penalty: Each new organ cost 10 Surplus 1 space, test Catastrophe
  628.  
  629. With sufficiently advanced facilities and a colossal investment, it is possible to hybridise your ship’s Core with a semibiological structure not too dissimilar to an Angel’s corpse. While disturbing, and not particularly useful in and of itself, this process allows you to induce perfect resonance patterns within multiple S2 engines by exploiting the unknown mechanism that allows Angel to do the same.
  630.  
  631. In practice, the Hotchkiss Array allows you to fuse any unused S2 organs or Evangelion cores you find into your ship‘s core at a cost of 10 Surplus and 1 space, to gain +2 to ATS. The true advantage of this process is that it is effectively indefinitely sustainable, enabling a Core to have as much power as you are willing to equip it with. However, each time a new S2 organ is introduced into the Hotchkiss Array, there is the risk of a Rejection Event, and you must test for Catastrophe.
  632.  
  633. Shaw-Fujikawa Drive
  634. Cost: 250 Surplus
  635. Space used: 20
  636. Utility: Ship Agility multiplied by ATS, ship gains Flight and Overdrive
  637. Prerequisites: S2 Mechanics, Matter interactivity, AT mechanics, High-energy states
  638. Bonus/Penalty: Requires S2 organ, Overdrive test
  639.  
  640. The parallel application of the S2 engine’s vast energy supply and the AT field’s physics warping effects, combined with the design of a particularly brilliant team of high-energy physicists, has led to a quantum leap in the design of engines. The S2 engine provides sufficient energy for the creation of functional quantities of antimatter, accelerated by the careful application of AT fields, and a secondary AT field allows for monodirectional energy flow, creating the first true antimatter engine. Though horrifically expensive and larger than most warships, the Shaw-Fujikawa Drive provides levels of thrust previously considered unthinkable. The Hunt for Adam is, perhaps, the only task so crucial as to justify the expense of actually producing a practical model of the engine.
  641.  
  642. A ship equipped with a Shaw-Fujikawa drive can activate it by spending a round taking no action, as the delicate systems spin into operation. Once active, the ship’s agility is limited only by the level of power in its AT field, and its agility becomes equal to four times its AT strength. Further, the ship is now capable of true flight, and gains the Flier ability. The energy output of the Drive’s plume is disastrous, though, and little less than a portable ecological apocalypse when used in-atmosphere. When you activate the Drive, you inflict 5 Collateral if more than 10dm in the air, or 40 Collateral if lower. The intensity of the plume is so potent that anyone directly looking at an active Shaw-Fujikawa drive is instantly blinded, and anything entering the area 10dm immediately behind the Drive takes 10d10 E damage, or 2d10 that bypasses the AT field’s deflection if it has an ATS.
  643.  
  644. In desperate circumstances the Shaw-Fujikawa Drive can bypass safety measures and rely on raw force to produce truly colossal thrust. By burning one ATS, reducing the ship’s ATS for the duration of the encounter, the ship can Overdrive, moving at twice the speed it last moved at. However, this pushed the antimatter containment field to its limits, and each time you Overdrive, roll 1d10. If the result is above the ship’s current ATS, the containment field has failed and all the antimatter present has instantly annihilated, exploding as an Evangelion core with tripled damage radius that also inflicts 200 Collateral due to the irradiation of a small percentage of the Earth’s surface.
  645.  
  646. Oruga Cannon
  647. Cost: 150 Surplus
  648. Space used: 20
  649. Utility: bow-facing mounted modified Great Positron Cannon – see below
  650. Prerequisites: S2 Mechanics, Matter interactivity, AT mechanics, Metastable resonance
  651. Bonus/Penalty: Requires S2/N2 to fire, check Catastrophe each firing
  652.  
  653. The Oruga Cannon is nothing less than the most powerful weapon ever conceived by human ingenuity. It unleashes the full power of the S2 engine into a single chamber, concentrates it through progressive resonance, and then unleashes it through a narrow cylinder of space in which an AT field has warped the laws of the conservation of energy. The effects of the blast are akin to the detonation of a dozen N2 mines concentrated into a ten metre space. The Oruga Cannon is so power-hungry that even the unrestrained energies of the Core are insufficient. An Oruga Cannon cannot fire unless it has a S2 organ devoted solely to powering it, or an N2 mine is consumed to prime the reaction.
  654.  
  655. To fire the Oruga Cannon, the ship must first spend two rounds taking no action, as it prepares the ship for firing and readies the cannon’s enormously complex systems. In the third round, it fires. The Oruga Cannon fires a beam directly ahead 1dm in diameter. This beam is so powerful it instantly destroys any non-Evangelion-class target it passes through. Against Evangelion-class targets, including Angels it deals 0 damage with 0 Pen. On firing the ship may burn any number of ATS, reducing its ATS for the duration of the encounter. For each point of ATS burnt in this way, the Oruga Cannon deals +1d10 damage with +3 Pen. Any exposed person within 5d10+ 50dm of the beam receives colossal radiation poisoning and dies within hours. The sheer amount of energy required to fire the Oruga Cannon leaves the ship drained of all power and with 0 ATS for 1d5 turns after firing.
  656.  
  657. Tannenbaum Junction
  658. Cost: 200 Surplus
  659. Space used: 10
  660. Utility: 1d3+5 rounds to deploy all Evangelions anywhere within 1au scattering 1d10dm
  661. Prerequisites: Dirac manifolds, AT mechanics
  662. Bonus/Penalty: Check for Catastrophe and roll on Phenomena table each use.
  663.  
  664. The creation and operation of Dirac spaces operates on principles completely beyond the grasp of modern science, and that seem to change subtly each time they are used. However, a process of trial and many, many errors has led to some more permanent applications coming to light. The Tannenbaum Effect describes a phenomena where oscillating AT waveforms in certain patterns leads to the emergence of a Dirac space that consistently has in its attributes equidistance from all points of our own universe. In practise, and with the aid of the most advanced quantum interference sensors ever designed, this enables a ship equipped with a Tannenbaum Junction to teleport its Evangelion force to any specified location on or astronomically near Earth.
  665.  
  666. It takes 1d3 rounds to bring the Evangelion force to the Tannenbaum Junction point, and a further 5 rounds to activate the Junction itself. The force effectively immediately appears at the specified point. However, using such poorly-understood technology is very risky, and each time the device is used it must test for Catastrophe. If a Catastrophe is rolled, in addition to the intended effects, the transported Evangelion force is now trapped within the Dirac space. Further, tapping into an unknown and variable sub-universe often leads to bleedover, with the result that each time the Junction is used, roll once on the Psychic Phenomena table and apply the results to the entire ship, GMs modifying setting-inappropriate results, and rolling on the Catastrophe table instead of the Perils of the Warp chart. Anything attempting to use the Tannenbaum Junction that does not possess an AT field vanishes, and is never found.
  667.  
  668. While the Tannenbaum Junction can transport an Evangelion to any astronomically close point, the further the distance is travelled, the greater the potential for disaster. Further, the Junction only works one way, and Junctioning units must return by their own means. As a result, even though sending an Evangelion to, say, the Mars L2 point is possible, it is also a very bad idea.
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