EVA01X

Eva: CE Armory 2.2

Apr 3rd, 2011
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  1. Name Class Range RoF Dam Pen Clip Rld Special Cost
  2.  
  3. Melee Weapons: General (Tier 1)
  4. Shield Melee 1d5 Pen 0 Defensive, Depleting*, Primitive AP 2 1WUP
  5.  
  6. *Depleting: For each attack that would successfully deal damage to the limb that the shield is on, reduce the shield's AP by 1. A Shield with an AP of 0 is destroyed.
  7.  
  8. Melee Weapons: General (Tier 3)
  9. Name Class Range Dam Pen Special Cost
  10. Gravity Hammer Melee --- 2d10+4 I Pen 3 Power Field, Unwieldy 3WUP
  11.  
  12.  
  13. Melee Weapons: Plasma (Tier 1)
  14. Plasma Sword Melee --- 1d10+6 E Pen 4 Power Field 2WUP
  15.  
  16.  
  17. Melee Weapons: Plasma (Tier 2)
  18. Plasma Pike Melee, Thrown 10dm 1d10+4E Pen 5 Power Field 3WUP
  19.  
  20.  
  21.  
  22. Ranged: General (Tier 1)
  23. M75E SMG Pistol 20dm S/3/5 1d10 I Pen 0 18 1Full Inaccurate, Compact 1WUP
  24. M460E DMR Basic 60dm S/2/- 1d10+1 I Pen 2 20 1Full Accurate 2WUP
  25. M93E Shotgun Basic 10dm S/2/- 1d10+2 I Pen 2 12 1Full Scatter 1WUP
  26.  
  27.  
  28. Ranged: General (Tier 2)
  29. SRS-100E Sniper Rifle Basic 100dm S/2/- 1d10+5 I Pen 4 12 1Full Accurate 3WUP
  30. M100 Gauss Rifle Basic 110dm S/-/- 1d10+4 I Pen 4 1Full Unreliable 2 WUP*
  31. M155B-E Mauler Pistol 10dm S/2/- 1d10+1 I Pen 2 1Full Unreliable, Scatter, Compact, Melee Attachment 2WUP
  32. Light MAC Heavy Special S/-/- 3d10+3 I Pen 4 12 2Full Mounted, MAC, Recharge 4 WUP*
  33.  
  34.  
  35. Ranged: General (Tier 3)
  36. M100-E2 Gauss Rifle Basic 110 S/3/5 1d10+4 I Pen 3 12 1Full 3 WUP*
  37. MAC Heavy Special S/-/- 4d10+5 I Pen 6 4 2Full Mounted, MAC, Recharge, Overheats 5WUP
  38.  
  39. * Replaces the Rail Rifle, Heavy Rail Rifle and Rail Rifle MK II in Ad Eva Core
  40.  
  41. MAC
  42. Whenever a MAC weapon is fired,roll 1d5 and add the MAC weapon’s Penetration. If the resulting number is greater than or equal to the current A.T. Field strength of the target, the shot fired ignores the target’s A.T. Field defenses.
  43.  
  44.  
  45. Ranged: Positron (Tier 2)
  46. M606E SCNLR Heavy 300 S/-/- 2d10+4 E Pen 6 5 1full Recharge 3WUP
  47.  
  48.  
  49. Ranged Weapons: Plasma (Tier 1) (Requires Plasma Technology Exchange)
  50. Plasma Rifle Basic 80 dm -/3/10 1d10+1 E 3 40 Full Reliable, Maser 2 WUP
  51. Plasma Pistol Pistol 40 dm S/-/3 1d10+1 E 3 20 Full Reliable, Compact, Maser 1 WUP
  52.  
  53.  
  54. Ranged Weapons: Plasma (Tier 2)
  55. Plasma Carbine Heavy 150dm S/2/- 1d10+5 E Pen 5 12 Full Accurate, Reliable, Maser 2 WUP
  56. Plasma Torpedo Heavy Special S/-/- 2d10+3 E Pen 8 5 2Full Reliable, Maser 3 WUP
  57.  
  58.  
  59. Ranged Weapons: Plasma (Tier 3)
  60. Focus Cannon Heavy Special S/-/- 3d10+5 E Pen 10 Beam, Reliable, Maser, Mounted, 4 WUP
  61. For every round that the beam is maintained, the weapon gains the Overheat Property at a -10 penalty every turn as the user must test Ballistic Skill again in order to avoid overheating the weapon.
  62.  
  63.  
  64.  
  65. Large Scale Needler Tech (Requires: Tier 2 Technology and Covenant Technology Exchange) 45 Surplus.
  66.  
  67. Needler: Whenever this weapon would deal critical Damage, it deals an Additional 1d5 X Critical
  68.  
  69. Needler Weapon Training (All Paths) 100xp
  70.  
  71.  
  72. Ranged Weapons: Needler (Tier 2)
  73. Needle Pistol Pistol 20dm S/3/- 1d10 E I Pen 0 20 1Full Inaccurate, Needler Compact 2WUP
  74. Needler Basic 30dm S/3/- 1d10+2 E Pen 2 30 1Full Needler 3WUP
  75. Needle Rifle Basic 75dm S/2/- 1d10+3 E Pen 2 12 1Full Accurate, Needler 3WUP
  76.  
  77.  
  78. Ranged Weapons: Needler (Tier 3)
  79. Needler MK 2 Basic 35 DM S/3/6 1d10+3 E Pen 3 30 1Full Reliable, Needler 3WUP
  80. Needle Cracker Heavy 40 DM S/-/- 2d10+2 E Pen 1 5 2Full Blast (5), Needler 3WUP
  81.  
  82.  
  83. Weapon Upgrades:
  84. Plasma Jitte:
  85. As Melee Attachment. Damage Type Becomes Energy. 1WUP
  86.  
  87.  
  88. Improve Armor: Weapons with Defensive gain +1 AP 1WUP
  89.  
  90.  
  91. Structural Upgrades
  92.  
  93. Tier 2:
  94. Asymmetric Armor: (Requires: Armor Upgrade I). As Armor Upgrade II, but Increases Armor by 2 on Selected Arm and 0 on the opposite. Cannot take: Armor Upgrade II (Counts as for the purposes of Upgrades) 2 SUP
  95.  
  96.  
  97. Tier 3:
  98. Asymmetric Armor II: (Requires Asymmetric Armor). As Armor Upgrade III, but further Increases Armor by 2 on Selected Arm and 0 on the opposite. Cannot take Cannot take: Armor Upgrade III 2 SUP
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