Campaign:Rebuild of Nerv Boston/Research

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Campaign:Rebuild of NERV Boston happens 10 years after the events of Campaign:NERV Boston. Much of Nerv Boston's tech development was lost with the city of Boston, but not all of it, so this campaign started at Tech Level II, with Bolters and Chain weapons already researched. As a result, a new tech level had to be introduced to give the players something to aim for. This the techs on this page can be easily introduced to other campaigns by shifting the tech levels down by 1.

Soviet Tech (30 Research Points)[edit]

After the players have captured examples of Soviet Crusader Technology, they can research the following:

Tier II

MechCommandos (Wing Loadout): You now have a squad of marines in your Wing. There is a 50 cal machinegun mounted up there for their use. If you hold still for a turn, they can zipline or rappel off of you. 0 SUP.

Rocket Artillery (Turret Upgrade): FWOOO-FWOOO-FWOOO! The upgraded battery gains the Blast 3 quality, though the radius of the blast is actually 6 dam. 10 Surplus.

Ship Brownie (Ship Upgrade): This robot crawls around the boat repairing damage. This works just like a DamCon team, except that it doesn’t get hurt by Fire or Flood tokens, and it can replenish 1d5 health to the boat each turn that it’s not repairing critical damage. Damage repaired by the Brownie mid-combat must still be paid for in Salvage. 10 Salvage to buy, Max 2, counts towards DamCon team max.

Tier III

Eva Brownie (Structural Upgrade): This little robot crawls around you repairing damage. It has T 20, 2 AP and 3 health. Every turn, it can repair 1d5 health to any one location. Alternately, if you have any critical damage that says “until repaired,” the Brownie can attempt to undo that damage in lieu of repairing health. It must pass a Tech-Use test (on a 35) to do so. You must still pay Salvage for critical damage repaired in this fashion. 2 SUP

Autoloader (Wing Loadout): The wing holds a clip of ammunition for whatever weapon is in the arm equipped with the Autoloader at the beginning of the fight. This clip may be loaded into the weapon as a Free Action. In addition, if the Evangelion ever drops the weapon (as long as it is not Heavy), the weapon hangs onto the Eva instead of falling to the ground. However, if the arm equipped with the Autoloader receives 5 or more critical damage, roll a die. Even; nothing happens. Odd; the ammo cooks off, causing 2d5 damage to the body and arm (and any other combatants in Blast 3). 1 SUP

Tier IV

Cost Cutting Measures (Ship Upgrade): The jets and VTOLs have been retooled to use more interchangeable, easily-manufactured parts. When conventional forces are damaged, the first two Levels of a mob get repaired for free. 5 Surplus.

Dash Jets (Structural Upgrade): We can’t fit the whole K-46 system on here, but this should be good enough. You may take a full-round action to enter Dash Mode. For 1d5+2 turns starting on the turn after entering dash mode, or until you make any other action, you move in a straight line through air or water at your Run speed (taking all normal bonuses and penalties that apply to Running). If you are hit by an attack, you must pass an Agility test or exit Dash Mode. Gravity still applies as normal when Dash Mode ends. Crossing the surface of a body of water (from either direction) or colliding with any object ends Dash Mode. 2 SUP

Applied Physics (15 Research Points)[edit]

Tier III

Maser Saber (Requires Maser Tech): 1d10+3 E | Breach +1 | Pen 3 | Maser, Balanced, Compact, Precise. 4 Req

Particle Projector Cannon (Requires Particle Tech): Basic | Range 60dam | S/-/- | 2d10+3 E | Breach +1 | Pen 4 | Clip 5 | Reload Full | Particle, Blast (3). 4 Req

Mjolnir Prime (Requires Particle Tech): Range 10dam | 1d10+5 I | Breach +1 | Pen 3 | Particle, Thrown, Pneumatic. 4 Req

Blazing Sword (Requires Positron Tech): 2d10 E | Breach Special | Pen 4 | Positron, Progressive (3), Power Weapon, Incendiary. Requires two hands. Unnatural Toughness does not work against this weapon. 7 Req

Malleus Maledictum (Requires S2 Tech): 1d10+10 I | Breach +∞ | Pen 4 | 10 Req