Campaign:Rebuild of Nerv Boston/Crusaders
Rebuild of Nerv Boston features Crusaders, an E-Scale unit that does not rely on lobotomized monsters created by gene-splicing extraterrestial invaders/gods with humans and sacrificing a human soul to power it. Instead, they're bigass robots, powered by N2 reactors.
3D Models of the Crusaders are linked to. If you are so lucky as to have access to a 3D printer, these are all tried and true printable models. Scale them to 0.4 for a regular mini size. Most of them are best printed lying on their backs, but several have custom-modeled supports so they can be printed upright.
Soviet Crusaders[edit]
The New Soviet Union created the first Crusaders, mass manufactured them, and promptly sold them to everyone who would buy them. Unlike UA or EU Crusaders, when you're fighting a Soviet mecha, you have no idea who is actually in there unless they painted a flag on the side.
K-22[edit]
Salvage Tier: Ratchet
Str 20
T 30
Ag 30
HP 14
AP: 4 Body, 3 Arms/Legs, NO HEAD
Armament: Twin-Linked Pallet Carbine
Special:
This Is (Not) A Crusader: The K-22 doesn’t have the same arm or leg control as other Crusaders, but it’s bird legs give it a more stable firing platform. +10 BS. Cannot attack in melee or resist grapple.
Limited Vision: Oh my god Soviet engineers, how did you not learn this lesson already? -10 to Dodge against any target that the K-22 didn’t fire at in the previous turn.
Autoloader: The ammo is fed straight from the K-22’s arms into the weapons. The K-22 never needs to reload. If the K-22 ever receives 5 or more Critical damage to either arm, roll a die. Even; nothing happens. Odd; the ammo cooks off, causing a chain reaction of 3d10 damage within 10dam.
Mechodesantniki: A squad of foot soldiers are on your back. There is a 50 cal machinegun mounted up there for their use. If you hold still for a turn, they can rappel off of you.
K-28[edit]
Salvage Tier: Legit
Str 20
T 30
Ag 10
HP 14
AP: 3 Body, 2 Arms/Legs, NO HEAD
Armament: Linear Rail Accelerator Cannon
Special:
This Is (Not) A Crusader: The K-28 doesn’t have the same arm or leg control as other Crusaders, but it’s bird legs give it a more stable firing platform. +10 BS. Cannot attack in melee or resist grapple.
Limited Vision: Oh my god Soviet engineers, how did you not learn this lesson already? -10 to Dodge against any target that the K-28 didn’t fire at in the previous turns.
Autoloader: The ammo is fed straight from the K-28’s arms into the weapons. The K-28 never needs to reload. If the K-28 ever receives 5 or more Critical damage to either arm, roll a die. Even; nothing happens. Odd; the ammo cooks off, causing a chain reaction of 3d10 damage within 10dam.
K-38[edit]
Salvage Tier: Legit
Str 30
T 30
Ag 30
HP 16
AP: 4 Body, 3 Arms/Legs, 2 Head
Armament: Pallet Carbine (or other Tier 2 Ballistics), Prog. Knife (Holstered)
Special:
Mechodesantniki: A squad of foot soldiers are on your back. There is a 50 cal machinegun mounted up there for their use. If you hold still for a turn, they can rappel off of you.
Domovoi: This little robot crawls around you repairing damage. It has T 20, 2 AP and 3 health. Every turn, it can repair 1d5 health. Alternately, if you have any critical damage that says “until repaired,” the Domovoi can attempt to undo that damage in lieu of repairing health. It must pass a Toughness test to do so. You must still pay Salvage for critical damage repaired in this fashion.
K-40[edit]
Never actually used in campaign
Salvage Tier: Ratchet
Str 30
T 20
Ag 45
HP 13
AP: 3 Body, 2 Arms/Legs, 1 Head
Armament: M-XIX Handgun (Holstered), 2x Pneumatic Tonfa
Alt. Armament: Pallet Carbine, Shield, Prog Knife (Holstered)
Special:
All-Terrain: The K-46 ignores difficult terrain.
Mechodesantniki: A squad of foot soldiers are on your back. There is a 50 cal machinegun mounted up there for their use. If you hold still for a turn, they can rappel off of you.
K-46[edit]
Salvage Tier: Legit
Str 30
T 20
Ag 45
HP 13
AP: 3 Body, 2 Arms/Legs, 1 Head
Armament: M-XIX Handgun (Holstered), 2x Pneumatic Tonfa
Alt. Armament: Pallet Carbine, Shield, Prog Knife (Holstered)
Special:
All-Terrain: The K-46 ignores difficult terrain.
Omnijets: The K-46 can perform any movement in any direction in air and water except for a Run. If the K-46 wishes to Run for any number of turns, it must spend a Full Action to switch into “Cruise Mode.” Once in Cruise Mode, the K-46 may Run in any one direction through one medium (air or water) for as long as necessary. Changing speed, direction, or medium or performing any action other than Running (including Reactions) exits Cruise Mode.
K-59[edit]
Never actually used in campaign
Salvage Tier: Dope
Str 30
T 40
Ag 30
SR 40
HP 16
AP: 4 Body, 3 Arms/Legs, 2 Head
Armament: Mas Spark Carbine, Particle Sword (Holstered)
Special:
Weak AT Is Better Than No AT: The K-59’s ATS can only be used to spread a Deflective Field. It cannot Neutralize or use any other AT powers.
Domovoi: This little robot crawls around you repairing damage. It has T 20, 2 AP and 3 health. Every turn, it can repair 1d5 health. Alternately, if you have any critical damage that says “until repaired,” the Domovoi can attempt to undo that damage in lieu of repairing health. It must pass a Toughness test to do so. You must still pay Salvage for critical damage repaired in this fashion.
United American Crusaders[edit]
United America focused on the Eva program, but they wouldn't be America if they didn't pour a bunch of money into designing Crusaders just to say "we have Crusaders too!" American Crusaders are designed to do anything and everything, but usually have one obvious glaring flaw.
Powell[edit]
Salvage Tier: Dope
Str 40
T 40
Ag 30
HP 19
AP: 6 Body, 5 Arms/Legs, 4 Head
Armament: Bolter with Chain Bayonet
Alt. Armament: Bolt Pistol and Chainsword
Special:
Life Alert: The Powell cannot stand back up once knocked prone without outside assistance.
Aimbot I: When spreading extra hits to nearby targets while using Semi- or Full-Auto Burst, double the allowed distance between targets.
SAM Launcher: Reaction to launch a missile at any flying target within 60dam. Attack is made at flat BS 30, regardless of pilot’s skill. This does not count towards your number of attacks for the turn.
"Powell powell powell powell. Powell, powell powell. Powell!."
-Sample of Powell communications encryption
European Union Crusaders[edit]
Germany had combat experience against Evangelions, so they know that they’re going to need to pull out all the stops to try and create anti-Eva fighting machines out of metal and plastic. Therefore, the EU Crusaders are definitely more focused on quality than quantity.
Schakal[edit]
Salvage Tier: Legit
Str 30
T 30
Ag 40
HP 16
AP: 5 Body, 3 Arms/Legs, 3 Head
Armament: Spark Carbine, Shield, Prog Knife (Holstered)
Alt. Armament: 2x Chain Tonfa, MAS Pistol (Holstered)
Special: Attitude Thrusters: As a Free Action at the beginning of your turn, you may choose to add +10 to either Str or Ag until the beginning of your next turn.
Spaced Armor: Your first level of Metal Fatigue has no effect and doesn't count towards your total.
Kojote[edit]
Salvage Tier: Ballin'
Str 50
T 50
Ag 40
HP 22
AP: 5 Body, 3 Arms/Legs, 3 Head
Armament: 2x Pneumatic Fists, Integrated Positron Pistol, Grappling Hook
Alt. Armament: 2x Chain Fists, Twin-Linked Bolter
Special: Attitude Thrusters: As a Free Action at the beginning of your turn, you may choose to add +10 to either Str or Ag until the beginning of your next turn.
Spaced Armor: Your first level of Metal Fatigue has no effect and doesn't count towards your total.
Hyäne[edit]
Salvage Tier: Legit
Str 30
T 20
Ag 50
HP 13
AP: 4 Body, 3 Arms/Legs, 3 Head
Armament: 2x Positron Edge
Alt. Armament: MAS Long Rifle
Special: Attitude Thrusters: As a Free Action at the beginning of your turn, you may choose to add +10 to either Str or Ag until the beginning of your next turn.
Spaced Armor: Your first level of Metal Fatigue has no effect and doesn't count towards your total.
Active Camouflage: You are invisible until you are hit by an attack. Half action to activate.
Japanese Crusader[edit]
RAGE FIGHTER ONE
Crusader Crit Tables[edit]
Metal Fatigue
Every time a Crusader takes damage, it receives a level of Fatigue. For every level of Fatigue past the first, the Crusader loses 1 AP in all locations. When the Fatigue exceeds the Crusader’s Toughness, the Crusader is defeated.
Treat X crit damage as being one worse
HEAD
1-2 : Static. -10 to BS & WS for 1 round.
3-4 : Feedback. Stunned for 1 round.
5-6 : Comms knocked out until repaired. Blinded for 1d5 rounds.
7-8 : Head go boom. Pilot tests Toughness or passes out. Crusader Defeated
9+ : Tore something loose. Crusader defeated. Pilot must test Toughness and Agility or die.
ARM
1-2 : Drop whatever’s in this hand.
3-4 : Test Toughness or lose the hand. Else, -10 WS & BS if this arm is involved until repaired.
5-6 : Arm is useless until repaired.
7-8 : Arm gone.
9+ : Tore something loose. Crusader defeated.
BODY
1 : Half action next turn.
2 : Stunned for one round.
3 : Structural damage. -10 Toughness until repaired.
4 : Gyro hit. Until repaired, you must test Agility every time you try to move. If you fail, you fall prone.
5 : Fire! Until repaired, the pilot must pass Toughness or take a level of Fatigue every round. Once he passes out, he gains a level of Fatigue every round, no test. If he gets 10 levels, he dies.
6 : Cockpit breached. Pilot tests Toughness or dies. On a pass, they’re in critical condition. Crusader defeated.
7-8 : Reactor breach. Roll a d10; on an even Crusader defeated and pilot tests Toughness or dies. On an odd, 2d10X within 10dam.
9+ : Reactor go boom. 3d10X within 10dam
LEG
1-2 : Halve movement for a round.
3-4 : Halve movement for 1d5 rounds. Test Agility or fall prone.
5-6 : Fall prone. -20 Agility until repaired.
7-8 : Leg gone.
9+ : Tore something loose. Crusader defeated.