Damage Control Teams

PHASE 3: DAMAGE CONTROL
Rounds: Variable

While Evangelion Pilots are certainly the most visible, they are far from the only ones doing their best to protect humanity. During the Damage Control phase, you take control of some of these nameless heroes.

The players will be thrust into the role of a NERV emergency response. This team has the unenviable job of running around on the ground and doing everything they can to keep the city intact and save as many people as possible as the Battle between the Evangelions and the Angel is still going on. As was recommended before, the GM should have taken notes of the Combat Phase in preparation for this.

Given the wide range of possible battlegrounds, not every battle will require the deployment of such emergency response personnel. In many situations, this Phase may be skipped without import.

Unsung Heroes

Rather than have the players create a new party of characters specifically for this phase, it is highly recommended that the players form a group of between 6 and 10 personnel from the following list. While the team’s size will vary, each team is required to have at least one of each class of personnel. This team will be controlled by the Players as a group, and provide redundant skills for the team to use. While hardly required, many groups might enjoy having a Necromunda-esque reoccurring group that slowly changes and evolves completely separate from the pilot characters.

Each team is assigned an APC or VTOL Aircraft for transport. The APC can carry up to
12, and the aircraft up to 7 plus pilot.

Medic

WS BS S T Ag Int Per WP Fel
20 25 30 30 30 40 35 35 30

Movement: 3/6/9/18
Wounds: 11
Skills: Awareness (Per), Medicae +20 (Int)
Talents: Weapon Training(Pistol), Master Chirurgeon, Talented (Medicae)
Armor: Flak Vest (Body 3)
Weapons: Pistol Sidearm (30 m; S/2/-; 1d10+1 I; Pen 0; Clip 12; Reload Full; Reliable)
Gear: Nerv ID, 1 Sidearm Pistol clip, First Aid Kit, Radio

Soldier

WS BS S T Ag Int Per WP Fel
35 35 35 35 30 30 35 30 30

Movement: 3/6/9/18 Wounds: 13
Skills: Awareness (Per), Climb (S), Common Lore (War), Drive (Heavy) (Ag)
Talents: Pistol Weapon Training(General), Basic Weapon Training (General), Disarm,
Takedown, Arms Master, Fearless
Armor: Flak Armor (All 3)
Weapons: Assault Rifle (60 m; S/3/6; 1d10+2 I; Pen 0; Clip 20; Reload Full; Reliable), Pistol
Sidearm (30 m; S/2/-; 1d10+1 I; Pen 0; Clip 12; Reload Full; Reliable), Combat Knife (1d5+2 R;
Pen 0)
Gear: Nerv ID, 2 Assault Rifle clips, 1 Sidearm Pistol clip, Radio

Demoman

WS BS S T Ag Int Per WP Fel
30 30 30 30 30 35 30 30 30

Movement: 3/6/9/18
Wounds: 12
Skills: Carouse (T), Climb (S), Demolition +20 (Int),
Talents: Weapon Training(Pistol), Iron Jaw, Talented (Demolition)
Armor: Flak Vest (Body 3)
Weapons: Pistol Sidearm (30 m; S/2/-; 1d10+1 I; Pen 0; Clip 12; Reload Full; Reliable)
Gear: Nerv ID, 1 Sidearm Pistol clip, 3 Explosive Charges, 3 Remote Detonators, 1 Timed
Detonator, Radio

Technician

WS BS S T Ag Int Per WP Fel
30 30 30 30 30 40 30 30
30

Movement: 3/6/9/18
Wounds: 11
Skills: Common Lore +10 (Science), Evaluate (Int), Pilot (Aircraft) (Ag), Tech-Use +10 (Int),
Search (Per), Security (Ag)
Talents: Weapon Training(Pistol), Talented (Tech Use)
Armor: Flak Vest (Body 3)
Weapons: Pistol Sidearm (30 m; S/2/-; 1d10+1 I; Pen 0; Clip 12; Reload Full; Reliable)
Gear: Nerv ID, 1 Sidearm Pistol clip, Tool Kit, Dataslate, Radio

Captain

WS BS S T Ag Int Per WP Fel
30 35 30 30 30 35 35 30 35

Movement: 3/6/9/18
Wounds: 12
Skills: Awareness (Per), Climb (S), Command (Fel)
Talents: Weapon Training(Pistol), Iron Discipline, Resistance (Fear)
Armor: Flak Vest (Body 3)
Weapons: Pistol Sidearm (30 m; S/2/-; 1d10+1 I; Pen 0; Clip 12; Reload Full; Reliable)
Gear: Nerv ID, 1 Sidearm Pistol clip, Radio

Damage Control Teams

Evangelion: Children of Men Akodobob