Some basic Marvel villains might encounter on Earth, or anywhere Hydra has holdings.
Rifle Trooper
Hydra basic soldier, some considered little more than thugs, but receive basic training and Indoctoration training that can give them temporary boons in combat or healing. Typically found in groups of 4 or a squad of 12. Hydra uses these troops in mass attacks or patrolling their territory.
Low Level Hydra Rifle Trooper (Strong Ord 1/Fast Ord 1)
CR 1;
Size: Medium-sized Human;
HD: 1d8+1 plus 1d8+1; hp 11
Mas: 12
Init: +2
Speed: 30 ft
Defense: 18, Touch 16, flat-footed 16 (+2 Dex, +4 Class, +2 Hydra Light Armour)
BAB: +1
Grapple: +3
Attack: +3 melee (1d4+2 unarmed strike), or +3 ranged (2d8 Talon Rifle)
Full Attack: +3 melee (1d4+2 unarmed strike), or +3 ranged (2d8 Talon Rifle)
Special Attacks:
Special Qualities: For the Cause
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Hydra
Saves: Fort +2, Ref +3, Will -1.
Action Points: 0
Rep: +0
Abilities: Str 15, Dex 14, Con 12, Int 13, Wis 8, Cha 10
Occupation: Blue-collar (Drive, Intimidate)
Skills: Craft Mechanical +4, Drive +5, Hide +5, Intimidate +3, Knowledge current events +4, Knowledge street wise +4, Listen +1 Move Silently +5, Profession +2, Read/Write English, Read/Write German Sleight of Hand +5, Speak English, Speak German.
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Combat Martial Arts.
Possessions: Hydra Light Armour, Talon Rifle, 120 rounds of ammunition, various gear and personal possessions.
Mid Level Hydra Rifle Trooper (Strong Ord 3/Fast Ord 3)
CR 5;
Size: Medium-sized Human;
HD: 3d8+3 plus 3d8+3; hp 33
Mas: 12
Init: +2
Speed: 30 ft
Defense: 18, Touch 16, flat-footed 16 (+2 Dex, +6 Class, +2 Hydra Light Armour)
BAB: +5
Grapple: +7
Attack: +7 melee (1d4+2 unarmed strike), or +7 ranged (2d8 Talon Rifle)
Full Attack: +7 melee (1d4+2 unarmed strike), or +7 ranged (2d8 Talon Rifle)
Special Attacks:
Special Qualities: For the Cause
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Hydra
Saves: Fort +4, Ref +5, Will +2.
Action Points: 0
Rep: +1
Abilities: Str 15, Dex 15, Con 12, Int 13, Wis 8, Cha 10
Occupation: Blue-collar (Drive, Intimidate)
Skills: Climb +4, Craft Mechanical +4, Drive +7, Hide +6, Intimidate +5, Knowledge current events +4, Knowledge street wise +4, Listen +2 Move Silently +6, Profession +2, Read/Write English, Read/Write German, Repair +4, Sleight of Hand +5, Speak English, Speak German, Swim +4.
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Combat Martial Arts, Dodge, Advanced Firearms Proficiency.
Possessions: Hydra Light Armour, Talon Rifle, 120 rounds of ammunition, various gear and personal possessions.
For the Cause
As a move equivalent action, using training and Indoctoration techniques used by Hydra, the Rifle Trooper gains +1 to attack rolls for the next 1d4+1 rounds. If the Rifle Trooper has suffered damage and rests for at least 2 rounds, can heal 1d4 hit points. Useable 3 times per day.
Talon Rifle
The basic rifle issued by Hydra is a 5.56mm rifle that is rugged and simple, fitted with a folding forward handle, iron sights, a low profile saddle style magazine to reduce snagging, and shoulder strap.
Talon Rifle (PL 5 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 70 ft
Rate of Fire: S, A
Size: Large
Weight: 7.5 lbs
Ammo: 40 box
Purchase DC: 16 Res (+2)
Notes: Folding forward grip, when used reduces autofire penalties by -1, shoulder strap, iron sights.
Hydra Light Armour
A basic jump suit made with ballistic fibers and plates in the chest and back for added protection in green and yellow colours. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with simple air filters.
Hydra Light Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +2
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 5 lbs
Purchase DC: 14
Restriction: Res (+2)
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision.
Soldier
A general soldier used by Hydra, equipped with better equipment than the Rifle Trooper, used for attacking higher priority targets or guarding important facilities. Typically found in groups of 4, 6 or squads of 12.
Low Level Hydra Soldier (Fast Ord 1/Tough Ord 1)
CR: 1
Size: Medium-size human
HD: 1d8+2 plus 1d10+2, hp 14
Mas: 14
Init: +2
Speed: 30 ft
Defense: 18, touch 16, flat-footed 16 (+2 Dex, +4 Class, +2 Light Hydra Armour)
BAB: +0
Grapple: +1
Attack: +2 melee (1d4+1 unarmed strike) or +2 melee (1d4+1/19-20 knife), or +3 ranged (2d10-1 plasma pistol), or +2 ranged (varies grenade)
Full Attack: +2 melee (1d4+1 unarmed strike) or +2 melee (1d4+1/19-20 knife), or +3 ranged (2d10-1 plasma pistol), or +2 ranged (grenade)
Special Attacks:
Special Qualities: For the Cause, Hydra Training
FS: 5 ft by 5 ft
Reach: 5 ft
Allgience: Hydra
Saves: Fort +3, Ref +3, Will +1
Action Points: +0
Reputation: +0
Abilities: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Occupation: Mercenary (Darkmatter), Intimidate, Drive
Skills: Drive +4 Hide +4, Intimidate +4, Knowledge streetwise +2, Listen +2, Move Silently +4, Read/Write English, Read/Write German, Spot +2
Feats: Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Light Armour Proficiency
Possessions: Hydra Light Armour, Hydra Plasma Pistol, 3 power packs, knife, 5 grenades (typically anti-personnel or concussion), various gear and personal possessions.
Mid Level Hydra Soldier (Fast Ord 3/Tough Ord 3)
CR: 5
Size: Medium-size human
HD: 3d8+6 plus 3d10+6, hp 42
Mas: 15
Init: +2
Speed: 30 ft
Defense: 20, touch 18, flat-footed 18 (+2 Dex, +6 Class, +2 Light Hydra Armour)
BAB: +4
Grapple: +5
Attack: +6 melee (1d4+1 unarmed strike) or +6 melee (1d4+1/19-20 knife), or +6 melee (1d6 stun baton), or +7 ranged (2d10-1 plasma pistol), or +6 ranged (varies grenade)
Full Attack: +6 melee (1d4+1 unarmed strike) or +6 melee (1d4+1/19-20 knife), or +6 melee (stun baton), or +7 ranged (2d10-1 plasma pistol), or +6 ranged (grenade)
Special Attacks:
Special Qualities: For the Cause, Hydra Training
FS: 5 ft by 5 ft
Reach: 5 ft
Allgience: Hydra
Saves: Fort +5, Ref +5, Will +2
Action Points: +0
Reputation: +2
Abilities: Str 13, Dex 15, Con 15, Int 8, Wis 12, Cha 10
Occupation: Mercenary (Darkmatter), Intimidate, Drive
Skills: Drive +6 Hide +6, Intimidate +6, Knowledge streetwise +4, Listen +3, Move Silently +5, Read/Write English, Read/Write German, Spot +2, Survival +3
Feats: Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Light Armour Proficiency, Quick Reload, Advanced Firearms Proficiency
Possessions: Hydra Light Armour, Hydra Plasma Pistol, 3 power packs, knife, 5 grenades (typically anti-personnel or concussion), stun baton (d20 Future), various gear and personal possessions.
For the Cause
As a move equivalent action, using training and Indoctoration techniques used by Hydra, the Hydra Soldier gains +1 to attack rolls for the next 1d4+1 rounds. If the Rifle Trooper has suffered damage and rests for at least 2 rounds, can heal 1d4 hit points. Useable 3 times per day.
Hydra Training
Hydra trains its soldiers fairly well, particularly in light armour and how to aim and fire their weapons better. Gains Light Armour Proficiency, and +1 to attack rolls with Hydra ranged weapons.
Hydra Plasma Pistol
A plasma pistol produced by Hydra scientists based on the designs of those produced by Hydra during World War 2 using Cosmic Cube energy. This version doesn't use cosmic cube energy, instead using more readily available power pack and standard plasma technology. Hydra plasma pistols have slighter greater range than others, but suffer a bit in damage.
Hydra Plasma Pistol (PL 6-7 Personal Firearms Proficiency)
Damage: 2d10-1
Critical: 20x2
Damage Type: ballistic
Range Increment: 50 ft
Rate of Fire: S
Size: Medium
Weight: 3.2 lbs
Ammo: 50 box
Purchase DC: 17 Res (+2)
Notes:
Hydra Light Armour
A basic jump suit made with ballistic fibers and plates in the chest and back for added protection in green and yellow colours. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with simple air filters.
Hydra Light Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +2
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 5 lbs
Purchase DC: 14
Restriction: Res (+2)
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision.