A Hydra specialist based on the mid level Hydra Soldier (which is copied for reference).
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, 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.
Hydra Cannon Trooper
The Cannon Trooper is a heavy weapons specialist soldier, equipped with a shoulder rocket launcher and grenades, used as anti-armour and taking down structures.
Make the following changes to Hydra Soldier:
Replace Combat Martial Arts feat with Exotic Weapon (Rocket launcher) feat;
Replace Move Silently with Knowledge: Tactics +4, Intimidate with Knowledge: Physical Sciences +4;
Add Hydra Cannon Launcher to equipment/attacks;
Add 10 lbs C4/Semtex and 50 ft of Det Cord to inventory;
Add Sapper special quality.
Sapper
The Cannon Trooper is trained to make the most of their explosive weapons for destroying structures and vehicles. If the Cannon Trooper takes some time to study a battle before their attack, they can place their ranged ordnance in the best place to do the most damage. Making a Knowledge: Tactics check DC 20 as a full round action with a clear view of the battle field, which can be through a set of binoculars or similar visual aid device, their next attack, which must be made the following round, deals 50% more damage, or can ignore 5 points of hardness/DR. If the attack would normally ignore hardness/DR, ignores an additional 5.
Alternatively, when the Cannon Trooper is setting explosives, if takes at least 1 minute while making a Knowledge: Physical Sciences check DC 25, can set explosives to do the most damage, increasing damage and range by 50%.
Cannon Launcher
The Cannon launcher is Hydra's portable rocket system, similar to a LAW, like the M72A3 LAW, only instead of a disposable weapon, it is clip fed with an automatic feeding system, allowing for multiple attacks before needing reloading. It has simple sights and can be used against ground or low flying aircraft such as helicopters, or even flying superpowered beings or creatures. It has a feature where it can fire its entire magazine at once.
Hydra Cannon Launcher (PL 5 Exotic Weapon Proficiency: Rocket launcher)
Damage: varies
Critical:
Damage Type: varies
Range Increment: 175 ft
Rate of Fire: S
Size: Large
Weight: 21.5 lbs
Ammo: 5 box
Purchase DC: 17 Mil (+3)
Notes: Volley Shot, reload takes 1 full round
Volley Shot - this is an alternate fire mode, free action to switch, can fire the entire magazine (requires a full magazine), attacking a large area. Affects an area 3 times larger, dealing double damage, Reflex save DC +4. If ammunition loaded is single target only, treat like a burst fire full automatic attack using 5 rounds.
Ammunition
The Hydra Cannon Launcher has several different types of ammunition available.
Standard LAW - Standard LAW rocket, see d20 Modern pg 102. PDC 14 for 5 rockets.
Anti-Personnel - This rocket is similar to a fragmentation grenade, dealing 6d6 slashing damage to a 20 burst radius, Reflex save DC 18 for half. PDC 18 for box of 5 rockets.
HE - This is a high explosive round, dealing 8d6 fire damage, 20 ft burst radius, Reflex save DC 18 for half. PDC 17 for box of 5 rockets.
Incendiary - This rocket is filled with a napalm-like substance that spreads over a 15 ft radius, dealing 6d6 points of fire damage, Reflex save DC 18 for half. Deals 1 die less damage each round until at 0. The substance sticks to anything it lands on, takes a full round to scrape off, or a full round submerged in water. PDC 17 for box of 5 rockets.
APDS - A heavy anti-armour rocket that after being launched 30 feet, discards a sabot and releases a smaller penetrator for more precision anti-armour work. Deals 8d10 ballistic damage, ignoring 15 points of hardness. PDC 18 for box of 5 rockets.
Mini Mines - This rocket is filled with dozens of small explosives. The firer targets a 5 foot square, and just before the rocket would hit that square, it releases dozens of small explosives that bury themselves into the ground, covering a 20 foot by 20 foot area. Anyone walking into the area must make a Reflex save DC 20 or suffer 2d6 damage. A Spot or Search check DC 20 reveals that the area has been mined. The mined area can be tripped up to 5 times before all the mines are used up or too spread out to be effective. PDC 21 for box of 5 rockets.
Cannon Armour
This armour is assigned to the heavy weapon Hydra Cannon specialists. It has multiple pockets and clips for explosives and tools, padding on the shoulder for resting the cannon launcher more comfortably on the wearer's shoulder. The armour is heavier than Hydra's Light armour, with heavier chest and back plates, with added pads designed to disperse the force from explosives.
Hydra Cannon Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +4
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 13 lbs
Purchase DC: 16
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, against explosives and other area attacks, reduce damage by half.