Another Hydra villain for PCs to fight against...
Hydra Power Armour Trooper
The power armour trooper is an elite trooper that is trained in the use of power armour. These troops are used for heavy assaults, anti-super troopers and defense of important facilities. These troops are pulled from Cannon troopers, experienced and extremely loyal troopers. Some high level commanders also receive training in the use of the power armour, usually modified.
Mid-High Level Hydra Soldier (Fast Ord 4/Tough Ord 4)
CR: 7
Size: Medium-size human
HD: 4d8+8 plus 4d10+8, hp 55, 50 hp Power Armour
Mas: 15
Init: +2
Speed: 30 ft
Defense: 26, touch 18, flat-footed 24 (+3 Dex, +8 Class, +6 Hydra Power Armour)
BAB: +6
Grapple: +7 (+9 while in armour)
Attack: +7 melee (1d6+3 slam), or +9 ranged (3d8 laser) or +9 ranged (5d10 plasma )
Full Attack: +7 melee (1d6+3 slam), 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
Allegiance: Hydra
Saves: Fort +5, Ref +6, Will +2
Action Points: +0
Reputation: +2
Abilities: Str 13, Dex 16, Con 15, Int 8, Wis 12, Cha 10
Occupation: Mercenary (Darkmatter), Intimidate, Drive
Skills: Drive +7 Hide +7, Intimidate +6, Knowledge streetwise +4, Listen +5, Move Silently +7, Read/Write English, Read/Write German, Search +4, Spot +3, Survival +3
Feats: Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Light Armour Proficiency, Quick Reload, Advanced Firearms Proficiency, Powered Armoured Proficiency
Possessions: Hydra Power Armour, Hydra Plasma Pistol, 3 power packs, knife, 5 grenades, 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 Power Armour
The latest in stolen Stark Industries technology mixed with the vile destruction of Hydra. The Hydra power armour is a large, hunched backed designed armour with a cycloptic helmet, thick arms and large hands. The palms are fitted with repulsor style weapons, actually a combination laser for long ranged blasts and a potent short ranged plasma cannon. While not as advanced as Iron Man's armours, it is more advanced than suits used by other organizations, and more standardized for use by Hydra mechanized heavy infantry. One of the interesting side effects of mixing the Stark tech with the Hydra tech in an attempt to create a power source as good as an arc reactor, was when the power armour is struck in combat, the force and energy of the attack causes the armour's weapons to gain additional power, however this extra power must be expelled within a short amount of time or it will cause the weapons to overload and damage the armour.
Hydra Power Armour
Size Modifier: +0
Equipment Slots: 6
Hit Points: 50
Base Speed: 25 ft.
Height: 7.5 ft.
Weight: 375 lb
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Defense Bonus: +6
Hardness: 15
Max Dex Bonus: +2
Armour Check Penalty: -8
Purchase DC: 37
Restriction: Mil (+3), Hydra
Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft. Weight of power armour does not count against wearer's weight capacity. Large hands impose -2 penalty to any tasks requiring fine dexterity.
Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage.
Its reach is 5 feet, and its base speed is 25 feet.
Base Purchase DC: 37.
Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit
Boots: 1 slot.
Helmet: Cockpit.
Left arm: Repulsor Cannon.
Right arm: Repulsor Cannon.
Shoulder: Power Core
Torso: Cockpit
Repulsor Cannon
These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate.
Damage: 3d8 laser / 5d10 plasma cannon
Critical: 20
Damage Type: fire
Range Increment: 90 ft laser / 40 ft plasma
Rate of Fire: S / Single
Ammo: 50 charges
Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.
Power Core
The Hydra Power Armour is powered by a high energy source that is based on science Hydra acquired about the Tesseract. While not using Tesseract energy, it does use a powerful power source. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, Hydra scientists were partly successful. Every 10 points of damage the power armour takes, the next repulsor cannon attack gains +1 to damage. The armour can store this energy for a maximum of 5 rounds, able to store up to +10 points of damage. After 5 rounds of not firing, the armour takes 1d6 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.