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<blockquote data-quote="kronos182" data-source="post: 7585888" data-attributes="member: 6668634"><p><span style="font-size: 18px">Hydra Power Armour mk2</span></p><p>The mk2 version of the Hydra Power Armour looks the same, although the helmet is able to raise and turn more than the original, and is a little narrower. Most of the improvements are all hidden under the armour, including improved actuators for improved speed, improved sensors and includes a few extra systems. The left shoulder has a retractable grenade launcher that has a divided ammo bin to allow up to 3 different types of grenades to be loaded, while the right shoulder has a retractable automatic rifle. The right arm has a retractable blade for additional melee combat. These armours are usually given to elite members and special agents.</p><p>The mk2 retains the power system of the original, as well as the ability to enhance its repulsor weapons with the force of attacks the armour takes, however a few safety features were installed to reduce the chance of overload and the damage it might cause.</p><p></p><p><span style="font-size: 15px">Hydra Power Armour</span></p><p>Size Modifier: +0</p><p>Equipment Slots: 6</p><p>Hit Points: 55</p><p>Base Speed: 30 ft.</p><p>Height: 7.5 ft.</p><p>Weight: 390 lb</p><p>Fighting Space: 5 ft. by 5 ft.</p><p>Reach: 5 ft.</p><p>Defense Bonus: +6</p><p>Hardness: 15</p><p>Max Dex Bonus: +2</p><p>Armour Check Penalty: -8</p><p>Purchase DC: 38</p><p>Restriction: Mil (+3), Hydra</p><p>Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, grenade launcher (similar to m79 using 40mm grenades, 30 grenades, can be divided into 3 different types, 10 each), HK G3 (200 rounds). Weight of power armour does not count against wearer's weight capacity. Large hands impose -2 penalty to any tasks requiring fine dexterity.</p><p></p><p>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.</p><p>Its reach is 5 feet, and its base speed is 25 feet.</p><p>Base Purchase DC: 37.</p><p>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 </p><p>Boots: 1 slot.</p><p>Helmet: Cockpit.</p><p>Left arm: Repulsor Cannon.</p><p>Right arm: Repulsor Cannon.</p><p>Shoulder: Power Core</p><p>Torso: Cockpit</p><p></p><p><strong>Repulsor Cannon</strong></p><p>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.</p><p> (4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40 ft, s/a)</p><p>Damage: 3d8 laser / 5d10 plasma cannon</p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 90 ft laser / 40 ft plasma</p><p>Rate of Fire: S / Single</p><p>Ammo: 50 charges</p><p>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. </p><p></p><p><strong>Power Core</strong></p><p>The Hydra Power Armour mk2 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 8 rounds, able to store up to +10 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.</p><p></p><p><span style="font-family: 'Calibri'">Assault Rifle </span></p><p><span style="font-family: 'Calibri'">Mounted on the rightshoulder is a retractable assault rifle, based on the Talon rifle</span></p><p><span style="font-family: 'Calibri'">Damage: 2d8</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type:ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 70ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A</span></p><p><span style="font-family: 'Calibri'">Ammo: 120 Internal</span></p><p> </p><p><span style="font-family: 'Calibri'">Grenade launcher</span></p><p><span style="font-family: 'Calibri'">Mounted on the leftshoulder is a retractable grenade launcher that can switch between up to 3different types of grenades. Typically loaded are fragmentation, explosive andsmoke grenades.</span></p><p><span style="font-family: 'Calibri'">Damage: varies bygrenade</span></p><p><span style="font-family: 'Calibri'">Critical: -</span></p><p><span style="font-family: 'Calibri'">Damage Type: variesby grenade</span></p><p><span style="font-family: 'Calibri'">Range Increment: 60ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Ammo: 30 internal,divided into 3 groups of 10, which can be all the same, or 3 different types.</span></p><p><span style="font-family: 'Calibri'">Switching grenadetypes is a free action.</span></p><p> </p><p><span style="font-family: 'Calibri'">Melee Blade</span></p><p><span style="font-family: 'Calibri'">The right armcontains a retractable blade for use in melee combat, or as a tool.</span></p><p><span style="font-family: 'Calibri'">Damage: 1d10 + Strmodifier</span></p><p><span style="font-family: 'Calibri'">Critical: 19-20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type:Slashing</span></p><p></p><p></p><p><span style="font-size: 18px">Vanguard</span></p><p>An elite soldier, used as trouble shooters and commandos, trained to take advantage of weakened opponents, making them excellent support units for small squads. Many Vanguards act as squad leaders or become leaders later in their careers. Vanguards are one of the few soldiers that can be assigned a Tesseract Pistol.</p><p></p><p><span style="font-size: 15px">Mid Level Hydra Soldier (Fast Ord 3/Tough Ord 3, Dedicated Ord 2)</span></p><p>CR: 6</p><p>Size: Medium-size human</p><p>HD: 3d8+6 plus 3d10+6 plus 2d6+6, hp 55</p><p>Mas: 15</p><p>Init: +2</p><p>Speed: 30 ft</p><p>Defense: 20, touch 18, flat-footed 18 (+2 Dex, +7 Class, +2 Light Hydra Armour)</p><p>BAB: +5</p><p>Grapple: +6</p><p>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)</p><p>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)</p><p>Special Attacks: Flesh Wound</p><p>Special Qualities: For the Cause, Hydra Training, Executioner</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allgience: Hydra</p><p>Saves: Fort +5, Ref +5, Will +4</p><p>Action Points: +0</p><p>Reputation: +3</p><p>Abilities: Str 13, Dex 15, Con 15, Int 10, Wis 12, Cha 10</p><p>Occupation: Mercenary (Darkmatter), Intimidate, Drive</p><p>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</p><p>Feats: Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Light Armour Proficiency, Quick Reload, Advanced Firearms Proficiency</p><p>Possessions: Hydra Light Armour, Hydra Plasma Pistol, 3 power packs, knife, 5 grenades, stun baton (d20 Future), various gear and personal possessions.</p><p></p><p><strong>For the Cause</strong></p><p>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.</p><p></p><p><strong>Hydra Training</strong></p><p>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.</p><p></p><p><strong>Executioner</strong></p><p>The Vanguard is trained to take advantage of disabled foes. When the Hydra Vanguard attacks a target that is Stunned, Dazed, Slowed or unconscious that is within 30 feet, gains a +1 to attack rolls and deals an extra +5 damage against that target.</p><p></p><p><strong>Flesh Wound</strong></p><p>Vanguards are trained to disable or slow targets to make them easier to take down or capture. As a full round attack, the Vanguard can opt to make a Flesh Wound attack, dealing half damage with their attack, suffering a -2 to attack roll and the target must make a Fort save DC 12 + Vanguard Wis Modifier (DC 13) or be Slowed. A Slowed character suffers -10 ft to speed, -2 to Initiative, Reflex and loses one attack on a full attack if they have multiple attacks per round for 1d4+2 rounds or healed. Multiple successful Flesh Wound attacks penalties stack and extend the duration by 1 round. A character who's speed is reduced to 0 is immobile.</p><p></p><p></p><p><span style="font-size: 18px">Hydra MCU Weapons</span></p><p><span style="font-size: 15px">Hydra Tesseract Pistol</span></p><p>During WW2, Hydra developed energy weapons, similar to plasma weapons, using the energy of the Tesseract. These pistols are extremely deadly to organic beings, able to vaporize a human, but not as damaging to inanimate objects. Although powerful, producing the ammunition for these weapons is difficult and thus these weapons are only assigned to officers and elite units.</p><p>In Coreline, Hydra has a limited number of these, and while they do not have a Tesseract, they can reproduce the energy, although it is expensive and difficult, so these weapons are only given to elite units and high ranking officers.</p><p></p><p><strong>Hydra Tesseract Pistol (PL 6-7 Personal Firearms Proficiency)</strong></p><p>Damage: 3d10-1</p><p>Critical: 20 Disintegrate</p><p>Damage Type: Energy</p><p>Range Increment: 40 ft</p><p>Rate of Fire: S</p><p>Size: Medium</p><p>Weight: 4.2 lbs</p><p>Ammo: 40 box</p><p>Purchase DC: 22 Mil (+3) (Hydra Only)</p><p>Notes: On a critical roll (natural roll of 20), a target up to a large sized creature (typical humanoid) must make a Fort save DC 28 or be disintegrated. A successful save deals 5d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 30.</p><p>Special Power Packs - These pistols require special power packs, with a PDC of 14 each, but can only be gotten from Hydra.</p><p></p><p></p><p><span style="font-size: 15px">Hydra Arnimhilation 99L (Tesseract) Rifle</span></p><p>During WW2, Hydra developed energy weapons, similar to plasma weapons, using the energy of the Tesseract. These rifles are extremely deadly to organic beings, able to vaporize a human, but unlike the pistols, can easily damage inanimate objects, although can't vaporize them. Although powerful, producing the ammunition for these weapons is difficult and thus these weapons are only assigned to officers and elite units. The Arnimhilation 99L was a silver tube shaped rifle, with a forward pistol grip for added stability, black butt stock typically wood or metal coated with rubber, and a basic sight built into the top. The energy pack fits into the bottom just in front of the trigger guard.</p><p>In Coreline, Hydra has a limited number of these, and while they do not have a Tesseract, they can reproduce the energy, although it is expensive and difficult, so these weapons are only given to elite units and high ranking officers.</p><p></p><p><strong>Hydra Arnimhilation 99L (Tesseract) Rifle (PL 6-7 Personal Firearms Proficiency)</strong></p><p>Damage: 4d12 + Knockback</p><p>Critical: 20 Disintegrate</p><p>Damage Type: Energy</p><p>Range Increment: 90 ft</p><p>Rate of Fire: S</p><p>Size: Large</p><p>Weight: 12 lbs</p><p>Ammo: 40 box</p><p>Purchase DC: 23 Mil (+3) (Hydra Only)</p><p>Notes: Targets of medium size or smaller must make a Fort save DC 12 or be knocked back 1d4x10 feet, and if strikes an object before reaching the total distance suffers 1d6 subdual damage per 10 feet after the first 10 feet, and knocked prone. A successful save the target is pushed back 5 feet and is Dazed for 1 round.</p><p>On a critical roll (natural roll of 20), a target up to a large sized creature (typical humanoid)must make a Fort save DC 28 or be disintegrated. A successful save deals 5d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 30.</p><p>Special Power Packs - These pistols require special power packs, with a PDC of 14 each, but can only be gotten from Hydra.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7585888, member: 6668634"] [SIZE=5]Hydra Power Armour mk2[/SIZE] The mk2 version of the Hydra Power Armour looks the same, although the helmet is able to raise and turn more than the original, and is a little narrower. Most of the improvements are all hidden under the armour, including improved actuators for improved speed, improved sensors and includes a few extra systems. The left shoulder has a retractable grenade launcher that has a divided ammo bin to allow up to 3 different types of grenades to be loaded, while the right shoulder has a retractable automatic rifle. The right arm has a retractable blade for additional melee combat. These armours are usually given to elite members and special agents. The mk2 retains the power system of the original, as well as the ability to enhance its repulsor weapons with the force of attacks the armour takes, however a few safety features were installed to reduce the chance of overload and the damage it might cause. [SIZE=4]Hydra Power Armour[/SIZE] Size Modifier: +0 Equipment Slots: 6 Hit Points: 55 Base Speed: 30 ft. Height: 7.5 ft. Weight: 390 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: 38 Restriction: Mil (+3), Hydra Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, grenade launcher (similar to m79 using 40mm grenades, 30 grenades, can be divided into 3 different types, 10 each), HK G3 (200 rounds). 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 [B]Repulsor Cannon[/B] 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. (4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40 ft, s/a) 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. [B]Power Core[/B] The Hydra Power Armour mk2 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 8 rounds, able to store up to +10 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage. [FONT=Calibri]Assault Rifle [/FONT] [FONT=Calibri]Mounted on the rightshoulder is a retractable assault rifle, based on the Talon rifle[/FONT] [FONT=Calibri]Damage: 2d8[/FONT] [FONT=Calibri]Critical: 20x2[/FONT] [FONT=Calibri]Damage Type:ballistic[/FONT] [FONT=Calibri]Range Increment: 70ft[/FONT] [FONT=Calibri]Rate of Fire: S, A[/FONT] [FONT=Calibri]Ammo: 120 Internal[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Grenade launcher[/FONT] [FONT=Calibri]Mounted on the leftshoulder is a retractable grenade launcher that can switch between up to 3different types of grenades. Typically loaded are fragmentation, explosive andsmoke grenades.[/FONT] [FONT=Calibri]Damage: varies bygrenade[/FONT] [FONT=Calibri]Critical: -[/FONT] [FONT=Calibri]Damage Type: variesby grenade[/FONT] [FONT=Calibri]Range Increment: 60ft[/FONT] [FONT=Calibri]Rate of Fire: Semi[/FONT] [FONT=Calibri]Ammo: 30 internal,divided into 3 groups of 10, which can be all the same, or 3 different types.[/FONT] [FONT=Calibri]Switching grenadetypes is a free action.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Melee Blade[/FONT] [FONT=Calibri]The right armcontains a retractable blade for use in melee combat, or as a tool.[/FONT] [FONT=Calibri]Damage: 1d10 + Strmodifier[/FONT] [FONT=Calibri]Critical: 19-20x2[/FONT] [FONT=Calibri]Damage Type:Slashing[/FONT] [SIZE=5]Vanguard[/SIZE] An elite soldier, used as trouble shooters and commandos, trained to take advantage of weakened opponents, making them excellent support units for small squads. Many Vanguards act as squad leaders or become leaders later in their careers. Vanguards are one of the few soldiers that can be assigned a Tesseract Pistol. [SIZE=4]Mid Level Hydra Soldier (Fast Ord 3/Tough Ord 3, Dedicated Ord 2)[/SIZE] CR: 6 Size: Medium-size human HD: 3d8+6 plus 3d10+6 plus 2d6+6, hp 55 Mas: 15 Init: +2 Speed: 30 ft Defense: 20, touch 18, flat-footed 18 (+2 Dex, +7 Class, +2 Light Hydra Armour) BAB: +5 Grapple: +6 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: Flesh Wound Special Qualities: For the Cause, Hydra Training, Executioner FS: 5 ft by 5 ft Reach: 5 ft Allgience: Hydra Saves: Fort +5, Ref +5, Will +4 Action Points: +0 Reputation: +3 Abilities: Str 13, Dex 15, Con 15, Int 10, 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. [B]For the Cause[/B] 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. [B]Hydra Training[/B] 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. [B]Executioner[/B] The Vanguard is trained to take advantage of disabled foes. When the Hydra Vanguard attacks a target that is Stunned, Dazed, Slowed or unconscious that is within 30 feet, gains a +1 to attack rolls and deals an extra +5 damage against that target. [B]Flesh Wound[/B] Vanguards are trained to disable or slow targets to make them easier to take down or capture. As a full round attack, the Vanguard can opt to make a Flesh Wound attack, dealing half damage with their attack, suffering a -2 to attack roll and the target must make a Fort save DC 12 + Vanguard Wis Modifier (DC 13) or be Slowed. A Slowed character suffers -10 ft to speed, -2 to Initiative, Reflex and loses one attack on a full attack if they have multiple attacks per round for 1d4+2 rounds or healed. Multiple successful Flesh Wound attacks penalties stack and extend the duration by 1 round. A character who's speed is reduced to 0 is immobile. [SIZE=5]Hydra MCU Weapons[/SIZE] [SIZE=4]Hydra Tesseract Pistol[/SIZE] During WW2, Hydra developed energy weapons, similar to plasma weapons, using the energy of the Tesseract. These pistols are extremely deadly to organic beings, able to vaporize a human, but not as damaging to inanimate objects. Although powerful, producing the ammunition for these weapons is difficult and thus these weapons are only assigned to officers and elite units. In Coreline, Hydra has a limited number of these, and while they do not have a Tesseract, they can reproduce the energy, although it is expensive and difficult, so these weapons are only given to elite units and high ranking officers. [B]Hydra Tesseract Pistol (PL 6-7 Personal Firearms Proficiency)[/B] Damage: 3d10-1 Critical: 20 Disintegrate Damage Type: Energy Range Increment: 40 ft Rate of Fire: S Size: Medium Weight: 4.2 lbs Ammo: 40 box Purchase DC: 22 Mil (+3) (Hydra Only) Notes: On a critical roll (natural roll of 20), a target up to a large sized creature (typical humanoid) must make a Fort save DC 28 or be disintegrated. A successful save deals 5d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 30. Special Power Packs - These pistols require special power packs, with a PDC of 14 each, but can only be gotten from Hydra. [SIZE=4]Hydra Arnimhilation 99L (Tesseract) Rifle[/SIZE] During WW2, Hydra developed energy weapons, similar to plasma weapons, using the energy of the Tesseract. These rifles are extremely deadly to organic beings, able to vaporize a human, but unlike the pistols, can easily damage inanimate objects, although can't vaporize them. Although powerful, producing the ammunition for these weapons is difficult and thus these weapons are only assigned to officers and elite units. The Arnimhilation 99L was a silver tube shaped rifle, with a forward pistol grip for added stability, black butt stock typically wood or metal coated with rubber, and a basic sight built into the top. The energy pack fits into the bottom just in front of the trigger guard. In Coreline, Hydra has a limited number of these, and while they do not have a Tesseract, they can reproduce the energy, although it is expensive and difficult, so these weapons are only given to elite units and high ranking officers. [B]Hydra Arnimhilation 99L (Tesseract) Rifle (PL 6-7 Personal Firearms Proficiency)[/B] Damage: 4d12 + Knockback Critical: 20 Disintegrate Damage Type: Energy Range Increment: 90 ft Rate of Fire: S Size: Large Weight: 12 lbs Ammo: 40 box Purchase DC: 23 Mil (+3) (Hydra Only) Notes: Targets of medium size or smaller must make a Fort save DC 12 or be knocked back 1d4x10 feet, and if strikes an object before reaching the total distance suffers 1d6 subdual damage per 10 feet after the first 10 feet, and knocked prone. A successful save the target is pushed back 5 feet and is Dazed for 1 round. On a critical roll (natural roll of 20), a target up to a large sized creature (typical humanoid)must make a Fort save DC 28 or be disintegrated. A successful save deals 5d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 30. Special Power Packs - These pistols require special power packs, with a PDC of 14 each, but can only be gotten from Hydra. [/QUOTE]
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