HDF Captain
An HDF captain commands a company drawn from several member systems. The captain coordinates Thuulean assault elements, Istryxian scouts and Halcyion fire support in the same action, and is selected for the ability to do that under fire.
Halcyion Federation
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 17 (command harness and shield)
- Hit points
- 105 (14d8 + 42)
- Proficiency
- +3
- STR 15 +2 save +2
- DEX 17 +3 save +3
- CON 16 +3 save +6
- INT 16 +3 save +3
- WIS 16 +3 save +6
- CHA 15 +2 save +5
- Skills
- Perception +6 , Technology +6 , Insight +6 , Persuasion +5
- Passive Perception
- 16
- Languages
- Common, Federation Standard, Thuulean, Istryx
- Condition immunities
- decompressed
- Found in
- The Halcyion Sector , Hyperlane Corridor
Equipment
Traits
-
Joint Command
Allies within 60 feet that can hear the captain can use their reaction to move up to half their speed without provoking opportunity attacks.
-
Layered Defense
Allies within 30 feet add 1 to their Armor Class while the captain is not Incapacitated.
Actions
-
Particle Rifle
+6 to hit · long range
2d6 + 3 force damage
The captain makes two Particle Rifle attacks.
-
Call the Line
DC 13 Wisdom save
Each hostile creature within 30 feet takes 6d8 thunder damage on a failed save, or half as much on a success. Recharges on a 5 or 6.
-
Adjust Reaction
When an ally within 60 feet that can hear the captain is hit by an attack, that ally can immediately move up to half its speed without provoking opportunity attacks, and the next attack made against it before the end of the captain's next turn has disadvantage.