Bestiary · Humanoid

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
HDF Captain, drawn at Medium scale
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.