The H.I.V.E.

ACRONYM: H.I.V.E - for Hierarchy of International Vengeance and Extermination.
GOAL: World Domination through terrorism.

H.I.V.E. Mercenary

as per page 63, Judge's Book.

The H.I.V.E. mercenary performs a variety of tasks, from assassination to cleaning toilets. They are usually armed with the plasma rifle and fight as part of a team.

They rarely possess any information beyond the nature of his immediate assignment. Use these stats for technicians, laborers, or any other H.I.V.E. member the players may encounter.

H.I.V.E. Security Guard

use the typical soldier stats on page 63 of the Judge's Book. Alternately use, you can use either stats for typical Hydra or A.I.M. agents as presented in various Marvel sourcebooks.

The H.I.V.E. security guard serves as an elite corps of soldiers and maintains a strict code of conduct, shooting offenders on sight. They usually carry a plasma rifle and fight as a team. They also are familiar with the various heavy weapons that H.I.V.E. uses.

The guards at each base will know where the prison is located and whether anyone is being held there or not but otherwise will have little information.


H.I.V.E. TEAM TACTICS

H.I.V.E. has learned that its soldiers are no match for heroes. So they have developed team tactics to take advantage of superior numbers to even the odds in battle against the heroes.

Mercenaries and Guards fight in firing teams of 10. All 10 members are trained to attack the same target, thus increasing their effectiveness.

When player characters enter battle with one or more firing teams use the following procedure.

1. Determine Initiative normally, treating the firing team as one character and using the lowest Intuition rank of the group to determine any bonuses.

2. Using the attacker with the highest Agility, one roll is made for the firing team to hit but it is given a +1CS.

3. If the target is hit, roll 1D10. This is the number of members of the firing team that actually hit the target.

4. Treat each hit separately using the appropriate damage rank.

5. Once any member of a firing team is knocked unconsciousness, the firing team's effectiveness is destroyed and the remaining members flee.

6. No more than two firing teams will ever fire at the same target.


H.I.V.E. HEAVY EQUIPMENT

All of the following can be found at any H.I.V.E. base except the Anti-Matter Powered Laser.

Plasma Rifle RM (30) Force damage; 5 area range; 10 shots; EX material strength. This is the standard issue weapon. About the size of a modern assault rifle, it fires a stream of pure energy at the target and functions well in any environment -- on earth, underwater or in near-vacuum.

Automatic Ion Cannon IN Force damage; 7 area range; EX Agility. These are used as automated security devices in particularly sensitive areas. It fires a super-charged set of atomic particles at its target and is usually controlled by a computer.

Electric Whips RM Energy damage; GD Fighting. These highly-electrified cables are concealed in strategic hallways througout the base to capture intruders. The whips strikeout at their targets like giant snakes, attempting to entangle and electrify the victim at the same time. Any character his is caught in the cables.

Stasis Chains MN physical detection; MN damage. These chains are used solely to capture intruders. Once a character is knocked unconscious or rendered defenseless, H.I.V.E. mercenaries lock them in these special chains.

The chains are equipped with a special electronic sensor that can tell when someone wrapped inside them is about to regain consciousness and will automaticall exert enough damage to knock them into deep unconsciousness before they awaken.

They have two drawbacks. First they must be applied when the victim is already defenseless. Second, if left in the chains for more than 24 hours, they could die from the constant stress to their body (GM's discretion).

VEHICLES

Submarine: stats and description in the Judge's Book on pages 49 and 55. Plasma Cannon AM Force damage;20 area range; can only fire at targets the size of a small whale or larger.

The submarine is used to commit acts of piracy on the high seas in order to supply the materials H.I.V.E. needs for its operations.

There are 120 mercenaries aboard each sub armed with plasma rifles. Any character entering a sub will be immediately attacked by a security detachment of 40 mercenaries (4 firing teams) and will encounter another security detachment of 30 mercenaries (3 firing teams) on the bridge.

Near each hatch is one box of square green and one box of square yellow badges which may be pinned on a character's uniform. These are various security badges for H.I.V.E. bases.

Each submarine carries three small jet aircraft.

H.I.V.E. Aircraft us stats and description for a military jet in the Judge's book on pages 49 and 53. Plasma Cannon IN Force damage; 10 area range; can only fire at targets man-sized and larger.


Back to Titans page
Back to DC page