- Executive Authority: Confidential, Top Secret.
- Operational Status: Online
- Active Operatiors: 18
- Active Support Personnel: 2,000
- Active Fleet Vessels:
- Thaumvincible Supercarrier: Condition Green
- Shadowskimmer Deployment Fleet: Condition Green
- Wasp Interceptor Fleet: Condition Green
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- Operational Overview:
- Vertaxians, Seryntur, Tyradis, Greyhelm, Northmarch. Axius is under a state of perpetual threat, and the current government exists in too transitional and unstable a status to maintain both domestic and international continuity. The Hydra project is a privately funded effort intended to provide an anonymously-funded force capable of providing precision attacks and surgical strikes on major threatening entities. If a group poses a threat to Axius or its state of affairs, Hydra is intended to eliminate it, conscripting its mercenaries from the best available and arming and training them into cohesive, dedicated six-man strike teams. Three strike teams are currently online.
- Strike teams all utilize the same general personal equipment, provided by the company itself. Situated out of the Thaumvincible, an experimental G0-Magitech hybrid supercarrier, these teams deploy via Shadowskimmer aircraft to their operating areas. A mix of air support and elite infantry tactics are their modus operandi, while the Thaumvincible itself is designed as a flying fortress, perpetually remaining at sea and requiring only occasional resupply by cargo tenders.
- Thaumvincible Experimental Supercarrier:
- Former "Odwyn" G0 Airship
- $28.9 Million
- 2,400ft Length
- 600ft Beam
- 300 Ton Iron hull [$3,000,000]
- 3x 100 Power Factor ("Gideon") Planar Energy Engine [$9,000,000]
- 4x 100 Power Factor ("Gideon") Arcane Energy Engines [$6,000,000]
- 200x Pulse Cannons (100 on each side). Damage: 40/ea. [$4,000,000] [400 Crew] [$800,000 in ammo]
- 60x Deck Guns, Side Turret. Damage: 15/ea. [$1,600,000] [3 Deck Guns per 'Turret] [60 Crew]
- 30x Deck Guns, Bottom Turret. Damage: 15/ea. [$1,100,000] [30 Crew]
- 40x Quadbow Cannons. Damage: 20/ea. [$200,000]
- 2x Orbs of Storms [$960,000]
- The Crew:
- 1 Captain [2nd Officer to Hydra Commander] [$36,500]
- 6 Pilots [$100,000] [3 Apprentices each]
- 4 Navigators [$75,000] [2 Apprentices each]
- 26 Apprentices [$10,000]
- 60 Lieutenants [$440,000]
- 1,200 Crew:
- -30% Veteran [360] [$260,000]
- -20% Airmen [240] [$175,000]
- -50% Landsmen [600] [$220,000]
- 180 Model VI Combat Ultimaxes [$16,200,000]
- 60 Constructor Ultimaxes [$1,800,000]
- Warrant Officers:
- Signal Master [$730]
- Boatswain [$1,000]
- Bursar [$1,500]
- Chirugeon [$1,800]
- Master-at-Arms [$36,500]
- 12x Engineers [$220,000]
- Equipment:
- Panel Sails: A number of smaller sails attached to masts along lines, with advanced rigging that can be moved about more easily and fastened into a wider variety of positions to catch the wind better and improve the maneuverability of the airship. [$45,000] [30 Tons] [90 Crew]
- Flexible Air Rudder: A Therilmorian invention that relies on sail-like rigging to facilitate rapid maneuvers. [$15,000] [1 Pilot, 12 Crew]
- Altitude Crystal: A ruby inside a crystalline tube that is used to denote altitude bands from fifty feet to one thousand feet. It tells the pilot the altitude of the airship. [$30,000]
- Engine Swivel: The engines are all mounted upon swivels, allowing the pilot to directly control the way the force of the engine is used to steer the ship. It is extremely sturdy in design. [$200,000]
- Engine Sync: A small magical device that balances engine output for an airship with multiple engines. It connects all of the engines onboard, allowing them to function in automatic coordination. [$175,000]
- Steering Engines: Similar in nature to propellers, the steering engines are rows of smaller engines linked to a central steering mechanism and mounted down the sides of the ship. This system allows for very fast maneuvering, but also decreases fuel efficiency. [$1,000,000]
- Airspeed Monitor: Navigation requires a lot of information, especially in unfamiliar areas or with poor visibility. As such, the airspeed monitor provides crucial information to the ship in the form of its current speed in miles per hour. [$50,000] [1 Navigator]
- Orb Compass: A set of two interwoven rings of copper surrounding a model of the Iconoclast, the inner ring rotates to show the heading of the airship in standard geographical terms (north, south, east, west) while the outer ring rotates to show the current attitude of the vessel (nose up, down, heeled over, etc). This allows navigators to more accurately track their progress and helps them guide the ship. [$30,000]
- Reactive Map: An arcane map that changes to display geographical features (mountains, rivers, forests, etc.) as the airship passes from one area to the next. This area view shows 50 square miles, centered on the airship, and depicts all natural features within that area. The map does not show structures or magical effects, however. Navigators may put their own notes on specific areas of the map. [$300,000 - Pre-marked map]
- Anchors: Weighing in at an impressive 32,000 pounds total weight, the ship's six anchors, evenly spaced across the lower deck, each weigh at five thousand pounds. These anchors are kept in separate compartments, but collectively allow the ship to remain firmly stationed regardless of conditions. [$64,000]
- 80x Gnomish Anchor Hoists: Complex pieces of machinery intended to increase the amount of weight each airman can lift, these hoists allow for the weighing of the anchors when needed. [$400,000] [80 Crewmen needed]
- Defensive Netting: This netting, which can be raised on command (and requires a full minute in order to properly deploy), provides cover for the crew aboard the ship's open decks against ranged attacks, serving as an interfering cover against outside attack. [$5,000]
- 20x Drop Lines: A series of sturdy ropes attached to pulleys on arms that swing over the side of the airship, the harness that goes with the line is then attached to the rope and the border can slide virutally silently down the rope to an unsuspecting airship below. [$20,000] [4 Tons]
- -200x Drop Harnesses [$20,000]
- Landing Gear: A series of metallic telescoping legs that protrude from the bottom of the hull, vaguely spider-like in appearance. They allow the ship to land where no runway is present. Crew members can activate the landing gears with cranks. [$300,000] [10 Crew] [3 Tons]
- 50ft Spotting Tower: Rising high above the deck of the ship, the spotting tower is a gothic spire that makes it easier for lookouts to see approaching enemy ships. It is also an excellent spot for casters to operate from, and also a target in turn because of this. [$500] [3 Tons]
- Templates:
- Armored: The sides and bottom of the airship are given extra armor plating, increasing the weight but drastically improving the ship's defensive qualities. [$1,000,000]
- Aquatic: The ship is made watertight, with an abundance of bulkheads. This allows the ship to sail as a seaship does. [$100,000]
- High Flying: The airship has been designed with a strengthened frame to withstand higher engine power, redirecting exhaust to provide more lift and less thrust. Though slowing it somewhat, it is able to fly to extravagant heights. [$1,500,00]
- Reinforced: Much of the wooden internal structure common to G0 airships has been replaced with more durable materials, such as steel, that can withstand blows more readily. The hull is thickened and tempered moreso, allowing it to withstand severe punishment. [$300,000]
- MagiTech Components: [2,228 Power Required]
- Quarter Types: Quarters for 1,500.
- 40 Ultimax Containment Units: Not exactly a quarter, but this is used to store Ultimaxes either for duty or merely storage. They are usually expensive and take up a lot of power, but can hold several Ultimax Units. [$400,000] [200 Power]
- 20 Barracks: The lowest in the chain of crew accommodations. Barracks are made to house 60 crewmembers (usually) with bunks in ranks of three, with three or more racks per barracks. Male and female crewmembers usually bunk together. [$500,000]
- 100 Basic Quarters: Minimal standard accommodations. Typically suited for one, maybe two, people and are filled by enlisted personnel and the lowest ranking officers with the least seniority. [$120,000]
- 800 Expanded Quarters: These quarters are larger and often more luxurious. Usually used by groups of people (Such as married crewmembers), families, mid-ranking officers and the like. [$2,000,000]
- 120 Luxury Quarters: These are the top of the line quarters. Large, multiple room suites with lots of amenities. This category includes most senior officers' quarters, special diplomatic and VIP quarters and the like. [$600,000]
- Basic Life Support [$100,000] [9 Power/round] [Supports 1,000-2,000]
- Emergency Life Support Systems (ELSS): Contains 60 emergency shelters, in addition to providing 24 hours of emergency life support if needed, each with its own energy source. [$25,000]
- 180 Days of Provisions [$6,000,000]
- Quartz Supply:
- 6,000lbs Quartz [$300,000]
- Food Creation System [$200,000]
- Rating 9 Medical Facilities: [$135,000]
- Level 6 Chief Medical Officer (Chirugeon)
- Skill Level 4 Personnel [+3 Bonus]
- 90% Emergency Medical Kit (EMK) availability
- Emergency Medical Ultimax [2 Power]
- Rating 10 Recreation System [10 Power] [$120,000]
- 3 main rec rooms, pleasant (sometimes even luxurious) eating facilities; 3 large lounges, 4 gyms, 5 small lounges, 3 arboretums
- Rating 8 Sim Chamber: [$400,000] [16-28 Power]
- Fire Suppression System [$50,000] [1 Power/Round]
- 7 D-CC-C10 Cores [459 Power Generated each] [3,213 Power Generated Total] [$875,000] [5% Decay/Month]
- Location: Aft section
- Mana Flow System: +60 Power/Round transfer [$120,000]
- Status: Alternative Fuel Source Unable to be Acquired
- Status: Existing Energy Supplies Insufficient
- Status: New Power Source Procured as of Krondus, 746
- 2 Shadow Knight Pos/Neg Cores (SK-PNC-2) [1,300 Power Generated]
- Status: Mild damage due to previous battle experience.
- Emergency Power: [$90,000]
- 2 Type H Emergency Generators
- 120 Power Generated per Round
- Mana Generators:
- 2 D-MG3 Generators [$1,200,000]
- 690 Power/Day
- 300 Power Storage capacity
- Bridge System [Integrated into G0 piloting] [$750,000]
- Long-Range Sensors:
- Mark VIII [5 Power]
- Range (Minimal/Short/Medium/Long): 1.5-7.5/7.6-10/10.1-15/15.1-20 [+%40 range boost at 20 Power]
- Strength Class 8 [8+4 from power boost. Power Cost: 16] [$45,000]
- Class 3 Gain [+3 Bonus] [$40,000]
- Lateral Sensors:
- Class 6 [Strength 6] [$35,000] [Range: 1.5 miles/7,920 feet] [5 Power]
- Class 3 Gain [+3 Bonus] [$40,000]
- Navigational Sensors:
- Class 6 [Strength 6] [$35,000]
- Class 3 Gain [+3 Bonus] [$4,000]
- Communications Systems:
- Class 7 [Strength 7] [$600,000] [24 Power] [-8 Security] [+35% Range] [Strength 9]
- 0WC Range (Feet): 42,000 [56,700]
- Burst Range (Miles): 300 [405]
- Security: -3
- Signal Booster Model 2 [+15% Range] [$360,000]
- Class 3 Security Enhancement [-3 Security] [$300,000]
- Power Boost: +2 Strength [6 Power], +2 Security [6 Power], +%20 Range [12 Power]
- Personnel Teleporters:
- 10 Personnel Type 7 Teleporters [$210,000] [700 Power]
- 6 Pads each [$120,000]
- Range: 6,000ft
- Class H Crystals [Strength 8] [$80,000]
- Power Boost: +10 Strength [30 Power]. +%20 Range [40 Power]
- Cargo Teleporters
- 5 Cargo Type 5 Teleporters [$200,000] [350 Power]
- 6 Ton Capacity each [$720,000]
- Range: 2,500ft
- Class H Crystals [Strength 8] [$40,000]
- Power Boost: +10 Strength [30 Power]. +%20 Range [40 Power]
- Security Systems:
- Rating 5 Security System [$375,000] [51 Power]
- Chief Security Officer (CSO) Skill: 5
- Security Guard Skill: 3
- Ease of getting away with illegal activity: Near Impossible
- 10 Brigs [40 Power]
- Armory Budget: $5,625,000
- 20x Over-under Quadbow Shotguns (Xyris Model) [$260,000] [Overcharged at $1,000/ea] [Hydra Use Only]
- Anti-Intruder System [$60,000] [1 Power]
- 100 Internal Force Fields [$2,700,000] [10 Power]
- Five Laboratories:
- Rating 4 Science Systems [$600,000] [5 Power] [+3 Bonus]
- Usually possessed by most advanced science & medical ships
- 5 Laboratories (Magic Item, Golem, Arcane, Alchemical, MagiTech)
- 5 Specialized Systems (Magic Items, Golemancy, Arcane, Alchemical, MagiTech) [$1,250,000]
- Hangar Bay:
- 90 SU Capacity [$4,500,000] [180 Power]
- 10 Mk 1 Wasps [$60,000,000]
- 6 Mk I Shadowskimmers [$30,000,000]
- Personnel Drop, Triage, and Combat Modules available.
- 2 Missile Storage Chambers: [$800,000] [2 Power]
- 2,100 Fire Bombs [$18,900,000]
- 2,100 Holy Water Bombs [$8,400,000]
- 2,100 Lightning Bombs [$15,750,000]
- 2,100 Acid Bombs [$8,400,000]
- 2,100 Noon Bombs [$9,450,000]
- Repair Bay:
- 30 SU at once. [$4,500,000]
- 50 dedicated repair personnel
- Production Bay:
- 5 SU production capacity per hour
- 400 Personnel required
- Can repair 18 SU per hour
- Shuttle Bay: [$600,000] [20 Power]
- 40 SU capacity
- Shields: [800 Power]
- Protection: 2000 per grid
- Power Draw: 800
- Portal Systems:
- 2x Class 2 Personnel Portal Generator Drives [18 Power/Mile]
- Mistwalker Module [12 Power]
- Gyroscopic Stabilizer [12 Power]
- 1x Class 1 Personnel Portal Generator Drive [10 Power/Mile]
- Mistwalker Module [5 Power]
- Gyroscopic Stabilizer [5 Power]
- Hydra Operator Information:
- Profile:
- Stats
- Physical Prowess: Expert (5)
- Magical Prowess: Novice (1)
- Tactical Prowess: Adept (3)
- Social Prowess: Proven (2)
- Economic Prowess: Veteran (4)
- Professional Reputation: Adept (3)
- Equipment Bonus: Expert (5)
- Equipment:
- Generic Magic Items:
- Boots of Speed [$120,000]
- Bracers of Armor (+6) [$360,000]
- Helm of Telepathy [$270,000]
- Necklace of Adaptation [$90,000]
- Belt of Giant Strength (+6) [$360,000]
- Cloak of Etherealness [$550,000]
- Gloves of Dexterity (+6) [$360,000]
- Goggles of Night [$120,000]
- Handy Haversack [$20,000]
- Green Ioun Stones [$400,000]
- 1x Scarab of Protection [$760,000]
- Ring of Force Shield [$85,000]
- Ring of Improved Jumping [$100,000]
- Ring of Ram [$86,000]
- Armor:
- Mithral Breastplate of Heavy Fortification [$290,000]
- Weaponry:
- 2x Adamantine Throwing Axes of Spell Storing (Slow) and Returning [$140,000]
- 1x Everbright Disarming Keen Mithral Rapier [$190,000]
- 5x Darts of Impalacable Impedance [$2,500,000]
- 1x HAMR-1 "Warhammer" Mana Rifle [$10,000]
- -10x Ammo Crystals [$5,000]
- -Accuracy Customization [$3,000]
- -10x Barrel Baffle [$4,000]
- -Extended Magazine [$2,000] [3x Ammunition. Forty-five shots to previous 15]
- -Underslung Fireball Launcher [$5,000] [3-5 Shots of explosive fireball spell]
- -Overcharged Customization [$1,000] [Extended magazine reduced to 15 shots, but weapon power multiplied by three]
- -Mark 1 Scope Customization [$750]
- 2x Norcon Pistols [$6,000]
- -Accuracy Customization [$3,000]
- -10x Ammo Crystals [$1,000]
- Consumables:
- Restorative Ointment [$40,000]
- Rope of Entanglement [$210,000]
- 2x Eversmoking Bottles [$54,000]
- 5x Spell Grenades [$2,500]
- 10x Cure Serious Wounds Potions [$75,000]
- 10x Cure Critical Wounds Potions [$140,000]
- Everburning Torch [$1,100]
- 4x Sunrod [$800]
- 2x Tanglefoot Bags [$1,000]
- 3x Thunderstones [$900]
- Generics:
- Masterwork Manacles [$500]
- -Amazing Lock [$1,500]
- Spyglass [$10,000]
- Crowbar [$20]
- 2x Flasks [$2]
- Bedroll [$10]