Modron, Quadrone

F
Ex 20
A
Gd 10
S
Gd 10
E
Gd 10
R
Gd 10
I
Gd 10
P
Am 50
Res
Gd 10
Pop
n/a


Health:
Karma:
50
70

Origin:

Like all modrons, the countless quadrones are extradimensional clockwork beings, hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre blend of flesh and gears, and this - combined with their inherent magical nature - is the source of their supernatural powers.

Known Powers (in addition to common Base Modron powers):

Circular Vision: quadrones, while lacking a 'face' on each of their six sides, nonetheless have sensory organs of some sort or another all over their body, granting them the ability to have a 360 degree by 360 degree (all around, top and bottom) awareness of their environment. This power has no rank, per se, but it can't be negated, either.

Enhanced Senses (general): quadrones have highly acute sensory organs, granting them the ability to use all five of their standard senses at 150 % of the ability of your average human. In other words, quadrones wield all five senses at an enhanced level (call it +1 CS higher than normal), be it sight, hearing, taste, smell, or touch.

Infravision: quadrones, like the duodrones, have the ability to see into the infrared spectrum of light. Working at Excellent (20) rank, this lets them peer up to 180 feet into the dark, whether it be natural or artificially generated. While rarely necessary on Mechanus, it definitely comes handy in off-plane work, as several of the... lower... planes are utterly dark to standard vision.

Multiple Limbs / Arms: most quadrones have four arms, and can bring all four to bear at once. Thanks to an inherent talent with multiple attacks, quadrones can make up to four attacks in one turn, the last three of which will occur after everybody else has made their primary actions in said turn. These are occasionally unarmed melee attacks, but quadrones are usually heavily armed...

Winged Flight: instead of having an extra set of arms, some quadrones have been equipped with a set of wings. These metallic instruments allow a quadrone to fly at Poor (4) speeds (around sixty miles per hour), or simply hover in place indefinitely. While this negates the quadrone's devastating combat ability, it is nonetheless handy in most situations.

Equipment:

Quadrones, if they know they will be going into battle, will arm themselves with two bows or four similar weapons (if of the four armed variety) or just one bow or two similar melee weapons (if of the two armed variety). Either of these weapons can inflict Good (10) damage in the hands of a quadrone; bows inflicting Shooting damage and the others causing types of pain depending on their type.

Quirks:

Fighting Logistics: quadrones, like all modrons, wield naturally organized minds. They can apply their inherent analytical tendencies to combat applications, sizing up a foe rather quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes his fighting style.

Talents (in addition to common Base Modron talents):

Bows: quadrones have the inherent ability to use bows - to deadly effect. These modrons make attacks with a bow as if their agility score were +1 CS in rank, and those with four arms can actually utilize two bows at once, allowing them to make two ranged attacks in one turn naturally. No other modrons have this dangerous ability.

Leadership: knowing how to spread resources around and delegate tasks like no other beings alive, quadrones all have this skill as a general matter of course. As such, any group that they are actively leading receives a 50 point boost to its karma pool - assuming it has one - even if the quadrone is simply leading other quadrones. As you can guess, quadrone leaders tend to be successful most of the time...

Characteristics:

A more advanced and refined intelligence (as compared to the tridrone), quadrones are the elite of Mechanus' labor forces. Often, they're the ones who order most of the lower modrons into action (in general maintenance situations and the like), as they have the ability to observe, plan, react to the unexpected, and act to remedy situations.

Appearance:

Each and every quadrone is six foot tall. The majority of its body is a three foot by three foot by three foot cube, upon which is attached two legs, and either four arms or two arms and two wings. The front face of a quadrone's 'cube' holds its vaguely humanoid face, which is the only exposed organic part on its body. Also, quadrones have several odd, non-visual sensory organs on each of their six sides.

Ecological Niche:

In addition to their role as the relay between pentadrones and tridrones in the modron system, quadrones are most often field officers in the modron armies. In conflict, they can bring over a thousand modron soldiers to bear (via the 'dozen' chain of command principle) and as such are rightly feared on the battlefield - especially against the mortal races.

Extra Goodies:

Modron, Quadrone Classic Text File Download

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