Crythunder Wiki

Basics:
  Rank: Creature 0
  Traits: SMALL • CONSTRUCT • TECH
Player: NPC

Hologuards

Hologuards are partially transparent hardlight security constructs projected by stationary emitters throughout the facility. Armed with nonlethal pulsecasters and high-tech restraint cables, they are designed to incapacitate and capture intruders rather than kill them. Each hologuard is tethered to its projector and cannot operate far from it. Though individually expendable, a disabled hologuard can be reprojected after a brief system reset, making them a persistent security threat.

Hologuard — Creature Stat Block

Hologram Security Unit

Creature 0

SMALL · CONSTRUCT · TECH


Combat Statistics

AC HP Perception Speed
15 12 +4 20 ft.
Fortitude Reflex Will
+3 +6 +2

Senses: Darkvision

Skills: Athletics +4, Computers +3

Ability Modifiers: Str +1 · Dex +3 · Con +0 · Int –2 · Wis +1 · Cha –2

Movement: Hover


Defenses

Immunities: Bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void.

Weaknesses: Electricity 2


Attacks

Pulsecaster Pistol +6
Damage: 1d6 electricity
Range: 30 ft. · Traits: Nonlethal

Capture Cable
◆ 1 Action

Athletics: +4 vs. target Fortitude DC

Range: 10 ft. · Traits: Attack, Nonlethal

A modified ranged Grapple attempt.

Degrees of Success

ResultEffect
Critical SuccessTarget becomes restrained.
SuccessTarget becomes grabbed.
FailureNo effect.
Critical FailureNo effect; an existing hold is released.

Escape DC: 14

The cable can hold one creature at a time. The hold ends if the Hologuard is destroyed or the target moves beyond the cable's range.


Special Abilities

Tethered Projection
Passive

The Hologuard cannot move more than 15 feet from its originating projector. If forced beyond this distance, its projection immediately collapses. It cannot operate independently of its projector or transfer to another projector.

Disposable Projection
Passive

When reduced to 0 HP, the projected unit disappears. This does not destroy or disable its projector.

Roll 1d4+1 rounds to determine how long the projector takes to reinitialize before it can generate another Hologuard.

If the projector itself is disabled, it cannot reproject until repaired. Destruction of the projector is permanent.

Hologuard

Hologram Security Unit — Creature 0
SMALL • CONSTRUCT • TECH

Perception +4; darkvision

Skills Athletics +4, Computers +3

Str +1, Dex +3, Con +0, Int –2, Wis +1, Cha –2

AC 15; Fort +3, Ref +6, Will +2

HP 12

Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void

Weaknesses electricity 2

Speed 20 feet, hover

Tethered Projection The unit cannot move more than 15 feet from its originating projection node. If it is forced beyond this distance, its image immediately collapses. It cannot move independently of the node or transfer to another projector.
Attacks
Stun Zapper one-action +6 (nonlethal, range increment 30 feet); Damage 1d4 electricity

Stun Baton one-action +6 (nonlethal, melee); Damage 1d6+1 electricity

Capture Cable one-action (attack, nonlethal); Range 10 feet; Athletics +4 vs. target's Fortitude/Reflex DC; Requirements The target is no more than one size larger than the hologram.

The hologram launches a flexible hardlight restraint cable. This is a modified ranged Grapple attempt, not a Strike against AC. It can maintain a hold on a creature already grabbed or restrained by its cable, even though it has no free hand.

Capture Cable — Degrees of Success
Result Effect
Critical Success Target becomes restrained until the end of the hologram's next turn, unless it Escapes or the hologram moves.
Success Target becomes grabbed until the end of the hologram's next turn, unless it Escapes or the hologram moves.
Failure The cable fails to secure the target. If maintaining an existing hold, the target is freed.
Critical Failure Capure Cable pulled free, disrupting Hologram.

The target can use the Escape action against the hologram's Athletics DC (14). The cable can hold only one creature at a time. If the hologram is destroyed, or the target moves beyond the cable's 10-foot range, the restraint ends.

Special Abilities
Disposable Projection - When reduced to 0 HP, the hologram immediately vanishes. This does not destroy or disable its projection node. Roll 1d4+1 to determine how many rounds the node requires to reinitialize before it can project another security unit. The new unit appears at the node with full HP.

No Self-Preservation - The hologram does not retreat, seek cover for its own protection, surrender, or attempt to preserve itself. It follows its security directives until destroyed or its projection is interrupted.

Tactics
The hologram attempts to capture intruders rather than kill them. It uses its pulsecaster to incapacitate targets at range, then closes to use its capture cable. It prioritizes targets who are interfering with security systems, attempting to bypass checkpoints, or attacking the projection node. It does not abandon its assigned area.