As are all other modrons, the thirty six hextons are extradimensional clockwork beings, hailing from the highly orderly plane of Mechanus. Their fantastic alien physiology is a bizarre blend of flesh and gears, and this, combined with their inherently magical nature, is the source of the hextons' many and various ascendant powers.
Modron Physique: the children of Mechanus, the infinite masses of modrons are a potent blend of organism and mechanism. Modrons seamlessly combine the two diametric designs into a seamless whole, a feat which is made possible by their highly orderly, magically charged bodies. Hextons are no exception to this rule, and have access to these powerful abilities as a result:
* Agelessness (s): all modrons, regardless of rank or station, are ageless in nature. Instead of having the longevity power, which implies an eventual lifespan, modrons simply do not age whatsoever. In fact, if not slain by accident or design, a modron may effectively live on forever, adopting new and more versatile forms as it ascends the ladder of law.
* Body Armor (s): both organic and inorganic in nature, all modrons have some manner of resistance to physical attacks. Essentially, a hexton should be treated as having intensity 4 (+1) protection from attacks of a conventional sort. Mind you, anyone entering melee combat with a hexton has far more to worry about than their body armor.
* Clairsentience (w): the modron high-ups have unbelievably acute sensory apparatus, allowing them to sense anything within the plane they currently occupy. Distance isn't a factor, but simply knowing where to look / listen / taste / touch / smell is. This power functions for hextons at intensity 10, allowing them an unheard of awareness of their surroundings.
* Dimensional Transit (i): an offshoot of the hierarch modron's ability to teleport, this supernatural power allows a hexton to transport itself to another plane of existence altogether. However, this power only works at intensity 10, and has the risk of materializing the hexton in solid matter unless it intimately knows the area it is traveling to. Thus, this power is normally used sparingly.
* Force Field (i): hierarch modrons have the ability to form a specialized force field in their immediate vicinity, in either a hemispherical or spherical form. Either way, this force field acts as an intensity 10 barrier against any incoming damage - even magical attacks! However, a determined opponent can teleport through it with ease, but then, that's what a hexton's other powers are for.
* Invulnerability to Emotion Control, Illusion, Mind Control, Paralysis / Sleep, and Vampirism (s): all modrons, especially the thirty six hextons, are completely immune to these attack forms. As beings of ultimate order, they are able to shrug off such effects with ease - though they can readily perceive when such assaults are used (albeit unsuccessfully) against them.
* Mesmerism (w): though limited in scope, hierarch modrons can use this to great effect when confronted with non-modrons. Working at intensity 10, this power allows a hexton to attempt an easy difficulty Mesmerism action (opposed by the target's Willpower score). If successful, this action lets a modron force its opponent to execute (or at least attempt) a one word command.
* Resistance to Acid, Cold, and Fire attacks (s): the modron physique is highly resistant, albeit not totally immune to, the effects of extreme cold, heat, and corrosives - this despite their partially metallic nature. They possess intensity 4 (+1) damage reduction against such attack forms, allowing them to maneuver in most hostile environs with relative ease - which comes in handy during the Modron March.
* Resistance to Magic (s): modron hierarchs are resistant to magical powers, whether damaging or otherwise, though each brand of hierarch has a different level of immunity to such power. The hexton, for instance, has intensity 15 (+3) resistance to sorcery. This serves to give them considerable protection from surprise attacks by adventurers or assassins who would disrupt modron battle plans by 'cutting off the head'.
* Telepathy (w): all modron hierarchs can telepathically contact modrons they can normally converse with at all times. Hextons, for instance, wield this power at intensity 10, at least where other modrons are concerned. As such, they may achieve mind to mind contact with their septon inferiors, their hexton peers, and their quinton superiors, pretty much at will.
* Teleportation (i): all hierarch modrons have the innate ability to teleport at will, transporting themselves to just about any place they know of within their current plane of existence. This essentially translates into intensity 20 teleportation, and hextons using this power have no chance whatsoever of materializing in a solid object - this supernatural power is that precise!
Additional Limbs / Tentacles (a): hextons, in addition to their two normal arms, have four powerful tentacles, and can bring all of them to bear in combat. Thanks to an inherent skill with multiple attacks, hextons can make up to three melee attacks in one exchange, the last two of which will occur after everybody else has made their primary actions in said exchange.
Claws (s): a hexton's four tentacles end in powerful barbs which it can use like regular claws, if not otherwise grappling someone or something. These allow hextons to inflict +2 slashing damage when wielding their tentacles if desired, making hextons particularly deadly in a fight - as if the other hierarch modrons aren't to be trifled with already.
Flight (a): like many other hierarch modrons, hextons are blessed with the use of two large, metallic wings, additional limbs that are joined together at their shoulders. These large wings allow a hexton to fly with intensity 4 speed (moving about at around one hundred twenty miles per hour). When not in use, these wings can fold together nicely for ease of movement.
Growth (a): hextons are rather tall, compared to normal humanoids. They stand at nine feet high, which gives them this power at intensity 1 as a general matter of course. While their height serves to make them quite imposing, hextons do not benefit (or suffer) much from the effects of a differing size factor due to their stature, as their +1 modifier doesn't make a huge difference in combat.
Hindrances / Augmentations:
Law (i): more than anything else, the modrons are ultimate masters of law, knowing their own clockwork plane in and out. They extend this basic knowledge of What Should Be to all aspects of existence, and should make any Intellect action based on the knowledge of orderly systems at one difficulty level lower than normal, using either Intellect or Willpower if regarding Mechanus, and with an autotrump concerning Regulus.
Leadership (w): knowing how to spread resources around and delegate tasks like no other beings alive, all hierarchs have this skill as a general matter of course. If they can pass an average difficulty Willpower action, these modrons can add a +1 to the action scores of anybody they lead. If the modron loses its ability to lead, however, this bonus turns into a -1 penalty.
Military (w): as the overall commanders of the 36 grand armies of Mechanus, the various hextons have to know battle tactics like the back of their hands - which they do. In the planning and execution of military maneuvers, hextons should receive a reduction in the difficulty level of actions applicable to such activity - whether they lead from the front or from relative safety.
Repair / Tinkering (a): furthermore, in their capacity as the caretakers of Mechanus (as far as they are concerned, at least), modrons have a preternatural knowledge of mechanical systems. In addition to allowing them to keep the gears of their home plane running smoothly, this skill doubles as an effective first aid skill for modrons, letting them utilize basic medicinal skills on their brethren.
Soldier: more so than any other beings in the multiverse, modrons live to further the influence of law and order. They follow the orders of their superiors instinctively, for to do otherwise is incomprehensible. While this calling sounds more militant than modrons really are, it should be noted that they are virtual exemplars of the soldier mindset.
The hextons are very busy creatures, constantly 'torn' between their duties to the modron armies and their other posts within Regulus. They somehow manage to juggle these important, time-consuming duties, but probably don't have time for anything else but their work, and are likely to tell anybody attempting to speak to them just that.
Like the septons before them, hextons have a vaguely humanoid appearance. Nine feet tall, they boast a sort of elongated, reptilian face, with big, doglike ears. Rather stocky in build, they are armed with two standard human arms, and four meaty tentacles that are tipped with deadly barbs. They also have large, fan-like steel wings.
Primarily, the 36 hextons that exist at any given point in time are in command of the great armies of Regulus, but they also have secondary duties. Sixteen of them serve at the quarton's regional headquarters (that oversee four cogs), nine serve in Primus' tower, three are assigned to each tertian (communicating indirectly, of course), and two serve at each of the secundus' control towers.