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: 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: both organic and inorganic in nature, all modrons have some manner of resistance to physical attacks. Essentially, the thirty six hextons should be treated as having Typical (6) protection from physical attacks, and Feeble (2) protection from assaults of an energy-based nature. Mind you, anyone entering melee combat with a hexton has far more to worry about than their body armor.
* Clairsentience: all the modron high-ups have unbelievably acute sensory apparatus, allowing them to sense just about anything within the plane of existence they currently occupy. Distance isn't a factor, really, but simply knowing where they need to look / listen / taste / touch / smell is. This power functions for all hextons at their Intuition rank (Amazing (50)).
* Damage Reduction / Cold, Corrosion, and Fire Attacks: 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 2 CS of 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.
* Dimensional Transit: 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 Remarkable (30) rank, 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: 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 powerful force field acts as an Excellent (20) ranked barrier against incoming damage - even magical attacks! However, a determined opponent can teleport through it with ease. This field offers hextons the following protection:
Gd 10 / Ex 20 / Ex 20 / Sh 0 / Sh 0
* Invulnerability to Emotion Control, Illusion, Mind Control, Paralysis / Sleep, and Vampirism: 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: though limited in scope, hierarch modrons can use this mental power to great effect when confronted with non-modrons of any kind. Working at Remarkable (30) rank, this power allows hextons to force others that fail a Psyche FEAT roll versus this rank to obey any one word, non-suicidal command, regardless of the victim's wishes. This helps hextons when dealing with non-modron soldiers.
* Resistance to Magic: 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. For instance, the hexton has Excellent (20) 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: all modron hierarchs can telepathically contact modrons they can normally converse with at all times. Hextons, for instance, wield this power at Excellent (20) rank, 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: hierarch modrons have the innate ability to teleport at will, with significant range. Operating at Unearthly (100) rank, this handy power allows them a vast range of movement, and while on Mechanus, a hexton can teleport anywhere within the plane instantaneously. This allows them to monitor their charges, and any ongoing situations within their jurisdiction, with ease.
Additional Limbs / Tentacles: 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 talent with multiple attacks, hextons can make up to three melee attacks in one turn, the last two of which will occur after everybody else has made their primary actions in said turn.
Claws: 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 Edged Attack 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: like many other hierarch modrons, hextons are blessed with the use of two large, metallic wings that are joined together at their shoulders. These wings allow a hexton to fly at Good (10) air speeds (moving about at around one hundred twenty miles per hour). When not in use, these wings can fold together nicely, almost fading from view entirely.
Growth: hextons are rather tall, compared to normal humanoids. They stand at nine feet high, which gives them this power at Feeble (2) rank as a general matter of course. While their height serves to make them quite imposing, hextons do not benefit (or suffer) from the effects of a changed size factor due to their stature, as they aren't quite so huge that their volume makes a difference in combat.
Schooling: Disciple - Clerical Magic / Order
Hextons are competent users of magic, evincing a priestly devotion to order itself. In addition to their considerable innate magical powers, hextons may wield anywhere between five and eight magic spells of this type, all functioning at Amazing (50) rank. Most of these should be determined before a given hexton enters play, though one or two spell 'slots' may be kept in reserve for surprise's sake.
Limitations / Enhancements:
Fighting Logistics: hextons, 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 or her fighting style.
Law: 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 may attempt Reason FEATs based on orderly systems of any variety at a +1 CS, +2 CS if it involves their home plane, Mechanus, and +3 CS regarding Regulus itself.
Leadership: knowing how to spread resources around and delegate tasks like no other beings alive, hierarch modrons all have this skill as a general matter of course. Any group they are currently leading receives a 100 point boost to their Karma pool - even if the hierarch is simply leading other hierarchs. Their leadership leads to success in a given situation almost without fail.
Military: 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 +1 CS on all Reason FEAT rolls, whether they be on the winning or losing side of a fight.
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.