Powers and Abilities
Each member of the H.A.R.D. Corps could utilize one Harbinger power at a time. To switch powers, an operative had to radio Softcore and request she make the switch while at headquarters. They are often seen using a defensive power and firearms for offense, but switching powers is a quick enough process to be accomplished in combat. Needing to communicate to switch their powers sometimes becomes a weakness: Corps operatives who lose their headset cannot switch powers, and sometimes their opponents will jam or disrupt communications with their base, knowing that "microbeams" are used to alter the mimicked powers.
The powers the H.A.R.D. Corps demonstrate include:
- Ghost Mode - Also known as intangibility
- Airborne - Flight
- Detonation Mode - User is able to cause explosions via hand contact
- Invulnerability - User is unable to be damaged, but can still be knocked out
- Shield Mode - Ability to form an energy shield in one direction
- Ultra-Mass - Greatly increases user's density
- Neural Spike - Ability to throw "spikes" which disrupt the nervous system in order to incapacitate targets
- Sunburst - Ability to fire blasts of flame from hands
- Strobe Burst - Generation of a blinding flash of light
- Arc Charge - Projection of electrical energy
- Stun Ram - Projection of a ray of concussive force
- Tsetse - Touch range sleep attack
- Strength Mode - Grants superhuman strength
- Grenade Mode - Ability to generate and throw explosive "grenades" of energy
- Static Mode - Disrupts communications and transmissions
- Decoy Mode - Creation of illusions, such as holograms
- Jolt Mode - Administers an adrenaline surge upon touch, used to counteract soporifics
- Invisibility - Turns user invisible
- Forcefield - Completely encases user in a protective aura
Occasionally H.A.R.D. Corps will capture new Harbingers to analyze their powers. If a previously unknown power is discovered, a record is made in order to enable replication of the power.
Read more about this topic: H.A.R.D. Corps
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