Cobra Troopers
| F Gd 10 |
A Ty 6 |
S Ty 6 |
E Ty 6 |
R Ty 6 |
I Ty 6 |
P Gd 10 |
Res Gd 10 |
Pop Ty -5 |
| Health: Karma: |
28 22 |
Origin:
The nameless, faceless legions of Cobra are the backbone of that terrorist organization, existing in overwhelming numbers in order to do the bidding of the maniacal Cobra Commander or any of his subordinates. Each of them is simply an ordinary human, though one who has at least some combat training, and is well-versed in the use of several firearms.
Known Powers:
(none)
Equipment:
Dragunov Sniper Rifle: this Russian-built, semi-automatic rifle is built primarily with assassinations in mind, though it can be used in a firefight in a pinch. The gun itself fires shells capable of inflicting Good (10) Shooting damage per shot, though it can inflict Excellent (20) Shooting damage in a semi-automatic burst. It is also equipped with a scope, offering a +1 CS to ambush attempts.
Helmet: all Cobra Troopers wear a helmet, in order to increase relative safety on the field and to protect from the ever-deadly head shot. Made of Excellent (20) material strength metals, this helmet offers its wearer Typical (6) protection from any non-frontal head attacks. This may not be enough to deflect all damage in a given instance, but it nonetheless helps to save lives...
Knife: though they'd rather not do so, all Cobra Troopers are equipped to fight hand to hand in the event that they completely run out of ammunition (and they usually carry several spare clips to prevent this). These blades are of Remarkable (30) material strength, and in a Cobra Trooper's hands, they can be used to inflict Typical (6) Edged Attack damage per deadly strike.
Pistol: in the event that one's Dragunov is disabled, a Cobra Trooper always has a spare handgun handy, stored in a convenient shoulder holster for quick access. These guns can be used to fire a single shot which inflicts Typical (6) Shooting damage, or a short burst which drains the entire clip, but inflicts Good (10) Shooting damage. The clip can presumably hold 8 rounds before it needs to be reloaded.
Quirks:
(none)
Talents:
Guns: a given prerequisite, all Cobra operatives must have the ability to use a gun in combat; if they don't have it upon joining Cobra, they are trained - and quickly. Any Cobra Trooper can use a regular, semi-automatic, or fully automatic gun or rifle with proficiency, doing so as though his or her Agility score was +1 CS in rank.
Martial Arts type A or B: furthermore, all Cobra Troopers are trained in at least one form of unarmed combat once they hook up with the group, if they don't already have one under their belt. Most learn type B, allowing them to make unarmed melee attacks at their fighting score +1 CS, but some opt to learn type A, allowing them to slam or stun opponents easily.
Military: a quasi-military organization, Cobra encourages an easily recognizable (to those within, at least) command structure. As such, those not bringing experience in such matters tend to pick it up quickly, in order to rise through the ranks; those who don't typically stay right here, on the bottom. This skill allows a +1 CS to any Reason or Intuition FEAT based on the workings of military dogma.
Contacts:
Cobra Troopers theoretically have the entire organization of Cobra as their contact, in that they are members of the group and supposedly have the same goals. However, if it is more convenient to let a Trooper (or group of Troopers) get captured or killed, the Cobra Command is more than happy to let this happen. Unless a specific Trooper has something the Command needs, he is ultimately expendable...
Costume:
The standard Cobra Trooper uniform consists of a blue jumpsuit, accompanied by a blue helmet and blue gloves, and bearing the Cobra sigil, in red, on the front upper torso. The uniform is then complemented by black boots, black knee-pads, a black strap-on knife sheath, a black, pouch-riddled belt, black webbing with a shoulder holster for the trooper's pistol, and a black face mask.
Notes:
The Cobra Trooper represents a highly trained and highly motivated terrorist, one who hooked up with the Cobra organization in order to further his own, personal agenda. While criminal minded, these folk still knew what they were doing, and though they might fail in their missions, they weren't necessarily bumbling fools. They were either ex-military or trained by Cobra to fight.
The Trooper is the ground floor of the Cobra organization. Though there are several ranks below it, most are provisional (the Cobra Trooper 2 and Cobra Officer 2) and the rest are disciplinary in nature (the Toxo-Viper or the Desert Scorpion). Similarly, as the base level of Cobra, these guys basically have nowhere to go but up, in both pay scale and advanced training.
Extra Goodies:
Cobra directories featuring a version of the Cobra Trooper:
| 1982 | 2006 |