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:

AK-47 Assault Rifle: this Russian-built, semi or fully automatic rifle is built to last, being readily adapted for almost any duty imaginable. The gun itself fires a small burst of shells capable of inflicting Good (10) Shooting damage per shot, or a full-auto spread capable of causing Excellent (20) Shooting damage. The latter tends to burn clips, but Cobra Troopers carry several on hand...

Bazooka: one tool the new Cobra Trooper carries with him into the field is a bazooka! This implement allows them to inflict staggering damage to enemy armor (and personnel, if need be), mostly by firing a small rocket at their foes. This weapon can only hold one rocket at a time, which must be reloaded before it can be used again, but said rockets have these characteristics:

C
Ex 20
S
Am 50
B
Ex 20
Damage
Rm 30 Edged Attack

Grenades: in their second incarnation, Cobra soldiers have been equipped with two grenades apiece, in addition to their other hardware. They carry one incendiary and one fragmentary grenade, both of which inflict Remarkable (30) damage with a scatter effect; the former causes SD Energy damage, and the latter causes Edged Attack damage. Nasty, no?

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 AK 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:

Years after their debut, this bottom-rung Trooper was given an all new uniform. The Cobra Trooper's second uniform included a blue padded jacket with a large red Cobra sigil on the lower left torso, padded blue trousers, gray and red leather boots, gray and red leather gloves, various gray belts, holsters and bandoilers for gear, a blue face mask, and of course the trademark blue Cobra Trooper helmet.

Personality:

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.

Notes:

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 Trooper Classic Text File Download

Cobra Trooper Imagery

Cobra directories featuring a version of the Cobra Trooper:

  1982 2006