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Cobra Commander
F Gd 10 |
A Ex 20 |
S Ty 6 |
E Ex 20 |
R In 40 |
I Ex 20 |
P In 40 |
Res Mn 75 |
Pop Am -50
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Origin:
The one and only Cobra Commander, despite the (justifiable) reputation he has for being a monster, is merely a normal human. Of course, considering the wide array of resources and technology at his disposal, one could easily consider him a high tech kind of villain. Or, depending on when you encounter him, he could also be considered a wielder of a high tech armor - he's used several in his day.
Known Powers:
(none)
Equipment:
Battle Helmet (v1): this helmet was the Cobra Commander's original combat gear, in that it is loaded up with all kinds of high tech goodies to assist him in the perpetration of nefarious deeds. This device is basically a blue metal helmet, with a mirrored, one-way visor that offers his head Excellent (20) protection against physical attacks and Typical (6) protection from energy attack. It has these built-in devices:
* Anti-Tampering Safeguards: in order to prevent anyone from unmasking him, or to otherwise avenge himself upon anyone who happens to kill him, Cobra Commander has armed his battle helmet with about a quarter pound worth of plastic explosives. Should they be activated, they will explode to inflict Incredible (40) Edged Attack damage to everybody within one area of his position.
* Cellular Phone: a prime example of microminiaturization, this telephone allowed Cobra Commander, even way back in '82, to have portable communications on the go. This telephone system works at Typical (6) rank, allowing it a 100 mile comm range (assuming the Commander doesn't dial into a remote operator service), and is equipped with Remarkable (30) ranked transmission encryption.
* Sealed Systems: the Commander's helmet is highly defended against airborne contaminants of any variety, filtering out poisons, airborne bacteria/viruses, and the like with Remarkable (30) ability. Furthermore, it has access to miniature air tanks, stored within the Commander's uniform, that allow him to subsist without air altogether for at least an hour at a time, maybe longer.
Battle Helmet (v4): unlike his original, device-laden headgear, this second helmet is primarily just a ceremonial headpiece. It is a gold-coated steel helmet that is forged in an oriental style, with a large, red Plexiglas shield handy to cover his face. Overall, the helmet provides the Cobra Commander Good (10) protection against physical attacks aimed at his head.
Combat Armor, Mk 1 (v3, v8): designed and built for him by the treasonous Crimson Guardsman Fred VII, this incredibly advanced and incredibly expensive suit of combat armor made Cobra Commander very dangerous while he wore it. Of course, while Fred VII took the suit back and stole his place for a time, the Commander eventually had a new version of the suit made. Both had these capabilities:
* Armor: the principal feature of the Cobra Commander's armor, this suit is composed of beryllium steel plate components lined with flexible bullet-proof polymer fabrics. These layers of protection combine to provide the Commander Remarkable (30) protection from attacks, Good (10) on the joints. This protection from injury breaks down as follows:
Rm 30 / Gd 10 / Pr 4 / Sh 0 / Sh 0
* Battle Helmet: smart enough to know what works and what doesn't, Fred VII incorporated the technology of Cobra Commander's original battle helmet into the armor he designed for the man. In addition to enhancing the general protection it offers by +1 CS and duplicating all of its inherent gadgets, Fred added Good (10) intensity infrared scanners.
* Super Strength: one handy feature of the Cobra Commander's combat armor is that it greatly enhances the strength of its wearer. In fact, it boosts it to the point that he can use the armor to crush an engine block with his bare hands. This roughly translates into a +3 CS boost in the wearer's strength score, with an upper limit of Incredible (40).
Combat Armor, Mk 2 (v7): this 'space snake' combat suit is built with all the capabilities of the Commander's original suit in mind, though it is drastically different in appearance. Though it maintains all of the Mark 1 suit's existing capabilities, it is built to fully function in the cold depths of space - whether dealing with near orbit situations or missions that are very, very far out there.
In essence, the suit provides the Cobra Commander Monstrous (75) resistance to cold and heat attacks, as well as pressure variance. Furthermore, it offers him extended life support capabilities, granting him approximately eight hours of breathable air while operating outside the confines of a spacecraft, and days worth of stored water and space-ready foodstuffs - should he get stranded somewhere almost hospitable.
Combat Armor, Mk 3: for a time, Cobra Commander wore a suit of armor that was based on the design Fred VII built, but was enhanced by Doctor Mindbender. Though it has all the capabilities of the Mark 1 suit, this armor was much more streamlined in appearance, being able to be worn under Cobra Commander's regular uniform without betraying its presence, and had an integral weapon.
This gun, which was activated once Cobra Commander stuck his arm into the trigger component (the armor actually had this gun in place of a lower left arm section), could be fired by him to inflict Good (10) Shooting damage in a semi-automatic burst, +1 CS in a full-auto spread, and could expend an ungodly amount of ammunition before it needed to be reloaded.
Combat Armor, Mk 4 (v10): for a time, Cobra Commander wore a suit of armor that was based on the design Fred VII built, but was enhanced by Doctor Mindbender. The Commander's Mark 4 suit is similar to his Mark 1 armor, of course, but has built in, hand-mounted laser weapons that can be used to inflict Excellent (20) Armor Piercing Energy damage per lethal blast.
Laser Pistol (v1, v2, v8, v11): for a large portion of his criminal career, Cobra Commander has utilized a simple, yet effective energy weapon, a laser pistol capable of inflicting Good (10) Armor Piercing Energy damage per blast. He can fire this gun about six times before either recharging it or replacing its existing power pack with a fresh one; he often used this gun for show, more than anything else.
Radio Controlled Glider (v4): for a short time after taking back Cobra from the inept hands of Fred VII, Cobra Commander made use of several of these remote-controlled, buzz-bomb gliders, each of which were equipped with full audio-video surveillance gear, thus allowing him to keep tabs on his soldiers no matter how far afield they were. These gliders possess these vehicular statistics:
C Ex 20 |
S Am 50 |
B Gd 10 |
P n/a |
Rocket Launcher (v5, v6, v10): on a few occasions, Cobra Commander found himself on the field with a need for exceptionally rough firepower. As such, he'd often take a rocket launcher or two along on his personal vehicle of the day, each of which can fire projectiles capable of inflicting Remarkable (30) Edged Attack damage to everybody within one area of their detonation point.
Shotgun (v6, v7): sometimes, when he's feeling particularly sadistic, Cobra Commander has taken it upon himself to carry about a shotgun while in the field, even though he rarely has to use it; oh, sure, he wants to, but isn't often put at significant risk. He can use this gun to inflict Excellent (20) Edged Attack damage to his opponents with every deadly blast. And, of course, the wounds are ugly...
Space Crawler (v7): a strange device that the Cobra Commander could use when - and if - he operated in space, this thing basically consists of a wheel with eight powerful magnets on it. When it is activated, it can drive him about with Good (10) ground speed - sixty miles per hour - on the exterior of any kind of space vehicle, assuming that it is at least partially made from ferric materials.
Staff (v13): adopted recently in his career, this item is more of a ceremonial device than anything else, but it works in a pinch. Made from a gold-plated metal of Amazing (50) material strength, Cobra Commander can use this over-stylized, over-sized snake staff to inflict his Strength rank +1 CS in Blunt Attack damage with every strike, though he mostly just uses this weapon for theatrical effect.
Submachine Gun: while he has a veritable arsenal at his beck and call, Cobra Commander usually prefers to use a submachine gun when he needs to shoot someone - or something. This usually takes the form of a pistol, but if he's on a specific mission, he'll often use a rifle if necessary. Either way, he can use these guns to inflict Typical (6) Shooting damage with a single shot, +1 CS in a semi-auto burst.
Quirks:
Paranoia 2: during the long course of his criminal career, Cobra Commander has demonstrated what can only be described as an excessive level of paranoia - even for a mastermind in charge of a large army of criminal types. If put in a situation where he must trust someone who is a direct threat (imagined or otherwise) to his station, Cobra Commander must pass a Psyche FEAT at -2 CS in order to do so.
Talents:
Business / Finance: his original claim to fame, the Cobra Commander knows money - and how! Of course, his particular business deals are what one could call shady in nature (pyramid schemes, etc...), but he's the master of financial matters. He has countless contacts in the business world, and he makes all Reason FEAT rolls concerning financial maneuvers at a +1 CS.
Criminology: the flip side of his business dealings, this talent reflects the abject disrespect that Cobra Commander has demonstrated when making money - no matter who gets hurt in the meantime. Telemarketing scams, door to door salesmen, money laundering, and more - if it's not on the up and up, Cobra Commander's is a veritable master in making it happen.
Electronics: one of the many skills that he acquired in his descent into criminal despotism, this talent reflects the Cobra Commander's mastery of advanced hardware - either the design or repair of such, since his group needed a technological edge to overcome the forces before it. When building, repairing, or reverse engineering a device, Cobra Commander makes his Reason FEAT rolls at +1 CS.
Guns: one of Cobra Commander's hobbies - well, virtually his only hobby, really - is target shooting with automatic pistols. He's done this for years, both for personal enjoyment and to give himself something of an edge should he run into one of his innumerable opponents in the field. This talent grants him a +1 CS to any gun-based attack rolls he must make.
Leadership: more than anything else, Cobra Commander is an extremely savvy and charismatic man. He knows what makes people tick - especially the criminally minded. Cobra Commander can easily coordinate a large group of fighting thugs, no matter what their relative level of combat training is, and make them an effective force for evil.
Marksmanship: wishing to be proficient in all the weapons that Cobra produces, as well as most of the other stuff out there, Cobra Commander has spent years after years figuring out how to effectively utilize any and all weapon systems out there. Essentially, Cobra Commander can use any weapon that requires an Agility FEAT to hit as though his own score were +1 CS in rank.
Martial Arts type B: another combat skill that the Commander has picked up in his years in charge of Cobra is the essential ability to defend himself should he find himself unarmed - no matter how unlikely that turn of events may be. In unarmed melee, Cobra Commander can make attacks of various types - kicks, punches, head butts, elbow smashes, etc... - at his Fighting rank +1 CS.
Military: Cobra Commander has never been trained in a proper, military fashion, but he has erected his own, quasi-military structure around him. This talent gives him a +1 CS in all military matters, whether he be trying to concoct some violent mission or coordinate one. Furthermore, it gives him all kinds of contacts from his own organization, Cobra, who are loyal to him and him alone - not Cobra.
Pilot / Air: finally, in order to fully make use of the gear at his organization's disposal, Cobra Commander has been trained in the use of his various kinds of aircraft, from helicopters to fighter jets to even Cobra's experimental spacecraft. When flying any such vehicles, whether he's in combat or not, Cobra Commander makes any Control FEAT rolls at a +1 CS.
Contacts:
In the almost twenty years that he has headed the clandestine terrorist outfit known as Cobra, Cobra Commander has acquired countless contacts in criminal, political, and legal circles. Though the legions of Cobra are fanatically loyal to him - with a few exceptions in the higher echelons - Cobra Commander also has dozens of politicians under his thumbs, whether they be in charge of their respective nations or not.
Costume:
Over the years, Cobra Commander has worn a plethora of costumes, most of which have had the same general theme. For instance, his first costume primarily consists of a blue, quasi-military uniform, including blue trousers with red racing stripes along the side, as well as a stylish blue jacket with a large, red Cobra sigil in the center. Furthermore, he wore a black, collared shirt underneath the jacket.
In addition to all this, Cobra Commander wore a pair of black leather boots, black leather gloves, a black belt with all kinds of black pouches full of various equipment and a shiny red belt buckle. The most distinctive portion of his costume, of course, is his head gear. Depending on the situation, Cobra Commander wears either a blue executioner's hood or his custom-built mirrored helmet.
His second costume, built by Fred VII the Crimson Guardsman, was actually a suit of powered armor. The suit is made from beryllium steel plates, giving it a chrome-like sheen, though the joints are made from some black metal, and other sections have been covered with a synthetic blue bullet-proof fabric. The armor's helmet had a more high tech look than his old one, but added a Cobra sigil on the forehead.
After Fred VII took the armor (and Cobra) away from him for a time, Cobra Commander returned to his first suit, but shortly after regaining control of Cobra, he switched to a totally different uniform style. It had blue trousers, a blue and black jacket with a gold Cobra sigil on front, and black leather boots and gloves capped with golden leg / wrist braces, and finally, a golden helmet with a red Plexiglas shield.
Eventually recovering his fashion sense, Cobra Commander returned to a variant of his original uniform, though he had added some military-style lacing and awards to the suit. Depending on when you talked to him, they could either be silver or gold in hue, but were essentially the same regardless - though he changed his belt to match these accessories, from mere black leather, as well.
While he retained that uniform for years, there were occasions that merited the use of... special suits. For one thing, the Commander had a suit of space combat armor built for him, should he find himself on some mission in the great beyond. This suit is mainly blue in color, being dark blue in the torso, light blue in the legs, waist, and upper arms, and black in the lower arms and helmet - and has a scaly texture.
His next special suit was an upgraded suit of combat armor designed by Doctor Mindbender. This one, a skin-tight suit of bullet-proof, mechanized armor, actually fit underneath his regular uniform. This suit was made from a metal that was colored blue in the torso, helmet, and thighs, and black in the arms, and non-thigh parts of the legs. It also had a really big, integral gun replacing the lower left arm.
For years, Cobra Commander simply used his most recent suit of powered armor underneath his fourth uniform, until he received yet another suit of advanced power armor, which was a change in the armor design created by Fred VII. It is really the same as that one, though the coloration was changed; all the beryllium pieces were replaced by other metals, and painted a deep blue hue.
The Commander dropped this suit of armor after a time, returning to what was effectively his fourth costume. This was again a primarily dark blue outfit (with a red Cobra sigil on the front), bearing trousers, a jacket, and a hood of this color, along with black leather boots and gloves, a black leather belt, and of course, the silver medals and paraphernalia that he so loves to wear.
His eighth costume is yet another modification of the Fred VII-built armor, colored almost identically like the first. The suit is made from beryllium steel plates, giving it a chrome-like sheen, though the joints are made from some black metal, and other sections have been covered with a synthetic blue bullet-proof fabric. The armor's helmet has a Cobra sigil on the forehead. The suit also has a red belt and gun holster.
Cobra Commander's ninth uniform is a stylish revamping of his previous, hooded look. It consists of a blue executioner's hood with the red Cobra emblem on the front, a blue leather jacket with an oversized collar and small, golden shoulder pads, blue trousers, black leather boots with blue shin guards, black leather gloves, a black leather belt with a gold 'cobra' belt buckle, and various gray straps and holsters.
His next was rather similar to his ninth, but it was much darker in aspect. It includes a black executioner's hood with the red Cobra emblem on the front, a black leather jacket with an oversized collar and small, golden shoulder pads, black trousers, black leather boots with red shin guards, red leather gloves, a black leather belt with a gold 'cobra' belt buckle, and various red straps and holsters.
Shortly thereafter, the Commander returned to his previous uniform. Again, it consists of a blue executioner's hood with the red Cobra emblem on the front, a blue leather jacket with an oversized collar and small, golden shoulder pads, blue trousers, black leather boots with blue shin guards, black leather gloves, a black leather belt with a gold 'cobra' belt buckle, and various gray straps and holsters.
Personality:
All that matters to Cobra Commander is the acquisition of money and power - all else is irrelevant. After years of heading his own terrorist organization, his sheer criminal genius has been tainted by an infectious paranoia and he has truly bought into his own hype, believing that he is the best new thing since sliced bread. However, he almost always seems to succeed in his conflicts against the Joes.
If not immediately, of course, he'll do so in the long run...
Real Name: unknown, but his last name is known to be exceptionally strange
Occupation: world-wide troublemaker, former used car salesman, former small business owner, former President of Cobra Island (while it was a real country)
Legal Status: American citizen with only a minor criminal record, as his secret I.D. is unknown
Marital Status: divorced
Alias(es), if any: too many to count
Group Affiliation: Cobra
Height: 6'
Hair: brown
Eyes: brown (sometimes appearing blue, possibly due to false-color contact lenses)
Weight: 165 lbs
Other Distinguishing Characteristics: Cobra Commander has a short ponytail, a long, Fu Manchu style moustache, and almost always wears a pair of round-rimmed sunglasses when 'out of costume', artifacts of the seventies that he retains to this very day.
Story:
The man who would become the one true Cobra Commander didn't start as a world-wide chaos bringer, instead having his roots as a small time businessman. While he was generally unsuccessful in his ventures, either in used car sales or in other shady schemes, the man didn't truly go off the deep end until his brother, Dan, was killed in a car crash.
The fact that Dan was dead drunk when he caused the wreck that killed him, much less took out three innocent people in the process, was irrelevant - the man was compelled to blame someone else for the accident. Turning matters around in his head, the nascent terrorists decided that the last surviving relative of the family Dan wiped out was to blame for all this.
After all, they were going to pick him up from the airport, and if he hadn't been there, Dan wouldn't have hit his family - they wouldn't have been on the road! As his twisted mind dreamed of vengeance, his business collapsed around him, and when his wife confronted him about this, he who would become the Cobra Commander left her, taking his young son, Billy, with him.
Descending into a wandering life on the road, the future Commander's paranoia grew in staggering leaps, and he came to the conclusion that Big Government and Big Business was out to get the little guy, guys like him, and that something had to be done about this state of affairs. To this end, he began to hold meetings across the country, recruiting local thugs and malcontents into his growing power structure.
Having a band of the disenfranchised, stupid, and lazy at his beck and call, the man launched an ambitious pyramid scheme sales program, and used the profits to found an underground organization dedicated to circumventing the system, garnering power through terrorism and extortion. He named this organization Cobra, and renamed himself the Cobra Commander!
Originally, he based Cobra in the quaint town of Springfield, a nice place that had fallen on financially hard times, and was more than ready to accept Cobra's goal of beating the system by disregarding it. Everybody, from the mayor to the police to the small business-folk were under the complete thrall of the Cobra regime, which was just the way the Commander liked it.
During this time, as Cobra really picked up steam, the Commander put his revenge fantasies into motion. He started by contacting the mercenary known as Firefly, who he sent to Japan to track down and kill the man he held responsible for Dan's death, a man known only as Snake-Eyes. However, Firefly found the man to be unreachable, having taken residence within the Arashikage ninja clan.
As such, he recommended another assassin to do the dirty deed, and with that information in hand, Cobra Commander journeyed to Daytona Beach, where he first met the shape-shifter known as Zartan. Tempting the man with the challenge of the kill and the thrill of exceptional remuneration, Cobra Commander convinced the man to take the job - even though it would take him months.
Zartan spent over six months working on the job, but ultimately failed when he accidentally killed the Hard Master, lord of the Arashikage clan, while he demonstrated a technique to imitate another person's body language and sounds - namely, Snake-Eyes. Nonplussed, Cobra Commander simply decided to wait for more competent killers to make themselves known before attempting to kill Snake-Eyes again.
Horrified by what was going on, Billy, the Commander's son, blanked out most of his childhood, and joined an anti-Cobra resistance movement in Springfield. As he did so, his father embarked on various plots to take over the world - or at the very least, several small portions of it. However, the Commander did not go unopposed in his goals, for a new military unit had been formed to combat groups like Cobra.
It was called G.I. Joe - and claimed his imagined nemesis, Snake-Eyes, as one of its members! As such, the Joes got in the way of innumerable schemes devised by the Commander, forcing him to eventually bring in various outside assistants to keep the good fight going. However, adding personalities like Destro, Major Bludd, the Baroness, and more only heightened his paranoia levels.
This put a damper on Cobra's overall success for years, though it turned out that this paranoia wasn't totally unfounded; you see, on one particularly dark day, Major Bludd and the Baroness used Billy in a plot to assassinate the Commander, and thanks to the quick actions of Storm Shadow (his ninja bodyguard, of the Arashikage ninja clan), Cobra Commander was saved at the last minute.
Once this matter was resolved (namely, after Storm Shadow rescued poor Billy from a Cobra dungeon), the Commander embarked on his most ambitious scheme ever - the creation of Cobra Island! He did this by tricking the Joe team into dropping enough ordinance on the ocean floor to trigger a shift in the tectonic plates beneath the Caribbean Sea - thus raising a large chunk of land from the bottom.
Once he'd done that, the Commander moved onto the island and occupied it until his lawyers, acting in the capitol of every nation bordering the Caribbean, could get the island recognized as a legitimate country. This was the single greatest victory against the Joe team he'd achieved to this point, and after moving most of his armed forces to the island, Cobra went legitimate - legally, at least.
While the world now had to tolerate Cobra as a political entity, Cobra Commander launched several other schemes meant to destabilize various hot spots around the earth. However, he made the mistake of allowing one of his newer recruits, one Doctor Mindbender, to perform an experiment that would conceivably create a super-soldier from the DNA of various warriors from days long past.
Curiously, his scheme worked, and as the G.I. Joe team located and invaded Springfield, Cobra unleashed their newest creation, dubbed Serpentor, on the hapless Joes. Unprepared for the man's sheer military genius, gained through hundreds of years of combat experience, the Joe team was completely befuddled while the rest of the Cobra forces in Springfield evacuated - with nary a trace left behind.
With no evidence, the Joe team had been left with the smoking remains of a small Vermont town in their wake, and as such the group was suspended until things could be sorted out. While this occurred, Serpentor made his way to Cobra Island and, though the Commander figured out that the man would try to take his place, he wasn't quick enough to kill him before he landed.
Having been a hero of Springfield's evacuation, Serpentor exuded his greasy charm all over the ranks of Cobra, and within weeks, had wormed himself into a position to co-rule Cobra with the Commander. This didn't sit well with him, and hoping to regain control of the group, Cobra Commander led an assault on the Joes' base, the second Pit, in order to make himself look better.
Though all the Joes save for Hawk were outside the Pit, the battle didn't go in Cobra's favor, and as Hawk destroyed the underground compound in order to take the majority of the Cobra Command out in one fell swoop, he buried Cobra Commander and Destro under tons of rubble. Luckily for these two villains, the Joes had also left an escape vehicle deep underground, and the duo used this to dig their way free.
Once they had done so, Cobra Commander learned that his son, Billy, wasn't dead; he'd almost been killed after getting caught in the middle of a battle between the Soft Master (tracking the Hard Master's killer) and Scrap-Iron, and was blown up real good. Recovering his son, Cobra Commander vowed to be a better father, and hoping to start in that direction immediately, took him to see Fred VII.
One in a series of look-alike Crimson Guardsmen, Fred VII was a mechanical genius, adept in the creation of robotic technologies. When Cobra Commander came to him, he devised a robotic leg for Billy, who had lost one in the explosion created by Scrap-Iron, and acquired a suit of combat armor made especially for him by his faithful operative. He even tested it out in single combat against the Joes right away.
Once Billy recovered from his coma and later cybernetic grafting, he confronted his father about his villainous ways and, hoping to be there for his son, the Commander decided not to try and regain control of Cobra. Hearing this, Fred VII lost it, feeling that he'd invested years in a sham, and shot the Cobra Commander in the back. With the help of Raptor, he even buried him outside of his Denver auto shop.
While Fred VII got it in his head to take over Cobra, posing as Cobra Commander, the original head of that group was dug up by Fred VIII, who was watching Fred VII's activities (as all the Fred series Guardsmen were instructed secretly to keep tabs on each other), and he took the Commander to a Fred-series doctor to have him fixed up. Once he recovered from his almost death, Cobra Commander started over.
But not the way he originally intended. You see, he built up a brand new criminal empire, with the assistance of the highly motivated workforce that the Crimson Guard represented. Years later, when Doctor Mindbender journeyed to the site where Fred VII buried him, hoping to recover enough genetic material to clone him and replace Fred VII, the original Cobra Commander made his move.
Collecting Mindbender and Raptor (who led him to the burial site), Cobra Commander returned to Cobra Island, where he proceeded to bury those two, Fred VII, his son Billy, Zartan, Firefly, and the corpse of Serpentor (who'd been murdered by Zartan some time back) in the freighter that was land-locked on the island, and then buried it under the inactive volcano in the center of Cobra Island.
Having returned with a vengeance, Cobra Commander then embarked on a new scheme, creating another Springfield out of Millville, a small town in the Midwest that had fallen on hard times similar to those that hit Springfield so long ago. Rather than win the populace over with his charm and economic philosophy, Cobra Commander simply subjected the entire town to Doctor Venom's brainwave scanner.
Now having an industrial town in the Midwest with which to build his arms for cheap, Cobra Commander pulled all kinds of new maneuvers worldwide, hoping to foster unrest and conflict in order to have folks to sell his Cobra gear to. This made him billions, even after he eventually abandoned Cobra Island to Firefly and his ninja cronies; he left them there just in time to be hit by a massive Joe assault.
Though he abandoned his legitimate cover, Cobra Commander immediately found another as the backer of a real, pre-existing nation in eastern Europe, the crumbling Borovia. After doing so, the U.S. government decided that Cobra Commander would have his hands full with this disaster area for years, and as such, they deactivated the force designed to combat Cobra - they shut the Joe team down!
These politicians failed to calculate the sheer, unmitigated evil that Cobra Commander represents, and as such, their erroneous move gave the man free reign to fan the flames of dozens of conflicts worldwide. Unopposed for several years, the man did irreparable damage to world peace, which prompted the government to finally reactivate the Joe team several years later.
Though the group is equipped with the best hardware on the planet, the simple fact of the matter is that Cobra Commander, along with all of his old cronies (re-aligned to Cobra's point of view with the brainwave scanner), is well entrenched in various messes world wide. It remains to be seen if the Joes have a chance to defeat their oldest enemy, now that he's had years to get ahead in the game...
Extra Goodies:
Return to the 1982 Cobra main page!
Other Cobra directories featuring a version of Cobra Commander:
* Note: 1991 saw two versions of Cobra Commander (Versions 4 and 5), while 2002 saw three (Versions 11, 12 and 13).
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