While they may not act all that human, the sinister Headhunters lack special powers of any stripe. Their brutality is augmented solely by their combat skills, their standard-issue loadout, and of course their ruthless, amoral greed and ambition.
Hindrances / Augmentations:
Helmet (s): the distinctive helmet of the Headhunters is more than just ornamental. Thanks to both the helmet itself and its shatter-resistant, tinted face plate, Headhunters benefit from intensity 8, or +2, protection against physical attacks striking them in the head.
Portable Lab: the tools of the trade, this backpack-mounted unit allows Headhunters to verify the authenticity of various things, ranging from drugs to money to gemstones! Though limited in scope, this lab possesses the Atomic Sense ability at intensity 6.
Rocket Launcher (i): when conventional means fail them, Headhunters often make use of this brutal 'can opener.' It can fire one projectile per loadout, though this is usually more than enough to get the Headhunters' point across. This missile inflicts intensity 9 Armor Piercing damage.
Shotgun (a): Headhunters can fire birdshot from this sawed-off shotgun to inflict their Agility +4 in damage in a sixty degree arc within near missile distance, buckshot to inflict their Agility +5 in damage to adjacent foes, or slugs to inflict their Agility +6 in damage to one foe.
Sidearm (a): no less powerful for its small size, Headhunters carry an automatic pistol that can discharge one round to inflict their Agility +4 in damage, a three-round burst to inflict their Agility +5 in damage, or all its rounds to inflict their Agility +6 in damage.
Spikes and Spurs (s): the uniform of each Headhunter is itself a deadly weapon. Whether utilizing the spikes on their shoulder guard or the quick-flick spurs on their boots, Headhunters can readily inflict +2 slashing damage in melee, even while bare-handed!
Boxing (s): while all Headhunters are tough, otherwise they wouldn't have their jobs in the first place, they receive formal combat training on the job. This allows them to divide their pre-card play action score between two unarmed attacks, the second occurring as a contingent action.
Crime (i): what got them hired in the first place, all Headhunters are professional, successful criminals in their own right. Whether engaging in subterfuse, disguise, burglary, smuggling, dealing, or extortion, Headhunters should receive a reduced difficulty on applicable card play.
Guns (a): all Headhunters can fire common firearms with relative ease, and keep on top of their weapons training once they receive their uniform. As such, they may discharge any standard, semi-automatic, or fully automatic rifle or pistol at a reduced difficulty.
Marksman (a): training that raises them above and beyond common costumed thugs, Headhunters are trained in advanced weaponry once they're in. As a result, they may discharge line-of-sight weaponry without range penaties, and may do so at a reduced difficulty.
Military (w): while Headhunters aren't exactly recruited from various militaries, they're definitely received paramilitary training by their leader. As such, they can fight in a coordinated fashion despite being criminal thugs, and are an effective combat force.
Headhunters are all seasoned criminals, having proven themselves in the crucible of the streets several times over. As such, in addition to the organization itself, Headhunters all possess numerous additional reliable contacts in criminal circles, all dependent on their histories.
Various Callings: the Headhunters are a tightly-knit band of costumed criminals, so just about anything can drive their ambitions. Whether it's Greed for material goods or wanting to impose their will on others via World Domination, nothing is off limits to these villains!
Headhunters wear a black leather jacket over a blue turtleneck sweater, black leather trousers, a black leather belt, brown leather boots with flip-up spurs, brown leather gloves, a brown sidearm holster, a brown shoulder guard, and a black helmet with a gold-tinted face shield.
The original Headhunters cohort were recruited by the Headman from the world's most ambitious and ruthless scofflaws. They were previously smugglers, dealers, human traffickers, and more, whether operating their own gang or as part of a more organized criminal organization.
Lured into the Headman's band with promises of money and power, Headhunters received advanced combat training in exchange for absolute loyalty. Once they demonstrate competence, they are allowed to indulge their basest desires, as long as this doesn't interfere with business.
And for the most part, this works perfectly for them. The Headhunters have a reputation for brutality that the more civilized nations they work within find shocking, and overall other criminals steer clear of the Headhunters and their claimed turf - unless they want war in the streets.
After the Headman was slain, the Headhunters were taken over by Gristle, and came under Cobra's influence. While not actual members of that international terrorist organization, the Headhunters treat Cobra as one of their best customers, moving goods around the world for them.
Gristle's Headhunters wear a black leather jacket over a blue turtleneck, black leather trousers, a black leather belt, green leather boots with flip-up spurs, green leather gloves, a green sidearm holster, a green shoulder guard, and a black helmet with a gold-tinted face shield.
Submachine Gun (a): replacing their rocket launchers to save money, Headhunters can fire a single round from this weapon to inflict their Agility +4 in Shooting damage, a short burst of rounds to inflict their Agility +5 in damage, or fire it continuously to inflict their Agility +6 in damage.
Modern Headhunters wear a dark teal leather jacket over a black turtleneck, dark teal leather trousers, a dark teal leather belt, black leather boots with flip-up spurs, black leather gloves, a black sidearm holster and shoulder guard, and a black helmet with a gold-tinted face shield.
Cobra directories featuring a version of Headhunters:
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