Lampreys

Melee
RV 10
Coordination
RV 10
Brawn
RV 6
Fortitude
RV 20
Intellect
RV 6
Awareness
RV 20
Willpower
RV 10
Lifestyle
RV 20
Repute
RV -5

Health:
Fortune:
46
36

Origin:

Cobra Lampreys lack special powers of any sort, though it's hard to tell when one of them is bearing down on you in a Moray. These defenders of Cobra's coasts are superior nautical combatants who can easily strike down their foes above or below the waves.

Known Powers:

(none)

Limitations / Enhancements:

(none)

Equipment:

Helmet: since they often see combat, and are usually racing around at reckless speeds in their Morays, Lampreys all wear helmets on the job. Compete with a bullet-resistant face plate, this gear provides their entire heads rank value 10 resistance to physical attack.

Knife: a habit they picked up as Eels, Lampreys all carry blades made from rust-resistant, m.v. 40 metals. They can be used by a Lamprey to inflict Slashing damage in melee combat, or to instead cut through items of up to a like m.v., given enough time.

the Moray: their pride and joy, Lampreys are assigned their very own fast-attack hydrofoils upon earning their rank and uniform. These heavily armed ships are ubiquitous around the coasts that Cobra controls, and are described in their own vehicular entry.

Semi-automatic Pistol: Lampreys can discharge a single round with these firearms to inflict rank value 6 Piercing damage, or a semi-automatic burst of fire to inflict rank value 10 Piercing damage, and keep them in a handy hip holster for use at a moment's notice.

Submachine Gun: when boarding other ships, Lampreys brandish their submachine guns, which inflict rank value 6 Piercing damage when firing a single shot, rank value 10 Piercing damage when firing a semi-auto burst, or rank value 20 Piercing damage during continuous fire.

Quirks:

(none)

Skills:

Boating: highly trained nautical operatives, Lampreys can handle any duties required of them on ships, though they usually drive those they're assigned to. Thus, they can typically operate most ships and submarines, receiving a +1 RS on ACTs called for while doing so.

Engineering: while its no longer their primary role, Lampreys are nonetheless trained in marine engineering. Thus, they should receive a +1 RS on any ACT roll intended to either create or destroy something in the water, whether it be a ship or a secret, undersea base.

Guns: like all Cobras, Lampreys are trained how to effectively discharge firearms. Whether wielding standard, semi-automatic, or fully automatic rifles or pistols, or even guns mounted on their Morays, Lampreys may do so as though their Coordination was +1 RS in value.

Martial Arts style A or B: Lampreys have one of these two fighting styles - those who have both are often promoted to even more elite ranks. A allows them to Pound or Concuss a foe regardless of their comparative Brawn or Fortitude, and B allows a +1 RS to hit in unarmed melee.

Military: all Cobra operatives possess this talent, even if the organization they belong to isn't a real military. It nonetheless has a structure, however Byzantine, and Lampreys can effectively fight in groups - even if they're typically in charge while doing so.

Skill / Knives: while they prefer their firearms, or their shipbound weaponry, Lampreys nonetheless retain the knife-fighting skills they acquired as Eels. Thus, they should receive a +1 RS to their Melee when attempting attacks with such personal weaponry.

Underwater Combat: whether diving on their own or at the helm of a submarine, Lampreys are well-trained in the art of deep sea combat. They may attempt offensive and defensive maneuvers beneath the waves without penalty, unlike most other people.

Vehicular Combat: in addition to being capable sailors, Lamprey are specifically trained in the art of ship to ship combat, the principles of which they can apply to most vehicles. They may attempt offensive or defensive actions behind the wheel at a +1 RS.

Contacts:

Lampreys are much less expendable members of Cobra, having received expensive and extensive training from that organization. Ironically, they are often the first casualties of missions to infiltrate Cobra territory, since their role is to defend that organization's coasts.

Thus, Cobra is more likely to assist a given Lamprey should he or she request it, though as always, they are on their own should the Command deem such aid more trouble than it is worth. Luckily, they're proficient enough that they rarely require backup from their fellows.

Costume:

The Lamprey costume primarily consists of a reflective silver jumpsuit, one worn under black leather boots, a cyan life preserver, a cyan leather belt, a cyan holster for their sidearm, a cyan booth sheath for their knife, cyan leather gloves, and a silver and cyan helmet.

Notes:

Lampreys are former Eels who held that position for over a year, giving them extensive experience in undersea combat and demolitions work, not to mention making them incredibly tough combatants. Becoming a Lamprey, however, is an even harder affair for these villains.

This is because Lamprey qualification is highly selective, and more than half of the Eels who attempt it wash out on their first try. Those who make it through can add advanced ship to ship combat techniques to their resume, not that they'll ever seek employment elsewhere.

Cobras who make it this far in the organization are invariably 'all in'.

1990 Variations

Equipment:

Laser Pistol: for close-range combat, Lampreys are given a lightweight laser pistol. They can fire these advanced, directed energy weapons to inflict rank value 10 Armor Piercing Energy damage per blast, typically managing six shots before they run out of power.

Laser Rifle: for mid-range combat, Lampreys instead utilize fast-cycling squad laser rifles. These heavy duty, directed energy weapons can be fired to inflict rank value 20 Armor Piercing Energy damage per deadly blast, and are powered by an oversized backpack.

Sniper Rifle: since they know they aren't as skilled as Laser-Vipers, Lampreys utilize a conventional sniper rifle when engaging with long distance targets. They can fire one round with this bolt-action rifle to inflict rank value 10 Piercing damage each.

Costume:

The second Lamprey costume primarily consists of an orange jumpsuit, one worn under brown leather boots, a blue life preserver, a blue leather belt, a blue holster for their sidearm, a blue booth sheath for their knife, blue leather gloves, and a blue and red helmet.

2000 Variations

Equipment:

the Man-O-War:When they aren't piloting their Morays above the waves, Lampreys often operate Man-O-War subs beneath them! A one-man attack sub, the Man-O-War is the direct result of reverse engineering Gi Joe Barracudas, and is described in its own vehicle entry.

Costume:

The third Lamprey costume is like the first, consisting of a reflective silver jumpsuit, worn under blue leather boots, a blue life preserver, a red leather belt, a blue holster for their sidearm, a blue booth sheath for their knife, blue leather gloves, and a silver and blue helmet.

2003 Variations

Equipment:

Laser Rifle: for mid-range combat, Lampreys utilize fast-cycling squad laser rifles. These heavy duty, directed energy weapons can be fired to inflict rank value 20 Armor Piercing Energy damage per deadly blast, and are powered by an oversized backpack.

Wraith Suit: those Lampreys who joined the Python Patrol were given a wraith suit, one modeled after their traditional ensemble. While wearing it, Lampreys are invisible to detection by either radio waves or infravision, an ability which functions at rank value 50.

Costume:

The fourth Lamprey costume consists of a red and black, pythonized jumpsuit, worn under gold leather boots, a golden life preserver, a gold leather belt, a red holster for their sidearm, a red booth sheath for their knife, gold leather gloves, and a silver and black helmet.

Extra Goodies:

Lamprey 4C System: Edition 13 Text File Download

Cobra directories featuring a version of Lamprey:

  1985 1990 2000 2003  

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