Lampreys
Strength 7d * |
Agility 4a * |
Intellect 3d |
Willpower 6d |
Hand Size: Edge: |
3 (17) 1 |
* Lampreys will generally have either Boxing or Martial Arts as a skill, but not both - unless they are exceptional fellows. If a Lamprey goes with Boxing, he or she will have a c code for their Strength, and an a code for their Agility, which is usually what they manage.
However, some Lampreys are much more into unarmed combat training, and will instead receive education in Martial Arts. These Lampreys will have a d code for their Strength, and an a+ code for their Agility, arguably making them much more dangerous vehicular combatants.
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.
Powers:
(none)
Hindrances / Augmentations:
(none)
Equipment:
Helmet (s): 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 intensity 8 (or +2) resistance to physical attack.
Knife (s): a habit they picked up as Eels, Lampreys all carry blades made from rust-resistant, m.s. 13 metals. They can be used by a Lamprey to inflict +2 damage in melee combat, or to instead cut through items of up to a like m.s., given enough time.
the Moray (i): 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.
Sidearm (a): Lampreys can discharge a single round with these firearms to inflict their Agility +4 in damage, or a semi-automatic burst of fire to inflict their Agility +5 in damage, and keep them in a handy hip holster for use at a moment's notice.
Submachine Gun (a): when boarding other ships, Lampreys brandish their submachine guns, which inflict their Agility +4 in damage when firing a single shot, their Agility +5 in damage when firing a semi-auto burst, or their Agility +6 in damage during continuous fire.
Skills:
Boating (a): while their work usually sees them busy behind the wheel, Lampreys are often assigned conventional duties on ships they are assigned to. Thus, they can typically operate most ships and submarines, receiving a reduced difficulty on actions called for while doing so.
Boxing (s): some Lampreys are trained in the sweet science. Those who have been are able to divide their pre-card play action score between two distinct, unarmed attacks. The first of these occurs normally, while the second occurs as a contingent action.
Engineering (i): while its no longer their primary role, Lampreys are nonetheless trained in marine engineering. Thus, they may reduce the difficulty on any action intended to either create or destroy something in the water, whether a ship or a secret, undersea base.
Guns (a): 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 at one difficulty level lower than is usually required.
Martial Arts (a): some Lampreys are trained in the martial arts proper, instead of just how to strike quickly. These Lampreys may reduce the difficulty of actions intended to strike others in unarmed melee, catch weapons thrown at them, or dodge incoming assaults.
Military (w): 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 (s): while they prefer their firearms, or their shipbound weaponry, Lampreys nonetheless retain the knife-fighting skills they acquired as Eels. They may attempt to assault another with a blade in hand at one difficulty level lower than is normally necessary.
Underwater Combat (a): 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 (a): 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 reduced difficulty.
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.
Calling:
Various Callings: the vast majority of Lampreys are with Cobra for their own, evil purposes. The money is nice, so Greed is a powerful motivator, as is World Domination, for those Lampreys who wish to force others to bow to their whims. But anything goes, really.
After all, Lampreys are elite operatives amongst Cobra's operatives, and may very well go with Peace of Mind if attempting to exceed their personal best, Vengeance if they're working towards some enemy's end, or even Gloryhound if particularly proud of themselves.
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 (a): for close-range combat, Lampreys are given a lightweight laser pistol. They can fire these advanced, directed energy weapons to inflict their Agility +5 in Armor Piercing energy damage per blast, typically managing six shots before they run out of power.
Laser Rifle (a): for mid-range combat, Lampreys instead utilize fast-cycling squad laser rifles. These heavy duty, directed energy weapons can be fired to inflict their Agility +6 in Armor Piercing energy damage per deadly blast, and are powered by an oversized backpack.
Sniper Rifle (a): 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 their Agility +5 in 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 (i):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 (a): for mid-range combat, Lampreys utilize fast-cycling squad laser rifles. These heavy duty, directed energy weapons can be fired to inflict their Agility +6 in Armor Piercing energy damage per deadly blast, and are powered by an oversized backpack.
Wraith Suit (i): 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 intensity 15.
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:
Cobra directories featuring a version of Lamprey:
1985 | 1990 | 2000 | 2003 |
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