Crimson Guard Immortals

Melee
RV 20
Coordination
RV 10
Brawn
RV 10
Fortitude
RV 20
Intellect
RV 10
Awareness
RV 20
Willpower
RV 30
Lifestyle
RV 25
Repute
RV -5

Health:
Fortune:
60
60

Origin:

It's bad enough that ordinary Crimson Guardsmen are often considered super human, but the Immortals push that to an entirely new level! And this despite lacking special powers of any variety, only having their skills and hard-fought ability with which to commit crime!

Known Powers:

(none)

Limitations / Enhancements:

(none)

Equipment:

Breastplate: bolstering their survivability just as well as their helmets, these implements act to spare Crimson Guard Immortals from death by lead poisoning. This is because they provide rank value 10 protection against physical attacks striking their front torso.

Grenades: kept in a leg pouch, Crimson Guard Immortals can fling these weapons to deadly effect. Anywhere within their normal range, Immortals may fling these weapons to inflict rank value 30 Slashing damage to any uncovered targets in the sector they detonate within.

Helmet: Crimson Guard Immortals are distinguished by their crimson uniforms, which are topped off by their equally distinguished helmets. This black and crimson headgear provides them rank value 10 protection against physical attacks striking them anywhere in the head.

Immortal Assault System: while ordinary Siegies only carry an AK with them while on the job, the Crimson Guard Immortals bring much more dangerous gear into battle! The IAS features two dual weapons, each capable of being fired one-handed, for maximum carnage!

The left-hand weapon is a portable missile launcher. It can be armed with up to two missiles per load, which can be fired singly or together. These projectiles possess the following vehicular characteristics, though their damage is upped by +1 RS if both strike at once:

Handling
RV 20
Velocity
RV 50
Durability
RV 20
Damage
RV 20 Slashing (fragmentary)

The right hand weapon has another missile launcher, as well as a machine gun that can be used to inflict rank value 6 Piercing damage when discharging one round, rank value 10 Piercing damage when firing short bursts, or rank value 20 Piercing damage when it is fired continuously.

Knife: like most Cobras, Siegie Immortals carry a blade with them at all times, because you never know when a stabbing is warranted. These m.v. 40 implements can either be used to inflict Slashing damage, or to cut through items of up to like m.v.

Sidearm: in the event that their launchers are disabled or drained of ammunition, each Siegie Immortal may discharge a single round from this backup piece to inflict rank value 6 Piercing damage, or rank value 10 Piercing damage when engaging in semi-automatic fire.

Quirks:

(none)

Skills:

Additional Skill: on top of their intense physical conditioning and their numerous skills in devious arts, each member of the Crimson Guard must have at least a four-year degree, the better to infiltrate the highest echelons in the society that Cobra has currently targeted.

Typically, these skills revolve around professions that either give them access to great sums of money, or to people at their most vulnerable. Business / Finance, Law, and Medicine are most often what Siegies choose, but some pursue mastery of various sciences, instead.

Demolitions: saboteurs par excellence, each member of the Crimson Guard is a highly trained and experienced demolitionist. They are allowed a +1 RS on any ACT called for when either planning or executing the destruction of a structure or vehicle.

Detective / Espionage: their primary purpose, Siegies are adept in posing as mundane citizens, easily blending in to whatever position they have been assigned to infiltrate. They should receive a +1 RS bonus on any ACT required while attempting to maintain their charade.

Guns: like all Cobra operatives, the Crimson Guard are proficient in the use of firearms. Whether wielding a standard, semi-automatic, or fully automatic rifle or pistol, members of the Guard may discharge such weapons at a +1 RS to the Coordination trait listed above.

Marksman: Immortal Siegies are proficient in most line-of-sight weaponry. Whether launching torpedoes, RPGs, or even ICBMs, an Immortal may utilize such weaponry without range penalty, and receive a +1 RS on their attempts to strike at extreme distances.

Martial Arts styles A and B: each Siegie is trained in both of these fighting styles, at the very least. A allows them to Pound or Concuss opponents regardless of their comparative Brawn or Fortitude traits, while B grants them a +1 RS to hit in unarmed combat.

Military: even more than most Cobras, the Crimson Guard are all indoctrinated into the Commander's way of doing things. Though its organizational structure is complicated to say the least, these elite Cobra operatives can navigate it with almost instinctual ability.

Politics: many Siegies eventually attempt to insinuate themselves into public positions, though Immortals typically aim much higher up the food chain in that regard. Accomplished public speakers, Immortals gain a +1 RS when attempting to sway crowds to their line of thinking.

Contacts:

Supremely motivated and incredibly skilled, Immortals are the elite amongst the Crimson Guard. This makes them highly respected by almost all members of Cobra, for these top-ranking Guardsmen are the impetus behind much of Cobra's successes over the years.

Costume:

Field uniforms of the Crimson Guard Immortals are comprised of a crimson jacket and trousers, a black leather belt, boots, gloves, sheathes, and holsters, a steel breastplate, pauldrons, and wrist guards, and a red helmet featuring both a mirrored visor and a black face plate.

Notes:

The best of Cobra's best, Crimson Guard Immortals are the elite members of their high-performing corps. There are few Cobras who can match their sheer motivation and capability, and those who do are typically those within the organization with unique code names.

While not experts in their operation, Immortals can operate all Cobra equipment, though not in as skilled a fashion as can their dedicated pilots. Furthermore, they are physically powerful, trained in the use of long-range weaponry, and excel in the manipulation of others.

Along with the other skills common to Siegies, this makes Immortals extremely valuable combatants, but even more versatile as infiltrators. Posing as pillars of the communities they insinuate themselves into, Immortals often run for public office, swaying governments from within.

Possessing a singular loyalty to Cobra in general, and its Commander in particular, the Crimson Guard Immortals serve as men and women to admire for all within the organization. After all, without folks like the Immortals, Cobra would never have gotten as far as it has!

2003 Variations

Equipment:

the Crimson Attack Tank, Mark 2: a revitalization of the original CATs, this modernized Cobra armor features updated electronics and an inverted color scheme showcasing the Crimson Guard's colors. The Mark 2 CAT is described in its own vehicular description.

Costume:

The second uniform of the Siegie Immortals features a gray jacket and trousers, a black leather belt, boots, gloves, sheathes, and holsters, a steel breastplate, pauldrons, and wrist guards, and a gray helmet featuring both a mirrored visor and a crimson face plate.

2015 Variations

Costume:

The third Crimson Guard Immortal uniform is like the first, including a crimson jacket and trousers, a black leather belt, boots, gloves, sheathes, arm bands, and holsters, a steel breastplate and wrist guards, and a red helmet featuring both a mirrored visor and a black face plate.

Extra Goodies:

Crimson Guard Immortals 4C System: Edition 13 Text File Download

Cobra directories featuring a version of Crimson Guard Immortals:

  1991 2003 2015  

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