Crimson Guard Commanders

5d *
8b *

Hand Size:
3 (17)

* Crimson Guard Commanders possess at least one additional skill, in addition to the common capabilities listed below. This skill will have either an Intellect or Willpower suit, which will raise the ability code of the former to c, and the latter to a.


As are the rest of the Crimson Guard, its twin masters notwithstanding, its Commanders are but normal humans. While they may lack special powers of any stripe, Crimson Guard Commanders are supremely skilled and equipped, and can give many heroes a run for their money!



Hindrances / Augmentations:



Breastplate (s): bolstering their survivability just as well as their helmets, these implements act to spare Crimson Guard Commanders from death by lead poisoning. This is because they provide intensity 8, or +2, protection against physical attacks striking their front upper torso.

Flamethrower (a): great for arson or dealing with large groups of people, Siegie Commanders often tote a small flamethrower to work. They can fire bursts of intensely flammable jelly as desired, inflicting intensity 12 2x SD energy damage in a cone anywhere within near missile distance.

Grenades (i): Crimson Guard Commanders can fling these weapons, kept within a leg pouch, to deadly effect. They may throw these devices to inflict intensity 10 fragmentary damage to any uncovered targets within near missile distance of where they detonate.

Helmet (s): Crimson Guard Commanders are distinguished by their crimson uniforms, which are topped off by their large, identity-obscuring helmets. This black and yellow headgear provides them intensity 8, or +2, protection against physical attacks striking them in the head.

And while that's quite handy, the helmets equipped by Siegie Commanders offer them additional capabilities. Functioning at intensity 6, their helmet sensors give them nightvision and/or infravision capabilities, along with Screened Senses for all but their sense of touch.

Knife (s): like most Cobras, Siegie Commanders carry a blade with them at all times, because you never know when a stabbing is warranted. These m.s. 13 implements can either be used to inflict +2 slashing damage, or to hack through items of up to like m.s.

Laser Rifle (a): one of their most exotic combat implements, each Commander of the Crimson Guard is issued a laser rifle, one built to resemble an AK-47! This directed energy weapon can be fired to inflict their Agility +5 in Armor Piercing energy damage with every deadly burst of power.

Missile Launcher (i): their heaviest gear, this weapon can be used to fire rocket-propelled projectiles at its target! It can only fire one intensity 10 fragmentary missile at a time, but if a Siegie Commander can maintain its laser guidance, its missiles gains a +2 to hit!

Sidearm (a): in the event that their other gear is disabled or drained of ammunition, each Siegie Commander may discharge a single round from this backup piece to inflict their Agility +4 in damage, or their Agility +5 in damage when engaging in semi-automatic fire.

Sniper Rifle (a): for those missions that require a lighter touch, or at the very least considerable distance from their objective, Siegie Commanders often bring a sniper rifle. They can fire these long rifles with extreme range, inflicting their intensity +5 in damage per shot.

Submachine Gun (a): when facing mid-level threats, Siegie Commanders bring one of these firearms. It can discharge one round to inflict their Agility +4 in damage, a short burst of such to inflict their Agility +5 in damage, or be fired continuously to inflict their Agility +6 in damage.


Advanced Guns (a): those Crimson Guardsmen who attain the rank of Commander within their corps are given intense training in the use of high-tech weaponry. Whether wielding laser pistols, disintegrator rifles, or even mass drivers, they may do so at a reduced difficulty.

Boxing (s): on top of their skill with firearms, and of course the martial arts, Siegie Commanders are well-versed in the sweet science. Siegies may divide their pre-card play action score between two unarmed attacks, the second of which they may attempt as a contingent action.

Demolitions (a): saboteurs par excellence, each member of the Crimson Guard is a highly trained and experienced demolitionist. They are allowed to reduce the difficulty of actions called for when either planning or executing the destruction of a structure or vehicle.

Detective / Espionage (i): 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 reduced difficulty on actions called for while attempting to maintain their charade.

Guns (a): 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 one difficulty level lower than is normally necessary.

Leadership (w): a Crimson Guardsman does not become a Commander of that elite corps without being able to inspire others, or at the very least effectively direct them in battle. Those following the plans of a Crimson Guard Commander may add a +1 to related card play.

Marksman (a): Siegie Commanders are proficient in most line-of-sight weaponry. Whether launching torpedoes, RPGs, or even ICBMs, they may utilize such weaponry without range penalty, and receive a reduced difficulty on their attempts to strike foes at extreme distances.

Martial Arts (a): each Siegie is trained in advanced unarmed combat techniques, in addition to the ability to strike fast. They may reduce the difficulty of actions intended to dodge attacks, catch thrown weaponry, or even to strike others while unarmed.

Military (w): 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 (w): many Siegies eventually attempt to insinuate themselves into public positions, though its Commanders aim very, very high up the food chain. Accomplished public speakers, Commanders gain a reduced difficulty when attempting to sway crowds to their line of thinking.

Supplemental 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 of the society that Cobra has currently targeted.

Typically, these talents 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.


The right-hand men and women of Tomax and Xamot, not to mention having sworn allegiance to Cobra Commander personally, the Crimson Guard Commanders may definitely consider the entirety of the Cobra organization as a reliable contact - the Guard itself particularly so.


Idealist: the hidden qualification to being a member of the Crimson Guard, each of these elite operatives truly believe in Cobra and its philosophy, however selfish and sinister it may be. This accounts for their incredible motivation and unwavering loyalty.


The Crimson Guard Commander field uniform features crimson trousers, a long-sleeved black shirt under a crimson vest and black, Cobra-sigil breastplate, crimson wrist guards, black leather boots, gloves, and holsters, a yellow leather belt, and a black helmet with a yellow face plate.


What does it take to attain the rank of Commander in the Crimson Guard? The exact requirements are unknown, for merely becoming a member of the Siegies is already a mark of excellence. And then, moving upwards through its rank structure requires work.

Siegies who consistently stand out may become Squad Leaders, and Guardsmen who excel in this position, or regular Siegies who prove proficient in the use of heavy weaponry, might become Immortals. After that? Presumably a proven track record is an essential requirement.

Thus, it's likely that only those Crimson Guardsmen who have considerably, personally bolstered Cobra's efforts towards world domination can become one of its leaders. Such candidates swear allegiance to Cobra Commander personally, and direct the guard beneath Tomax and Xamot.

Frighteningly effective in all forms of battle, whether using words, their hands, or various implements of mass destruction, Crimson Guard Commanders are fearsome foes. They are the Cobras that GI Joe and other intelligence operatives dread, for their reputations precede them.

And those reputations are well earned.

2008 Variations


Revolver (a): when wearing their dress uniforms, Crimson Guard Commanders only carry this weapon - aside from their laser rifles, of course. They may only discharge one round from this weapon at a time, though each deadly attack with it inflicts their Agility +5 in damage.


The Crimson Guard Commanders' dress uniform is like the regular Siegie ensemble. It features a crimson and black jacket, adorned with silver medals and a silver Cobra sigil, crimson trousers, black leather boots and gloves, a golden belt, and a crimson helmet with a gold face plate.

Extra Goodies:

Crimson Guard Commanders Saga System 13 Text File Download

Cobra directories featuring a version of Crimson Guard Commanders:

  1993 2008  

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