Headhunter Stormtroopers
Melee RV 10 |
Coordination RV 6 |
Brawn RV 10 |
Fortitude RV 10 |
Intellect RV 6 |
Awareness RV 6 |
Willpower RV 20 |
Lifestyle RV 30 |
Repute RV -5 |
Health: Fortune: |
36 32 |
Origin:
While they may not act remotely human, Headhunter Stormtroopers lack special powers of any stripe. Their egregious brutality is augmented solely by their combat skills, their standard-issue loadout, and of course their ruthless, amoral greed and ambition.
Known Powers:
(none)
Limitations / Enhancements:
(none)
Equipment:
Body Armor: every Headhunter Stormtrooper is issued a custom-fitted leather bodysuit, one which provides them rank value 4 protection from physical assault. The spikes and spurs scattered across their costume inflict Slashing damage when subject to Grappling attack.
Helmet: the distinctive helmet of the Headhunters is more than just ornamental. Thanks to both the helmet itself and its shatter-resistant, red-tinted visor, Headhunters benefit from rank value 10 protection against physical attacks striking them in the head.
Mind you, that red tinting on their helmet's eyewear isn't just cosmetic. No, it is a visual consequence of the ingrained, rank value 10 infrared sighting technology, which allows them to operate in full darkness - which helps when they break out their smoke grenades!
Rocket Launcher: for those occasions where conventional means fail them, Stormtroopers often make use of this brutal 'can opener.' It can fire one projectile per loadout, though this is usually more than enough to get their point across. This missile behaves as follows:
Handling RV 20 |
Velocity RV 50 |
Durability RV 20 |
Damage RV 30 Slashing (fragmentary) |
Sidearm: no less powerful for its small size, Headhunters carry an automatic pistol that can discharge one round to inflict rank value 6 Piercing damage, a three-round burst to inflict rank value 10 Piercing damage, or all its rounds to inflict rank value 20 Piercing damage.
Smoke Grenades: helping them to ambush enemies and escape the authorities, these defensive weapons detonate to quickly fill their current sector with obscuring smoke! This smoke lasts for 1d10 turns, taking rank value 20 efforts (of an applicable type) to diffuse it early.
Submachine Guns: when rockets seem excessive, Headhunter Stormtroopers can fire one round from these weapons to inflict rank value 6 Piercing damage, a short burst of such to inflict rank value 10 Piercing damage, or fire them continuously to inflict rank value 20 Piercing damage.
Quirks:
(none)
Skills:
Crime: 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, Headhunter Stormtroopers should receive a +1 RS on applicable ACTIONs.
Guns: all Headhunter Stormtroopers 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 +1 RS to their Coordination.
Manipulation: aside from their staggering brutality and excessive weaponry, this skill is what sets Stormtroopers apart from regular Headhunters. Excellent at manipulating others, usually with fear, Stormtroopers may add a +1 RS to NPC reactions when attempting intimidation.
Marksman: a skill that raises them above and beyond common costumed thugs, Headhunters are trained in advanced weaponry once they're in. As a result, their Stormtroopers may discharge line-of-sight weaponry without range penaties, and may do so at their Coordination trait +1 RS.
Martial Arts style B: 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 their Stormtroopers them a +1 RS to hit in all unarmed combat, whether punching, kicking, or anything else.
Military: while Headhunters aren't exactly recruited from various militaries, they're definitely received paramilitary training by their leader. As such, their Stormtroopers can fight in a coordinated fashion despite being criminal thugs, and are an effective combat force.
Contacts:
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.
Costume:
Headhunter Stormtrooper dress for intimidation. Their uniform consists of a spike-laden, gray leather bodysuit, replete with gold trim on the sides, along with black leather boots, gray leather gloves, black belts, holsters, pouches, and sheathes, and their black and gold helmets.
Notes:
Whether they were some of the very first Headhunters or simply rise to the top via ruthless ambition, the Stormtroopers of the bunch are some of its strongest, most brutal members. For the most part, they oversee regular Headhunters in the management of its largest criminal enterprises.
Second only to the Headman, Gristle, or whatever other underworld mastermind is currently pulling their strings, the Headhunters' Stormtroopers serve as the boss' lieutenants. This is why they are assumed to run the organization, since few ever get past them to speak with the boss.
While one typically encounters only one Stormtrooper in a given clutch of Headhunters, they occasionally gather in large numbers when dealing with an existential threat to the organization. When they band together thus, few can stand before the lethal enforcement of the Stormtroopers.
2008 Variations
Costume:
The second Headhunter Stormtrooper ensemble includes a spike-laden, Cobra blue leather bodysuit, complete with gold trim, along with Cobra blue leather boots and gloves, a black leather belt, golden holsters, pouches, and sheathes, and their Cobra blue and gold helmets.
Extra Goodies:
Cobra directories featuring a version of Headhunter Stormtroopers:
1993 | 2008 |
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