...the organization is COBRA and you are it's Commander. COBRA's objective is simple: take over the world.
To do this COBRA has access to a wide array of technology far in advance of what the rest of the world has at this point. Here is a general list of it's assets...
- Sixteen Citadels: Your bases of operation, fortified settlements combining military bases and industrial complexes in one. Each Citadel covers a square kilometer of land and has a set of rebar reinforced concrete walls with numerous heavy machine guns and 150mm howitzers to discourage attacks. Inside are storehouses, barracks, factories, repair shops, hospitals, vertical farms and similar facilities to keep the COBRA war machine humming. Outside them are airfields for airborne attack. All of which has many distinct Cobra-themed architecture and statues of Cobra Commander. Many of them also have region specific facilities nearby to process resources and (in the case of coastal facillites) a port/shipyard nearby. Each Citadel has between 20,000 to 30,000 workers, engineers, technicians, doctors and similar living and working there. These have basic firearms training and are loyal to your cause but these are not soldiers and should not be sent out on the offensive. Each of these has an atomic power plant to power it and several years of resources stockpiled. There are four citadels in North America (one in Texas, one in Nebraska, one in Idaho, one in Alberta and one in British Columbia on the coast), two in Australia (one in western Australia and the other in Queensland), one in New Zealand's South Island, Three are situated in Africa (one in South Africa, one on the coast of Lake Victoria and one in eastern Libya), four are located in or around Eurasia (one in the Orkney Islands (Destro's HQ), one in the mountains of Germany, one in the Ural mountains and one near Vladavostok) and two are located in South America (one in Venesualan rainforest and the other in Peru in the Andes mountains). The New Zealand citadel is your HQ and has a special personal residence. Their NCOs can make good drill instrutors for training more Vipers.
- Eight Comm. Satellites: Eight communication satellites in geosyncronous orbit allowing each of the Citadels (as well as ships and similar) to be linked, exchange information and similar
- Eight Spy Satellites: Eight satellites in low orbit providing COBRA with satellite recon.
- Forty Eight Thousand Vipers: The rank and file of COBRA's army, vipers are reasonably well trained infantry armed with modern weapons (6.5mm bullpup assault rifles, 7.7mm sniper rifles, automatic pistols, light machine guns, mortars, rocket launchers, grenades) as well as radios. Three thousand are assigned to each Citadel. The standard Viper has a blue uniform (either tropical or temperate with white winter gear) and helmet with red COBRA insignia complete with helmet, goggles and a painter's mask. Officers and NCOs currently have Level III body armor, though each citadel has a small body armor factory turning out fifty vests a day to try to provide additional suits for existing infantry and any new recruits which can be gathered. Their field medics have access to fairly modern medicine and are well trained.
- Forty Eight Hundred Crimson Guardsmen: Elite Infantry and special forces named for their Crimson dress uniforms, though they wear camouflage in the field. Each Crimson Guardsmen is proficient in the use of all COBRA small arms. Crimson Guardsmen have helmets with built in night vision systems and all crimson guardsmen have armor.
- Five Hundred Iron Grenadiers: Destro's personal army. Outfitted like Crimson Guardsmen but each one also carries a broadsword.
- Three Thousand Eels: Eels are the marines of COBRA, trained for boarding actions, amphibious assaults and underwater operations. In addition to gear similar to that of Viper officers, Eels also have SCUBA gear and are trained in it's use. Eels are stationed at the coastal citadels as well as on COBRA's fleet.
- Two thousand GMC CCKW clones: Trucks used for both military supply purposes and work around the citadels.
- Two Thousand Stingers: Four man general purpose car, can mount a heavy machine gun or a couple rocket launchers.
- 1,500 towed howitzers: Towed 150mm breechloading shell cannons.
- 500 HISS tanks: COBRA's armored fist. Each HISS tank weighs 28 tonnes, has a 400hp diesel engine, two machine guns and a 75mm turret mounted cannon, each has a radio.
- 200 Rattlers: Il-2 Sturmovik clones for use against fortifications. Comes with pilots and their associated aircrews. Your foes will soon have nightmares of them Crashing Through the Skies.
- 400 Ravens: A6M Zero clones, used for long range operations.
- 60 Ospreys: B5N 'Kate' clones, used for coastal defense and onboard the Jörmungandr
- 32 Solar Airships: 150 meters long rigid airships with their tops covered in high efficiency solar panels able to fly at heights of up to 3,000 meters at speeds of 120km/h and can carry up to 100 tonnes of cargo or be fitted to carry passengers. Due to the advanced materials in their construction these airships are irreplaceable by your current industrial complex and would take decades to develop it to the point where they are made in sufficient quantities.
- 15 Maritime transports: Liberty ship clones used for general nautical transportation
- 10 Lamprey class submarines: Type XXI submarine clones.
- 6 Moray class Destroyers: Kagerō-class destroyer clones.
- Aircraft Carrier CNS Jörmungandr: A copy of the carrier Akagi, Cobra's main offensive naval force.
- 5,000 agents and ninjas stationed around the world with radio communication gear for spying, espionage and assassination purposes commanded by The Baroness and Storm Shadow.
- A computerized decryption system in every citadel
- 160 Neuronic Dominators: Doctor Mindbender's contribution to Cobra's efforts that is available for your use should you feel the need. Each Neuronic Dominator looks like a dentist chair with restraints and a set of unpleasant spikey equipment at the headrest hooked up to a computer system. Basically you can take a person, strap them down and hook them up to the machine, which will proceed to interface with and reprogram their brain, deleting anti-COBRA memories and installing a strong affinity for COBRA in it's place. The procedure takes about three hours including an hour of cleanup by med-techs afterwards and the subject requires a day or two to recover and for the new mentalities to fully manifest, but it can take an anti-COBRA religious fanatic and produce a new Viper recruit. Needless to say these machines are irreplaceable.
- The COBRA top brass (Destro, the Baroness, Tomax and Xamot, Storm Shadow, etc)
No GI Joes will show up.
What do you do?
Notes: per COBRA regulations you can only act officially when fully in uniform of the station of Cobra Commander.
Zor