6x *
5b *

Hand Size:
2 (10)

* Gyro-Vipers generally have either boxing or martial arts, but not both. If a Gyro-Viper has boxing, their Strength ability code is increased to d, while if they have martial arts, their Agility ability code is bolstered to a.


While they may seem possessed of super-human skill, or possibly just possessed, Gyro-Vipers are completely normal humans. Well, normal in a physical sense, at least, in that their only access to the fantastic is the advanced technology available to them as Cobra operatives!



Hindrances / Augmentations:



Helmet (s): Gyro-Vipers wear a large, scarlet helmet when on the job, one with a full-frontal mirrored face shield. This head gear provides them intensity 8, or +2, protection against physical assaults striking them there, as well as like screened senses (hearing and vision).

Knife (s): useful for cutting parachute straps or GI Joes, Gyro-Vipers always have a blade on hand, usually in a convenient boot sheath. Of m.s. 12, it can be used to cut through items of up to like m.s., given the time, or to inflict +2 slashing damage in melee.

Mamba (i): equipped with two counter-rotating rotors, the Mamba is an insanely maneuverable helicopter. While any conventional pilot can operate them, only the Gyro-Vipers have the skill to maximize the Mamba's potential, which is detailed in its own vehicular description.

Sidearm (a): should they be shot down, or simply find themselves in combat before takeoff, Gyro-Vipers all carry at least one backup piece. They can fire a single round to inflict one's Agility +4 in damage, or a semi-automatic burst to inflict their Agility +5 in damage.


Aerial Combat (a): not all Gyro-Vipers were fighter pilots before joining Cobra. Most were, however, because the position tends to weed out those who lack such experience before they earn their uniform. Gyro-Vipers may attempt aerial combat actions at a reduced difficulty.

Boxing (s): Gyro-Vipers can defend themselves to an extent. For some, this takes the form of the boxing skill, which lets them divide their pre-card play action score between two unarmed melee assaults, the second of which will occur as a contingent action.

Guns (a): all Cobra operatives have the ability to wield firearms in combat, and Gyro-Vipers are no exception to this rule. They may discharge any standard, semi-automatic, or fully automatic rifle or pistol at one difficulty level lower than is normally necessary.

Martial Arts (a): Gyro-Vipers can defend themselves to an extent. For some, this takes the form of the martial arts skill, granting them a reduction in the difficulty of actions intended to dodge attacks, catch thrown weaponry, or to strike in unarmed melee.

Military (w): this skill allows Gyro-Vipers to function effectively within a combat unit, and gives them insight into Cobra's byzantine organizational structure. It also provides them a free military contact as well, whether in Cobra or their previous fighting force.

Piloting (a): the skill which Cobra recruited them for, Gyro-Vipers are all competent pilots, whether flying fixed or rotary-wing aircraft. They may attempt actions to control aircraft while in the air at one difficulty level lower than is usually required.


Gyro-Vipers are looked upon favorably by the Cobra organization overall, and can generally rely upon it for assistance should it be feasible - and not actively against their current interests. And, of course, assuming they have avoided making too many enemies within!


Various Callings: the vast majority of Gyro-Vipers joined Cobra due to their insatiable Greed for material possessions. Others, however, reflect the nature of Soldiers attempting to prove themselves, or even Thrill-Seekers needing the rush only a Mamba can provdie!


The Gyro-Viper uniform consists primarily of a beige flight suit, one adorned with red racing stripes and silver web gear. This is accented with brown leather boots, gloves, holsters, and sheathes, as well as a scarlet helmet with a large, mirrored visor covering its wearer's face.


The Gyro-Viper is an accomplished helicopter pilot. They are generally cocksure and arrogant about their prowess at the stick of any rotary-wing aircraft, but this attitude is entirely earned through personal experience - not to mention their previous combat experience.

One of the few Cobras who can make the Mamba dance, Gyro-Vipers perform seemingly impossible maneuvers with this highly advanced aircraft regularly. But then, lacking armor as the Mamba does, it pays to keep the thing moving, especially in a manner that defies logic.

Drawn from the ranks of Air-Vipers, Gyro-Vipers are highly paid and virtually fearless Cobras. They are generally catered to by the organization, and it goes out of its way to keep Gyro-Vipers happy, because they excel at keeping other Cobras alive.

Extra Goodies:

Gyro-Viper Saga System 13 Text File Download

Cobra directories featuring a version of the Gyro-Viper:


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