Techno-Vipers
F Gd 10 |
A Ty 6 |
S Ty 6 |
E Ty 6 |
R Gd 10 |
I Ty 6 |
P Gd 10 |
Res Ex 20 |
Pop Ty -5 |
Health: Karma: |
28 26 |
Origin:
More than most Cobra operatives, Techno-Vipers are high-tech villains. While the rest of the organization has access to equipment far beyond the conventional curve, it is the Techno-Vipers who develop, install, and maintain the vast majority of this hardware world-wide.
Known Powers:
(none)
Limitations / Enhancements:
(none)
Equipment:
Helmet: the dark, distinctive helmets of the Techno-Viper lend them a sinister aspect, even if they're mechanics as much as they are infantrymen. This headgear provides them Good (10) protection against physical attacks that strike them in the head.
Pneumatic Tools: the better to assemble or disassemble equipment in the field, Techno-Vipers wear a powerful air compressor on their backs, to which they can hook up numerous tools - all of which have combat applications. Their industrial-strength tool bag includes:
* Hammer: a standard tool, of Incredible (40) m.s., Techno-Vipers can use these two-handed tools to pound just about anything into shape or position. This applies to enemies, as well, and a Techno-Viper may inflict their Strength +1 CS in Blunt Attack damage with this implement.
* Shears: useful for severing or pruning things, the Techno-Vipers carry pneumatic shears while on the job. The blades on these implements are of Amazing (50) m.s., allowing them to cut through items of up to like m.s., and inflict Good (10) Edged Attack damage.
* Wrench: allowing them to loosen or tighten any number of nuts and bolts, these Remarkable (30) m.s. pneumatic wrenches can apply Excellent (20) torque to items. More applicable to combat, they can inflict -1 CS damage to individuals by twisting bits right off of them.
Rifle: the ranged weapon of the Techno-Viper, they may discharge a single round with it to inflict Typical (6) Shooting damage, a short burst of rounds to inflict Good (10) Shooting damage, or fire it continuously to inflict Excellent (20) Shooting damage.
Sidearm: a backup for their rifle, unless they wish to leap into melee with their tools, Techno-Vipers may discharge a single round with this weapon to inflict Typical (6) Shooting damage, or a short burst of such to inflict Good (10) Shooting damage.
Quirks:
(none)
Talents:
Computers: in addition to building the mechanical contrivances Cobra uses to impose its will upon others, not to mention the electronics that control them, Techno-Vipers also code the brains of this hardware, and should receive a +1 CS on FEATs required when doing so.
Electronics: all Techno-Vipers are competent in the design, assembly, operation, and repair of electronic devices. They should receive a +1 CS on any Reason FEAT roll applicable to such activities, as working on Cobra's technology keeps their skills at the bleeding edge.
Engineering: similarly, the Techno-Vipers are all well-versed in most conventional engineering techniques - and some unconventional ones. They may add a +1 CS bonus to FEAT rolls called for when attempting to design, modify, deploy, or destroy mechanical objects.
Guns: all Cobra operatives have the ability to wield firearms in combat, and Techno-Vipers are no exception to this rule. They may discharge any standard, semi-automatic, or fully automatic rifle or pistol as if their Agility was +1 CS higher than is listed above.
Martial Arts type A or B: furthermore, Techno-Vipers are well-versed in the art of self-defense. They either wield type a, allowing them to Slam or Stun foes regardless of their comparative Strength or Endurance, or b, granting them a +1 CS to hit in unarmed combat.
Military: Techno-Vipers most definitely have this talent, having proven themselves as Vipers before they acquired this rank. It allows them to function effectively within a combat unit, and gives them insight into Cobra's byzantine organizational structure.
Contacts:
While the Cobra Command would discard a Techno-Viper should it suit their purposes, they rarely ever do so. Many of these operatives began their time with the organization way back in the beginning, while others were heavily recruited, and thus are highly valued for their skill.
Costume:
The Techno-Viper uniform is comprised of a purple jumpsuit worn beneath a chrome and violet vest with a silver Cobra sigil in the center, black and violet leather boots, black leather and chrome gloves, a black leather belt and holster, and a sinister, black and violet helmet.
Notes:
Techno-Vipers are in high demand throughout the Cobra organization, as it survives the enmity of global powers thanks to its ludicrous technological edge. Techno-Vipers are primarily responsible for the development of that edge in the first place, and keeping it running as well.
While Cobra employs any number of assemblers and technicians to further its bid for global domination, though, it's the Techno-Vipers who engage in field work. Fully trained Vipers, the Techno-Viper corps are deployed to perform field repairs, sapping, and other engineering tasks.
As such, few Cobras look upon the Techno-Vipers with disdain, for they fight alongside their fellows almost as often as they work at keeping their equipment functional. Mind you, they're called upon to work on other Cobra's electronic gewgaws as often as their weaponry.
And while Techno-Vipers hate repairing their peers' consumer devices, they know it garners favor with the rest of the organization.
1994 Variations
Equipment:
Power Fighter: as Cobra is wont to do, they stole technical readouts of GI Joe hardware and adopted it for their own use. Techno-Vipers did this with GI Joe's Power Fighter and built themselves a counterpart, which is described fully in its own vehicular entry.
Space Suit: while the second Techno-Viper uniform appears to be a simple variant on their original, the truth is that it is actually a fully functional environment suit, which allows them to function normally in space. It has these capabilities:
* Environmental Independence: though plugging into their Power Fighter allows them to function in space for much longer periods of time, Techno-Vipers can make use of about a day's worth of breathable air, their space suits possessing this ability at Excellent (20) rank.
* Resistances: primarily, the Techno-Vipers' space suit provides direct resistance to cold and low pressure environs, giving them Monstrous (75) protection from the inky void of interstellar space! It also allows for Excellent (20) shielding against ambient radiation.
Costume:
The second Techno-Viper uniform looks like a variant on their first, and includes a purple space suit worn beneath a copper vest sans Cobra sigil, black gloves and 'gravity' boots, copper arm guards, a copper belt and sidearm holster, and a sinister, black and silver helmet.
2011 Variations
Equipment:
PlazArc Welding System: supplementing their usual complement of tools, Techno-Vipers began carrying this implement around in the year 2011. They can utilize this to assemble or disassemble metal objects, or to inflict Good (10) Armor Piercing Energy damage on contact.
Costume:
The third Techno-Viper uniform consists of a light purple jumpsuit worn beneath a deep purple vest adorned with a silver Cobra sigil, black leather gloves, black and purple leather boots, a black leather belt and sidearm holster, and a sinister, black and light purple helmet.
Extra Goodies:
Cobra directories featuring a version of Techno-Vipers:
1987 | 1994 | 2011 |
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