* Toxo-Vipers generally learn Boxing for personal defense, giving them ability codes of d for their Strength and Agility. If they instead train in Martial Arts, they possess ability codes of x and c for Strength and Agility, respectively.
An exceptional Toxo-Viper may master both skills, granting them ability codes of d and c for their Strength and Agility, but the vast majority of Cobras who wind up serving in this position are not above the bell curve - usually the opposite, in fact.
It is important to note that a Toxo-Viper is assumed to come from the ranks of conventional Cobra troopers - hence the skills and ability codes listed here. If a more highly skilled Cobra becomes a Toxo-Viper, adjust their ability codes accordingly.
Those Cobra operatives who serve as Toxo-Vipers, whether they chose to do so or not, are normal human beings - at least, in a strictly physical sense. They lack special powers of any variety, merely going about the business of doing evil with naught but their high tech equipment.
Hindrances / Augmentations:
Hazmat Suit (s): the personal protective equipment of Toxo-Vipers is built to withstand most corrosives, doing so with intenstiy 16, or +4, ability. It is also somewhat airtight, at least where helmet's respirator is concerned, providing intensity 12, or +3, resistance to inhaled poisons.
The suit is bolstered with a chest-mounted air conditioner (since the suit is hot), as well as sensors to warn Toxo-Vipers of chemical hazards (intensity 8 Atomic Sense). Furthermore, the helmet is shatter resistant, providing intensity 8, or +2, protection from head injury.
The problem is that, to maintain flexibility and reduce weight, the Toxo-Vipers' hazmat suits are not completely airtight. Thus, the longer they are exposed to dangerous chemicals, the greater the danger of exposure Toxo-Vipers face - which encourages them to work quickly!
Sidearm (a): should they face foes protected from their chemical weapons, Toxo-Vipers also carry a conventional sidearm. They may discharge a single round from this weapon to inflict their Agility +4 in damage, or a three-round burst to inflict their Agility +5 in damage.
Toxin Tanks (s): Toxo-Vipers carry a backpack filled with noxious chemicals, which they readily spray into their environs to spoil a battlefield, whether in advance of or during a fight. This poison is of intensity 12, inflicting like SD metabolic damage to those who inhale it.
Additional Skill(s): their standard skills assume that most Toxo-Vipers were assigned to this position after their time as a standard Cobra trooper. However, those who had achieved higher ranks within Cobra naturally retain whatever skills they brought with them.
Boxing (s): Toxo-Vipers are well-versed in the art of self-defense. 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.
Chemistry (i): whether chemical warfare enthusiasts or too unruly to serve Cobra any other way, its Toxo-Vipers are all educated extensively in chemistry. They may attempt Intellect card play related to chemical knowledge at one difficulty level lower than is normally necessary.
Guns (a): all Cobra operatives have the ability to wield firearms in combat, and Toxo-Vipers are no exception to this rule. They may discharge rounds from any standard, semi-automatic, or fully automatic rifle or pistol at one difficulty level lower than is usually required.
Martial Arts (a): Toxo-Vipers are well-versed in the art of self-defense. 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): Cobra has a Byzantine, difficult to follow command structure, and it's quite possible that some of its Toxo-Vipers 'earned' this rank due to an inability to comprehend it. Those Toxo-Vipers desiring to move on will master this skill, however.
Members of the clandestine terrorist organization known as Cobra, Toxo-Vipers can in principle consider the group a reliable contact. However, since this role is often considered a disciplinary one, most Toxo-Vipers are ultimately considered expendable by their erstwhile allies.
Various Callings: most Toxo-Vipers initially joined Cobra for their own, evil purposes, so choose a villainous calling and run with it! World Domination, Vengeance, and Greed are popular motivations, though anything else can fit a given Toxo-Viper depending on their background.
The Toxo-Vipers' uniform is a hazmat suit! Primarily purple in hue, this personal protective equipment is accessorized with black boots, red gloves, a dark teal chest panel containing various devices, and a large brown environmental helmet with red, yellow, and dark teal accents.
The role of Toxo-Viper is one of the most undesirable within Cobra's ranks. The group can find few volunteers willing to engage in chemical warfare for the organization, due both its horrifying effects in general and the dangers inherent to working in the Leaky Suit Brigade.
Sure, a few operatives are fine with, if not eager to perform the job. However, most Cobras who wind up serving as a Toxo-Viper do so after committing a major transgression against the group, and are just useful enough that the organization doesn't want to dispose of them.
Thus, many Toxo-Vipers strive to shine in the role, to either resume their former position or to move on to a less dangerous position, such as a Hazard-Viper. Those Cobras get much more reliable protective equipment, after all, avoiding the threat of zombification.
And, strangely enough, the danger of that happening to a Toxo-Viper isn't marginal. There are more than a few chemically-induced Toxo-Zombies and Zombie-Vipers packed away somewhere by Cobra, ready to be unleashed upon an unsuspecting public - especially GI Joe!
The second Toxo-Viper uniform is their most iconic. Also purple in hue, their hazmat suit is accessorized with a sea green, device-laden chest piece, sea green boots, a sea green codpiece, neon pink gloves, and a sea green helmet with a mirrored, neon pink face shield.
Compound Z Cannon (s): the brainchild of Cobra's leading toxicologists, Compound Z can reduce almost anyone into a mindless, fearless killing machine. It works against the metabolism of the living with intensity 12 ability, and can be fired anywhere within near missile distance.
Submachine Gun (a): if their chemicals fail them, Toxo-Vipers can use this weapon to inflict their Agility +4 in damage when discharging a single round, their Agility +5 in damage when discharging a three-round burst, or their Agility +6 in damage when firing continously.
The third Toxo-Viper uniform is a variant on the second. Their Cobra blue hazmat suit is bolstered with a sea green, device-laden chest piece, black and sea green boots, a sea green, pouch-laden boot, red gloves, and a sea green helmet with a mirrored, red face shield.
Cobra directories featuring a version of Toxo-Vipers:
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