Hit & Run
Like most of the GI Joe team, Hit & Run lacks ascendant powers of any variety. He has an unbeatable drive, however, and the man can run with seemingly super-human capability. Of course, he's been doing so since he was three years old, so he's in amazing condition!
Hindrances / Augmentations:
Grappling Hook (s): allowing him to scale mountains, walls, and other vertical surfaces, this hook is a handy tool for Hit & Run in the field. It has a 132' long, high-tensile rope attached, which lets him scale up to ten stories in one shot, and gives him a reduced difficulty on climbing efforts.
Grenades (i): Hit & Run carries two grenades on him while in the field, each strapped to his web gear for easy access. He can fling them out to near missile distance, using them to inflict intensity 10 damage to everyone within near missile distance of where they detonate.
Helmet (s): vital equipment for an infantryman, Hit & Run wears a helmet at all times while on the job. Made from m.s. 8 materials, this gear offers Hit & Run's head +2 protection against physical attacks, and features goggles which give him similarly ranked Screened Senses.
Knife (s): a handy tool with which to navigate wild terrain, Hit & Run can use this blade to hack through all manner of flora. Made from m.s. 12 materials, it can slice through items of up to like m.s. given enough time, or be used to inflict his Strength +2 damage in melee.
Machine Gun (a): his primary weapon, Hit & Run can wield it to deadly effect. It inflicts his Agility +4 in damage when discharging a single round, his Agility +5 in damage when firing a three-round burst, or his Agility +6 in damage when fired continuously.
Sidearm (a): whenever he has to inflict less drastic damage, Hit & Run often brandishes this weapon at foes instead. He may either fire a single shot from this backup piece to inflict his Agility +4 in damage, or a burst of such to inflict his Agility +5 in damage.
Boxing (s): picked up while he grew up in an orphanage, this skill was polished to an effective degree by the Army. Hit & Run's training allows him to divide his pre-card play action score between two unarmed melee attacks, the last of which occurs as a contingent action.
Climbing (s): though he often uses climbing gear while on the job, Hit & Run is naturally adept at doing so without without aid. Whenever he's attempting to scale a vertical surface, Hit & Run should receive a reduced difficulty on such efforts, whether he has equipment to help him or not.
Guns (a): though he'd never touched a gun before enlisting, Hit & Run can use one quite well now. Whenever he's wielding a modern firearm, whether a standard, semi-automatic, or fully automatic rifle or pistol, or even a shotgun, Hit & Run may do so at a reduced difficulty.
Military / United States (w): his origin and calling all rolled into one, this skill is the wellspring from which all of Hit & Run's abilities flow from. It details his ability to function effectively in a fighting unit, as well as his understanding of the Standard Operating Procedure.
As a member of the GI Joe team, Hit & Run can easily rely upon his fellows for assistance in a pinch, for the Joes are a very tightly-knit group. Hit & Run also has additional contacts in the military, but little else, for he has made the Army both his family and friends.
Soldier: Hit & Run is the quintessential soldier. It's not that he's big on discipline or regiment so much as he has grown to think of his fellow soldiers as his friends and his family. Having no life outside the military, Hit & Run has embraced the Army Way completely.
Hit & Run utilizes a practical uniform while in the field. It consists of a grass green and black camouflage long-sleeved shirt and trousers, black leather boots, grass green and black gloves, a grass green helmet, black web gear and holsters, and green camouflage face paint.
Hit & Run has always been strong and self-reliant, having had only himself to depend upon since he was a kid. He enjoys the sense of family he gets from being in the Army, and wouldn't trade it for anything. His teammates are like brothers to him, and he'll defend them to the death!
Real Name: Brent Scott, Grade E-4
Occupation: infantryman, mountaineer
Legal Status: citizen of the United States with no known criminal record
Marital Status: single
Alias(es), if any: none
Group Affiliation: GI Joe
Height: 5' 9"
Weight: 155 lbs
Other Distinguishing Characteristics: none.
When Hit & Run was but three years old, his parents were killed by a drunken driver, leaving the poor fellow in the hands of a county institution. Hit & Run never made it easy for his government keepers, however.
The youngster was constantly escaping from the facility. He would climb up the sheer walls and then go running through the night, his legs carrying him for miles and miles, and giving him sweet peace.
When asked what he was running from, Hit & Run simply laughed. He wasn't running away from anyone or anything - he was practicing. He never said what he was practicing for, but it became apparent soon enough.
When he was of age, Hit & Run passed directly from the custody of the Iowa orphanage he'd grown up in into the Army, where he truly grew into his own. The military quickly became the family he grew up without.
Having spent his whole life running when not in school or performing chores at the orphanage, Hit & Run proved to be a truly effective infantryman. He's a natural runner after all, and in peak physical condition!
When his background and performance got him noticed by the GI Joe team's recruiters, Hit & Run gladly signed up for the elite unit, quickly pushing his way through the grueling entrance exams the team holds.
On his first mission with the team, Hit & Run helped the Joes to keep Cobra off of a newly formed island in the Caribbean that was created due to tectonic pressures. This island ultimately proved unstable, but this didn't stop GI Joe whatsoever!
Hit & Run then participated in a variety of classified, Special Missions against Cobra and other terrorists, most of which were on American soil. He engaged in these until the Joe team was deactivated in '94.
Loving the military, Hit & Run continued on in the Army, even if he wasn't 'officially' Hit & Run at this point. When Cobra activities forced the Joes to reassemble, Hit & Run eventually made his way back to the fold.
His first actions with the renewed Joes involved the team interfering in the Second Cobra Island Civil War. Hit & Run continued to serve with the group when they needed him, which they most certainly did during World War III.
This conflict, caused by Cobra, seemingly saw the organization defeated once and for all. Of course, many members of that group escaped Justice, and as such the Joes are active to this very day, rounding them up!
Machine Gun (a): Hit & Run's current primary field weapon behaves just like his original, for the most part. However, it features the addition of an underslung shotgun, which is an ideal supplement when he is forced to engage in urban or other close combat.
This secondary weapon can be used by Hit & Run to fire birdshot that inflicts his Agility +4 in damage in a sixty degree arc, buckshot that inflicts his Agility +5 in damage to adjacent foes, or slugs that inflict his Agility +6 in damage to a single foe.
Mines (i): for a time, Hit & Run carried powerful mines with him on missions, in case he needed more destructive power than a mere grenade can provide. When set, these explosives can detonate upon being triggered to inflict intensity 13 slashing (fragmentary) damage.
Hit & Run's second, Night Force field uniform is a variation on his first. It is comprised of a long-sleeved black shirt, grass green trousers, black leather boots, black knee pads, holsters, and sheathes, green web gear, a black helmet, and goggles with red-tinted lenses.
Hit & Run's third GI Joe field uniform is an homge to his first. It consists of a grass green and black camouflage long-sleeved shirt and trousers, black leather boots, a grass green helmet, black goggles with red lenses, black web gear, and holsters, and black face paint.
His fourth ensemble is all-new, featuring a light gray and red jacket over a dark gray shirt, gray camouflage trousers, black leather boots and gloves, a gray helmet, leather belt, knee pads, holsters, and sheathes, gray goggles with red lenses, and gray camouflage face paint.
Hit & Run's Tiger Force ensemble is a variation on his first, featuring a blue long-sleeved shirt, green and brown camouflaged trousers, black leather boots and gloves, an orange helmet and web gear with black tiger stripes, mirrored goggles, brown holsters, and black face paint.
GI Joe directories featuring a version of Hit & Run:
* Note: 2015 saw two versions of Hit & Run (Versions 3 and 4).
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