Gd 10
Ty 6
Gd 10
Gd 10
Gd 10
Ty 6
Gd 10
Gd 15
Ty -5



Though they can be the bane of GI Joe vehicle drivers, thanks to their advanced equipment and reckless aggressiveness, HEAT-Vipers are but normal humans. Anyone could put on their uniform and lug their gear about, and with the right training, manage to do the same job.

Known Powers:


Limitations / Enhancements:



Adder Blade: a weapon of last resort, HEAT-Vipers all carry these knives on them, just in case. Made from Remarkable (30) m.s. materials, they can cut through items of up to like m.s. given the time, or can be used to inflict Edged Attack damage in melee combat.

Heat-resistant Suit: all HEAT-Vipers wear jumpsuits that act to resist the application of intense heat, such as that produced by the exhaust of the missiles they regularly launch. Thanks to this, HEAT-Vipers benefit from Remarkable (30) resistance to fire and heat on the job.

Helmet: like almost all Cobra operatives, HEAT-Vipers wear a helmet in the field, all of which provide their wearers' heads Good (10) protection against physical assault. Unlike many of them, however, HEAT-Viper headgear is outfitted with numerous advanced sensors!

Primarily equipped with electronic range finders, the HEAT-Viper helmet allows its wearer a +1 CS to hit their opponents with ranged attacks - +2 CS from the launcher itself. The image intensifiers and other circuitry helps them to fire on foes even when partially behind cover.

Missile Launcher: that which makes them HEAT-Vipers, these advanced projectile launchers fire high-explosive, anti-tank weapons at these Cobras' foes. Optimized to penetrate even the most hardened of armors, the shells these weapons fire behave as follows:

Ex 20
Am 50
Ex 20
Excellent (20) Armor Piercing Edged Attack (fragmentary)

Sidearm: because sometimes their launchers fail, or are targeted by foes, HEAT-Vipers carry a backup piece. They can discharge a single round from this weapon to inflict Typical (6) Shooting damage, or a semi-auto spread of such to inflict Good (10) Shooting damage.




Guns: all Cobra operatives have the ability to wield firearms in combat, and HEAT-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.

Marksman: sure, HEAT-Viper gear does most of the heavy lifting their job requires, but all of these Cobras are trained in the use of line-of-sight weaponry. Whether wielding mortars or missiles, HEAT-Vipers receive the benefit of a +1 CS when doing so.

Martial Arts type A or B: furthermore, HEAT-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: a Cobra doesn't make it all the way to the rank of HEAT-Viper without acquiring this talent, one way or another. It allows them to function effectively within a combat unit, and gives them insight into Cobra's byzantine organizational structure.


HEAT-Vipers are Cobra operatives with proven experience that the organization has invested into heavily, both with training and equipment. As such, they can consider it a reliable contact, unless it would benefit Cobra to not assist one when they asked the Command for favors.


The loud HEAT-Viper uniform is comprised of a neon orange jumpsuit, complemented with purple tricep pouches and stripes down the middle, purple boots and holsters, gray gloves and web gear, a black leather belt, and a neon orange helmet with a partially mirrored face plate.


Cobras who aren't afraid of mathematics and how to apply them to the destructive power of artillery are the kind who get recommended to join the HEAT-Viper corps. Those who actually sign up are the kind with a reckless streak a mile wide - and more than a little brute strength.

A lot can be said about the HEAT-Vipers, but nobody will claim that they are cowards. Their wire-guided projectiles require that they maintain a manual target lock on whatever it is they intend to demolish, which often entails suffering return fire before their missiles hit home.

Even the Joes have a grudging respect for these Cobras, and that's saying something. On the other hand, any sensible Joe will target HEAT-Vipers whenever they rear their ugly heads, which isn't all that hard considering the day-glo uniforms these Cobras wear while on the job.

1993 Variations


Smoke Grenades: to better stay alive while lobbing missiles about, HEAT-Vipers occasionally carry three of these devices while in the field. Once triggered, they rapidly fill an area with black, obscuring smoke, effectively coating it with darkness for 1d10 turns.

Submachine Guns: when missile launchers aren't practical, HEAT-Vipers can fire a single round from these weapons to inflict Typical (6) Shooting damage, several of such to inflict Good (10) Shooting damage, or fire them continuously to inflict Excellent (20) Shooting damage.


The second HEAT-Viper ensemble is also incredibly conspicuous, consisting of a neon green jumpsuit featuring black briefs, complemented with black leather boots, gloves, holsters/sheathes, and belts, a black leather bandoiler, and a black helmet with an exposed mouth section.

2003 Variations


Wraith Suit: the primary benefit of being a member of the Python Patrol, other than the further increase in pay, is that HEAT-Vipers are given a wraith suit. This ensemble makes them invisible to infrared scanners and radio wave detectors with Amazing (50) ability.


The third HEAT-Viper uniform is comprised of a Pythonized black and burgundy jumpsuit, complemented with bronze stripes down the middle, brown and black boots, bronzed gloves and web gear, a black leather belt and web gear, and a black helmet with a partially mirrored face plate.

Extra Goodies:

HEAT-Vipers Universal Heroes Text File Download

Cobra directories featuring a version of HEAT-Vipers:

  1989 1993 2003  

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