Track-Vipers

Strength
7x *
Agility
3d *
Intellect
3x
Willpower
5d

Hand Size:
Edge:
2 (10)
0

* Track-Vipers generally know either Boxing or Martial Arts. Track-Vipers generally lean towards Boxing, granting him or her a d code for Strength and b for Agility, but if they instead go with Martial Arts, they will have an x code for Strength and an a code for Agility.

Origin:

Most Cobra operatives are normal humans, in a strictly anatomical sense, and Track-Vipers are no exception to this rule. Sure, they're typically larger than their fellows, due to the physical requirements of their job, but aside from their high tech gear they're ordinary folks.

Powers:

(none)

Hindrances / Augmentations:

(none)

Equipment:

Helmet (s): the distinctive Track-Viper helmet is primarily white in hue, and has a conspicuous, cube-like shape - its mirrored, crimson faceplate aside. It provides the heads of these vehicular combatants intensity 8, or +2, protection against physical attack.

the HISS Tank, Mark 2 (i): the first revision of a Cobra classic, the Mark 2 HISS tank is a beast. Featuring laser cannons instead of main guns, missile launchers, and capable of serving as a troop transport, the Mark 2 HISS is described in its own vehicular entry.

Knife (s): as do almost all other Cobra operatives, Track-Vipers carry a blade with them while in the field. Made from m.s. 13 materials, they can use this implement to slice through items of up to like m.s., given the time, or to inflict +2 Slashing damage in melee.

Sidearm (a): holstered and at the ready for use when their other hardware fails them, Track-Vipers may discharge a single round from this firearm to inflict their Agility +4 in damage, or a three-round burst of such to inflict their Agility +5 in damage.

Skills:

Boxing (s): Track-Vipers are well-versed in the art of self defense. For most, 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 Track-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 usually required.

Martial Arts (a): Track-Vipers are well-versed in the art of self defense. For a few, 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): Cobras who previously lacked this skill upon joining the organization have definitely earn it by the time they become Track-Vipers. It allows them to function effectively within a combat unit, and gives them insight into Cobra's byzantine organizational structure.

Repair / Tinkering (a): while most Cobras who operate vehicles for their organization can maintain their rides, Track-Vipers are expected to repair them as well. As such, they may reduce the difficulty of card paly required when doing precisely that, whether in a garage or under fire.

Vehicular Combat (a): like their predecessors, the HISS Drivers, Track-Vipers are well-versed in the fine art of vehicle-to-vehicle combat. This skill allows them to reduce the difficulty of combat card play attempted in such battle, whether offensive or defensive in nature.

Contacts:

Like all members of Cobra, Track-Vipers can consider the organization they work for their contact. Whether or not they can do so reliably depends on how vital an individual Track-Viper is to Cobra's current needs, not to mention what they're asking of their fellow Vipers.

Calling:

Various Callings: the majority of Track-Vipers joined Cobra for their own, evil purposes, so choose a villainous calling and go with it! Nominally, Track-Vipers are motivated by Greed for material possessions or aspirations of World Domination, but anything else can apply.

Costume:

The Track-Viper uniform is somewhat abstract. It is comprised of a black and white jacket, white trousers, gray leather boots, red leather gloves, a white leather belt, a black leather shoulder strap, and a white helmet that is primarily cubical save for its mirrored red face plate.

Notes:

Track-Vipers are generally seen as big, dumb, and clumsy by other Vipers, ostensibly because candidates for the Track-Viper corps tend to be big, dumb, and clumsy. Viewed as poor candidates for survival in an infantry role, they're offered a big, armored vehicle to operate.

On the other hand, an ordinary Viper would be hard-pressed to retread the track of a vehicle in the field. Those operatives that the Cobra Command choose to operate their advanced upgrade to the HISS line are often precisely the type required to stymie lucky hits by the Joes.

Furthermore, these brutish gearheads might get guff from their terrorist peers in the barracks, but most Vipers are more than a little happy to see Track-Vipers on the job, because they definitely bring the firepower - and are more likely to get shot at then they, themselves are!

Extra Goodies:

Track-Vipers Saga System 13 Text File Download

Cobra directories featuring a version of Track-Vipers:

  1989  

If you're not seeing this content within the technohol.com domain, it's been stolen by someone who doesn't respect others' work.