As is the case with most members of Cobra, Air Devils lack special powers of any sort, being, at least in a physical sense, normal humans. These villains only have their wits, their skills, and their standard-issue equipment with which to perpetrate their many crimes.
Hindrances / Augmentations:
Grenades (i): Air Devils can drop these implements on folks from above, or plant them on enemy equipment or structures. They explode a few seconds after being armed, inflicting intensity 10 slashing damage to all uncovered targets within near missile distance of where they detoante.
Helmet (s): as do most Cobra operatives, Air Devils wear a protective helmet in the field. This headgear, in combination with a boxy plastic face shield worn over its front, provides their entire head intensity 8, or +2, defense against physical assault.
Infravisual Goggles (w): worn under their plastic face shields, Air Devils use this advanced eyewear to great advantage at night. They provide these aerial saboteurs intensity 6 infravision, which also functions with Circular Vision for that wavelength.
Knives: (s) pinned to their web gear, Air Devils carry spike-knuckled trench knives. They can use either use these m.s. 12 weapons to cut through items possessing up to a like m.s., given the time, or to instead inflict +2 slashing damage in melee combat.
Night Vulture Glider (i): their principal workplace implement and transportation all in one, Air Devils are each issued a Night Vulture glider with which to terrorize the world at Cobra's behest. These unpowered vehicles are described fully in their own equipment entry.
Sidearm (a): as a backup for their main piece, Air Devils all carry at least one pistol at the ready. Air Devils may either discharge one round to inflict their Agility +4 in damage with this fallback weapon, or a short burst of rounds to inflict their Agility +5 in damage.
Submachine Gun (a): their main piece until they steal anything better, Air Devils may fire one round from this weapon to inflict their Agility +4 in damage, a short burst to inflict their Agility +5 in damage, or fire it continuously to inflict their Agility +6 in damage.
Boxing (s): Air Devils can fight with speed in addition to skill. As a result of their intense combat training, they are allowed to divide their pre-card play action score between two unarmed melee assaults, the second of which they may attempt as a contingent action.
Guns (a): all Cobra operatives have the ability to wield firearms in combat, and Air Devils 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 normally necessary.
Martial Arts (a): Air Devils can fight with skill in addition to speed. Thanks to this extensive training, they receive a reduction in the difficulty of actions intended to either dodge attacks, catch thrown weaponry, or to strike in unarmed melee.
Military (w): generally, one cannot make their way into the Air Devils without having served in one of several different Cobra corps. As such, Air Devils invariably have this skill, allowing them to fight in teams, and can navigate Cobra's Byzantine rank structure with ease.
Piloting (a): though many Cobras become Air Devils with little ability to utilize gliders or other aircraft, those interested in surviving the job tend to master this skill in time. It allows them to attempt card play while operating aircraft at a reduced difficulty.
Air Devils are members of Cobra, and can rely upon that organization for aid about as well as most of its operatives can. In other words, unless they have a compelling reason to, other Cobras generally won't go out of their way to stick their neck out for a given Air Devil.
Various Callings: the vast majority of Air Devils joined Cobra due to their insatiable Greed for material possessions. Others, however, reflect the nature of Soldiers attempting to prove themselves, or even Thrill-Seekers needing the rush that only glider use can provide!
The original Air Devil ensemble is comprised of a red jacket with black padding on the torso, red trousers with black padding on the inside legs, black leather boots and gloves, black web gear, black holsters and sheathes, a red helmet with a clear blast shield, and red goggles.
It doesn't take a lot to become an Air Devil. While Night Vultures have to survive a five mile glide over the sea, Air Devils must simply withstand a three day course in the basics of gliding. As you can guess, most Cobras inclined towards glider use choose to become Air Devils.
They don't begin with especially notable aerial skills, but those Air Devils who wish to live and fight another day eventually pick up on how to operate gliders and other aircraft - particularly if they strive to become something more prestigious, like a Heli-Viper.
Professional saboteurs, they only utilize their gliders to get them behind enemy lines without warning. Once there, they engage in all the disruptive action they can manage, ranging from assaulting support staff to destroying supply vehicles to setting booby traps for soldiers.
Sneaky and underhanded, they tend to excel at destroying enemies before they're discovered. However, Air Devils are trained how to fight dirty, utilizing numerous close combat disciplines to be proper agents of chaos, whether armed or unarmed!
Night Vulture Glider, Mark 2 (i): replacing their original gliders, the Air Devils' new glider is a more advanced, yet more simplified design. Only slightly larger than a wingsuit, their new gliders are unarmed, but still provide the abiltiy to glide with intensity 3 ability.
The second Air Devil ensemble consists of a red jacket with black padding on the torso, red trousers with black padding on the inside legs, black leather boots and gloves, black web gear, holsters, sheathes, and knee pads, a black helmet with a clear blast shield, and red goggles.
Cobra directories featuring a version of Air Devils:
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