Air Devils

F
Gd 10
A
Gd 10
S
Ty 6
E
Gd 10
R
Ty 6
I
Ex 20
P
Gd 10
Res
Gd 15
Pop
Ty -5

Health:
Karma:
36
36

Origin:

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.

Known Powers:

(none)

Limitations / Enhancements:

(none)

Equipment:

Grenades: 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 Remarkable (30) Edged Attack damage to all uncovered targets within the area they detonate inside.

Helmet: 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 Good (10) defense against physical assault.

Infravisual Goggles: worn under their plastic face shields, Air Devils use this advanced eyewear to great advantage at night. They provide these aerial saboteurs Good (10) ranked infravision, which also functions with Circular Vision for that wavelength.

Knives: pinned to their web gear, Air Devils carry spike-knuckled trench knives. They can use either use these Remarkable (30) m.s. weapons to cut through items possessing up to a like m.s., given the time, or to instead inflict Edged Attack damage in melee combat.

Night Vulture Glider: 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: 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 Typical (6) Shooting damage with this fallback weapon, or a short burst of rounds to inflict Good (10) Shooting damage.

Submachine Gun: their main piece until they steal anything better, Air Devils may fire one round from this weapon to inflict Typical (6) Shooting damage, a short burst to inflict Good (10) Shooting damage, or fire it continuously to inflict Excellent (20) Shooting damage.

Quirks:

(none)

Talents:

Guns: all Cobra operatives know how to effectively wield a firearm, regardless of its type. As such, with either a standard, semi-automatic, or fully automatic rifle or pistol in hand, Air Devils may discharge rounds from it as if their Agility was +1 CS in rank.

Martial Arts types A and B: Air Devils are well-versed in several hand-to-hand combat techniques. They most often learn type A, allowing them to Slam or Stun foes regardless of their Strength or Endurance scores, and B, gaining a +1 CS to strike others in unarmed combat.

Military: 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: 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 Control FEATs at a +1 CS to the normal rank when operating aircraft.

Contacts:

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.

Costume:

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.

Notes:

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!

2016 Variations

Equipment:

Night Vulture Glider, Mark 2: 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 Typical (6) ability.

Costume:

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.

Extra Goodies:

Air Devils Universal Heroes Text File Download

Cobra directories featuring a version of Air Devils:

  1992 2016  

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