Flak-Vipers

Strength
7x *
Agility
5b *
Intellect
3x
Willpower
6d

Hand Size:
Edge:
2 (10)
0

* Flak-Vipers generally know either Boxing or Martial Arts, but not both. If a Flak-Viper goes with Boxing, he or she will have a d code for Strength and b for Agility, but if they go with Martial Arts, they will have an x code for Strength and an a code for Agility.

Origin:

Flak-Vipers, like most Cobra operatives, lack physical powers of any stripe. They can be considered high-tech villains, however, for they make use of back-mounted anti-aircraft missile launchers and laser rifles in the perpetration of their many foul deeds!

Powers:

(none)

Hindrances / Augmentations:

(none)

Equipment:

Heat Shielding (s): since they launch rockets off of their back, Flak-Vipers wear padded heat shielding while working. This material provides them intensity 16, or +4, resistance to fire and heat where it shrouds their bodies, which is almost complete coverage for the Flak-Vipers.

Helmet (s): like most Cobra corps, the Flak-Vipers wear a helmet while in the field. This gear allows their heads intensity 8, or +2, protection against physical assault, and their visors give their vision like Screened Senses where their vision is concerned.

Not merely passive protection, however, these helmets are highly computerized. In addition to being able to run missile simulations, they are armed with a night vision and heat targeting module that effectively allows Flak-Vipers the power of infravision, at intensity 6.

Laser Rifle (a): the secondary weapon of the Flak-Viper is their trusty laser rifle! Capable of inflicting their Agility +5 in Armor Piercing energy damage per deadly blast, this weapon is also equipped with a bayonet, allowing Flak-Vipers to inflict +2 slashing damage in melee.

Missile Launcher: as anti-aircraft specialists, Flak-Vipers carry a back-mounted missile launcher while on the job. This thing can be loaded with two surface-to-air Tail-Biter missiles, each of which inflicts intensity 10 damage, raised by +1 if both hit a target simultaneously.

Sidearm (a): their tertiary weapon, typically most useful in close combat conditions, Flak-Vipers may discharge a single round from this weapon to inflict their Agility +4 in damage, or a three-round burst of such to inflict their Agility +5 in damage.

Skills:

Advanced Guns (a): in addition to their training in the use of conventional firearms, Flak-Vipers can effectively make use of directed energy weapons as well! Whether wielding a laser rifle, blaster pistol, or a death ray, Flak-Vipers may fire them at a reduced difficulty.

Boxing (s): Flak-Vipers are well-versed in the art of self defense. For some, 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 Flak-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 normally necessary.

Martial Arts (a): Flak-Vipers are well-versed in the art of self defense. For some, 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.

Marksman (a): enjoying their role as the destroyer of unnecessarily expensive, government-built hardware, Flak-Vipers constantly train in the execution of this skill. Thanks to this effort, they may attempt attacks with line-of-sight weaponry without range penalties.

Military (w): like most Cobras who have moved through the ranks somewhat, Flak-Vipers have mastered this skill, assuming they didn't bring it with them. It allows them to function effectively within a combat unit, giving them insight into Cobra's byzantine organizational structure.

Contacts:

Flak-Vipers are generally well-liked by their fellow Cobras, because they protect their allies from assaults from on high! It always boosts morale to see GI Joe planes crashing down to the ground, after all. Flak-Vipers can generally consider the Cobra organization a reliable contact.

Calling:

Various Callings: the vast majority of Flak-Vipers joined Cobra for their own, evil purposes, so choose a villainous calling and go with it! Nominally, Flak-Vipers have dreams of Greed or World Domination, but often become Demolishers over time.

Costume:

The original Flak-Viper uniform is comprised of a long sleeved, blue and green shirt under gray shielding, green leather gloves, blue trousers under gray shielding, black leather boots, a gray leather belt, and a blue helmet equipped with a black visor.

Notes:

The Flak-Viper corps is generally a highly motivated bunch. They train their anti-aircraft skills constantly, utilizing a cartridge that plugs into their helmets which continously simulates aircraft utilizing various tactics. This also makes them good at video games in general.

But while many Cobras consider this 'training' to simply be goofing off, the Flak-Vipers deliver results in the field. They excel at knocking out enemy aircraft, which their fellows greatly appreciate, even if it makes them a primary target of incoming GI Joe air power.

These elite villains simply consider that an occupational hazard, though, because they simply love doing what they do. Where else can you knock down eight- and nine-figure government hardware with impunity? Much less do so while earning the high salary that Cobra provides?

1993 Variations

Costume:

The second Flak-Viper uniform is a variation on the first, and includes a long sleeved, pink and green shirt under gray shielding, green leather gloves, pink trousers under gray shielding, black leather boots, a gray leather belt, and a pink helmet equipped with a black visor.

2004 Variations

Equipment:

Submachine Gun (a): their secondary weapon in urban combat, Flak-Vipers may discharge 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 continously to inflict their Agility +6 in damage.

Supplementing this leaden devastation is an underslung shotgun, which can fire birdshot to inflict their Agility +4 in damage in a thirty degree arc, buckshot to inflict their Agility +5 in damage to adjacent foes, and slugs to inflict their Agility +6 in damage to a single foe.

Costume:

The third Flak-Viper uniform is a variation on the first, and consists of a long sleeved, dark blue shirt under black shielding, black leather gloves, dark blue trousers under black shielding, black leather boots, a black leather belt, and a black helmet equipped with a black visor.

2006 Variations

Costume:

The fourth Flak-Viper uniform features a long sleeved, khakis camouflage jacket under tan shielding, brown leather gloves, khakis camouflage trousers under tan shielding, black leather boots, a tan leather belt, and a brown helmet equipped with a black visor.

Note:

The third variation on the Flak-Viper was released under the name of Nullfiers, but featured the same basic text that Flak-Vipers bore, and used the exact same mold as all other variations on the Flak-Viper. Thus, I considered these guys Flak-Vipers, and not Nullifiers.

Extra Goodies:

Flak-Vipers Saga System 13 Text File Download

Cobra directories featuring a version of Flak-Vipers:

  1992 1993 2004 2006  

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