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FEROCIOUS FIGHTERS:

FACTIONS IN ACTION VOL 1


PROVE YOU’RE THE MOST FEROCIOUS
FORCE ON THE BATTLEFIELD!
Ferocious Fighters: Factions in Action Vol. 1 introduces seven new
factions for the G.I. JOE Roleplaying Game: G.I. Joe’s Tiger Force, Anti-
Venom Task Force, Dino Hunters, and Mega Marines teams, along with
Cobra’s Python Patrol, Cobra-La, and Mega-Monsters! Each faction
comes with new mechanics, advice for GMs on creating faction-
specific stories, and specialized faction equipment! Play wild stories,
such as raiding Cobra’s hidden Python Temple or spreading the glory of
Cobra-La!

This action-packed sourcebook includes:


• Seven new factions, ranging from G.I. Joe’s daring Tiger Force to Cobra’s
stealthy Python Patrol squad
• New character focuses, including the Peacekeeper Ranger and Force Recon
Infantry
• Guidance for GMs on telling stories focused on the seven new factions
• Faction-specific gear such as the bio-organic Cobra-La weapons, dinosaur-
capturing vehicles, and more

Ferocious Fighters: Factions in Action Vol. 1 requires the G.I. JOE Roleplaying Game Core
Rulebook to use. The Cobra Codex is not required, but strongly recommended for those
engaging in cartoon villainy.

-VEN
TI
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AN

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14+
LOT# 062023-01 $35.00
ISBN 978-1-957311-39-5
53500>
/PlayRGS @PlayRenegade @Renegade_Game_Studios /RenegadeGameStudios

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High Road London, London, England N12 8QJ.
Game Rules are © 2023 Renegade Game Studios.
G.I. JOE and all related characters are trademarks of Hasbro and are used with permission. ©2023 Hasbro. 9 781957 311395
MADE IN CHINA.
ROLEPLAYING GAME

FEROCIOUS FIGHTERS:
FACTIONS IN ACTION VOL 1
ROLEPLAYING GAME

FEROCIOUS FIGHTERS:
FACTIONS IN ACTION VOL 1
Written: Ryan Costello and Michael Bramnik, RENEGADE GAME STUDIOS
with Bryan Borgman President & Publisher: Scott Gaeta
Developer: Ben Heisler Vice President Sales: Andrew Lupp
Producer: Kevin Schluter Controller: Robyn Gaeta
Graphic Designer: Sarah Robinson Director of Operations: Leisha Cummins
Cover Artist: Peejay Catacutan Associate Project Manager: Katie Gjesdahl
Illustrators: Peejay Catacutan, Matthew Fisher, Sales Assistant: Sophia Gambill
Humble Squid Creatives, and Hasbro provided art E-Commerce: Nick Medinger
Graphic Designer: Sarah Robinson Marketing Manager: Jordan Gaeta
Editor: Nathan Gerber Marketing Assistant: Anais Morgan
Cultural Consulting: James Mendez Hodes Senior Producer, Board & Card Games:
Dan Bojanowski
Essence20 Designers: Ryan Costello, Ben Heisler,
Associate Producer, Board & Card Games:
Gabriel Hicks, Paige Leitman, JF Sambrano, Bryan
Kane Klenko
C.P. Steele, TJ Storm, Elisa Teague, Eddy Webb
Producer, RPGs: Kevin Schluter
Associate Producer, RPGs: Ben Heisler
Lead Developer, World of Darkness:
Juhana Pettersson
Senior Game Designer: Matt Hyra
Game Designers: Dan Blanchett & Christopher Chung
Director of Visual Design: Anita Osburn
Creative Director, Games: Jeanne Torres
Creative Director, RPGs: Sarah Robinson
Creative Production: Noelle Lopez & Gordon Tucker
Customer Service Manager: Jenni Janikowski
Customer Service: Bethany Bauthues
Finance Clerk: Madeline Minervini

G.I. JOE and HASBRO and all related trademarks and logos are
trademarks of Hasbro, Inc. ©2023 Hasbro.
Game Rules are © 2023 Renegade Game Studios.
TABLE OF CONTENTS
CHAPTER 1: CHAPTER 4:
BEYOND G.I. JOE VERSUS COBRA 4 OTHER FEROCIOUS FORCES 70
Factions and You 5 Ferocious History 71
Contact Rules 5 New Factions 72
New Influences 7 Anti-Venom Task Force 72
Multifaceted 7 Cobra-La 72
Networker 8 Dino-Hunters 73
New General Perks 9 Mega Marines 74
Mega Monsters 74
CHAPTER 2:
G.I. JOE’S TIGER FORCE 10 New Influences 75
New Origin: Citizen of Cobra-La 77
Claws Out: The History of Tiger Force 11
New Contacts 78
New Faction: Tiger Force 11
Cobra Codex References 82
New Influence: Earned Your Stripes 12
New Threats 82
New Ranger Focus Option 13
Dinosaurs 90
Tiger Force Contacts 14
New Vehicles 92
Tiger Force Threats 20
New Equipment Options 93
Tiger Force Vehicles 30
Ferocious Factions in Your Campaign 95
Equipment Options 36
Tiger Force General Perks 37
Tiger Force in Your Campaign 39
CHAPTER 3:
COBRA’S PYTHON PATROL 40
Undetectable:
The Formation of Python Patrol 41
New Faction: Python Patrol 41
New Influence: Subtle Snake 42
New Infantry Focus Option 44
New Location: Templo do Python 46
Python Patrol Contacts 47
Who’s In Charge Around Here? 51
Python Patrol Threats 54
Python Patrol Vehicles 65
Python Patrol Equipment Options 68
Python Patrol in Your Campaign 69
G.I. JOE ROLEPLAYING GAME

CHAPTER 1:
BEYOND G.I. JOE
VERSUS COBRA
4
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

Ever since General Hawk assembled an elite unit to counter an emerging


global threat, G.I. Joe and Cobra have fought for technological and tactical
supremacy. Each creates new weapons and develops new strategies, only
for the other to create new defenses and countermeasures. The specialized
teams each organization established reflect the evolution of their conflict.

G.I. Joe created Tiger Force for extended in addition to Role-specific Faction Perks under the
deployment in isolated areas with harsh less heroic “Be Ruthless” banner.
environments. Acting as soldiers, survivalists, and However, G.I. Joe and Cobra aren’t the only
diplomats, Tiger Force members deal with their factions in this fight. Both teams include special
limited access to resources with special permission purpose units that receive specific training that
to repurpose captured Cobra vehicles. sets them apart. They’re still Joes and Cobras, just a
Cobra created Python Patrol as the ultimate different branch within the organization.
commando unit. They equip troops with stealth
technology based on the scales of ambusher
serpents. Between camouflage fatigues and
CHANGING FACTIONS
tampographic micromesh paint on their vehicles, When you choose your character’s Role, you
Python Patrol goes where Cobra can’t. can change factions without changing the Role’s
functionality. Ignore the “Be a Hero” and “Yo Joe!”
Other G.I. Joe squads, like the Anti-Venom Task Faction Perk sections at the beginning of the Role.
Force, Dino-Hunters, and Mega Marines, came Instead, you gain the new Faction Perks.
about in response to Cobra experiments to clone
dinosaurs, mutate Vipers, and recreate the mythical Some factions have restricted access. To join a
creatures of Cobra-La. restricted faction, you need to meet the conditions
outlined in the Faction Access section. These might
Ferocious Fighters: Factions in Action vol. 1 is include choosing a particular character option
a sourcebook for the G.I. JOE Roleplaying Game (such as an Influence or Origin), completing a
and requires the G.I. JOE Roleplaying Game Core narrative-based milestone, or both.
Rulebook to use. Ferocious Fighters: Factions
in Action vol. 1 introduces new options for G.I.
Joe and Cobra players to customize their player CONTACT RULES
In the G.I. JOE Roleplaying Game, a Contact
characters and gives Game Masters (GMs) new
content for their campaigns. is a non-player character (NPC) that the player
characters can call on for help.

FACTIONS A Contact could be a character elsewhere in

AND YOU
the scene that can contribute when needed. For
example, the player characters scout the perimeter
Each Role in the G.I. JOE Roleplaying Game while Dusty sets up camp. When one of them ends
includes a type of option called a faction built up knee-deep in quicksand, they can call on the
into it. Factions provide Faction Perks. You can desert specialist for help.
customize a Role by trading out its faction and A Contact could be a non-combatant
Faction Perks. accompanying the squad whose skills come in
The default faction for G.I. JOE Roleplaying Game handy. For example, as a Python Patrol squad
characters is G.I. Joe. This faction grants the “Yo escorts bound and captured botanist Dr. Lingtonia
Joe!” Perk, which offers various benefits, including Californica through a rainforest, they stumble
+1 Health, Standard issue equipment Qualification, across a garden of giant carnivorous lilies. Because
and Battle Cry. Additionally, each Role features a Dr. Californica is doomed without her captors, she
Faction Perk specific to the Role under the special shares her knowledge to get the squad safely away
Be a Hero banner. A Cobra player character from the meat-eating plants.
replaces “Yo Joe!” with “Cobra!”, with a similar A Contact can even be miles away but reachable
suite of options that better fit the evil organization, through telecommunications or even by recalling

5
G.I. JOE ROLEPLAYING GAME

sage advice from the past. For example, Wild Bill by interacting with them between missions and
waits in the Tigerfly to hear when a unit needs a completing skill challenges. However, with
pickup or an air strike. the GM’s permission, PCs can gain Contacts
Contacts aren’t there to overshadow the player organically through a campaign’s narrative or even
characters (PCs). As a background element, they through a character’s backstory. For example, a
don’t roll Skill Tests to use their Perks, and the range player could decide they’re Duke’s half-brother.
of their abilities is intentionally vague. Contacts Then, when facing a tribunal for insubordination,
can’t be targeted or harmed. Imagine a Contact is the player could summon Duke to speak on their
as competent as any PC in the scene. They spend behalf and ask the court to show mercy.
their actions being helpful every turn in ways that
only take effect when the players spend Allegiance SUMMONING CONTACTS
Points to gain the benefits of a Contact Perk. Player characters call on their Contacts for aid with
a special Standard action.
GAINING CONTACTS
Player characters acquire Contacts during their Summon Contact: You can call on an available
campaigns. Each Contact stat block includes 1 Contact once per scene as a Standard action.
to 3 methods to acquire the Contact, typically Your group can use your Contact starting this turn.
The Contact remains available until the end of the
scene or until they run out of Allegiance Points.

The nature of the summoning is up to the players,


the GM, and the narrative. Contacts could be on
location with the PCs, elsewhere in the scene. Perhaps
they’re taking cover or preoccupied with their own
objectives. Alternatively, they could be accessible
through communication devices, using their Contact
Perks through advice or remote weapons. Summoning
a Contact could even be harkening back to a past
conversation that’s gained new relevance. The GM
ultimately decides if a Contact can be called based on
the nature of the aid they can provide.

6
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

For example, Tiger Force Duke has three Contact the setting and plot without requiring much time
Perks. A PC could recall hearing Duke dress and energy.
down an insubordinate Joe and gain Edge on an If a scene ends and a Contact still has unspent
Intimidation Skill Test, the benefit of “Kick The Allegiance Points, they might be available to
Mustard Out Of That Hot Dog,” whether Duke is summon again in a later scene, depending on the
on the scene or not. Conversely, “Man Of Action” narrative.
makes it clear that Duke is pushing an ally out of
harm’s way, something hard to justify if he isn’t Unless the mission states otherwise or the
there to do it. Finally, Mobilize recreates the Officer narrative justifies an exception, Contacts only
Perk of the same name. Duke probably needs to regain Allegiance Points after the mission, at which
be there to order a tactical advance. Still, it could point they regain all their Allegiance Points.
be argued that the composition of the battlefield
reminds a PC of a training exercise with G.I. Joe’s
land commander, letting them channel their inner
READING A CONTACT STAT BLOCK
Contact stat blocks provide the following
Duke to take advantage of an opening. information, in the following order:

USING CONTACTS Name: The Contact’s name, whether it’s a


character’s proper name (Gung-Ho), a title (H.I.S.S.
Once summoned, Contacts help the PCs to the best Technician), or a descriptor related to their purpose
of their abilities. in the story (Mysterious Stranger).
Player characters can use Contacts they’ve Description: A brief summary of who this
summoned by spending a unique resource called character is, what they look like, and how the GM
Allegiance Points. Contacts enter a scene with a should roleplay them.
pool of Allegiance Points, usually 3. The players can
Gaining a Contact: 1 to 3 methods to gain
choose to spend Allegiance Points to benefit from a
this NPC as a Contact. Some methods allow for
Contact Perk. The players must agree on what they
temporary or limited access, while others make
spend Allegiance on and how much. Contact Perks
the Contact permanently available to summon.
cost 1 to 3 Allegiance Points.
Gaining a Contact permanently involves more
In combat, Contacts act at Initiative 0 beginning complex requirements to achieve, and often asks
on the turn they are summoned. A Contact’s the GM to create scenes during downtime to
Initiative score can’t change unless an option accommodate them.
changes it. On the Contact’s turn, the players can
Allegiance Points: The amount of Allegiance
choose from the Contact’s list of Contact Perks,
Points the PCs can spend on Contact Perks when
spending the listed Allegiance Point cost. If the
they summon the Contact, typically 3.
players don’t want to use any of the Contact’s Perks
this turn, they don’t have to. Contact Perks: 1 to 3 Perks, in alphabetical order,
that describe the benefit of the Perk and how many
Outside of combat, summoned Contacts act
Allegiance Points it costs to use.
as they’re needed. The players decide when their

NEW INFLUENCES
summoned Contacts act, typically choosing the
order that makes the most sense for what they’re
trying to accomplish. Player characters can choose the following new
Influences during character creation.
CONTACT EXITS
When a Contact runs out of Allegiance Points, they
either leave the scene or fade into the background.
MULTIFACETED
You don’t settle for simple and easy when you can
GMs can still use them narratively, as they are be complex and better. By dabbling in training and
characters in the campaign and not disposable study outside of your expertise, you sacrifice direct
equipment. However, remember that the Contact proficiency for broad talent. In the end, you build a
rules are meant to impact the game in a way more well-rounded and unique skill set.
consistent with the character’s significance to

7
G.I. JOE ROLEPLAYING GAME

TABLE 1–1: MULTIFACETED BONDS HANG-UP


D12 BACKGROUND BOND Sometimes, your jumble of training mixes you up.
1 Officially, I took a major and a minor in college, When you gain the benefits of your Influence Perk,
but unofficially I qualified for many other your GM also chooses a benefit of your current
minor degrees. Faction Perk to swap out for the benefit of another
2 I find focusing on two things at once easier than Faction Perk you qualify for.
just one.
3 Once I put all my eggs in one basket, and I won’t
make that mistake again. NETWORKER
You easily make and maintain connections. Even
4 Anyone can be the best in one category. I’m the
best in at least two. though you’re usually the most popular person in
5 I’m easily bored. the room, everyone thinks they’re your favorite.
6 I don’t mean to keep learning new skills, but I’ve
However, you see them all as equals.
peaked at my other skills.
7 Growing up with a blended family structure, I
understood from an early age that there’s more
G.I. JOE EXAMPLE
than one way to approach the same task.
General Hawk: Between his family’s business
associates, his military connections, and the many
8 I worry that not specializing in one area will one
day cost me.
diplomatic relations he cultivated over the years,
G.I. Joe’s brigadier general always has the perfect
9 My areas of expertise take special training, which
very few people can provide. I wonder if any of
ally to call on in times of need.
my mentors would work with my enemies.
10 My multiple disciplines help me stand out even
among my peers. Some resent it, but others find
COBRA EXAMPLE
my different perspective refreshing.
Major Bludd: To make it as a mercenary, balancing
being on the run from the law but being available
11 Secretly, I think having more than one specialty
makes me better than my narrow-focused to clients, it helps to have friends in low places.
comrades. Or maybe not so secretly.
12 I see focusing on a single discipline as settling for
one best friend.
INFLUENCE PERK
You gain a Contact that you can summon during
missions. Work with your GM on the details of

G.I. JOE EXAMPLE this Contact. The Contact could be a teammate,


an authorized assistant, a faithful animal, or
Roadblock: Roadblock provides leadership and the memories of a mentor. However you define
heavy weapon support to both Star Brigade and your Contact, they follow the Contact rules. For
Tiger Force. example, if you choose a pet python as your
Contact, you summon it to help once per Mission,
COBRA EXAMPLE spending Allegiance Points to use its Contact Perks.
This Influence Perk does not let you create this
Zarana: When she’s not handling the logistics of
python Contact as a Pet. You could make it as a
the Dreadnoks, a terrifying group of mercenaries,
Contact and a Pet, but only if you can access a Pet.
Zarana deploys alongside Python Patrol.
This Contact has 3 Allegiance Points and 3
INFLUENCE PERK Contact Perks, which you and your GM must
clearly define when you take this Influence.
During Equipment Requisition, you can ignore
a benefit of your current Faction Perk and
instead gain a benefit of another Faction you HANG-UP
qualify for. The two Perks must provide a similar You may have more friends than most but at the
benefit, such as a bonus to Health or Defense, expense of the quality of your bonds. The Contact
Equipment Training and Qualifications, or vehicle you gain from your Influence Perk has only 2
Qualification. Allegiance Points and 2 Contact Perks.

8
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

TABLE 1–2: NETWORKER BONDS FACTION RESERVIST


D12 BACKGROUND BOND Although you aren’t a core team member, you’re in
1 Back in the day, when everyone wanted pizza, but contention. As a result, you gain special training to
I was the only one who ever offered to call the prepare you for an emergency call-up.
pizza place, I learned the power of being willing to
talk to people. Choose a Faction for which you meet the
2 I memorize greetings that don’t use a person’s requirements. Once per mission, you can use the
name so no one thinks I forgot them. Faction’s benefits for 1 scene.
3 The best part about asking for favors is that You can take this General Perk up to three times,
people are so willing to say yes but hesitant to gaining an additional Faction and an additional use
ask for a favor in return.
each time.
4 Others believe me when I say I wouldn’t ask them

5
for anything I’m unwilling to do myself.
I’ll trust anyone once. FACTION VETERAN
6 People dismissed me as an intermediary, but Requirements: Level 12+
many successful projects would have failed if I You’ve served in many special units in your time
couldn’t connect the people the project needed.
on the team.
7 My endorsements carry a lot of weight, as do my
warnings. Choose a Faction for which you meet the
8 Getting to know someone before I need
requirements.
something from them makes it much more likely During Equipment Requisition, you can choose
that I get what I need.
which Faction you use for this mission. You must
9 People can see through those formally trained to meet the requirements of a Faction to choose it.
do what comes naturally to me.
10 It’s easier to find the energy for something I
promised I’d do for someone else than something FIELD PROMOTION
I want to do for myself. Prerequisite: Level 6+, you are a member
11 After giving too many birthday presents I paid for of a faction
with someone else’s name next to mine on the
tag, I learned to make sure others did their share You may spend a Story Point to grant your
before I did mine. faction’s perks to an ally who is not a member of
12 Would I lie to you? your faction for the duration of the scene.

FORTIFIED BOND
NEW GENERAL Requirements: One or more Contacts

PERKS
Any player character who meets the requirements
You have a solid relationship with one of
your allies.
can take the following new General Perks. Choose one of your Contacts. Double their
starting Allegiance Points when you summon them.
DEVIOUS ALLIANCE
Requirements: Deception +d4 WORTHY CONTACT
Requirements: One or more Contacts
Cobra may have allies worldwide, but a cobra’s a
snake, and “snake” is “sneak” spelled sideways. Your allies know that you don’t call in a favor
unless it’s important and that you’d do the same
You can use Deception when you attempt to
for them.
gain a Contact. If acquiring the Contact requires
multiple successful Skill Tests, substitute one of Once per mission, you summon a Contact
the listed Skills with Deception. If it requires one a second time. The Contact regains all of their
successful Skill Test from a selection of Skills, add Allegiance Points when you call them again.
Deception to the list of Skills.

9
G.I. JOE ROLEPLAYING GAME

CHAPTER 2: G.I.
JOE’S TIGER FORCE
10
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

Duke hopes to stop Cobra with Tiger Force, the roughest, toughest Joe force
ever. This long-term, remote deployment team maximizes minimal resources,
engages peacefully with locals, and quickly dispatches threats without
impacting the area. By repainting and rearming captured Cobra vehicles,
Tiger Force turns victories over Cobra into resupplies for remote missions.

CLAWS OUT: NEW FACTION:


THE HISTORY OF TIGER FORCE
TIGER FORCE
When an assignment calls for an extended
Tiger Force is a new faction for G.I. Joe characters
in the G.I. JOE Roleplaying Game. The Tiger Force
faction is suitable for any Role but favors well-
deployment to inhospitable climates like deserts rounded characters.
and jungles, G.I. Joe sends Tiger Force. With
environmental specialists like Dusty, Frostbite,
and Recondo, heavy hitters like Bazooka and
FACTION ACCESS
Roadblock, and safeguards like Lifeline and Tiger Force leadership expects Joes that can be
Tripwire, the most critical and rugged part of a Tiger relied on in dangerous, unpredictable situations
Force mission is the troops. with minimal support. Commanders must also trust
these prospective team members to use captured
Remote resupplying can be difficult, so Tiger enemy equipment unsupervised.
Force specializes in making do. Instead of airdrops,
they capture enemy equipment, repair damage, To access the Tiger Force faction, you must
and apply the team’s distinct color scheme. have +d4 Ranks in Brawn and Persuasion, and
Because Cobra develops technology without your highest Essence Score can be no more than
ethical oversight, G.I. Joe typically avoids this 5 points higher than your lowest Essence Score.
tactic. However, Tiger Force received a limited Alternatively, the new Earned Your Stripes Influence
exemption from G.I. Joe’s scavenging principles. grants access to the Tiger Force faction as its
To prevent abuse of this privilege, the most trusted Influence Perk.
Joes lead the team: Duke, Flint, and even General
Hawk donned the Tiger Stripes. Their presence also
helps with international relationships. Usually, the
most locals can hope for from a foreign military
is a peaceful occupation. Tiger Force leadership
mandates respectful coexistence with the residents
of the areas they deploy to.
Although the core team can handle almost any
situation, some missions require skills outside their
expertise. That’s why Tiger Force keeps reserve
members on call. Beachhead, Outback, and
Shipwreck help navigate coasts, mountain ranges,
and the sea. Jinx and Big Brawler bring the muscle.
Dial-Tone keeps friendly equipment working,
while Wreckage does the opposite to the enemy.
Hardtop, Skysaber, and Wild Bill repair and ride
captured Cobra vehicles and damaged Joe vehicles
that most would deem inoperable.
Tiger Force isn’t a set roster. It’s a type of Joe you
can trust to earn their stripes.

11
G.I. JOE ROLEPLAYING GAME

FACTION PERKS
As a member of Tiger Force, you gain the following
Perks, regardless of your Role.
Change Its Stripes: Tiger Force paints captured
and salvaged equipment yellow and black. You gain
the Blend In General Perk (see page 38). Vehicles
assigned to your unit during Equipment Requisition
and Assignment gain the Tiger Stripes Vehicle Trait
(see pg 30).
Creature Of Habit: During Equipment
Requisition and Assignment, you can spend a
Story Point to use the weapons, battledress, kits,
and upgrades you possessed at the end of your
last mission. That equipment can include captured
enemy equipment. You can still requisition
additional equipment.
Roar!: Every member of Tiger Force gains the
following benefits:
• In addition to your Role’s Equipment Training
and Qualifications, you are Qualified with 1
Limited melee weapon and the Environmental
Camouflage Battledress Upgrade.
• You are Qualified with vehicles with the Tiger explanation, newer recruits are told not to worry,
Stripes Vehicle Trait. You roll Driving Skill Tests to taken aside, and given two words: Tiger Force.
drive Tiger Force vehicles without Snag, even if
you have no Ranks in the Driving skill. Tiger Force recruitment isn’t about who raised
the bar; it’s about solid fundamentals and regularly
• Your determination and instinct allow you to
succeeding. Joes who prove their reliability earn
adapt to the dangers you face. Once per combat,
their tiger stripe fatigues and special permission that
as a Free action, gain +1 to a Defense that lasts
G.I. Joe leadership trusts with only a rare few.
until the end of the combat scene.
G.I. JOE EXAMPLES
NEW INFLUENCE
Influences can represent personality traits, aspects
• Dusty
• Lifeline
of your training, or elements of your background
• Recondo
that impacted who you grew up to be. Although
Influences tend to be specific, the new “Earned
INFLUENCE PERK
Your Stripes” Influence broadly covers your
You begin play with access to the Tiger Force
dependability.
faction. You can choose this faction instead of the
Players can choose Earned Your Stripes during G.I. Joe faction, even if you don’t meet the standard
character creation just like any other Influence in requirements. For more on changing factions,
the G.I. JOE Roleplaying Game. see page 5.

EARNED YOUR STRIPES HANG-UP


Your dependability comes at the expense of any
When politicians and military leaders worldwide
specialty. Your highest Essence Score can never
talk about G.I. Joe, they whisper about it in private.
be more than 5 points higher than your lowest
That’s also how G.I. Joes talk about its roughest,
Essence Score.
toughest secret division. When Joe veterans
disappear from The Pit for weeks or months without

12
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

TABLE 2–1: EARNED YOUR STRIPES BONDS


D12 BACKGROUND BOND
1 My superiors have to negotiate who gets me on their
projects. Sometimes, this can lead to arguments.
2 I am upfront about my strong ethical stances,
which can get in the way of what my friends and
associates have planned, but they know not to
bother asking me to budge.
3 I’m not the sharpest blade in the drawer, but I’m
pretty useful for a dull knife.
4 I’m often in charge, so I surround myself with
people who call me out for any bad behavior.
5 When all else fails, everyone knows they’re better
off giving me a chance instead of giving up.
6 I stood out so early in one area that people are
regularly surprised when I succeed in other areas.
7 I’ve wanted to get on Tiger Force since I first heard
about the team; I think tigers are the coolest.
8 Sometimes, I take on more responsibilities than
I’m comfortable with because I know how much
my participation means to others.
9 Leaping into a new situation helps me appreciate
how well I adapt and allows me to gain a new skill.
10 My idea of taking a break is switching to an
entirely different activity. I move on to activities
that let me rest the parts of my brain and body
that I just wore out.
11 Sometimes, I feel bad that I always have something At 1st level, when a Ranger gains their Focus,
to add to the conversation. I hope others don’t they can choose Peacekeeper as the area where
mind that I know a little about many topics. they excel.
12 It’s not that I have more ability than anyone else; I
know how to get more out of my abilities.
PEACEKEEPER
In addition to understanding regional threats
NEW RANGER and foraging for food and supplies, Rangers will
often engage with the cultures whose lands they
FOCUS OPTION
Because of the isolated nature of Tiger Force
cross. Firstly, they know what to say to downplay
their apparent threat to the locals. Then, they use
their skills and understanding of nearby resources
missions, Rangers comprise a significant portion of
to address the needs of those living in the area.
its members. Even the Joes used to taking charge,
By forging positive relationships, Peacekeepers
like Duke and Flint, know to hand the reins to a
avoid looking like invaders and instead build
Ranger who can navigate a dangerous environment.
lasting bonds.
Dusty leads the team through the desert. Frostbite
oversees arctic operations. Recondo takes over
EXAMPLES
in the jungle. The mountains belong to Outback.
The following are examples of Peacekeeper
Environmental expertise often extends beyond
characters:
handling the dangers in the wild. Rangers also have
the most experience interacting with the citizens in • Recondo: G.I. Joe’s jungle specialist combines
these areas, who justifiably get nervous when they his experience exploring the wilderness with his
see foreign soldiers on their land. background in military intelligence.
The new Peacekeeper Focus option explores this • Bayonet: During his frequent arctic expeditions,
often overlooked area of the Ranger skill set. this former Snow Serpent learned that negotiating

13
G.I. JOE ROLEPLAYING GAME

with locals for information and resources often FORAGE FAMILIARITY


benefited a mission more than a violent approach. Your conversations about the areas you deploy to
Essence Increase: Increase your Social Essence by with those who live there give you exceptional
1 at 1st Level, and again at 10th Level. insight into the environment. At 10th Role Level,
you gain Edge on Skill Tests when you use your
Focus Skills: Train or specialize in one of these Forage Ranger Perk.
Skills when your Focus gives you an Essence
Increase: Deception or Persuasion. FOLKLORIST
The stories others tell you broaden your knowledge
TABLE 2-2: PEACEKEEPER FOCUS PERKS beyond your own experiences. By sharing these
RANGER LEVEL PERK stories with others, you pass this knowledge on.
At 17th Role Level, at the start of each session,
1st Cultural Connection
you add two additional Story Points to your
3rd Cordial, Emissary group’s pool.
6th Trade Goods
10th Forage Familiarity LASTING ALLIANCES
17th Folklorist You create lasting bonds with locals that benefit both
sides over time. At 20th Role Level, after the end of
20th Lasting Alliances
a scene in which you summoned a Contact, roll a
DIF 15 Culture Skill Test. On a success, that Contact
regains 2 Allegiance Points, and you can call on
CULTURAL CONNECTION
them one additional time during this mission.
Diplomacy only works up to a point if you don’t

TIGER FORCE
know a culture’s values, needs, and what offends
people. You can use Culture instead of Deception

CONTACTS
or Persuasion Skill Tests as long as you have at least
a d2 in the Skill you’re replacing. At the 10th Role
Level, when you use Culture in place of Deception Whether a Joe is a member of Tiger Force or not,
or Persuasion, you roll your Skill Test with the they can interact with the following characters and
benefits of being specialized. possibly win them over as a trusted ally and Contact.

CORDIAL TIGER FORCE DUKE


Despite a thick coating of dirt, scars, and sweat Some Joes question sending the team’s land
from your adventures away from civilization for commander on extended missions to remote
months on end, strangers find you naturally likable. locations, but Tiger Force was Duke’s idea. He
At 3rd level, choose an Essence Score other than knew that Cobra thrives where G.I. Joe eyes don’t
Social. Whenever your Role increases your chosen pry, and he prioritized training and deploying
Essence Score, you can instead increase your Social a team of trusted and reliable soldiers. Duke’s
Essence Score. As usual, when you increase your other G.I. Joe duties prevent him from joining the
Social Essence Score, you improve your Skill Rank team on every assignment, but Duke makes sure
of or add a Specialization to a Social-based Skill. to lead two Tiger Force missions for each one he
misses. He understands the cost of being cut off
EMISSARY from resources, teammates, and loved ones. Duke
When a diplomatic mission would take a formally wouldn’t expect the rest of Tiger Force to make
trained bureaucrat too far out of their comfort zone, sacrifices he isn’t prepared to make himself.
they send you instead. At 3rd Level, you gain Edge
Allegiance Points: 3
on Skill Tests to gain Contacts.
GAINING TIGER FORCE DUKE AS A CONTACT
TRADE GOODS
Finding the perfect tool for your job takes Fellow Joe: The Joes never leave a teammate behind.
interacting with the world’s best toolmakers. At If this Contact is on the scene, the player characters
6th Level, you become Qualified with a Limited or (PCs) can summon them for 1 round.
Restricted weapon of your choice.

14
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

15
G.I. JOE ROLEPLAYING GAME

Gain His Trust: Duke knows every Tiger Force candidate Man Of Action (3 Allegiance Points): Duke doesn’t yell
is rough and tough. They wouldn’t be on the Joes if “look out” at someone he can shove to safety. A PC
they weren’t. He looks for the Joes most willing to ignores all damage from a single attack. Players can
make sacrifices for the benefit of others and who activate this Contact Perk anytime during a round, not
never fail when they’re needed most. If the PCs just on Tiger Force Duke’s Initiative.
succeed at eight DIF 10 Skill Tests of any eight Mobilize (2 Allegiance Points): Duke needs his
different Skills in front of Duke without failing (not
troops on the move ASAP. A player character gains an
counting Skill Tests they would have failed but rerolled additional Move action on their next turn.
with Story Points or Perks and then succeed), then
succeed at a DIF 15 Persuasion Skill Test, they gain
Tiger Force Duke as a permanent Contact they can call
TIGER FORCE DUSTY
on once per mission. Dusty can milk enough moisture from a barren desert
to live for months. He doesn’t just endure the brutal
CONTACT PERKS temperatures of the day and heat-sapping nights, he
Kick The Mustard Out of That Hot Dog (1 Allegiance
loves them. As much as Tiger Force benefits from his
Point): Duke may be an approachable leader, but you desert combat specialty, his time as a refrigerator and
don’t want to cross the boss. A character gains Edge air-conditioning repairman tipped the scales and got
on an Intimidation Skill Test. him assigned to the team. Appliances may seem light
as a feather next to tanks, but fixing them still requires
a breadth of engineering expertise and cleverness that
comes in handy on extended assignments to remote
areas. Dusty comes in handy even when Tiger Force
deploys nowhere near a desert.
Allegiance Points: 3

GAINING TIGER FORCE DUSTY AS A CONTACT


Adventure Bound: Dusty loves a challenge. His
downtime is more demanding than most Joes’ scariest
assignments. If the PCs spend time on a camping trip
or other excursion with Dusty and succeed at DIF 15
Alertness, Brawn, and Survival Skill Tests, they
gain Tiger Force Dusty as a permanent Contact they
can call on once per mission.
Fellow Joe: The Joes never leave a teammate behind.
If this Contact is on the scene, the PCs can summon
them for 1 round.

CONTACT PERKS
Desert Specialist (3 Allegiance Points): Dusty can
navigate a barren landscape by memorizing the
smallest clues around him. He’s generalized these
talents to be useful anywhere. If the PCs summon
Dusty in a desert, they critically succeed at all
Survival Skill Tests during the scene. Otherwise, they
automatically generate a Critical Success on their next
Survival Skill Test.
Hop On (2 Allegiance Points): Dusty knows that not
every rookie deployed with him to a desert mission
can keep up with him on foot. By sharing his driving
expertise, a player character gains 3 on a Driving
Skill Test for one turn.
Repairman (1 Allegiance Point): Dusty worked in
appliance maintenance before enlisting. Characters
can call on him to repair 2 damage to a vehicle or
piece of equipment.

16
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

TIGER FORCE FROSTBITE


“We’re Polar troops,” Frostbite protested as the
Snow Cat received a coat of tiger stripe desert
camouflage. Having grown up where summer was
a myth, Frostbite remains the only member of Tiger
Force to try to refuse the assignment. Unfortunately
for the arctic specialist, the versatility of Snow Cat
made it the ideal Tiger Force vehicle. As the driver
with the most hours behind the wheel of G.I. Joe’s
armored half-track, his expertise was needed, even
if it took him out of his element.
Allegiance Points: 3

GAINING TIGER FORCE FROSTBITE AS A CONTACT


Fellow Joe: The Joes never leave a teammate behind.
If this Contact is on the scene, the PCs can summon
them for 1 round.
Chill Out: Frostbite enjoys the biathlon, which combines
cross-country skiing with shooting targets. If a PC
joins Frostbite on a biathlon trip during downtime
between missions and succeeds at two DIF 10
Athletics Skill Tests and two DIF 10 Targeting Skill
Tests, they gain Tiger Force Frostbite as a permanent
Contact they can call on once per mission.

CONTACT PERKS
Cool (1 Allegiance Point): If Frostbite has to fix a
thrown piston in weather that’ll freeze a hex-wrench
to bare skin in five seconds, he can’t afford to panic.
His frosty demeanor keeps those around him calm.
Remove one mental or emotional Condition, such as
Frightened, on one character.
Fort Eustis Graduate (3 Allegiance Points): As an
alumnus of the army’s premier transportation school,
Frostbite can drive anything on wheels, tracks, or
both. The characters succeed at any Driving Skill Test
related to operating a land vehicle for one scene.
On Ice (2 Allegiance Points): Even Fahrenheit
and Celsius agree that 40 degrees below zero is
dangerously cold, but Frostbite considers it a pleasant
temperature. If the PCs summon Frostbite to a snowy
environment, they critically succeed at all Survival
Skill Tests in this scene. Otherwise, they automatically
succeed at their next Survival Skill Test.

TIGER FORCE LIFELINE


Despite being an avowed pacifist due to his
religious beliefs, G.I. Joe duty keeps Lifeline busy
as a rescue trooper and combat medic. Unlike
a medical doctor like Doc, Lifeline specializes
in providing aid on the battlefield instead of in
a clinic. That’s what makes him an asset to Tiger
Force. If something really heavy comes down on

17
G.I. JOE ROLEPLAYING GAME

the squad and they’re in no condition to leave the CONTACT PERKS


mess, Lifeline wades in and extracts them. Combat Medic (2 Allegiance Points): Lifeline rushes
Allegiance Points: 3 into the heart of battle to support his injured allies. All
allied characters heal 1 damage.
GAINING TIGER FORCE LIFELINE AS A CONTACT Nonlethal Alternative (1 Allegiance Point): Although
Exchange of Ideals: Lifeline is a man of principle, for Lifeline refuses to carry weapons, he brings
which others often dismiss and sometimes even sedatives onto the battlefield as well as his black
verbally assault him. Despite this, Joes who take the belt skills in Aikido, a defensive martial art. One target
time to hear him out often leave with great respect suffers 2 Stun.
for him. If a PC spends their downtime between Rescue Trooper (1 Allegiance Point): Although Lifeline
missions chatting with Lifeline and succeeds at a DIF puts himself in danger to treat injuries, it’s safer for
15 Culture, Science, or Persuasion Skill Test, they the doctor and patient if he can extract a wounded
gain Tiger Force Lifeline as a permanent Contact they ally first. A character gains an additional Move action
can call on once per mission. this turn, ignoring rough terrain and any penalties
Fellow Joe: The Joes never leave a teammate behind. to their ground movement. However, they may not
If this Contact is on the scene, the PCs can summon perform any actions this turn that cause harm to any
them for 1 round. living creature.

TIGER FORCE JINX


Tigers are lean and agile yet powerful and
dangerous. When one fights, it maneuvers around
its targets, manipulates them, exploits their
weaknesses, and slashes at them when they’re
vulnerable. All of which is also true of Jinx. Because
martial arts train both the mind and the body, Jinx’s
meditative calm and combat effectiveness without
needing ammunition make her an ideal recruit to
Tiger Force.
Allegiance Points: 3

GAINING TIGER FORCE JINX AS A CONTACT


Arashikage: Although from California, Jinx’s family has
ties to the Arashikage, Storm Shadow’s family. If a PC
also has links to the Arashikage, either by blood or by
graduating from their martial arts training academy,
they gain Tiger Force Jinx as a permanent Contact
they can call on once per mission.
Fellow Joe: The Joes never leave a teammate behind.
If this Contact is on the scene, the PCs can summon
them for 1 round.
Introspective: Studying and competing in three
forms of martial arts from the time she was seven
taught Jinx that the keenest eye looks inward. If a
PC meditates or discusses philosophy with Jinx and
succeeds at a DIF 20 Alertness or Culture Skill
Test, they gain Tiger Force Jinx as a permanent
Contact they can call on once per mission.

CONTACT PERKS
Eye That Pierces (3 Allegiance Points): Jinx sees
through deception, batters aside enemy attacks, and
dazzles with the strength of her willpower. All PCs gain
+3 to their Defenses until the end of the next turn.

18
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

Iron Hand (1 Allegiance Point): When Jinx isn’t wielding


her naginata, wakizashi, or katana, she can still break
bricks with her bare hands. Inflict 1 Blunt or Sharp
damage to an enemy target.
Student of the Seven Silent Forms (2 Allegiance
Points): One can survive a firefight without body
armor if one can avoid drawing the attention of the
shooters. All PCs gain 2 on Infiltration Skill Tests until
the end of their next turn.

TIGER FORCE OUTBACK


Outback’s outlook lines up perfectly with Tiger
Force’s philosophies. He believes in being part
of his environment, not its adversary. Like the
equipment he favors, Outback keeps things
simple and relies on tried-and-true tactics. He
knows the keys to survival include sizing up the
situation, remembering where he is, and acting like
the natives.
Allegiance Points: 3

GAINING TIGER FORCE OUTBACK AS A CONTACT


Fellow Joe: The Joes never leave a teammate behind.
If this Contact is on the scene, the PCs can summon
them for 1 round.
Respect The Basics: Outback believes a solid
foundation is built on basic skills and prefers the
wilderness for its complete absence of the hand of
humanity. If the PCs spend time in the wilderness with
Outback and succeed at any combination of three DIF
15 Alertness, Animal Handling, and Survival Skill
Tests, they gain Tiger Force Outback as a permanent
Contact they can call on once per mission.

CONTACT PERKS
Improve Your Situation (1 Allegiance Point): When
danger lurks everywhere, the best way to spend your optimist, Roadblock takes advantage of traveling
time is by preparing for anything. A PC gains 1 on the world and interacting with different cultures to
their next Skill Test. learn about new spices and cooking techniques.
Remember Where You Are (3 Allegiance Points): Allegiance Points: 3
Memorizing landmarks is as important to surviving the
wilderness as respecting the natural order. The PCs GAINING TIGER FORCE ROADBLOCK AS A CONTACT
critically succeed at Alertness and Survival Skill Tests
until the end of the next round. Fellow Joe: The Joes never leave a teammate behind.
If this Contact is on the scene, the PCs can summon
Value Living (3 Allegiance Points): The wilderness them for 1 round.
is full of dangers, and Outback knows how to survive
them all. One character heals 3 damage. Swap Recipes: Roadblock may have worked as a
bouncer before joining the Army, and he can heft
TIGER FORCE ROADBLOCK and handle the kickback of a heavy machine gun, but
nothing compares to the strength of his passion for
The unforgiving conditions of Tiger Force fine cuisine. If the PCs discuss the art of cooking at
deployments are a far cry from the Escoffier School. an advanced level with Roadblock and succeed at
Roadblock counts down the days until he can a DIF 20 Culture, Performance, or Science Skill
retire and open a restaurant, but he focuses on Test, they gain Tiger Force Roadblock as a permanent
the mission when he’s on assignment. A notorious Contact they can call on once per mission.

19
G.I. JOE ROLEPLAYING GAME

CONTACT PERKS
Gastrodiplomacy (1 Allegiance Point): Food
TIGER FORCE
is universal. A PC can target a creature with a
Persuasion Skill Test even if the PC and the target THREATS
Drawn from the ranks of G.I. Joe, Tiger Force team
don’t share a language.
Heavy Machine Gunner (2 Allegiance Points): When
members are a cut above their average teammates.
Roadblock lifts his Ma Deuce, he can fill an area with Clever, tough, and given more freedom to follow
hot lead. Up to three targets suffer 1 Sharp damage. their ethics and instincts, the enemies of G.I. Joe
Support (3 Allegiance Points): Whether he’s laying know to look out for striped fatigues and yellow
down cover fire, raising spirits with a wise word, or and black vehicles.
turning K-rations into gourmet delicacies, Roadblock is The following Threats are intended as adversaries
here to help. All PCs gain Edge on Skill Tests until the
in Cobra campaigns. Like the G.I. Joe Threats
end of the next round.
introduced in Cobra Codex, a GM can customize
TIGER FORCE WILD BILL each Tiger Force Threat to represent various
individuals. Though written with Cobra campaigns
Not every pilot can handle an aircraft that can
in mind, Game Masters running a game for Joe PCs
dogfight, bust a bunker, and lay down sustained
can easily modify them to represent new threats in
machine gun fire in a war zone. Luckily, Tiger Force
a G.I. Joe campaign.
has Wild Bill. Airstrips are a distant memory where
Tiger Force deploys. That’s why the team employs Many of these Threats include a choice,
Tiger Flies and Tiger Rats: both are VTOL (vertical such as the Tiger Force Heavy Hitter’s Targeting
takeoff and landing) jet air crafts, Wild Bill’s specialization of heavy machine gun or rocket
specialty. launcher, or the Tiger Force Pilot’s Driving
Allegiance Points: 3
specialization of land, sea, or air. The GM makes
these choices before using the Threat in their
GAINING TIGER FORCE WILD BILL AS A CONTACT campaign.
Fellow Joe: The Joes never leave a teammate behind.
If this Contact is on the scene, the PCs can summon
them for 1 round.
TIGER
Jokes and Yolks: Wild Bill loves a good time, whether These powerful predators move their 600-pound
hanging out with his buddies or taking a Tiger Fly for frames with the agility of an acrobat. They sprint
a joy ride. If the PCs spend their downtime having fast enough to get speeding tickets in suburbia,
fun with Wild Bill and succeed at a DIF 20 Culture, and their play bites are dangerous enough to
Driving, Performance, or Streetwise Skill Test, kill humans. Best known for their striped fur,
they gain Tiger Force Wild Bill as a permanent Contact adventurers and explorers know that if they ever
they can call on once per mission. see the distinctive yellow and black in the wild, it’s
already too late.
CONTACT PERKS THREAT LEVEL: 7
Air Cavalry (1 Allegiance Point): When it comes to a SIZE: Long HEALTH: 10
shootout, you want a cowboy on your side. A target MOVEMENT: 60ft Ground
suffers 1 Sharp damage.
STRENGTH: 6 SPEED: 5
Gun Smoke (3 Allegiance Points): Joes can call Wild SMARTS: 5 SOCIAL: —
Bill to fly in or unload his pistols and cover them when
TOUGHNESS: 16 EVASION: 15
pinned down. Attacks targeting the Joes suffer Snag
WILLPOWER: 15 CLEVERNESS: —
until the end of the next round.
Rotary Wing Aircraft Pilot (2 Allegiance Points): Wild SKILLS
Bill can pull off maneuvers in the air that defy gravity. • Alertness +d6
The PCs succeed at any Driving Skill Test related to
• Athletics +d6
operating an air vehicle for one scene.
• Infiltration +d8
• Might +d6
• Survival +d4
• Languages: None

20
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

PERKS
Acute Eyesight: The song “Eye of the Tiger”
doesn’t lie: tigers have incredible eyesight. Tigers
gain Edge on Alertness Skill Tests where sight can
play a role.
Ambush Hunter: Unless threatened, tigers only
attack on their own terms. If attacking a target
that isn’t aware of the tiger’s presence, such as
if the tiger succeeded at an Infiltration Skill Test
opposed by its target’s Alertness Skill Test, it rolls
Survival for Initiative.
Animal: A tiger is an animal. Animals have no
Social Essence score and are immune to effects
that target Cleverness. Social Conditions or
actions that affect the mind that result from using
a skill other than Animal Handling suffer Snag
against animals.

AT TACKS
Bite (Might): +d6, Reach (1 Sharp damage)
Alternate Effects: Maneuver
Hands: 0
Traits: Sharp, Unarmed
Claw (Might): +d6, Reach (1 Sharp damage)
Alternate Effects: 2 Sharp damage (1)
Hands: 1
Traits: Sharp, Unarmed

POWERS Out Of Their Element


Apex Attack (Standard, 1/scene): Tigers prefer Many of the Tiger Force Environment
short fights. When a tiger uses its Apex Attack, Specialist’s Perks and Powers require they be
it attacks a target within reach with its Bite. If it
succeeds, it then makes a Claw attack against
in their environment of expertise. Without
the same target. As long as the Tiger’s attacks these abilities, they lose access to most of
hit, it can continue making up to three additional what sets them apart. Why make it sound like
Claw attacks. an option?
Burst of Speed (Free, 1/scene): A tiger can run Options in the G.I. Joe Roleplaying Game
up to 40 mph, but only long enough to attack prey don’t just tell Game Masters and players how
or escape a rival. Burst of Speed allows a tiger to to play the game—they help tell a story. It
move as a Free action once per scene. makes sense for an Environment Specialist
Powerful Pounce (Free): When a tiger lands to specialize in an environment. Therefore,
an attack with all its might, it digs deeper into GMs should reward clever players who get
its prey’s flesh. By succeeding at an Athletics a Tiger Force Environment Specialist out
Skill Test against a target’s Evasion before an
attack, a tiger deals 1 additional Sharp damage if
of their environment (say by borrowing
the attack succeeds. Destro’s Weather Dominator). Similarly, the
GM can deliberately introduce a Tiger Force
HANG-UP Environment Specialist outside their element
Hasty Retreat: Tigers are used to dominating against a lower-level party, then bring
prey and have trouble adjusting to targets that them back to challenge the players at the
fight back. When reduced to 2 Health or less, a appropriate level and in their environment.
Tiger flees if it can, defeated. Within every stat block and rule are ways a
GM can use them, hidden in plain sight like
a Tiger Force Environment Specialist in their
environment of expertise.

21
G.I. JOE ROLEPLAYING GAME

• Infiltration +d6
• Initiative +d2
• Might +d8
• Persuasion +d8
• Survival (environment of expertise) +d12*
• Targeting +d8
• Languages: five languages

PERKS
Environment of Expertise: As adventurers, rangers,
and survivalists, the Tiger Force Environment
Specialists work best in a natural environment.
Choose one of the following environments in which
the Tiger Force Environment Specialist excels:
• Arctic
• Desert
• Grasslands
• Mountains
• Sea
• Wetlands
• Woodlands
The Tiger Force Environment Specialist ignores
penalties for moving through Rough Terrain and
treats all their attacks as Specialized in their
environment of expertise.
Surveil: Rangers understand the lay of the land.
When the Tiger Force Environment Specialist rolls
TIGER FORCE ENVIRONMENT for Initiative in their environment of expertise,
SPECIALIST they can make a free Move action before the
surprise round. They always act in the surprise
Environment Specialists are some of Tiger Force’s round when in their environment of expertise.
most feared and respected members, their
ability to make the most out of their environment AT TACKS
and the tools at their disposal make the team’s
missions, especially when cut off from supply Assault Rifle (Targeting): +d8, Range 60ft/100ft (1
runs, possible. Whether they work best in Sharp damage)
deserts, jungles, or even the arctic, environmental Alternate Effects: 2 Sharp damage (2)
specialists like Dusty, Recondo, and Frostbite don’t Hands: 2
just excel in their areas of expertise; they take Upgrades: Ammo Feeder
over as temporary team leaders.
Traits: Ballistic
THREAT LEVEL: 14 Machete (Might): 1 Sharp damage
SIZE: Common HEALTH: 11 Alternate Effects: 2 Sharp damage (two hands)
MOVEMENT: 30ft Ground Hands: 1 or 2
Traits: Martial Arts, Sharp, Silent
STRENGTH: 7 SPEED: 8
SMARTS: 11 SOCIAL: 8 Stun Grenade (Targeting): +d8, Range 20ft/50ft (1
Stun Blast: 10ft radius)
TOUGHNESS: 18 EVASION: 18
Hands: 1
WILLPOWER: 21 CLEVERNESS: 18
Traits: Consumable
SKILLS POWERS
• Athletics +d6
Adaptation (3/scene, Free): Even outside of
• Alertness +d8
their element, a good ranger can apply what
• Animal Handling +d8 they’ve learned. The Tiger Force Environment
• Culture +d8 Specialist acts as though in their environment of
expertise until the beginning of their next turn.

22
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

Determination and Instinct (Free, 1/scene):


Members of Tiger Force adapt to the dangers they
face. The Tiger Force Environment Specialist gains
+1 to a Defense of their choice, which lasts until
the end of a scene.
Naturopathy (1/scene, Standard): In a pinch, a
survivalist can use their environment to help them
with what they do best: Survive. The Tiger Force
Environment Specialist heals 2 damage.
Outfox (1/scene, Standard): Like a predator
with their eyes on some prey, a ranger in their
element sizes up their targets. The Tiger Force
Environment Specialist makes a Survival
Skill Test against a creature’s Cleverness
or Willpower. If successful, the Tiger Force
Environment Specialist gains 1 on Skill Tests
that target that creature, including attacks.
Will of the Wild (Free): Nature lovers lose their
troubles in the wild and would sacrifice anything
to protect it. When in their environment of
expertise, the Tiger Force Environment Specialist
can enter a state of oneness of mind, body, and
surroundings. Until the start of their next turn,
the next attack targeting their Toughness instead
targets their Willpower.

EQUIPMENT
Armor: Tactical Armor with Environmental
Camouflage and Silent upgrades (+1 deflective to
Toughness. +1 Evasion when in their environment
of expertise, not applied).
Weapons: Assault Rifle, Machete, Stun
Grenade ×2
Other: Restricted Survival (Camping) Kit

TIGER FORCE HEAVY HITTER


Rockets and ammo belts are hard to come by on
Tiger Force missions. Therefore, the team’s heavy
weapon specialists must bring more than enough
muscle to bear the weight of the team’s biggest
guns. They need to contribute in other ways while
they wait to shoot when there’s no alternative.
Bazooka and Roadblock handle the majority of
the heavy hitting for the team, with their rocket
launcher and Ma Deuce .50 caliber heavy machine
gun, respectively.
THREAT LEVEL: 11
SIZE: Common HEALTH: 16
MOVEMENT: 30ft Ground
STRENGTH: 11 SPEED: 8
SMARTS: 6 SOCIAL: 3
TOUGHNESS: 21 EVASION: 18
WILLPOWER: 16 CLEVERNESS: 13

23
G.I. JOE ROLEPLAYING GAME

SKILLS their weapons for every Free action they use on


Shaped Blast before making the attack.
• Athletics +d6
• Alertness +d6 Suppressive Fire (Standard): Any enemies
who start their turn within 30ft of the Tiger Force
• Brawn +d6 Heavy Hitter reduce their Toughness and Evasion
• Initiative _d2 by 5 until the end of their next turn.
• Might +d10
• Streetwise +d6 EQUIPMENT
• Targeting (heavy machine gun or rocket Armor: Hard Body Armor with Environmental
launcher) +d12* Camouflage and Silent upgrades (+3 deflective to
• Technology +d6 Toughness. +3 Evasion in a chosen environment,
not applied).
• Languages: Two languages
Weapons: Heavy Machine Gun with Improvised
PERKS Ammo Feeder upgrade or Rocket Launcher with
Improvised Ammo Feeder upgrade, Frag Grenade
Big Swing: Carrying a heavy weapon and
×3, Pistol
resisting its kickback takes so much strength
that it makes swinging one like a giant club look
easy. When wielding a heavy Anti-Tank or Ballistic
weapon, the Tiger Force Heavy Hitter also counts
TIGER FORCE LEADER
as wielding a close combat heavy bludgeon. Few squads get the kind of rule exemptions Tiger
Force enjoys. G.I. Joe assigns a senior commander
AT TACKS to oversee Tiger Force missions (such as Duke, Flint,
Close Combat Heavy Bludgeon (Might): +d10, Psyche-Out, Stalker, or even General Hawk) to ensure
Reach (1 Blunt damage and 1 Stun) the team uses unethically sourced enemy equipment
wisely. These leaders aren’t just dependable enough
Alternate Effects: 2 Blunt damage (two hands)
to make the difficult decisions in the field, they’re
Hands: 1 or 2
tough enough to lead dangerous missions with
Traits: Blunt, Martial Arts, Silent, Versatile limited supplies and no access to reinforcements.
Frag Grenade (Targeting): +d12, Range 20ft/50ft
THREAT LEVEL: 17
(1 Sharp damage Blast: 10ft radius)
Hands: 1 SIZE: Common HEALTH: 13
Traits: Consumable, Wrecker MOVEMENT: 30ft Ground
Heavy Machine Gun (Targeting): +d12*, Range STRENGTH: 11 SPEED: 9
100ft/400ft; min 10ft (2 Sharp damage) SMARTS: 8 SOCIAL: 12
Alternate Effects: 3 Sharp damage, 3; 1 Sharp TOUGHNESS: 22 EVASION: 19
damage—Multiple (5) Targets (Cone: 30ft, 3) WILLPOWER: 18 CLEVERNESS: 22
Hands: 2
Upgrades: Improvised Ammo Feeder (page 37) SKILLS
Traits: Anti-Tank, Ballistic, Mounted, Reload • Alertness +d8
Pistol (Targeting): +d12, Range 25ft/80ft (1 Sharp • Athletics +d8
damage)
• Brawn +d4
Hands: 1
• Culture +d8
Traits: Ballistic
Rocket Launcher (Targeting): +d12*, Range 100ft/200ft; • Deception +d10
min 30ft (2 Sharp damage Blast: 20ft radius) • Initiative +d8
Hands: 2 • Might (Knives) +d8*
Upgrades: Improvised Ammo Feeder (page 37) • Persuasion (Leadership) +d12*
Traits: Anti-Tank, Mounted, Reload, Sharp, Wrecker • Targeting (Assault Rifle or Shotgun) +d8*
• Languages: Four languages
POWERS
Determination and Instinct (Free, 1/scene): PERKS
Members of Tiger Force adapt to the dangers they
Misdirection: Officers aren’t known for being
face. The Tiger Force Heavy Hitter gains +1 to a Defense
stealthy, but that doesn’t mean they’re not tricky.
of their choice, which lasts until the end of a scene.
The Tiger Force Leader can use Deception instead
Shaped Blasts (Free): The Tiger Force Heavy of Infiltration for Skill Tests.
Hitter can ignore one target in the blast radius of

24
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

25
G.I. JOE ROLEPLAYING GAME

Take The Lead: Before the start of combat, Weapons: Assault rifle or shotgun with the
after rolling Initiative, the Tiger Force Leader can deadly upgrade, combat knife, frag grenade ×2.
choose to trade places in the Initiative order with Other: A Restricted Kit related to their mission.
an ally. Once they’ve swapped places, they can’t
trade back this combat. However, both can reset
their Initiative with a move action, as usual.
TIGER FORCE PILOT
AT TACKS Whether on land, sea, or air, Tiger Force Pilots
Assault Rifle (Targeting): +d8*, Range 60ft/100ft sit in the driver’s seat of whatever vehicles the
(2 Sharp damage) team can get their hands on. Before deploying and
after capturing enemy vehicles, every member
Alternate Effects: 3 Sharp damage (2)
of Tiger Force receives a crash course on the
Hands: 2
basics of the vehicle’s operation. Tiger Force Pilots
Upgrades: Deadly like Skysaber and Wild Bill teach those courses
Traits: Ballistic, Reload because they know exactly how a vehicle works
Combat Knife (Might): 1 Sharp damage even before they’ve operated it.
Alternate Effects: 2 Sharp damage (two hands)
THREAT LEVEL: 8
Hands: 1 or 2
Traits: Martial Arts, Sharp, Silent, Versatile SIZE: Common HEALTH: 8
Frag Grenade (Targeting): +d8, Range 20ft/50ft MOVEMENT: 30ft Ground
(1 Sharp damage Blast: 10ft radius) STRENGTH: 3 SPEED: 10
Hands: 1 SMARTS: 6 SOCIAL: 3
Traits: Consumable, Wrecker
TOUGHNESS: 14 EVASION: 20
Shotgun (Targeting): +d8*, Range 20ft/60ft
WILLPOWER: 16 CLEVERNESS: 13
(2 Sharp damage Cone: 15ft, up to 2 targets)
Hands: 2 SKILLS
Upgrades: Deadly • Athletics +d6
Traits: Ballistic, Reload
• Alertness +d6
POWERS • Deception +d6
• Driving (Land, Sea, or Air) +d12*
Battle Action (Free, 3/turn): A good officer
brings out the best in their troops. For every • Targeting +d6
successful DIF 10 Persuasion Skill Test, the • Technology +d6
Tiger Force Leader can grant an ally 1 on their • Languages: Two languages
next Skill Test. They can target the same ally
multiple times in one turn. PERKS
Determination and Instinct (Free, 1/scene): Defensive Driver: Experts behind the wheel feel
Members of Tiger Force adapt to the dangers they a oneness with their vehicles; when they flinch,
face. The Tiger Force Leader gains +1 to a Defense their vehicle flinches with them. Vehicles the Tiger
of their choice until the end of a scene. Force Pilot drives gain +1 to Evasion, or +2 if the
Move Out (Move): What a squad does is as vehicle has Tiger Stripes.
important as where they do it. By succeeding at
a DIF 15 Persuasion Skill Test, the Tiger Force AT TACKS
Leader can grant an ally within line of sight an Pistol (Targeting): +d6, Range 25ft/80ft (1 Sharp damage)
immediate Move action.
Hands: 1
Open Fire (Standard): Two sets of eyes double Traits: Ballistic
the chance of catching a critical opening. By Stun Grenade (Targeting): +d6, Range 20ft/50ft
succeeding at a DIF 20 Persuasion Skill Test,
(1 Stun Blast: 10ft radius)
the Tiger Force Leader can grant an ally within line
Hands: 1
of sight an immediate attack action.
Traits: Consumable
GEAR POWERS
Armor: Tactical Armor with Environmental
Camouflage and Silent upgrades (+1 deflective to Determination and Instinct (Free, 1/scene):
Toughness. +1 Evasion in a chosen environment, Members of Tiger Force adapt to the dangers they
not applied). face. The Tiger Force Pilot gains +1 to a Defense of
their choice until the end of a scene.

26
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

Fast Track (Free): Most vehicle manuals suggest Toughness. +1 Evasion when in their environment
maximum velocity, and most professional of expertise, not applied).
drivers suggest anyone uncomfortable with their Weapons: Pistol, stun grenade ×3
velocity stays out of their way. Increase the base
Movement rates of vehicles the Tiger Force Pilot Other: Limited Technology (Repair) kit ×2
drives by 50%. The Tiger Force Pilot suffers 3 on
Driving Skill Tests each time they use Fast Track
this turn and must succeed at a DIF 10 Driving TIGER FORCE SAFEGUARD
Skill Test to perform basic driving functions
like turning. If officers and rangers train a unit to walk on a
tightrope, Tiger Force Safeguards inspect the
Jury Rig (Free, 1/combat): When faced with stability of the rope and provide a safety net
either repairing an out-of-control vehicle on the to catch those who fall. A medic like Lifeline
fly or crashing, great drivers quickly find a fix. The inoculates his teammates against local diseases
Tiger Force Pilot can attempt a Technology Skill and patches them up after accidents and firefights.
Test to repair damage to the vehicle as a Free An E.O.D. (Explosives Ordnance Disposal) specialist
action instead of a Standard action, but only for a like Tripwire finds and removes hidden hazards
vehicle they’re driving. before the team advances. Without access to
Trick on the Stick (Free): Whether it’s fancy medical facilities or even medical supplies, a Tiger
flying, defensive driving, or sneakiness at sea, a Force Safeguard multiplies the unit’s effectiveness
driver is only as good as his last trick. The Tiger by subtracting the dangers they face.
Force Pilot can attempt a Deception Skill Test THREAT LEVEL: 9
against the Cleverness of a driver in another
vehicle within line of sight. On a success, the SIZE: Common HEALTH: 7
target suffers Snag on Driving Skill Tests for 1 turn. MOVEMENT: 30ft Ground
STRENGTH: 2 SPEED: 6
GEAR SMARTS: 13 SOCIAL: 3
Armor: Tactical Armor with Environmental
TOUGHNESS: 13 EVASION: 16
Camouflage and Silent upgrades (+1 deflective to
WILLPOWER: 23 CLEVERNESS: 13

27
G.I. JOE ROLEPLAYING GAME

SKILLS GEAR
• Athletics +d4 Armor: Tactical Armor with Environmental
• Alertness +d6 Camouflage and Silent upgrades (+1 deflective to
• Finesse +d6 Toughness. +1 Evasion when in their environment
of expertise, not applied).
• Persuasion +d6
Weapons: Procaine injector, stun grenade
• Science (S.T.E.M. Specialty) +d10*
×2, stun gun
• Targeting +d6
Other: Restricted Science or Technology (S.T.E.M.
• Technology (S.T.E.M. Specialty) +d10*
Specialty) kit ×2
• Languages: Six languages

PERKS TIGER FORCE SKIRMISHER


Basic Intelligence: An analytical mind
approaches every topic with baseline To save on equipment, instead of sending more
understanding. The Tiger Force Safeguard rolls weapon crates to Tiger Force, G.I. Joe sends
untrained Skill Tests without Snag. Skirmishers. These melee combatants, like
Arashikage ninja Jinx and mixed martial artist
S.T.E.M. Specialty: More than anyone else in the Big Brawler, prefer not to be weighed down by
unit, Safeguards lead with their brains. Choose a firearms, ammunition, and body armor. Instead,
Science or Technology specialty. This is the Tiger they use their light loads to move in close and
Force Safeguard’s S.T.E.M. Specialty. They gain attack with hand-to-hand weapons or their
2 and roll with specialization when it comes bare hands.
into play.
THREAT LEVEL: 6
AT TACKS SIZE: Common HEALTH: 9
Procaine Injector (Technology): +d10, Reach MOVEMENT: 40ft Ground
(1 Cold damage) STRENGTH: 2 SPEED: 4
Alternate Effects: Intimidating SMARTS: 3 SOCIAL: 3
Hands: 1 TOUGHNESS: 13 EVASION: 14
Upgrades: Automated WILLPOWER: 13 CLEVERNESS: 13
Traits: Computerized, Element, Reload
Stun Grenade (Targeting): +d6, Range 20ft/50ft SKILLS
(1 Stun Blast: 10ft radius) • Athletics (see Power or Precision)
Hands: 1
• Acrobatics (see Power or Precision)
Traits: Consumable
• Alertness +d6
Stun Gun (Targeting): +d6, Range 25ft/80ft (1 Stun)
Hands: 1 • Finesse (see Power or Precision)
Upgrades: Nonlethal • Initiative +d2
• Intimidation +d4
POWERS • Might (see Power or Precision)
Determination and Instinct (Free, 1/scene): • Streetwise +d6
Members of Tiger Force adapt to the dangers • Targeting +d6
they face. The Tiger Force Safeguard gains +1 to a
• Languages: Two languages
Defense of their choice until the end of scene.
Iron Will (1/combat): Keeping casualties alive PERKS
or defusing explosives causes incredible stress,
Hand-To-Hand Master: No maneuver is too
which forges unbreakable resolve. The Tiger Force
complex with enough study and practice. The
Safeguard can use Willpower instead of any other
defense once per combat. Tiger Force Skirmisher never suffers  on attacks
with melee weapon alternate effects.
Mind For Supplies (Standard): The right tool for
the job doesn’t need to be manufactured, it just Power or Precision: Some fighters prefer force,
needs to fulfill criteria. The Tiger Force Safeguard others prefer finesse, while others take the best
can forage for Standard and Limited kits, like a of both worlds. Choose which fighting style the
Ranger, but as a Standard action and only for Kits Tiger Force Skirmisher favors:
of Specializations tied to a Smarts Skill. • Power: Athletics +d6 and Might +d6. +6
Toughness.

28
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

• Precision: Acrobatics +d6 and Finesse +d6.


+6 Evasion
• Hybrid: Acrobatics +d6 or Athletics +d6, Finesse
+d6 or Might +d6. +3 Toughness and +3 Evasion.
Unseen Assailant: Being unencumbered by noisy
equipment has its advantages. If the Tiger Force
Skirmisher carries only silent weapons, they can
use Athletics or Acrobatics instead of Infiltration
for Skill Tests.

AT TACKS
Long Bludgeon (Finesse or Might): +d6, Reach ×2
(1 Blunt damage)
Alternate Effects: 1 Stun
Hands: 2
Traits: Blunt, Martial Arts, Silent
Medium Blade (Finesse or Might): +d6, Reach
(2 Sharp damage)
Alternate Effects: 1 Sharp damage Multiple (2)
Targets (Reach)
Hands: 1
Traits: Martial Arts, Sharp, Silent
Thrown Blades (Targeting): +d6, Range 20ft/30ft
(1 Sharp damage)
Hands: 1
Traits: Martial Arts, Sharp, Silent
Unarmed Combat (Finesse or Might): +d6, Reach
(1 Stun)
Alternate Effects: 1 Blunt damage; Maneuver
Hands: 0
Traits: Blunt, Martial Arts, Silent

POWERS
Determination and Instinct (Free, 1/scene):
Members of Tiger Force adapt to the dangers
they face. The Tiger Force Skirmisher gains +1 to a
Defense of their choice until the end of a scene.
Sneak Attack (1/turn): Blades can’t be heard a
mile away or give away the scent of gunpowder.
When using a silent weapon and attacking a
target within 20ft with Edge on the attack Skill
Test or an ally within 20ft of the target, the Tiger
Force Skirmisher deals 1 extra damage.

GEAR
Armor: Fortified fatigues with Environmental
Camouflage and Reinforced upgrades (+1
deflective to Toughness. +1 Evasion when in their
environment of expertise, not applied)
Weapons: Long bludgeon, medium blade,
thrown blades

29
G.I. JOE ROLEPLAYING GAME

TIGER FORCE the Tiger Stripes Vehicle Trait by 1, increasing its


Essence Scores and Skills accordingly.

VEHICLES
In addition to repurposing vehicles in the Joe motor
Generally, creating and advancing a vehicle
follows the same rules as Threat creation and
advancement. However, most vehicles have fewer
pool, like the Snow Cat and R.A.M., Tiger Force
Essence Scores than Threats. Occasionally, an
captures and repairs Cobra vehicles, like the Ferret
A.I. assists with a vehicle’s operation, granting the
and Rattler. Not only does this give the Joes access
vehicle a Smarts Essence Score. More rarely, a
to new equipment on remote missions, but it turns
truly advanced A.I. may grant the vehicle a Social
Cobra’s worst weapons against them.
Essence Score. However, typically, a vehicle only
Vehicles in this section have the following trait: has Strength and Speed Essence Scores.
Vehicle: This vehicle is a sophisticated piece The Essence Points total of vehicles without
of equipment that requires at least one Driver
to operate. Without a driver, it is considered
Smarts or Social Essence Scores should equal the
a Threat Level 0 object, and all attacks target vehicle’s Threat Level plus 3. If the vehicle has both
its Toughness. Effects that affect a target’s a Smarts and Social Essence Score, multiply the
Willpower or Cleverness only affect this vehicle vehicle’s Threat Level by 2 and add 6.
if it has a driver, in which case they target the
driver’s Willpower or Cleverness. It is immune to Determining the Essence Scores of a vehicle
Conditions and effects that exclusively affect the with Strength, Speed, and Smarts Essence Scores
living, like poison, but is susceptible to effects takes a few extra steps. First, multiply its Threat
that affect machines, such as Anti-Tank weapons. Level by 2 and add 6, like for a vehicle with four
Vehicle damage can be fixed with a Standard Essence Scores. Then, multiply the total by 75%.
engineering kit and a Technology Skill Test.
Alternatively, divide the total by 4, then multiply by
3. Either method nets the same result.
NEW VEHICLE TRAIT: TIGER STRIPES Of course, that’s only if you want the vehicle to
Tiger Force vehicles have the following new benefit from the Tiger Stripes Vehicle Trait. If you
Vehicle Trait. just want the vehicle to look like a Tiger Force
Tiger Stripes: The black and yellow paint scheme vehicle, you simply need to say so.
and a snarling tiger face don’t just make Tiger
Force vehicles stand out. On top of the cosmetic
changes, Tiger Force modifies its vehicle to last TIGER CAT
longer under arduous conditions. When a vehicle
with Tiger Stripes reaches 0 Health, it gains Edge Although Tiger Force uses captured Cobra
on the Brawn Skill Test to avoid exploding. vehicles, the team usually deploys with a limited
selection of G.I. Joe vehicles painted with the
ADDING TIGER STRIPES team’s distinct color pattern. The Tiger Cat was
one vehicle the jungle and desert troopers needed
So, you want to put a tiger in your tank? to get used to. Based on the armored arctic attack
Currently, players don’t requisition vehicles in vehicle, the Snow Cat, this half-track manages
the G.I. JOE Roleplaying Game. Either the GM dunes, marshes, and jungle floors as deftly as it
plows through glaciers. Even the Avalanche ski
or published adventure assigns them during the
missiles, retrofitted into S.K.I.M. terrain-reading
Equipment Assignment And Requisition Phase, or missiles, function surprisingly well.
the PCs come across the vehicle on their mission.
THREAT LEVEL: 9
Similarly, no rules exist for upgrading the vehicles
assigned to or discovered by the PCs. However, SIZE: Extended HEALTH: 9
like the Joes, a Game Master can turn existing G.I. MOVEMENT: 45ft Ground
Joe and Cobra vehicles into Tiger Force vehicles by STRENGTH: 8 SPEED: 8
adding the Tiger Stripes Vehicle Trait. SMARTS: — SOCIAL: —
The Tiger Stripes Vehicle Trait does increase the TOUGHNESS: 20 EVASION: 18
effectiveness of a vehicle, so it’s recommended that WILLPOWER: — CLEVERNESS: —
GMs increase the Threat Level of any vehicle given

30
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

SKILLS Battle Platforms: The Tiger Cat is designed to


carry passengers outside its armored cabin.
• Brawn +d6
Passengers attacking from the Tiger Cat do not
• Driving +d6 suffer Snag on their attacks.
• Might +d6 Land: The Tiger Cat is a land vehicle.
• Initiative +d4
Tiger Stripes: When a vehicle with Tiger Stripes
• Intimidation +d4 reaches 0 Health, it gains Edge on the Brawn Skill
• Targeting +d6 Test to avoid exploding.

PERKS AT TACKS
Crew: 2 drivers, 4 passengers Shockwave II Electronic Anti-Jamming Multi-
Hardpoint Weapons: Shockwave II Electronic Missiles (Targeting): +d6 or driver’s Driving skill,
Anti-Jamming Multi-Missiles ×4, S.K.I.M. terrain- Range 500ft/1000ft (1 Electric damage Blast: 50ft
reading missiles ×2 radius)
Firepoints: 4—The passengers can attack with Alternate Effects: 2 Electric damage Blast: 20ft
any handheld weapons. radius, 1
Traits: Anti-Tank, Computerized, Consumable,
Defenses: Medium Plating (+2 Plating to
Toughness), Armored Cabin Mounted, Element, Lead-Lined, Vehicular, Wrecker
S.K.I.M. Terrain-Reading Missiles (Targeting): +d6
Traits: Armored Cabin, Battle Platforms, Land,
or driver’s Driving skill, Range 100ft/200ft; min 30ft
Tiger Stripes, Vehicle
(1 Sharp damage Blast: 20ft radius)
Armored Cabin: Armor extends to cover the Traits: Anti-Tank, Mounted, Reload, Sharp, Wrecker
Tiger Cat’s driving cabin. Attacks can’t target the Ram (Might): +d6 or driver’s Driving, Reach (2 Blunt
vehicle’s driver or gunner.
damage)
Alternate Effects: Trip
Traits: Blunt, Drive-By

31
G.I. JOE ROLEPLAYING GAME

PERKS
TIGER PAW
Crew: 1 driver, 1 passenger
During the early stages of a Tiger Force mission, Hardpoint Weapons: Coaxial firing 20 mm
the team likes to go “Ferret-fishing”: setting up cannons, Feline fly-by-wire heat-seeking
razor-wire clotheslines, flipper pit traps, and missiles ×2, side-mounted Electro-Fire 50 mm
battering logs designed to separate Cobra’s recoilless cannon
drivers from their four-wheel drive all-terrain
Ferret vehicles. With a fresh coat of black and Firepoints: 1—The passenger can attack with any
yellow paint, Tiger Force scores a Tiger Paw, one handheld weapon.
of the most versatile vehicles in their inventory. Defenses: Reinforced fiberglass-epoxy body shell
THREAT LEVEL: 4 (+1 Plating to Toughness)
SIZE: Long HEALTH: 4 Traits: Land, Responsive, Tiger Stripes, Vehicle

MOVEMENT: 45 ft Ground Land: The Tiger Paw is a land vehicle.

STRENGTH: 1 SPEED: 6 Responsive: Between the light frame, sensitive


SMARTS: — SOCIAL: — control system, and the exposed driver, the Tiger
Paw reacts well to the driver’s survival instinct.
TOUGHNESS: 12 EVASION: 16 The Tiger Paw can use the driver’s Evasion against
WILLPOWER: — CLEVERNESS: — attacks instead of its own.

SKILLS Tiger Stripes: When a vehicle with Tiger Stripes


reaches 0 Health, it gains Edge on the Brawn Skill
• Brawn +d2 Test to avoid exploding.
• Finesse +d6
• Initiative +d6 AT TACKS
Coaxial Firing 20 mm Cannons (Targeting):
Driver’s Driving Skill, Range 40ft/160ft; min 10ft
(1 Sharp damage, 1)
Alternate Effects: 1 Sharp damage Multiple (3)
Targets (30ft line, 1)
Traits: Ballistic, Linked, Reload, Targeting System

32
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

Feline Fly-By-Wire Heat-Seeking Missiles THREAT LEVEL: 4


(Driving): Driver’s Driving Skill, Range 40ft/100ft SIZE: Long HEALTH: 4
(1 Fire damage Blast: 10ft radius)
MOVEMENT: 30ft Ground (prowl mode); 45ft
Upgrades: Aerodynamic, Plate Piercing, Seeking
Ground (attack mode)
Traits: Anti-Tank, Consumable, Targeting System
Side-Mounted Electro-Fire 50 mm Recoilless STRENGTH: 3 SPEED: 4
Cannon (Driving): Driver’s Driving Skill, Range 200ft; SMARTS: — SOCIAL: —
min 30ft (1 Fire damage Blast: 20ft radius) TOUGHNESS: 14 EVASION: 14
Upgrades: Broiler WILLPOWER: — CLEVERNESS: —
Traits: Anti-Tank, Electric, Linked, Reload, Targeting
System SKILLS
Ram (Might): +d6 or driver’s Driving, Reach (1 Blunt • Brawn: +d2
damage) • Might: +d4
Alternate Effects: Trip • Infiltration: +d2
Traits: Blunt, Drive-By • Initiative: +d4
• Intimidation: +d2
TIGER R.A.M. (RAPID PERKS
ATTACK MOTORCYCLE) Crew: 1 driver, 1 passenger
Fast, rugged, and dangerous, the Tiger R.A.M. Hardpoint Weapons: Red Bengal Gatling Cannon
matches the Rapid Attack Motorcycle, a
Firepoints: 1—The passenger can attack with any
cornerstone of G.I. Joe’s motor pool, in every
handheld weapon.
way. With solar panels built into its armor, the
Tiger R.A.M. has the classic mode beat for quiet
operation in prowl mode despite its bright yellow
paint job.

33
G.I. JOE ROLEPLAYING GAME

Defenses: Light Plating (+1 plating to Toughness)


Traits: Attack Mode, Land, Prowl Mode,
TIGER RAT
Responsive, Tiger Stripes, Vehicle After stripping the onboard computers on a Cobra
Attack Mode: The Tiger R.A.M.’s solar battery Rattler, the Tiger Rat loses many advantages
and gas engine give it two travel modes. In attack compared to the Cobra bomber but still serves as a
mode, the Tiger R.A.M. uses its listed Skills and potent aerial threat with its impressive nose cannon.
has a 45ft Ground movement. The Tiger Rat also serves as a troop transport, helping
Tiger Force members deploy behind enemy lines.
Land: The Tiger R.A.M. is a land vehicle.
THREAT LEVEL: 7
Prowl Mode: By switching to its solar battery,
the Tiger R.A.M. moves without making a sound. In SIZE: Extended II HEALTH: 7
prowl mode, the Tiger R.A.M. uses its 30ft Ground MOVEMENT: 75ft Aerial
movement and gains 1 to Infiltration but 1 to STRENGTH: 4 SPEED: 7
Intimidation. SMARTS: — SOCIAL: —
Responsive: Between the light frame, sensitive TOUGHNESS: 16 EVASION: 17
control system, and the exposed driver, the R.A.M. WILLPOWER: — CLEVERNESS: —
reacts well to the driver’s survival instinct. The
Tiger R.A.M. can use the driver’s Evasion against SKILLS
attacks instead of its own.
• Acrobatics: +d6
Tiger Stripes: When a vehicle with Tiger Stripes
• Brawn: +d4
reaches 0 Health, it gains Edge on the Brawn Skill
Test to avoid exploding. • Initiative: +d2
• Intimidation: +d4
AT TACKS • Targeting: +d6
Red Bengal Gatling Cannon (Driving or
Targeting): Driver’s Driving or Targeting, Range
PERKS
40ft/160ft; min 10ft (1 Sharp damage, 1) Crew: 1 driver, 1 gunner (Twin 40mm Multiple
Alternate Effects: 2 Sharp damage, 1; 1 Sharp Fire Cannons)
damage, Multiple (3) Targets (Cone: 30ft, 1) Hardpoint Weapons: “Mawbreaker” CDY-98 Nose
Traits: Ballistic, Linked, Reload, Targeting System Cannon, PL-MK48 Wave-Sensor Cluster Bombs
Ram (Might): +d4 or driver’s Driving, Reach (1 Blunt ×6, AEA-56 Quick Thrust Short Range Missiles
damage) ×4, EO-118 Electro-Optical Renegade Missiles ×2,
Alternate Effects: Trip Lorads Constant Scan Ion-Seeking Missiles ×2
Traits: Blunt, Drive-By Firepoints: 0
Stinger Defense Cannons (Targeting): Gunner’s Defenses: Carbon/Titanium Plate Armor (+2
Targeting, Range 50ft/180ft; min 10ft (2 Sharp plating to Toughness)
damage) Traits: Air, Bomber, Tiger Stripes, Vehicle, VTOL
Alternate Effects: 1 Sharp damage Multiple (3)
Targets (30ft diameter, 1) Air: The Tiger Rat is an air vehicle.
Upgrades: Ammo Feeder Bomber: The Tiger Rat gains Edge on attacks with
Traits: Amphibious, Ballistic missiles or bombs on Targets directly below it.
Tiger Stripes: When a vehicle with Tiger Stripes
POWERS reaches 0 Health, it gains Edge on the Brawn Skill
Change Modes (Free): The Tiger R.A.M.’s driver Test to avoid exploding.
can flip a switch to change from prowl mode to VTOL: The Tiger Rat takes off and lands vertically.
attack mode and vice versa.
Engine Roar (Standard): Like a tiger roaring as AT TACKS
it leaps out of hiding, the Tiger R.A.M.’s engines AEA-56 Quick Thrust Short Range Missile
can make a statement. By changing from prowl
(Targeting): +d6 or driver’s Driving, Range 500ft
mode to attack mode as a Standard action, the
(1 Sharp damage Blast: 50ft radius)
Tiger R.A.M. gains 1 to Intimidation and 1 to
Alternate Effects: 1 Sharp damage (1); 2 Sharp
Infiltration for 1 scene, or until it changes back to
prowl mode, whichever comes first. damage; 2 Sharp damage Blast: 20ft radius, 1
Upgrades: Lead-Lined
Traits: Anti-Tank, Consumable, Mounted, Targeting
System

34
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

EO-118 Electro-Optical Renegade Missile PL-MK48 Wave-Sensor Cluster Bomb


(Targeting): +d6 or driver’s Driving, Range 1000ft (Targeting): +d6 or driver’s Driving, Range 1000ft
(2 Electric damage Blast: 50ft radius) (1 Fire damage Blast: 50ft radius)
Alternate Effects: 1 Electric damage, 1; 2 Electric Alternate Effects: 1 Fire damage Multiple (2)
damage; 2 Electric damage Blast: 20ft radius, 1 Targets (10ft radius, 1); 2 Fire damage; 2 Fire
Upgrades: Breacher damage (Blast: 20ft radius, 1)
Traits: Anti-Tank, Computerized, Consumable, Upgrades: Swift
Electric, Mounted, Targeting System Traits: Anti-Tank, Computerized, Consumable,
Flyby (Acrobatics): +d6 or driver’s Driving, Reach Mounted, Targeting System
(2 Blunt damage)
Alternate Effects: Trip
Traits: Blunt, Drive-By TIGER SHARK
Lorads Constant Scan Ion-Seeking Missile
Getting a boat to water takes resources Tiger
(Targeting): +d6 or driver’s Driving, Range 1500ft Force missions rarely provide. When the team
(1 Sharp damage Blast: 50ft radius) needs to travel on open water, they wait by
Alternate Effects: 1 Sharp damage (1); 2 Sharp known watering holes for Cobra sailors and
damage; 2 Sharp damage Blast: 20ft radius, 1 members of its sea and wetlands divisions. The
Upgrades: Smart Scope resulting boat jacking and shoot-outs leave
Traits: Anti-Tank, Computerized, Consumable, the seacrafts worse for wear, but Tiger Force
Mounted, Targeting System uses the stolen Water Moccasin boats to make
“Mawbreaker” CDY-98 Nose Cannon (Targeting): Tiger Sharks.
+d6 or driver’s Driving, Range 100ft/400ft; min 10ft THREAT LEVEL: 3
(2 Sharp damage) SIZE: Long HEALTH: 4
Alternate Effects: 3 Sharp damage, 3; 1 Sharp MOVEMENT: 60ft Aquatic
damage Multiple (5) Targets (Cone: 30ft, 3)
STRENGTH: 3 SPEED: 3
Upgrades: Ammo Feeder SMARTS: — SOCIAL: —
Traits: Anti-Tank, Ballistic, Mounted, Reload,
Targeting System TOUGHNESS: 15 EVASION: 13
WILLPOWER: — CLEVERNESS: —
Twin 40mm Multiple Fire Cannons (Targeting):
+d6 or gunner’s Targeting, Range 80ft/320ft; min SKILLS
10ft (1 Sharp damage, 1)
• Acrobatics: +d6
Alternate Effects: 2 Sharp damage, 1; 1 Sharp
damage Multiple (3) Targets (Cone: 30ft, 1) • Might: +d6
Upgrades: Ammo Feeder, Scope
Traits: Ballistic, Linked, Reload

35
G.I. JOE ROLEPLAYING GAME

PERKS
Crew: 1 driver, 1 gunner (20mm Turret-Mounted
EQUIPMENT
Dual Barreled Twin Machine Guns), 2 passengers
Hardpoint Weapons: 20mm Turret-Mounted
OPTIONS
Although designed with Tiger Force in mind, the
Dual Barreled Twin Machine Guns, 50mm Retro-Fit
“Destructor II” Cannons following new battledress and weapon upgrades
are available to Cobra and G.I. Joe characters who
Firepoints: 2—Passengers can fire one-
handed weapons meet the prerequisites.
Defenses: Boron-Epoxy Riverine Hull (+2 plating
to Toughness) ENVIRONMENTAL CAMOUFLAGE
Traits: Aquatic, Evasive Maneuvers, Tiger
Stripes, Vehicle
(BAT TLEDRESS UPGRADES)
By blending into your surroundings, your enemies
Aquatic: The Tiger Shark is a sea vehicle. While have trouble pinpointing their attacks.
on land, it is considered to be Immobilized and has
an Evasion Defense of 0. Availability: Standard
Evasive Maneuvers: Built for maneuverability, Prerequisite: Silent, not Computerized
the Tiger Shark dances on water to avoid enemy
fire. The driver can halve the speed to force Benefit: Choose an environment from those
attacks to target its Evasion defense until the listed in the Ranger’s Environmental Expertise Role
beginning of its next turn. Perk on page 90 of the G.I. JOE Roleplaying Game
Tiger Stripes: When a vehicle with Tiger Stripes Core Rulebook. In this environment, apply your
reaches 0 Health, it gains Edge on the Brawn Skill Battledress’s armor effect to Evasion and Toughness.
Test to avoid exploding.

AT TACKS IMPROVISED AMMO FEEDER


20mm Turret-Mounted Dual Barreled Twin (WEAPON UPGRADE)
Machine Guns (Targeting): Gunner’s Targeting, Backyard munitions like potato guns and salt
Range 40ft/160ft; min 10ft (1 Sharp damage) shooters share the same core principles of military
Alternate Effects: 2 Sharp damage, 1; 1 Sharp weaponry. A few modifications using basic supplies
damage—Multiple (3) Targets (Cone: 30ft, 1). can turn any item on hand into ammunition when
Traits: Ballistic, Linked standard ammo is scarce.
50mm Retro-Fit “Destructor II” Cannons
(Targeting): Driver’s Driving, Range 20ft/50ft
Availability: Standard
(1 Sharp damage Blast: 10ft radius) Prerequisite: Weapon with the Anti-Tank or
Alternate Effects: Trip Ballistic trait and the Reload trait
Traits: Anti-Tank, Indirect, Reload, Sharp, Targeting
Benefit: After firing this weapon, you can feed
System, Wrecker
it improvised ammunition instead of reloading it.
Ram (Might): +d6 or driver’s Driving, Reach (1 Blunt
damage)
You suffer Snag on this attack, and the weapon only
Alternate Effects: Trip functions at half its listed range. Also, halve any
Traits: Blunt, Drive-By minimum range required to use the weapon.

POWERS SALVAGED (WEAPON UPGRADE)


Peak Heel (Free, 1/combat): On a sharp turn, the Weapons plucked from the aftermath of a battle
Tiger Shark can tilt nearly perpendicular to the
surface of the water without tipping, to the surprise
can come in handy while they last.
of most onlookers. By succeeding at an Acrobatics Availability: Standard
Skill Test against a target’s Willpower or
Cleverness, the Tiger Shark gains Edge on attacks Benefit: After factoring all other upgrades,
against that target for the rest of this turn. decrease the availability DIF of this Weapon by
one step (Limited to Standard, for example). The
weapon is immediately and permanently destroyed
if you fumble an attack (the d20 part of the roll is a
natural 1, and the Skill Test fails.

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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

TIGER FORCE INTERPRETER


GENERAL PERKS
Prerequisite: Culture +d4 or 3+ languages
You process language quickly enough to listen,
Although the following new General Perks fit the translate, and repeat without losing track of a
Tiger Force theme, any character who meets the conversation.
requirements can choose them.
Your allies gain temporary fluency in the
languages you know when you’re together and can
AMBUSH PREDATOR communicate, allowing them to make language-
Prerequisite: Survival +d4 dependent Deception and Persuasion Skill Tests
without penalty.
You use your environment to get the drop on enemies.
In a natural environment, you use Survival
instead of Infiltration for Skill Tests related to
SABER-TOOTHED
Stealth. You can use a Free action to gain this Your fighting skills are sharp, and your natural
benefit in a manufactured environment. weapons are sharper.
Your Unarmed Combat attacks gain a 1 Sharp
BIG SWING damage (1) Alternate Effect.
Prerequisite: Trained to use a heavy Anti-Tank or
Ballistic weapon SNARL
When you swing your rocket launcher like a bat Prerequisite: Intimidation +d6
or drive the butt of your heavy machine gun down Your teammates yell Yo Joe, but your battle
on an enemy, you take the idea of a pistol whip to a cry sounds more like the guttural roar of a tiger
whole new level. defending its territory.
When wielding a heavy Anti-Tank or Ballistic You can target a creature’s Willpower or
weapon, you also count as wielding a close combat Cleverness with an Intimidation Skill Test as a
heavy bludgeon. You can use your heavy Anti- Standard action. On a success, they become
Tank or Ballistic weapon as a close combat heavy Frightened of you for 1 turn.
bludgeon, even if you aren’t Trained or Qualified to
use such a weapon. SNATCH
Prerequisite: Finesse +d4
BLEND IN The best defense is to deny your
Prerequisite: Infiltration +d4 attacker’s offense.
You gravitate toward backgrounds and hiding When using an attack’s Maneuver effect, add
spots with colors and patterns that match what disarm to your list of Maneuver options. Disarm
you’re wearing. attempts suffer 1 when targeting a two-handed
Your Battledress gains the Silent Upgrade and weapon. You cannot disarm an Integrated weapon.
the Stealth Upgrade automatically. These upgrades If you succeed at disarming a weapon, it lands in
don’t affect the availability of your Battledress. a random space within your target’s reach. Picking
up a disarmed weapon requires a contested Finesse
FEROCIOUS TRAINING Skill Test against its owner.
Your workout routine brings out the tiger in you.
You gain Edge on Alertness Skill Tests. Increase
your Ground Movement by 5 feet.

37
G.I. JOE ROLEPLAYING GAME

38
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

SNATCH AND GRAB TIGER FORCE IN


Prerequisite: Snatch General Perk, Finesse +d6
When you disarm an enemy, you don’t just
knock their weapon to the ground—you make
YOUR CAMPAIGN
This chapter gives both players and Game Masters
it your own! a variety of options to bring Tiger Force to the
If you have a free hand when you successfully game table.
disarm a weapon, you can choose to gain The Tiger Force faction gives players more control
possession of it, including immediately wielding over their character’s equipment. Normally, G.I.
the weapon if you have the hand(s) free to do so. JOE Roleplaying Game characters keep only their
personal gear between missions, returning the rest.
TIMELY TEAMMATE The Tiger Force faction perk lets PCs carry over their
equipment from one mission to the next, including
Prerequisite: Initiative +d4
captured enemy equipment. This does require more
You work with your teammates to act in concert. bookkeeping between missions. Also, by default,
Before the start of combat, after rolling Initiative, this requires spending a Story Point. However, GMs
you can choose to trade places (earlier or later) in can handwave this cost if the entire team is on
the Initiative order with a willing ally. Tiger Force.
Once you’ve traded places, you can’t trade back On top of access to new contacts and Threats,
this combat. However, you and the ally you trade a Tiger Force campaign lets Game Masters focus
with can reset their Initiative with a Move action, on a smaller cast of NPCs. Compared to the
as usual. active roster of 81 Joes presented in the G.I. JOE
Roleplaying Game Core Rulebook, Tiger Force

WATER TIGER originally began with a manageable 10 members,


all recognizable characters. Even as the official
Unlike most cats, tigers are excellent swimmers. roster expanded, Tiger Force never had more than
With lean musculature and webbed paws, tigers can two dozen members. Limiting the roster to Tiger
swim faster than the shark they share a name with. Force lets GMs run a more intimate campaign that
You gain a 20ft Aquatic Movement. Creatures still includes favorites like Flint, Roadblock, and
with Aquatic movement can move in water with Dusty. And if you miss cornerstone Joes like Snake
all of the options available to creatures on land Eyes and Scarlett, you can always add them as new
without being required to make Athletics or members or have those characters appear in your
Acrobatics Skill Tests unless the water conditions missions and campaigns.
are treacherous. It’s also important to remember that these rules
only present one way you can use Tiger Force in
WEAPON FORAGE your campaign. If you simply think that tigers are
cool and striped fatigues look fantastic, you can
Prerequisite: Forage Role Perk
use the Tiger Force concept and visuals without
Time forgets old wars, but they leave behind worrying about the Tiger Force rules. If you like the
reminders that you can make use of. rules but not giving characters matching yellow
When you forage, you can forage for weapons. fatigues, Tiger Force can be as simple as a patch
The availability of the weapon you can forage for on certain Joes’ uniforms or not even mentioned in
matches the availability of the kit the Role Perk lets your campaign world.
you forage for. For example, a 3rd-Level Ranger, or
a 6th-Level character who took the Cross-Training
General Perk and gained Forage, can forage for a
Standard weapon.
When you forage for a weapon, you can choose
to forage a weapon with the Salvaged weapon
upgrade (page 37).

39
G.I. JOE ROLEPLAYING GAME

CHAPTER 3: COBRA’S
PYTHON PATROL

40
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

In an organization like Cobra, with more egos than scruples, a tumultuous


cloud of dissent and blame accompanies every failure. However, dark times
illuminate new ideas. During one of the many occasions when Cobra High
Command was in disarray, Cobra Commander explored new options for
spying on his allies. From the shadows, Python Patrol emerged.

UNDETECTABLE: Each sees themself as the stealth squad’s one true


leader. Regardless of who leads, Python Patrol is

THE FORMATION one of Cobra’s most effective teams and works to


create a new era of domination.

OF PYTHON NEW FACTION:


PATROL
Cobra Commander drew inspiration for his PYTHON PATROL
infiltration team from pythons, a non-venomous Python Patrol is a new faction for Cobra characters
breed of snake that hunts by ambush and in the G.I. JOE Roleplaying Game. An elite group
disappears around predators. Cobra’s ruthless of soldiers handpicked from various Cobra units,
leader tasked his SciTech Division with synthesizing Python Patrol members receive special training
the camouflage patterns off a python’s scales. The and equipment for stealth missions. Their radar-
Cobra scientists tampographed a radar-absorbing resistant uniforms mask their presence, catching
black-ball paint and laser etched a thermal-wave G.I. Joe unawares.
dispersal grid onto a captured G.I. Joe Conquest
X-30 fighter jet. This test proved successful, and
this new Pythonization technique rendered the
captured Conquest X-30 invisible to radar and
other scanners.
When the Pythonization test proved successful,
Cobra Commander turned the process over to the
gear of a battalion of his most effective soldiers,
in addition to a selection of Stuns and A.S.P.s.
With this new elite infiltration squad, the Python
Patrol, Cobra Commander reaffirmed control of
Cobra. After silencing his duplicitous rivals, Cobra
Commander unleashed Python Patrol on his real
enemies: G.I. Joes.
As Python Patrol continued to prove its worth,
Cobra Commander assigned the squad to different
leaders: First Copperhead, for his resourcefulness
and because his debts ensured his loyalty. Later,
Zarana of the Dreadnoks took over the squad. Even
the mercenary Major Bludd took control of the elite
unit, despite only working for Cobra on contract.

41
G.I. JOE ROLEPLAYING GAME

FACTION ACCESS air, land, or sea vehicles without Snag even if you
have no Ranks in the Driving skill.
Python Patrol is a dangerous and deceptive faction.
• Your experience wearing Battledress with the
Cobra Commander handpicks the finest Cobra
Pythonized Upgrade grants you insight into
infantry to undergo the Pythonization process and
enemy behavior in and out of combat. You gain
become members of the Python Patrol.
1 on Initiative Skill Tests.
To access the Python Patrol faction, you must
have +d6 Skill Ranks in Deception and Infiltration.
Alternatively, the new Subtle Snake Influence NEW INFLUENCE
Influences can represent personality traits, aspects
grants access to the Python Patrol faction as its
Influence Perk. of your training, or elements of your background
that impacted who you grew up to be.
FACTION PERKS Characters can select the Subtle Snake Influence
during character creation like any other Influence
As a member of Python Patrol, you gain the
in the G.I. JOE Roleplaying Game.
following Perks, regardless of Role.
Invincibility Through Invisibility: Undergoing the
Pythonization process camouflages you from spying SUBTLE SNAKE
Whether through successful sabotage against other
eyes and radar technology. If you get to act in the
surprise round of combat, you ignore the effects of the members of Cobra for your benefit, clandestine
first attack that successfully targets you in this combat. operations against G.I. Joe interests, or visible
demonstrations of loyalty, you managed to catch
Ultra-Secret Strike Force: Fused with the stealth,
Cobra Commander’s eye. Invested in the careers
the deviousness, and the striking power of one
of loyal troops who are both competent and highly
of nature’s greatest ambushers, every member of
motivated, he personally appointed you to Python
Python Patrol gains the following benefits:
Patrol for specialized instruction. With Cobra
• In addition to your Role’s Equipment Training and Commander’s endorsement, you can continue your
Qualifications, you are Qualified in all Standard devious ways with the best equipment and training
weapons and the Pythonized Battledress upgrade. possible—as long as you remember who allowed
• You are Qualified with Python Patrol vehicles and you to excel!
roll Driving Skill Tests to drive any Pythonized

TABLE 3–1: SUBTLE SNAKE BONDS


D12 BACKGROUND BOND
1 No other rules in life matter as long as you obey this one: don’t get caught.
2 My folks always lost track of me when we went shopping. I guess I just had a knack for blending into the
background.
3 Whoever said you can’t fool all of the people all of the time obviously never met me.
4 The right shoes are very important. They don’t call them sneakers for nothing!
5 I don’t care how big a stick you carry; just make sure you walk softly.
6 Nothing is foolproof, especially in Cobra.
7 My parents had an old-timey motion detector alarm system. As a kid, I taught myself how to move slowly
enough to get through the house without the red light blinking.
8 You can’t just approach every problem head-on. You need to find the right angle.
9 Cobra Commander thinks like I do. He knows I have a destiny ahead of me going down this path.
10 If you ever see a random cardboard box lying around somewhere, there’s a decent chance someone like me
was using it to sneak around unnoticed.
11 Nothing up my sleeves?
12 In about five seconds, somebody nearby will wish they didn’t keep their wallet in a back pocket!

42
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

43
G.I. JOE ROLEPLAYING GAME

COBRA EXAMPLES to force their enemies into a more defensive or


panicked posture, even if the foe thought they were
• Copperhead
on their guard.
• Lightning
EXAMPLES
INFLUENCE PERK The following are examples of Force Recon
You begin play with access to the Python Patrol characters:
faction. You can choose this faction instead of the
Cobra faction, even if you don’t meet the standard • Hit & Run: This G.I. Joe infantryman uses stealthy
requirements. For more on changing factions, sprints and entry methods to get into tactically
see page 5. superior locations before his enemies even know
he’s there.
HANG-UP • Trigger: With reflexes honed by decades spent
Your association with a group best known for playing arcade games, this Cobra weapons
stealth and deception means that others treat you specialist keeps Python Patrol’s movements
warily. If your affiliation is known, you suffer 1 on a secret through lightning-fast counter-sniper
Social Skill Tests with non-Python Patrol members tactics.
of Cobra and Snag on Social Skill Tests with non- Essence Increase: Increase your Speed Essence by
Cobra personnel. 1 at 1st Level, and again at 10th Level.

NEW INFANTRY Focus Skills: Train or specialize in one of these


Skills when your Focus gives you an Essence Increase:

FOCUS OPTION
Sometimes, commanders need stealthy operators
Alertness (see Quick Thinking) or Infiltration.

TABLE 3-2: FORCE RECON BY LEVEL


who are more heavily armed than scouts or
INFANTRY LEVEL PERK
infiltrators. These heavily armed and armored
shadow troops form the backbone of Python Patrol, 1st Quick Thinking, Silent Running
whose infantry-focused missions center around 3rd Rapid Deployment Drills
stealth technology and surprise attacks. Cobra 6th Sneak Attack
might have a monopoly on the Pythonization 10th Remote Operations, Search and Seizure
process that produces the best stealthy gear on
17th Veiled Attacker
Earth, but they are far from the only organization
20th Interdiction
to deploy these kinds of troops. Infantry in other
command structures know the value of trading
out their heaviest gear to become swift, silent, QUICK THINKING
and deadly. You treat Alertness and Infiltration as Speed Skills
in addition to Smarts Skills. Whenever you increase
The new Force Recon option allows the Infantry your Speed or Smarts Essence Score, you can invest
to take advantage of stealth and speed to gain a the Skill Point into Alertness or Infiltration.
strategic edge.
At 1st Level, when Infantry gains their Focus, SILENT RUNNING
they can choose Force Recon as an area in which Any battledress you requisition gains the Silent trait.
they excel. In addition, you gain two free weapon upgrades:
two Silencer, two Suppressors (see page 94), or one
FORCE RECON of each. These free weapon upgrades do not affect
weapon availability.
A lone Commando or even a small team of Rangers
can simply slip away if discovered during covert However, Force Recon cannot afford to be
operations. Infantry who deploy on reconnaissance- weighed down by restrictive armor. You are no
in-force missions, however, can answer discovery longer trained in Heavy armor.
with a sudden tactical advantage on the battlefield.
Members of the Infantry trained in stealthy- and
rapid-deployment techniques use these skills

44
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

RAPID DEPLOYMENT DRILLS cannot see them) against any target you can see.
At 3rd Role Level, you can use Alertness or Each ally may only receive assistance from this
Infiltration instead of Initiative. If you have ranks ability once per turn.
in Initiative, you can re-allocate these ranks to
other Speed-based skills (including Alertness as SEARCH AND SEIZURE
per Quick Thinking). Additionally, you cannot be At 10th Role Level, you gain Edge on Alertness
surprised at the start of combat. and Infiltration Skill Tests outside combat scenes.
Investigating areas during exploration (see Time in
SNEAK ATTACK the G.I. JOE Roleplaying Game Core Rulebook)
At 6th Role Level, once per combat, when you takes you half as long to complete.
attack a target within 30 feet who isn’t fully
aware of you, such as if they are surprised or you VEILED ATTACKER
successfully used the Hide action against them, Upon reaching the 17th Role Level, you can use
your strike deals additional damage equal to the Sneak Attack twice per combat but never more than
sneak attack of a Commando of your Infantry Level. once per attack.

REMOTE OPERATIONS INTERDICTION


At 10th Role Level, when you are undetected by At 20th Role Level, once per combat scene, if you
hostiles and in communication with friendly forces, successfully hit a target whose Threat Level is less
you can provide remote combat control to direct than your Level with an attack, you can choose to
your allies. Attempt a DIF 10 Alertness Skill Test Defeat them instead of dealing damage. This ability
as a Standard action. On a success, for the rest of only works against targets who are not aware of
this turn, you can Lend Assistance as a Free action your presence.
to any ally you can communicate with (even if you

45
G.I. JOE ROLEPLAYING GAME

NEW LOCATION: personnel hoping to make a name for themselves


by conducting off-book missions.

TEMPLO DO • Python Troopers and Python Vipers assigned


to the temple are the best of the best, serving
PYTHON
Templo do Python is an ancient fortress in Brazil
as temple guards but also being available for
missions.
that Python Patrol upgraded to serve as one of their • Copperhead, often accompanied by a squad
several hidden bases across the globe. Surrounded of Python Lampreys, enjoys scouting the dense
by the dense foliage of the Amazon and shrouded rainforest and chasing down the local fauna in
from prying eyes by the same Pythonization process Python Patrol Stuns.
they apply to their vehicles and gear, Python Patrol • Dr. Mindbender visits the temple to upgrade
uses the temple as both a testing and staging area the Pythonization protocols and provide new
for operations throughout South America. Templo equipment for testing.
do Python is the primary production center for
Pythonizing vehicles. RESOURCES AND TERRAIN
This location includes the following
PEOPLE significant areas:
The following people often find themselves in • Fuel Depot: Hiding deep within the Amazon
this location: has disadvantages regarding resources like
• Far from the prying eyes of Cobra Island, Templo vehicle fuel. As a result, Cobra risks discovery
do Python serves as a haven for misguided Cobra with annual supply runs to keep the temple’s

46
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

fuel depot at a capacity large enough to keep


everything running for a year. PYTHON PATROL
• Motor Pool: An underground garage houses
Python Patrol Stuns and Python Patrol A.S.P.s. A CONTACTS
Whether a Cobra operative is a member of Python
large, hidden entrance on the south end of the
temple grounds allows for quick deployment. Patrol or not, they can interact with the following
characters and possibly win them over as trusted
• Runway: Disguised Python Troopers painstakingly
allies and Contacts.
cleared the forest on the north end of the temple,
replacing it with fiberglass grass over concrete
that serves as a runway for the Python Patrol GENERIC CONTACTS
Conquests stationed at the temple. Outstanding individuals supported by legions of
• Temple Facade: Ancient walls mask the steel, faceless soldiers with specific skills define Cobra.
concrete, and plastic base built within this As a result, it’s easier to understand gaining Major
temple. Ruins of altars, pillars, and logographs Bludd or Zarana as a Contact than a Lamprey or
cover the surface and discretely camouflage this Tele-Viper. Still, your noteworthy Cobra player
modern base from the casual viewer. characters need their own troops to command
and call into battle. When they do so, do they get
PLOT SEEDS a random character or the same individual every
time? It can depend on your campaign and how
Here are a few ideas to inspire adventures in your characters gain them as a Contact.
this location:
Generic Contacts typically have Outrank as a
• A pillar collapses and exposes Templo do means of gaining them as a temporary Contact.
Python’s steel structure, putting Python Patrol at As the name suggests, a Cobra agent higher up
risk of discovery by G.I. Joe. the power structure can use the rank and file
• An ambitious Cobra operative brings a hostage to beneath them when needed, like they might
the temple, hoping to lure G.I. Joes into a trap to utilize a special grenade. Generally, when you
exact personal revenge. gain a temporary Contact through Outrank, it’s
• Capturing this facility intact could allow the Joes a different individual every time. Or maybe
to reverse-engineer the Pythonization process and you’ve called on this contact before, but they’re
develop countermeasures. so far beneath you that you didn’t bother to
• Increased pirate activity along the Amazon remember them.
draws the attention of local law enforcement Generic Contacts stat blocks also list a way to
and G.I. Joe. How does Python Patrol keep their gain them permanently. Game Masters can use
base protected while maintaining Copperhead’s the scenes where the player characters try to win
alliance with those pirates? these Vipers over to flesh them out as individual
NPCs. That’s not just any Python Patrol soldier,
DETAILS that’s Liz the Lamprey, Tele-Viper Steve, or Battle
Android Trooper iAX-01a-42. Every summoning
Here are some noteworthy details found in
is a chance to reference the NPC’s history with
this area:
the player characters, such as by shouting their
• Cobra Commander is fond of this location and catchphrase (“Let’s get flashy,” classic Laser-
makes routine visits. Viper Larry).
• Indigenous peoples populate the rainforest Conversely, GMs can rule that summoning
surrounding the ruins. How do Cobras interact a generic Contact always results in a random
with them? individual, whether temporary or permanent. After
• Templo do Python is Cobra’s largest installation gaining the trust of one member, word of what the
in South America and rivals any Terror Drome in PCs did spreads across the division. Now every
defenses. Viper of that type is willing to return the favor.
Narratively, it makes it easier to justify that there’s a
Tele-Viper available rather than Steve always being

47
G.I. JOE ROLEPLAYING GAME

on hand when the PCs need him. Mechanically, it PYTHON CRIMSON GUARD
doesn’t matter. The PCs can still only call on one Most Crimson Guards spend their assignments
of that Contact at a time, and only as long as they undercover, only touching a weapon for
have Allegiance points available. ceremonies. Those who prefer to put the physical
fitness requirements of their positions to use tend
PYTHON BAT TLE ANDROID TROOPER
to trade their red uniforms for snakeskin and take
B.A.T.s may be the perfect Cobra soldier in the eyes Python Crimson Guard assignments. They still
of Cobra High Command, but a robot programmed put their espionage skills to full use but in more
to shoot at anything that moves doesn’t make dangerous and exposed undercover assignments,
many friends. Python Battle Android Troopers have like a military base officer’s assistant or a
their more lethal weaponry stripped out to make politician’s public relations manager.
them quieter.
GAINING PYTHON CRIMSON GUARD AS A CONTACT
GAINING PYTHON BAT TLE ANDROID TROOPER AS
Encoded Conversation: Undercover operatives devise
A CONTACT secret tells and passwords to indicate who they
Reprogram: Battle Android Troopers shut down can trust with the truth. If the player characters
between missions, leaving them completely spend a scene between missions in whispered
vulnerable. If the player characters spend a scene conversation with an undercover Python Crimson
between missions gaining access to a Python Guard and succeed at two DIF 20 Alertness, Culture,
Battle Android Trooper and hacking its software Deception, or Infiltration Skill Tests, they gain a
by attempting a DIF 20 Infiltration and a DIF 25 Python Crimson Guard as a permanent Contact.
Technology Skill Test. If successful, they gain the Outrank: Within Python Patrol, the Python Crimson
Python B.A.T. as a permanent Contact. Guard usually answers only to Python Officers and the
Undetectable Alliance: The Pythonization process current team leader, but that doesn’t mean a standout
makes troops invisible to radar, and Battle Android Cobra operative can’t out-elite Cobra’s elite legion. If
Troopers use radar to track targets. Python Patrol the player characters are at least Role Level 10, they
characters can manipulate the environment to direct can summon a Python Crimson Guard in the area to
their B.A.T.’s movement with a successful DIF 15 help, even if they haven’t done anything to gain the
Infiltration or Survival Skill Test and gain a Python Python Crimson Guard as a Contact.
Battle Android Trooper as a temporary Contact. Allegiance Points: 3
Allegiance Points: 3
CONTACT PERKS
CONTACT PERKS Bayonet (1 Allegiance): The Python Crimson Guard
Gripper Arm (2 Allegiance): A Battle Android Trooper’s weapon of choice —AK-48 AW with knife attachment—
powerful claw can crush steel and clamp to haul not only looks impressive, it serves its purpose well.
heavy loads. The player characters automatically One Threat in a combat scene suffers 1 Sharp damage.
succeed at a Brawn Skill Test. Dramatic Reveal (2 Allegiance): When the time comes
Inferno (3 Allegiance): The Battle Android Trooper’s for a Python Crimson Guard to blow their cover, they
flamethrower engulfs an area in flames. All Threats in do so with flair. The player characters gain Edge on
a Combat suffer 2 Fire damage. Initiative Skill Tests until the end of the next round and
may reset their Initiative as a Free action this turn.
Rock’ Em (1 Allegiance): A Battle Android Trooper can
destroy targets with its steel hands and hydraulic Lower Guard (3 Allegiance): Using the influence of
muscles even without weapon attachments. One their position, the Python Crimson Guard strikes
Threat in a Combat suffers 1 Blunt damage. up a well-timed conversation with security. The
player characters Critically Succeed at an Infiltration
CONTACT HANG-UP Skill Test.

Computerized: A Battle-Android Trooper is a robot. PYTHON LAMPREY


In any scene where a player character suffers
Electromagnetic damage, they can’t use a Python Originally a special branch of Cobra’s marine
B.A.T.’s Contact Perks. forces, the Eels, Lamprey training started to focus
more on seacraft piloting and amphibious assaults
but less on underwater operations. This flexibility
makes them Python Patrol’s secret weapon.

48
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

GAINING PYTHON LAMPREYS AS A CONTACT CONTACT PERKS


Outrank: Lampreys know they serve a purpose—piloting Laser Focus (3 Allegiance): When Laser-Vipers say
Python Patrol into battle—and are used to taking that lasers can solve any problem, they’re not far off. A
orders from a new captain every mission. If the player player character automatically Critically Succeeds on
characters are at least Role Level 4, they can summon a their next Skill Test outside of combat.
Python Lamprey in the area to help, even if they haven’t Make It Hot (1 Allegiance): Laser-Vipers are always
done anything to gain the Python Lamprey as a Contact. happy to show off the power of their light show. One
Ship Maintenance: Lampreys repair and rearm Threat in a Combat suffers 1 Laser damage.
Python Patrol vehicles and appreciate help from the Target Illumination (2 Allegiance): Laser-Vipers light
footsloggers they taxi around. If the player characters up targets, making them more visible and susceptible
spend a scene between missions working in a to heat-seeking munitions. All player characters
maintenance bay with a Python Lamprey and succeed gain Edge on Targeting Skill Tests until the end of the
at a DIF 10 Driving or Technology Skill Test, they next turn.
gain the Python Lamprey as a permanent Contact.
Allegiance Points: 3 PYTHON TELE-VIPER
CONTACT PERKS: Keeping Cobra connected with the latest
telecommunication technology, many forget that
Amphibious Assault Trooper (1 Allegiance): On land Tele-Vipers are as combat-capable as infantry
and at sea, Lampreys defend Python Patrol’s positions.
Vipers. Tele-Vipers don’t tend to speak up about
One Threat in a Combat suffers 1 Sharp damage.
this, but in a small squad like Python Patrol,
Python Patrol Pilot (2 Allegiance): The primary pilots it comes through loud and clear. Handling
of Python Patrol’s vehicles, Lamprey troops excel
behind the wheel. The player characters succeed
communication during stealth missions takes
at any Driving Skill Tests related to operating a selective bursts of well-timed short sentences,
Pythonized vehicle for one scene. secret codes, and covert signals, adding stress to
the Python Tele-Vipers’ responsibilities.
PYTHON LASER-VIPER
Laser-Vipers carry a generator on their back capable
GAINING PYTHON TELE-VIPERS AS A CONTACT
of producing enough energy to fire a laser and Outrank: Having to relay both sides of a conversation,
wear heavy armor to resist the heat it produces. The Tele-Vipers specialize in listening. If the player
characters are at least Role Level 4, they can summon
demanding position is responsible for highlighting a Python Tele-Viper in the area to help, even if they
enemy targets for their fellow Cobras and the joy of haven’t done anything to gain the Python Tele-Viper as
firing a devastating laser. While a high-powered laser a Contact.
can solve many problems, Python Patrol uses Laser- Talk Tech: Tele-Vipers don’t just carry advanced
Vipers to designate targets. On radio-silent missions, technology onto missions; they have a passion for
the sign of a Laser Viper’s mark means it’s go time. it. If the player characters spend a scene between
missions discussing technology with a Python Tele-
GAINING PYTHON LASER-VIPERS AS A CONTACT Viper and succeed at any three DIF 10 Culture,
Outrank: Superiors mostly reserve Laser-Vipers for Technology, or Streetwise Skill Tests, they gain the
specific missions. If the player characters are at least Python Tele-Viper as a permanent Contact.
Role Level 10, they can summon a Python Laser-Viper Allegiance Points: 3
in the area to help, even if they haven’t done anything
to gain the Python Laser-Viper as a Contact. CONTACT PERKS
Worth Their Time: As highly trained soldiers with the Comms Coordination (2 Allegiance): When Tele-
endurance to carry a power pack on their backs and Vipers speak, everyone listens. The player characters’
the accuracy to operate some of the most expensive other Contacts in the scene gain 1 Allegiance Point.
weaponry in Cobra’s arsenal, Python Laser-Vipers
Jammer (1 Allegiance): Technological superiority gives
aren’t easy to impress. If the player characters
one side of a battle the advantage. The Tele-Viper uses
spend a scene between missions proving that
their Jammer ability with Edge, as detailed on page 271
having a Laser-Viper spotter would elevate already
of the G.I. Joe Roleplaying Game Core Rulebook.
impressive Skills and succeed at a DIF 20 Targeting
Skill Test, they gain the Python Laser-Viper as a Tech Expert (2 Allegiance): Tele-Vipers know which
permanent Contact. wires not to cross. A player character gains 2 on
a Technology Skill Test. If this Skill Test relates to
Allegiance Points: 3
communication equipment, they also gain Edge.

49
G.I. JOE ROLEPLAYING GAME

PYTHON TROOPER
Cobra’s basic soldiers don’t usually get special
assignments. In fact, they’re frequently the last asset
factored into a mission, summed up by a number
needed instead of any skill they bring to the battle.
However, ubiquity turned out to be their greatest
asset. Whether Copperhead, Major Bludd, or
Zarana leads the team, plans bottlenecked when
they realized they needed infantry they could trust
with stealth missions. And so, they added Python
Troopers to the ranks.

GAINING PYTHON TROOPERS AS A CONTACT


Common Decency: When they’re not being bossed
around at base or thrown into the thick of a battlefield,
all Python Troopers want is to be treated like people.
If the player characters spend a scene between
missions socializing with a Python Trooper and
succeed at a DIF 10 Culture, Deception, Persuasion,
or Streetwise Skill Test, they gain the Python
Trooper as a permanent Contact.
Outrank: Although Cobra Troopers look up to Python
Troopers as some of the best troops, everyone else
on Python Patrol sees them as the bottom rung. If the
player characters are at least Role Level 2, they can
summon a Python Trooper in the area to help, even if
they haven’t done anything to gain the Python Trooper
as a Contact.
Allegiance Points: 2

CONTACT PERKS
Run Interference (1 Allegiance): Stealthier fatigues
make Python Troopers the ideal candidates to brave
danger first. A player character gains +1 to Toughness
and Evasion until the end of the next turn.
Support Skill (1 Allegiance): When they aren’t putting
their lives on the line, Python Patrol leadership expects
Python Troopers to be useful, filling menial duties
like computer operators, cooks, and supply clerks. A
player character gains 1 on their first Skill Test on
their next turn.

CONTACT HANG-UP
Expendable: No one sees Python Troopers as vital as
they see themselves. When a Python Trooper uses
their last Allegiance Point to Run Interference, roll a
d2. If the result is a 1, the player characters lose the
Python Trooper as a Contact.

50
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

WHO’S IN When Cobra Commander wants a leader he can


mold and manipulate (and one he knows won’t

CHARGE question his orders), he turns to Copperhead to lead


Python Patrol. Copperhead is motivated by greed

AROUND HERE?
“Who is actually in command of Python Patrol?”
and owes Cobra more than he makes piloting the
Water Moccasin. Every successful mission erases a
little more debt.
There is no easy answer to this question. Cobra’s Conversely, when subterfuge is required, Zarana
leading swamp fighter, Copperhead, was the first gets the nod. A master of disguise with a mind for
commanding officer of Python Patrol. He assumed logistics, Zarana relies heavily on Python Crimson
command of the team but only retained control Guards to join her on deep cover operations,
for its first few missions. Soon after, the Dreadnok especially for urban missions.
overseer Zarana either earned the reins of Python
Patrol or seized them without contest. After a Finally, when the mission requires brutality
successful string of missions, the mercenary Major and military ingenuity, Cobra Commander turns
Bludd formally replaced her. Rumors persist among to Major Bludd. Bludd gets the job done, no
the Python Patrol troops that Bludd had some dirt matter the cost.
on Cobra Commander and exchanged silence for There’s no reason to believe Python Patrol has
command. If so, either the threat of the secret faded seen its last leader. Cobra Commander could
or Cobra Commander stopped caring, as he mixed Pythonize and deputize Black Out, the Cobra
up the leadership again a few years later. sniper and brother of two G.I. Joes. He could put

51
G.I. JOE ROLEPLAYING GAME

one of his squad leaders in charge, like Skull Buster PYTHON PATROL MAJOR BLUDD
or Tombstone. He could even promote a Python
Officer to full-fledged leadership of the group. The Now you see me, now you don’t.
vacuum at the top of the group makes many of Let’s slap some Python paint on these old boats.
Cobra’s more ambitious snakes salivate.
The Joes won’t see us coming,
PYTHON PATROL COPPERHEAD Till we shove a missile down their throats.
Clever, resourceful, and greedy to the core, two Major Bludd may be a terrible poet, but if anyone
factors drive Python Patrol Copperhead’s actions: calls him out on it, he ensures it’s the last criticism
how much is in it for him and how quickly he can they ever make. Major Bludd is the most ruthless
get paid. He is as comfortable in the cockpit of a person to command Python Patrol, and his victims
Python Patrol Conquest as in his handmade swamp fear his poetry almost as much as they fear him
racer, the Water Moccasin. stabbing them to death.
GAINING PYTHON PATROL COPPERHEAD AS A CONTACT GAINING PYTHON PATROL MAJOR BLUDD AS A CONTACT
Clear His Debts: The thrills of gambling got Copperhead Glory and Grit: Major Bludd might be a shrewd
in trouble throughout his life, and he’s never been able mercenary, but he is also a decorated soldier of
to kick the habit. If the player characters spend a fortune who appreciates loyalty and ingenuity on and
scene between missions talking to people Copperhead off the battlefield. If the player characters return from
owes money to and succeed at any two DIF 15 a successful mission of particular importance to the
Infiltration, Intimidation, or Streetwise Skill Tests Cobra mercenary, they gain Python Patrol Major Bludd
to convince them to back off, the characters gain as a temporary Contact, even if he isn’t currently their
Python Patrol Copperhead as a permanent Contact. commanding officer.
Heart Full of Gimme: Even though he’s a card- Mercenary: Major Bludd’s skills are available to anyone
carrying member of Cobra, Copperhead takes every who can pay for them. If the player characters
opportunity to make a buck, including charging his succeed at a DIF 15 Wealth Test, they gain Major
fellow Cobras for his services. Fortunately, he comes Bludd as a temporary Contact.
cheap. If the player characters succeed at a DIF 15
Python Patrol’s Ruthless Leader: Major Bludd’s
Wealth Test, they gain Python Patrol Copperhead as a
success rate as Python Patrol’s leader ties correlates
temporary Contact.
directly with the casualty rate of Python Patrol
Python Patrol’s Most Deserving Leader: Copperhead troops on his assignments. If player characters in the
lacks his rivals’ glory and force of personality, and he Python Patrol faction follow dangerous combat with a
suffers self-doubt when he isn’t in charge of Python successful DIF 20 Brawn Skill Test, they gain Python
Patrol. If player characters in the Python Patrol Patrol Major Bludd as a permanent Contact.
faction inflate his ego and succeed at any two DIF
Allegiance Points: 3
15 Deception or Persuasion Skill Tests, they gain
Python Patrol Copperhead as a permanent Ally.
CONTACT PERKS
Allegiance Points: 2
Hired Gun (1 Allegiance): Major Bludd shoots where
he’s paid to shoot. One Threat suffers 2 Sharp damage.
CONTACT PERKS
Intimidating (2 Allegiance): Between the necklace of
Dock Fighter (1 Allegiance): Docking permits don’t
dog tags he prominently wears and his painful poetry,
apply to Copperhead; he punches his own tickets out.
Major Bludd scares anyone who sees or hears him.
One Threat in a combat scene suffers 1 Blunt damage.
The player characters gain Edge on Intimidation Skill
Gambler (1 Allegiance): Copperhead doesn’t lose Tests until the end of the next turn.
money betting because he’s terrible at games of
Missile Pistol (3 Allegiance): Major Bludd’s fireproof
chance; he simply doesn’t know when to walk away.
cybernetic arm allows him to handle the backblast of
A player character gains 2 on a Deception or
a handheld rocket launcher. One target suffers 2 Sharp
Streetwise Skill Test.
damage and 2 Fire damage.
Python Patrol Pilot (2 Allegiance): Copperhead is the
best pilot in Python Patrol. He doesn’t drive his troops CONTACT HANG-UP
around; his troops get to ride with greatness. Player
Highest Bidder: Even when he leads Python Patrol,
characters succeed at any Driving Skill Test related
Major Bludd’s only loyalty is to his bank account.
to operating a sea vehicle or a Pythonized vehicle for
one scene.

52
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

53
G.I. JOE ROLEPLAYING GAME

When the characters summon him as a Contact, the Penny Pincher (1 Allegiance): Zarana asks what the
opposing force can use a Standard action to attempt point of making money is if not embracing it. The
a DIF 20 Wealth Test. If they succeed, Major Bludd player characters gain Edge on a Wealth Test, other
excuses himself from the battle. His Contact Perks than to pay for Dreadnok services.
can no longer be used. If they succeed against DIF 25,
Major Bludd works for the enemy instead. CONTACT HANG-UP
Conflicting Loyalties: Zarana’s love for money is her
PYTHON PATROL ZARANA primary motivator for leading Python Patrol. However,
Zarana once disguised herself as a Python Tele- her ties to her brothers and the Dreadnoks go deeper
Viper under Copperhead’s command. During a than a fat paycheck. When she exits a scene with
three-week assignment, she hustled hundreds unspent Allegiance Points, a player character must
succeed at a DIF 10 Deception or Persuasion Skill
of dollars by playing cards with the other Vipers
Test to summon Python Patrol Zarana again during
in their downtime. When word got back to this mission. Otherwise, she bugs off and heads back
Copperhead that one lucky Viper was shaking to the Dreadnoks.
down the rest of the unit, he found the temptation
irresistible. Zarana, still in disguise, tried to warn
Copperhead that the stakes were too high, but he PYTHON PATROL
wouldn’t listen and ordered her to deal him in.
Only after Zarana won all of Copperhead’s cash THREATS
Cobra’s various Viper branches tend to be dismissed
and his Pythonized uniform, the Dreadnok revealed
herself and traded all her winnings for command. as disposable by Cobra high command. However,
even though most Python Patrol members remain
GAINING PYTHON PATROL ZARANA AS A CONTACT in the division from which they were drafted to the
Mercenary: More than just expecting to get paid team, association with the infiltration strike team
what she’s worth, Zarana loves money. If the player merits respect from seniors. Even general infantry
characters succeed at a DIF 25 Wealth Test, they are revered for making the cut.
gain Python Patrol Zarana as a temporary Contact.
The following Threats are intended as adversaries
Python Patrol’s Shrewdest Leader: Zarana in G.I. Joe campaigns. Like the Cobra Threats in the
knows what Python Patrol needs to excel as an G.I. JOE Roleplaying Game Core Rulebook and
elite infiltration and deep cover force. If player
characters in the Python Patrol faction prove they
those introduced in Cobra Codex, each Python
can disappear into a cover identity with a successful Patrol Threat can be used as rivals in a Cobra
DIF 20 Deception, Infiltration, or Performance campaign or modified for use as G.I. Joe characters
Skill Test, they gain Python Patrol Zarana as a or specialized military units.
permanent Contact.
See Her True Self: Does anyone truly know who Zarana
is? If the player characters spend a scene interacting
PYTHON PATROL SOLDIERS
with Zarana and succeed at five DIF 15 Alertness Being a smaller faction with higher entry standards,
Skill Tests, they gain Python Patrol Zarana as a Python Patrol treats even its lowest-ranking
permanent Contact. members with respect. This goes beyond the
Allegiance Points: 3 leaders having a harder time hiding from incoming
fire behind stealth troops. Python Patrol members at
CONTACT PERKS all levels are harder to replace.
Make-Up Artist (3 Allegiance): As an infiltrator and
method actor, Zarana uses make-up and prosthetics
to realize her disguises fully. All player characters gain PYTHON B.A.T.
Edge on a Deception Skill Test, or one player character
Cobra’s Battle Android Troopers are not equipped
Critically Succeeds at a Deception Skill Test. with sophisticated logic circuits, but they are
Razor Spur Cutter (2 Allegiance): Zarana’s trademark fearless, relentless, and dangerous. They can
rifle-mounted rotary saw leaves her enemies a mess absorb shot after shot, losing limbs and even their
at her feet. One Threat in a combat scene suffers 1 head without relenting. Their durability makes them
Sharp damage and gains the Impaired Condition for ideal cannon fodder when circumstances are too
the rest of the battle. dangerous for flesh and blood troops. However,

54
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

standard B.A.T.s make too much noise for infiltration Alternate Effects: Intimidating
missions, their gears grinding with every heavy Hands: 0
footstep. In addition to receiving the Pythonization Traits: Fire, Reload
process, Python B.A.T.s joints and servos are Pistol (Targeting): +d4, Range 25ft/80ft (1 Sharp
designed with less torque than the original models.
damage)
This makes them quieter but more fragile.
Hands: 1
THREAT LEVEL: 3 Traits: Ballistic
SIZE: Common HEALTH: 3 Silent Grenade (Athletics): +d10, Range 20ft/50ft
MOVEMENT: 20ft Ground (1 Sharp damage Blast: 10ft radius)
STRENGTH: 4 SPEED: 3 Hands: 1
SMARTS: 2 SOCIAL: — Upgrades: Imploder
Traits: Consumable, Silent, Wrecker
TOUGHNESS: 14 EVASION: 14
Spike Hand (Might): +d4, Reach (1 Sharp damage)
WILLPOWER: 12 CLEVERNESS: —
Hands: 0
SKILLS Traits: Sharp, Reload

• Alertness +d4 POWERS


• Athletics +d4 Armed (Free): Python B.A.T.s switch between
• Infiltration +d2 weapons as a Free action.
• Might +d4 GEAR
• Targeting +d4
Battledress: Integument slacks with Pythonized
• Languages: Python upgrade (+1 Evasion).

PERKS Weapons: Clamping claw, flame cutter, pistol,


silent grenade, spike hand
Diversion: Even with all the modifications to make
Python B.A.T.s quieter than standard model Battle HANG-UP
Android Troopers, they’re still the squad’s most
Indiscriminate Attacks: Battle Android Troopers
obvious targets. Characters with the Pythonized
may be the perfect soldiers, but they do not
battledress upgrade gain 1 on Infiltration Skill
discriminate between targets. Python B.A.T.s
Tests for every active Python B.A.T. in the scene.
attack the nearest target, other than another
Minimal Tech: To ensure clanking metal and grinding B.A.T., or a target that can’t be detected by radar,
gears don’t give away Python Patrol’s position, the such as someone wearing Pythonized battledress.
team’s Battle Android Troopers don’t lumper into
battle with the same amount of technology. Python
B.A.T.s are resistant to the Electromagnetic element. PYTHON VIPER
This means that Electromagnetic targeting Python
B.A.T.s gain 3 but also suffer Snag. Python Vipers are the backbone of the Python
Robot: B.A.T.s are robots. They are immune to Patrol. Highly motivated, superbly trained, and
Conditions and effects that exclusively affect the formidably equipped, they comprise the bulk of
living, like poison, but are susceptible to effects the elite Python Patrol corps. In addition to the
that affect machines, like the Electromagnetic standard Python Patrol radar absorption and
element. Characters can repair damage to a Robot thermal-detection resistant body armor, the
with a Technology Skill Test. team’s Vipers wear camouflage that helps them
blend into the shadows. When the enemy spots
Unemotional: B.A.T.s are unfeeling and cannot be a Python Officer or Python Patrol Crimson Guard,
manipulated. They have no Social Essence and are they’re already surrounded by Python Vipers.
immune to effects that target Cleverness.
THREAT LEVEL: 2
AT TACKS SIZE: Common HEALTH: 3
MOVEMENT: 30ft Ground
Clamping Claw (Might): +d4, Reach (Maneuver)
Alternate Effects: Intimidating STRENGTH: 3 SPEED: 4
Hands: 0 SMARTS: 1 SOCIAL: 2
Traits: Silent TOUGHNESS: 15 EVASION: 14
Flame Cutter (Might): +d4, Reach (1 Fire Element WILLPOWER: 11 CLEVERNESS: 12
damage)

55
G.I. JOE ROLEPLAYING GAME

SKILLS untrained Skill as a d2 Skill but not to gain a


Specialization in a Skill.
• Alertness +d2
• Brawn +d2 GEAR
• Deception +d4
Battledress: Ballistic vest with silent and
• Infiltration +d4 Pythonized upgrades (+2 deflection to Toughness)
• Might +d4 Weapons: Combat knife, pocket pistol, stealth
• Targeting +d4 grenade ×2, VPR Rifle
• Languages: Two languages Other: Standard Infiltration (Stealth) kit

PERKS
Bullet-Stopper: The highest Threat Level Cobra in PYTHON PATROL WEAPON
the combat gains a bonus to Evasion equal to the
number of Cobras with the Bullet-Stopper perk
SPECIALISTS
in the encounter with them. If the highest Threat
Despite focusing on infiltration, some Python Patrol
Level Cobra has the Bullet-Stopper perk, they do missions need special weapons. These big guns
not count towards their own bonus to Evasion. don’t tend to be subtle.
If more than one Cobra in the combat ties for
the highest Threat Level, the character in charge
gains the bonus. PYTHON H.E.A.T. VIPER
AT TACKS Python H.E.A.T. (High-Explosive Anti-Tank) Vipers
carry the latest armor-piercing technology in
Combat Knife (Might): +d4, Reach (1 Sharp harnesses to support the weight and kickback of
damage) their launch tubes. On top of being Pythonized,
Hands: 1 the body armor they wear protects them from
Traits: Martial Arts, Sharp, Silent temperatures close to 800°F. They need it
Pocket Pistol (Targeting): +d4, Range 25ft/80ft when they fire their rockets, shutting down all
(1 Sharp damage) pretenses of stealth.
Hands: 1 THREAT LEVEL: 5
Upgrades: Silencer
SIZE: Common HEALTH: 7
Traits: Ballistic, Silent MOVEMENT: 30ft Ground
Stealth Grenade (Targeting): +d4, Range 20ft/50ft
STRENGTH: 5 SPEED: 4
(1 Sharp damage Blast: 10ft radius)
SMARTS: 5 SOCIAL: 2
Hands: 1
Upgrade: Imploder TOUGHNESS: 17 EVASION: 16
Traits: Consumable, Silent, Wrecker WILLPOWER: 15 CLEVERNESS: 12
VPR Rifle (Targeting): +d4, Range 200ft/800ft
(1 Sharp damage)
SKILLS
Hands: 2 • Brawn +d6
Upgrades: Scope, Silencer • Might +d4
Traits: Ballistic, Silent, Sniper • Science (Geometry) +d8*
• Streetwise +d4
POWERS • Targeting +d8
Sow Discord (Free, 1/turn): Python Vipers work • Languages: Two languages
together to make noise at strategic intervals,
creating an uneasy atmosphere for the enemy. PERKS
As a Free action, the Python Viper attempts
a Deception Skill Test against a target’s Extensive Armament: Python H.E.A.T. Vipers
Willpower or Cleverness. On success, they keep the ammunition for their bazookas on their
grant another Python Patrol member 1 on their uniforms for ease of reloading and, in a pinch,
next Skill Test. throwing. Python H.E.A.T. Vipers have unlimited
frag grenades.
Versatile (Standard): Like the slithering snakes
they are, Python Vipers excel through flexibility. Hyperkinetic Support Harness: Due to their
A Python Viper can 1 a Skill other than Initiative harness, a Python H.E.A.T. Viper can wield
and Conditioning until the end of their next turn. 2-handed weapons in one hand.
A Python Viper can use Versatile to treat an

56
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

Ranger-Finder HUD: Python H.E.A.T. Viper


helmets feature trajectory computers and image PYTHON LASER VIPER
intensifiers that let them visualize a battlefield
better than anyone else. A Python H.E.A.T. Viper’s Although lasers conjure up visions of ray guns
explosive weapons gain the Indirect trait. and science fiction weaponry, they primarily mark
targets from extreme distances. Cobra Laser-
AT TACKS Vipers light ’em up so the rest of their squad can
blow ’em away. Directing troop movements and
Fang1 Rocket Launcher (Targeting): +d8, Range eyeballs with a tiny light for a stealth mission
100ft/200ft; min 30ft (2 Sharp damage Blast: 20ft radius) makes Python Laser-Vipers tactical assets
Alternate Effects: 2 Fire damage Blast: 20ft radius to the team.
Hands: 2
THREAT LEVEL: 4
Upgrades: Broiler
Traits: Anti-Tank, Indirect, Mounted, Reload, Sharp, SIZE: Common HEALTH: 3
Wrecker MOVEMENT: 20ft Ground (30ft Ground without
Long-Range Laser Rifle)
Frag Grenade (Targeting): +d8, Range 40ft/100ft
(1 Sharp damage Blast: 10ft radius) STRENGTH: 2 SPEED: 2
Hands: 1 SMARTS: 8 SOCIAL: 2
Upgrades: Aerodynamic TOUGHNESS: 12 EVASION: 14
Traits: Consumable, Indirect, Wrecker WILLPOWER: 18 CLEVERNESS: 12
Pistol (Targeting): +d8, Range 25ft/80ft (1 Sharp
damage) SKILLS
Hands: 1 • Alertness +d8
Traits: Ballistic • Brawn +d4
• Deception +d2
POWERS • Initiative +d4
Calculate Trajectory (Move): Python H.E.A.T. • Technology +d8
Vipers use their advanced geometry abilities
and helmet HUD to make their shots count. After • Languages: Three languages
aiming with their Fang1 rocket launcher, if a Python
H.E.A.T. Viper succeeds at a Science (Geometry) PERKS
Skill Test against the Evasion of their target, Laser-Focused: Aiming a red dot across a
they roll their Targeting Skill Test as though battlefield with pinpoint accuracy requires
specialized. patience and determination. The Python Laser
Stable Launch Platform (Move): A Python Viper can cause effects that would target their
H.E.A.T. Viper can forfeit their move to use their Toughness to target their Willpower instead.
harness to steady their rocket shot, granting Edge
on their next attack. AT TACKS
Long-Range Laser Rifle (Technology): +d8, Range
GEAR 150ft/600ft; min 30ft (2 Laser damage)
Battledress: Boron carbide body armor with the Alternate Effects: Stun 1, Spot
fire resistant, hyperkinetic support harness (see Hands: 2
page 69), and Pythonized battledress upgrades Upgrades: Automated, Automount, Reactor
(+2 deflection to Toughness, +2 Computerized to Traits: Computerized, Laser, Reload, Sniper
Evasion, fire resistance).
Weapons: Fang1 rocket launcher, pistol, and frag POWERS
grenade ×4.
Battery Blast (Standard): Python Laser-Vipers
wear Cobra’s most advanced laser technology
HANG-UP into battle on their backs and know better than
Explosive: Hanging explosive ammunition off their to let their weapon fall into enemy hands. A
uniform makes standing next to Python H.E.A.T. Python Laser Viper can short their battery pack,
Vipers extra dangerous. When fire damage or destroying their weapon in a 30ft radius blast.
an area of effect attack successfully targets a Characters caught in the area face a +d8 attack
Python H.E.A.T. Viper, one of their frag grenades (not factoring in the Electromagnetic element’s
explodes, affecting all creatures within a bonus against Computerized equipment) that
10ft radius. deals 1 Electromagnetic damage.

57
G.I. JOE ROLEPLAYING GAME

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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

Target Illumination (Free, 1/turn): A Python PERKS


Laser Viper’s double-barrel laser pack allows
them to tag one target and fire at another. A Butt Like a Sledgehammer: Python S.A.W.-
Python Laser Viper can use their Long-Range Vipers know one thing: heavy machine guns. They
Laser Rifle’s Spot alternate effect as a Free action use it against troops and tanks. They serenade
and still use the weapon’s other effects this their significant others with the sweet sounds of
turn. The Python Laser Viper can use their Long- machine gun fire. And, of course, they use it to
Range Laser Rifle’s Spot alternate effect without batter enemies who get too close. Python S.A.W.-
reloading the weapon. Vipers can use the butt of their heavy machine
gun as a long bludgeon.
Terrifying Red Dot (Standard): Python Laser-
Vipers exploit how targets panic when they notice Start Things with a Bang: The Python S.A.W.-
a laser marking them. When a Python Laser Viper Viper rolls Targeting instead of Initiative.
successfully uses Spot on a target, they can make
a Deception Skill Test against the target’s AT TACKS
Willpower or Cleverness. On a success, the Heavy Machine Gun (Targeting): +d12*, Range
target gains the Frightened condition until the end 100ft/400ft; min 10ft (2 Sharp damage)
of their next turn. Alternate Effects: 3 Sharp damage, 3; 1 Sharp
damage Multiple (5) Targets (Cone: 30ft cone, 3)
GEAR Hands: 2
Battledress: Reverb Harness with Pythonized Upgrades: Ammo Feeder, Automount, Suppressor
battledress upgrade (+2 Computerized to Evasion) Traits: Anti-Tank, Ballistic, Silent
Weapons: Long-Range Laser Rifle Long Bludgeon (Might): +d6, Reach ×2 (1 Blunt damage)
Alternate Effects: 1 Stun (1)
Other: Limited Technology (Advanced
Hands: 2
Technology) kit
Traits: Blunt, Martial Arts, Silent
HANG-UP
GEAR
Weighed Down: As long as they wield their Long-
Range Laser Rifle (and power backpack), their Battledress: Stronghold armor with Pythonized
Ground movement is reduced to 20ft. upgrade (+5 deflection to Toughness)
Weapons: Heavy machine gun with ammo feeder
and automount upgrades.
PYTHON S.A.W.-VIPER
Heavy-caliber squad automatic weapons and
stealth don’t go hand in hand. That’s why Python
PYTHON PATROL SPECIALISTS
Patrol leaders recruit S.A.W.-Vipers for their patience Python Patrol uses multiple specialists to deal
and ability to haul ammo more than their aim. Logic with challenging environments and to support
is knowing how to chew through enemies with a technical operations.
heavy machine gun; discipline is knowing when
not to. Enemies don’t know they’re coming until the
bullets start whipping past their ears. PYTHON LAMPREY
THREAT LEVEL: 6 Lampreys protect and defend Cobra’s coastal,
SIZE: Common HEALTH: 9 shoreline, and underwater outposts. Lamprey
MOVEMENT: 30ft Ground training emphasizes the same sound and
stillness disciplines of submarine combat on land
STRENGTH: 5 SPEED: 7 and at sea. When infiltrating, the other Python
SMARTS: 3 SOCIAL: 3 Patrol soldiers model their behavior after the
TOUGHNESS: 20 EVASION: 17 Python Lampreys.
WILLPOWER: 13 CLEVERNESS: 13 THREAT LEVEL: 4

SKILLS SIZE: Common HEALTH: 4


MOVEMENT: 30ft Ground, 30ft Aquatic
• Alertness +d6
STRENGTH: 6 SPEED: 4
• Brawn +d4
SMARTS: 2 SOCIAL: 2
• Might +d6
TOUGHNESS: 17 EVASION: 14
• Streetwise +d6
WILLPOWER: 12 CLEVERNESS: 12
• Targeting (Heavy Machine Guns) +d12*
• Languages: Two languages

59
G.I. JOE ROLEPLAYING GAME

SKILLS bomb, or time bomb upgrade to a grenade, which


lasts until they use Underwater Demolitions again.
• Alertness +d4
• Animal Handling +d4 GEAR
• Athletics +d6
Battledress: Reinforced wetsuit with energy
• Initiative +d2 (cold) resistant and Pythonized upgrades
• Might +d6 (+1 deflection to Toughness, Resistant to cold)
• Targeting +d6 Weapons: Boarding knife, dive bombs ×2, sonic
• Languages: Two languages rifle, waterproof pistol
Other: Limited Athletics (diving) kit
PERKS
Athletic Infiltrator: Moving with a soft step while
wearing diving gear takes the lean muscles of a PYTHON ROCK VIPER
swimmer. Python Lampreys use Athletics in place
of Infiltration for Skill Tests. With Pythonized state-of-the-art climbing gear,
Python Rock Vipers can scale any obstacle to
Environmental Expertise (Amphibious): If deliver an obliterating barrage of firepower.
a Python Lamprey begins its turn underwater, Tending to be single-minded in their climbing
they ignore all movement penalties for moving interests, most Python Patrol members appreciate
through rough terrain. Additionally, a Python that Python Rock Vipers usually deploy separately
Lamprey’s attacks underwater and from water are from the squad for multiple reasons.
considered Specialized.
THREAT LEVEL: 2
Storm the Shore: As unexpected as any
amphibious assault is, Python Lampreys appear SIZE: Common HEALTH: 2
so suddenly and move so quickly that they catch MOVEMENT: 30ft Ground, 45ft Climb
even veteran marines and S.E.A.L.s off guard. A STRENGTH: 3 SPEED: 3
Python Lamprey deals 1 additional damage to SMARTS: 1 SOCIAL: 1
Surprised targets.
TOUGHNESS: 13 EVASION: 14
AT TACKS WILLPOWER: 12 CLEVERNESS: 11

Boarding Knife (Might): +d6, Reach (1 Sharp damage) SKILLS


Hands: 1 • Alertness +d2
Traits: Sharp
• Athletics (Climbing) +d4*
Dive Bombs (Targeting): +d6, Range 20ft/50ft
• Brawn +d2
(1 Sharp damage Blast: 10ft radius)
Hands: 1 • Infiltration +d4
Upgrades: Amphibious • Initiative +d2
Traits: Consumable, Wrecker • Survival +d2
Sonic Rifle (Targeting): +d6, Range 100ft/400ft • Targeting +d4
(1 Sharp damage) • Languages: Two languages
Alternate Effects: 1 Sonic damage (2, targets
Willpower) PERKS
Hands: 2 Hobby Survivalist: The outdoors isn’t something
Upgrades: Banshee Python Rock Vipers study; it’s their way of life.
Traits: Ballistic, Sonic Survival is a Social Skill for Python Rock Vipers.
Waterproof Pistol (Targeting): +d6, Range Environmental Expertise (Mountains): Python
25ft/80ft (1 Sharp damage) Rock Vipers can climb anything, but the craggy
Hands: 1 peaks call to them. A Python Rock Viper ignores
Upgrades: Amphibious the penalties for moving through rough terrain
Traits: Amphibious, Ballistic in mountain areas. Additionally, a Python Rock
Viper’s attacks in mountain areas are considered
POWERS Specialized.
Underwater Demolitions (Move): Python Mountaineer: Python Rock Vipers only need to
Lampreys love to sneak up on submarines and make Athletics (Climbing) Skill Tests to move
plant mines on their torpedo hatches. A Python along a vertical surface if the climbing conditions
Lamprey can add the detonator bomb, proximity are particularly treacherous.

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61
G.I. JOE ROLEPLAYING GAME

AT TACKS SKILLS
Aluminum Rifle (Targeting): +d4, Range 100ft/400ft • Alertness +d2
(1 Sharp damage) • Deception +d2
Hands: 2 • Infiltration +d4
Upgrades: Microtech Weapon • Intimidation +d2
Traits: Accurate (1), Ballistic, Sniper • Targeting +d4
Climbing Knife (Athletics): +d4, Reach (1 Sharp damage)
• Technology (Communications) +d8*
Hands: 1
• Languages: Two languages of their choice and
Upgrades: Balanced Grip three languages useful to the mission.
Traits: Martial Arts, Sharp, Silent
Submachine Gun (Targeting): +d4, Range 20ft/80ft PERKS
(1 Sharp damage)
Bullet-Stopper: The highest Threat Level Cobra
Alternate Effects: 2 Sharp damage (1), 1 Sharp in the combat gains a bonus to Evasion equal to
damage Multiple (3) Targets (Cone: 15ft, 1) the number of Cobras with the Bullet-Stopper
Hands: 1 perk in combat with them. If the highest Threat
Traits: Ballistic, Reload Level Cobra has the Bullet-Stopper perk, they do
Throwing Missiles (Targeting): +d4, Range not count towards their own bonus to Evasion.
20ft/50ft (1 Sharp damage Blast: 10ft radius) If more than one Cobra in the combat ties for
Hands: 1 the highest Threat Level, the character in charge
gains the bonus.
Upgrades: Imploder
Traits: Consumable, Silent, Wrecker
AT TACKS
POWERS Silenced Pistol (Targeting): +d4, Range 25ft/80ft
Hands-Free Climbing Pack (Free): Python (1 Sharp damage)
Rock Vipers can draw and stow any number Hands: 1
of sidearms as a single Free action from their Upgrades: Silencer
specialized pack. Traits: Ballistic, Silent

GEAR POWERS
Battledress: Snakeskin fitted fatigues with Jammer (Standard): Tele-Vipers excel at taking
Pythonized upgrades (+1 to Evasion) enemy equipment offline. A Python Tele-Viper
can target a piece of Computerized equipment
Weapons: Aluminum rifle, climbing knife,
within 100ft. If the equipment is operated by one
submachine gun, throwing missiles ×2
or more characters, one of the characters rolls
Other: Limited Athletics (Climbing) kit a contested Technology Skill Test against
the Python Tele-Viper. If no one operates
the equipment, the Tele-Viper rolls against the
PYTHON TELE-VIPER equipment’s availability DIF.

Tele-Vipers are Cobra’s Radio Telecommunications If the Python Tele-Viper is successful, the
Operators (RTO), and each Python Tele-Viper equipment (or the benefits of an upgrade with
hauls sophisticated radar jamming devices on the Computerized trait) stops working until the
their back. Not only does this tech allow Python beginning of the Python Tele-Viper’s next turn. On
Tele-Vipers to cut off enemy communications, a Critical Success, double the Jammer’s duration.
it’s designed to be quieter and harder to detect. The equipment can be repaired before the
To practice silence discipline, the most talkative duration ends with a successful Technology Skill
members of the roster play Marco Polo paintball Test against the results of the Tele-Viper’s
in a blacklight warehouse. Technology Skill Test.

THREAT LEVEL: 3 GEAR


SIZE: Common HEALTH: 3 Battledress: Whispering Serpent Armor with the
MOVEMENT: 30ft Ground silent and Pythonized upgrades (+2 deflection to
STRENGTH: 1 SPEED: 4 Toughness)
SMARTS: 6 SOCIAL: 1 Weapons: Silenced Pistol
TOUGHNESS: 13 EVASION: 14
WILLPOWER: 16 CLEVERNESS: 11

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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

Other: Limited Technology (Communications) kit, Respected Leader: Soldiers recognize the
Standard Technology (Advanced Technology) kit, leaders who look out for them. Python Officers
Standard Technology (Computers) kit, Standard gain the benefits of other Cobras with the Bullet-
Technology (Engineering) kit Stopper perk in the area with them, even if they
are not the highest Threat Level Cobra in the
HANG-UPS combat scene.
Loud: Telecommunication officers explain Leader’s Tactics: The Python Officer gains one of
their situation loudly and clearly, which can be the following based on who leads Python Patrol
problematic on stealth missions. Python Tele- when they are deployed.
Vipers suffer Snag on Infiltration Skill Tests during • Copperhead’s Tactics: Double the bonus granted
the first round of combat. by the Python Officer’s Respected Leader perk.
• Major Bludd’s Tactics: If the Python Officer
PYTHON PATROL LEADERSHIP succeeds on an Attack Skill Test, all allies gain
1 on their Skill Tests against the same target
The following are the upper echelon of Python until the start of the Python Officer’s next turn.
Patrol. See the G.I. Joe Roleplaying Game Core • Zarana’s Tactics: The Python Officer and any allies
Rulebook on page 262 for Major Bludd and page gain 2 on Infiltration and Deception Skill Tests.
290 for Zarana. AT TACKS
Ceramic Grenade (Targeting): +d4, Range
PYTHON OFFICER 20ft/50ft (1 Sharp damage Blast: 10ft radius)
Hands: 1
While leadership Python Patrol changes often
Upgrades: Imploder
(sometimes daily), Python Officers keep the unit
Traits: Consumable, Silent, Wrecker
together by maintaining institutional knowledge
and varying unit tactics to suit leadership. Combat Knife (Might): +d4, Reach (1 Sharp damage)
Hands: 1
THREAT LEVEL: 6
Traits: Martial Arts, Sharp, Silent
SIZE: Common HEALTH: 6 Silent Dancer Pistol (Targeting): +d4*, Range
MOVEMENT: 30ft Ground 25ft/80ft (1 Sharp damage)
STRENGTH: 6 SPEED: 5 Hands: 1
SMARTS: 2 SOCIAL: 5 Upgrades: Silencer
TOUGHNESS: 18 EVASION: 15 Traits: Ballistic
WILLPOWER: 12 CLEVERNESS: 15 Concussion Grenade (Targeting): +d4, Range
20ft/50ft (1 Stun Blast: 10ft radius)
SKILLS Hands: 1
• Alertness +d4 Upgrades: Imploder
• Initiative +d4 Traits: Consumable, Silent
• Intimidation (Taunt) +d6* POWERS
• Might +d4
G.I. Jokes (Free): Having lived and walked away
• Persuasion (Flattery) +d6* from encounters with Joes before, Cobra Officers
• Streetwise +d2 understand what makes the Joes tick and what sets
• Targeting (Pistols) +d4* them off. As a Free action, a Cobra Officer can make
• Languages: Four languages an Intimidation (Taunt) Skill Test against the
Cleverness of a target who can see or hear them.
PERKS On a success, the Cobra Officer declares whether
the target uses the Move action on their next turn to
Bullet-Stopper: The highest Threat Level Cobra move up to 20ft in a direction the Officer chooses. On
in the combat gains a bonus to Evasion equal to a critical success, the Cobra Officer declares what
the number of Cobras with the Bullet-Stopper Standard action the target performs on their next turn.
perk in the area with them. If the highest Threat All declared actions must not cause the target to do
Level Cobra has the Bullet-Stopper perk, they do any direct damage to themselves, such as walking off
not count towards their own bonus to Evasion. of a cliff or using a weapon against themselves.
If more than one Cobra in the combat ties for
Mobilize: Movement in a war zone takes timing,
the highest Threat Level, the character in charge
cognition, and instinct, which Python Officers
gains the bonus.
excel at. As a Move action, a Python Officer may
grant an ally an immediate Move action.

63
G.I. JOE ROLEPLAYING GAME

Plan of Action: As a Move action, a Cobra Officer Self-Taught Engineer: Copperhead can rebuild a
can grant a total of 2 to allies, either 1 each to V-8 with a coat hanger and toothpick. He treats
two allies or 2 to one ally, which lasts until the Standard and Limited Technology (Engineering)
end of their next turn. kits as Restricted Technology (Engineering) kits.

GEAR AT TACKS
Battledress: Chest plate with Pythonized and Machine Gun (Targeting): +d4, Range 40ft/160ft;
silent upgrades (+2 deflection to Toughness) min 10ft (1 Sharp damage)
Weapons: Ceramic grenade, combat knife, Alternate Effects: 2 Sharp damage (1); 1 Sharp
concussion grenade, pistol damage Multiple (2) Targets (Cone: 20ft, 1)
Hands: 2
Upgrades: Ammo Belt, Modular Limited Weapon:
PYTHON PATROL COPPERHEAD grenade launcher
Traits: Ballistic, Reload
Python Patrol Copperhead is as comfortable in the
cockpit of a Pythonized Conquest as he is in his Grenade Launcher (Targeting): +d4, Range
old, reliable Water Moccasin. Copperhead works 20ft/50ft (1 Sharp damage Blast: 10ft radius, plus Trip)
as a mercenary for anyone who can pay off his Hands: 2
substantial gambling debts, and often that means Traits: Anti-Tank, Indirect, Reload, Sharp, Wrecker
serving Cobra. Due to his resourcefulness and Pistol (Targeting): +d4, Range 25ft/80ft (1 Sharp damage)
flattery, Cobra Commander named Copperhead Hands: 1
the first commander of Python Patrol. Upgrades:
THREAT LEVEL: 7 Traits: Ballistic
SIZE: Common HEALTH: 8 Unarmed Combat (Might): +d4, Reach (1 Stun)
MOVEMENT: 30ft Ground, 30ft Aquatic Alternate Effects: 1 Blunt damage, Maneuver
Hands: 0
STRENGTH: 6 SPEED: 5
Traits: Blunt, Martial Arts, Silent
SMARTS: 3 SOCIAL: 6
TOUGHNESS: 16 EVASION: 15 POWERS
WILLPOWER: 13 CLEVERNESS: 16
Get A Feel For The Steering Wheel (Standard):
Copperhead doesn’t just get to know a ride; he
SKILLS gets intimate with it. Python Patrol Copperhead
• Athletics +d4 becomes specialized with the vehicle as long as
• Brawn +d2 he’s the driver.
• Deception +d6
• Driving +d6
GEAR
• Might +d6 Battledress: Safeguard aquatic bulletproof vest
with Pythonized and weather gear battledress
• Streetwise +d6
upgrades (+1 deflection to Toughness)
• Targeting +d4
Weapons: Machine gun with grenade launcher
• Technology +d6 modular weapon upgrade, pistol
• Languages: English, Cajun French, Hitchiti-
Mikasuki, Japanese Other: Standard Technology (Engineering) kits

PERKS HANG-UP
Dock Fighter: Copperhead beat up a lot of harbor When The Chips Are Down: Of all the stages
managers to get out of paying docking fees. When of grief, Copperhead knows bargaining best.
Python Patrol Copperhead attempts unarmed When reduced to 4 or less Health, heroes can
combat attacks, he can use the Blunt damage and Defeat Python Patrol Copperhead with a DIF 25
maneuver alternate effects without suffering the Persuasion Skill Test or Wealth Test. Unless a
normal 1. player character can make such Skill Tests more
quickly, attempting to bargain with Python Patrol
Seen Things: Traveling by speedboat from Florida Copperhead requires a Standard action. The
to the Amazon and working as a deckhand on player character gains 1 on this check if Python
cargo ships to get to boat races in Monaco and Patrol Copperhead is at 3 Health, 2 if Python
Japan, Copperhead learned to trust his instincts Patrol Copperhead is at 2 Health, and 3 if Python
more than his senses. Python Patrol Copperhead Patrol Copperhead is at 1 Health.
rolls Streetwise in place of Alertness for Skill Tests.

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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

PYTHON PATROL PERKS


Crew: 1 gunner (in the cage)

VEHICLES
Using cutting-edge technology and sleek color
Hardpoint Weapons: “Enforcer” synchronized
dual cannons

schemes based on the eponymous serpent, Cobra Firepoints: 0


refurbishes and redecorates battle-scarred vehicles Defenses: Ballistic Deflection Shields (+3 plating
for sophisticated counter-strikes against G.I. Joe. to Toughness)
Each Python Patrol vehicle features the faction’s Traits: Battle Station, Land, Large Obstacle,
signature snakeskin camouflage for surprise attacks Python Paint, Towable, Vehicle
behind enemy lines. Each Vehicle in this section Battle Station: As a battle station, a Python
has the following trait: Patrol A.S.P. has no movement, Essence scores, or
Skills. It provides cover to its crew. It requires one
Vehicle: This vehicle is a sophisticated piece of
gunner to operate. Without a gunner, its Threat
equipment that requires at least one Driver to
Level is 0, and all attacks target its Toughness.
operate. Without a driver, its Threat Level is 0,
It has no Willpower or Cleverness. Effects that
and all attacks target its Toughness. It has no
affect a target’s Willpower or Cleverness only
Willpower or Cleverness. Effects that affect a
affect it if it has a gunner, in which case they
target’s Willpower or Cleverness only affect it
target the gunner’s Willpower or Cleverness.
if it has a driver, in which case they target the
driver’s Willpower or Cleverness. It is immune to Land: The A.S.P. is a towable land battle station.
Conditions and effects that exclusively affect the Large Obstacle: Python Patrol A.S.P.s count as
living, like poison, but is susceptible to effects large obstacles for the purposes of providing
that affect machines, such as Anti-Tank weapons. vehicles cover and avoiding a collision.
Vehicle damage can be fixed with a Standard
engineering kit and a Technology Skill Test. Python Paint: Ranged attacks targeting vehicles
with Python Paint suffer 1. If the attacking
weapon has the Computerized trait, increase the
NEW VEHICLE TRAIT: PYTHON PAINT penalty to 2.
Python Patrol vehicles have the following new Towable: A Huge land vehicle, or a land vehicle
Vehicle Trait: with d4 Brawn, can tow a Python Patrol A.S.P.
Attaching an A.S.P. to a tow hook is a Standard
Python Paint: Using advanced laser-etched
action. While towed, increase the towing vehicle’s
red and black paint styled after snake scales,
crew by 1 gunner, and treat the Python A.S.P. ‘s dual
this vehicle blends into shadows better and is
120mm “Enforcer” cannons as a Hardpoint Weapon
invisible to detection devices. Ranged attacks
of the towing vehicle. Treat the towing vehicle as
targeting vehicles with Python Paint suffer 1. If
1×2 spaces larger. Deploying a towed Python Patrol
the attacking weapon has the Computerized trait,
A.S.P. is a Move action for the gunner.
increase the penalty to 2.
AT TACKS
PYTHON PATROL A.S.P. “Enforcer” Synchronized Dual Cannons
(Targeting): Gunner’s Targeting, Range 100ft/200ft;
The Python Patrol Assault System Pod is a single- min 30ft (1 Sharp damage Blast: 20ft radius)
operator, towable gun emplacement. Typically Alternate Effects: Intimidating, 3 Sharp damage (3), 1
a Cobra H.I.S.S. or Python Patrol Stun tows the Sharp damage—Multiple (5) Targets (Cone: 30ft, 3)
mobile battle station to anywhere Cobra needs
Upgrades: Scary
extra firepower. The python paint helps Cobra
unload the Python Patrol A.S.P.’s powerful “Enforcer” Traits: Anti-Tank, Ballistic, Linked, Mounted, Reload,
synchronized dual cannons on unsuspecting targets. Sharp, Wrecker

THREAT LEVEL: 3 POWERS


SIZE: Long HEALTH: 5 Python By Proximity (Free): Because a
MOVEMENT: 0ft Ground Pythonized vehicle with a tow hook isn’t always
STRENGTH: — SPEED: — available, Python Patrol A.S.P.s are fitted with a
SMARTS: — SOCIAL: — laser projector to provide adjacent vehicles with a
temporary paint job. If a non-Python Patrol vehicle
TOUGHNESS: 13 EVASION: —
tows the Python Patrol A.S.P., the towing vehicle
WILLPOWER: — CLEVERNESS: —
benefits from the Python Paint upgrade.

65
G.I. JOE ROLEPLAYING GAME

Raising Mechanism (Move): The Python Patrol Sensors: The Python Patrol Conquest has ranks
A.S.P.’s cockpit can elevate to give the gunner in the Alertness skill, even without a Smarts
a better vantage point at the expense of the Essence score.
gunner’s protection. When lowered, the gunner
gains a +2 deflection bonus to Evasion and AT TACKS
Toughness. When elevated, the gunner gains 2
to Targeting. Aim-12 “Light Sparrow” Air-to-Air Missile
(Targeting): +d6 or driver’s Driving Skill, Range
1000ft (1 Sharp damage Blast: 50ft radius)
PYTHON PATROL CONQUEST Alternate Effects: 2 Sharp damage Blast: 20ft
radius (1)
The Python Patrol Conquest owns the sky. As Traits: Anti-Tank, Computerized, Consumable,
Cobra’s premiere stealth strike fighter, it downs Mounted
enemy aircraft before the other pilots even
“Double Fang” 25mm Twin Cannons (Targeting):
realize they aren’t alone. A wicked combination
+d6 or driver’s Driving Skill, Range 40ft/160ft; min
of afterburners and forward-swept wing design
makes the aircraft capable of incredible velocities 10ft (1 Sharp damage)
while retaining robust maneuverability thanks to Alternate Effects: 2 Sharp damage (1) or 1 Sharp
state-of-the-art avionics. damage Multiple (2) Targets (Blast: 30ft line, 1)
Traits: Aquatic, Ballistic, Linked, Reload
THREAT LEVEL: 9
Mark 3 “Spike” IRGB Drop Tanks (Targeting): +d6
SIZE: Extended II HEALTH: 7 or driver’s Driving Skill, Range 20ft/50ft
MOVEMENT: 110ft Aerial
(1 Electromagnetic damage Blast: 10ft radius)
STRENGTH: 9 SPEED: 10 Alternate Effects: 2 Sharp damage Blast: 20ft
SMARTS: — SOCIAL: — radius (1)
TOUGHNESS: 16 EVASION: 20 Upgrades: Disrupter
WILLPOWER: — CLEVERNESS: — Traits: Consumable, Computerized,
Electromagnetic
SKILLS Flyby (Acrobatics): +d6 or driver’s Driving, Reach
• Acrobatics +d6 (2 Blunt damage)
• Alertness +d6 Alternate Effects: Trip
• Brawn +d6 Traits: Blunt, Drive-By
• Infiltration (Stealth) +d6
POWERS
• Targeting +d6
Aerial Maneuvers (Move): The Python Patrol
PERKS Conquest’s front-swept wings allow it to master
airborne acrobatics. The Python Patrol Conquest
Crew: 1 driver can hover in place if it succeeds at a DIF 10
Hardpoint Weapons: AIM-12 “Light Sparrow” Acrobatics Skill Test. The Pilot also gains Edge
air-to-air missiles ×4, “Double Fang” 25mm Twin on attacks against vehicles if this Acrobatics Skill
Cannons, Mk3 “Spike” I.R.G.M. Drop Tank ×2 Test beats the Willpower or Cleverness of the
vehicle’s driver.
Firepoints: 0
Autopilot (Free): The Python Patrol Conquest
Defenses: Layered epoxy construction (+3 driver can use a Free action to have the autopilot
plating to Toughness), armored cabin lend assistance on a Driving Skill Test.
Traits: Air, Armored Cabin, Python Paint, Computerized Navigation (Free): The Python
Sensors, Vehicle Patrol Conquest’s pilot can use a Free action to
Air: The Python Patrol Conquest is an air vehicle. have the computers lend assistance on travel,
geography, and mapping-related Skill Tests.
Armored Cabin: The Python Patrol Conquest
The Python Patrol Conquest computers make it
accommodates its pilot with a reconditioned
susceptible to effects that impact computers,
snake skin seat and a tinted, blast-proof canopy.
such as the Electromagnetic element.
Attacks can’t target the vehicle’s Crew directly.
Python Paint: Ranged attacks targeting the HANG-UPS
Python Patrol Conquest suffer 1. If the attacking
weapon has the Computerized trait, increase the Take Off: The Python Patrol Conquest needs to
penalty to 2. move 50ft in a straight line on the ground to use
its Aerial Movement. Its Ground Movement is 30ft.

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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

PERKS
PYTHON PATROL STUN Crew: 1 driver, 3 gunners (“Constrictor” Twin
The Stun tries to upscale the maneuverability Rotating Laser Cannons ×2, “Recoil” circular
of a motorcycle to the size of a tank. This high- magazine 7.6mm machine gun), 2 passengers
speed armored vehicle scouts ahead of armored Hardpoint Weapons: “Constrictor” Twin Rotating
columns, patrols outposts, and pursues fleeing Laser Cannons, “Recoil” circular magazine 7.6mm
enemies. However, many missions suffer due machine gun.
to the Stun’s fatal flaw: fragility. Cobra nearly
retired its high-speed combat chariot, until the Firepoints: 3—The driver can fire one-
Pythonization process renewed its purpose. Being handed weapons while driving a Python Patrol
vulnerable to enemy fire is not an issue for a Stun. The passengers can attack with any
vehicle that enemy radar can’t see. handheld weapons.
Defenses: Deflection Fender (Evasion +1)
THREAT LEVEL: 6
Traits: Battle Platforms, Elusive, Land, Python
SIZE: Extended HEALTH: 5
Paint, Vehicle
MOVEMENT: 60ft Ground
Battle Platforms: The Python Patrol Stun is
STRENGTH: 2 SPEED: 7
designed to carry passengers outside the gunner
SMARTS: — SOCIAL: —
pods and driving seat. Passengers attacking from
TOUGHNESS: 12 EVASION: 18 the Python Patrol Stun do not suffer Snag on
WILLPOWER: — CLEVERNESS: — their attacks.
Elusive: As long as the Python Patrol Stun moves
SKILLS 30 ft in a round, it uses Evasion for defense.
• Brawn +d4
• Finesse +d6
• Infiltration +d6
• Initiative +d2

67
G.I. JOE ROLEPLAYING GAME

Land: The Python Patrol Stun is a land vehicle.


Python Paint: Ranged attacks targeting The
Python Patrol Conquest suffer 1. If the attacking
weapon has the Computerized trait, increase the
penalty to 2.

AT TACKS
“Constrictor” Twin Rotating Laser Cannons
(Targeting): Gunner’s Targeting, Range 100ft/400ft;
min 10ft (2 Laser damage)
Alternate Effects: 3 Laser damage (3), 1 Laser
damage Multiple (5) Targets (Cone: 30ft, 3), 3
Stun (3), 3 Stun Multiple (5) Targets (Cone: 30ft,
3), Spot
Traits: Laser, Linked
“Recoil” circular magazine 7.6mm machine gun
(Targeting): Gunner’s Targeting, Range 40ft/160ft;
min 10ft (1 Sharp damage)
Alternate Effects: 2 Sharp damage (1), 1 Sharp
damage – Multiple (3) Targets (Cone: 30ft, 1)
Upgrades: Ammo Feeder
Traits: Ballistic, Reload
Roll Over (Finesse): +d6 or driver’s Driving, Range
reach (1 Blunt damage)
Alternate Effects: Trip
Upgrades: Ammo Feeder
Traits: Blunt, Drive-By

POWERS
Separating Battle Pods (Free): The “Constrictor”
Twin Rotating Laser Cannons gunners can pivot
their battle pod up to 45 degrees, allowing them
to track enemies more quickly than the target
can react. A gunner can force a target to defend
with Toughness unless the target has a Perk that
dictates its Defense.

HANG-UPS
Fragile: The Python Patrol Stun was an
experiment in vehicle engineering that saw use
despite some problems with the design. Vehicles
ramming Stuns gain 1 on their attack. When a
Stun is defeated, it immediately explodes.

PYTHON PATROL
EQUIPMENT
OPTIONS
Although designed with Python Patrol in mind, the
following new equipment options are available
to all Cobra and G.I. Joe PCs that meet the
prerequisites. Pythonized is the exception, as
this Battledress Upgrade should be reserved for

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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1

characters in the Python Patrol faction unless there’s


a narrative justification for other Cobra and G.I. Joe PYTHON PATROL
characters to gain access to it.
IN YOUR
IMPLODER (WEAPON UPGRADE)
Instead of the usual explosion, this grenade sucks in
CAMPAIGN
Although pythons can be found throughout North
the air and whispers a pop before quietly bursting. and South America, the snake is endemic to Africa,
Availability: Restricted Asia, and Australia. Like Cobra’s stealth force,
pythons are invasive and threaten to wipe out
Prerequisite: Grenade native populations with undetectable ambushes.
Benefit: This grenade gains the Silent trait. If this scientific fact sparks your creativity, you
might want to narrow the scope of your next Cobra
INTEGUMENT BODY SLEEVE campaign to focus on Python Patrol.

(BAT TLEDRESS) In fact, the narrower scope of a Python Patrol


campaign can prove a major motivator for a
Thin, soft, and durable synthetic snake skin protects
streamlined Cobra story. When a GM or players
joints and supports reflexive movements.
suggest a Cobra campaign, it can involve a large
Availability: Restricted cast of characters to interact with, mostly superiors.
Classification: Light Armor In a larger-scale game, the characters’ home base
is likely a Terror Drome loaded with tanks, jeeps,
Benefit: +1 Evasion jets, copters, boats, subs, and whatever a Trubble
Bubble is. Similarly, large-scale games find that any
HYPERKINETIC SUPPORT HARNESS tactic for world domination is on the table, with the
(BAT TLEDRESS UPGRADE) tools to get them done available.
Often mistaken for a jet pack, this exoskeleton Conversely, a Python Patrol campaign narrows
harness carries loads like rockets on its back to these elements down to a few key NPCs, a small
balance heavy recoil. selection of support troopers, and as few as a
couple of vehicle types. GMs can expand this
Availability: Restricted cast, of course. Baroness and Storm Shadow both
Prerequisite: Brawn +d6 fit different aspects of Python Patrol’s purpose. Dr.
Benefit: You can wield 2-handed weapons in Mindbender could pose as the scientist responsible
one hand. for the Pythonization process. More obscure Cobra
agents, like Shadow Tracker and Slash, can round

PYTHONIZED (BAT TLEDRESS out the roster and add variety to the campaign. But
for a group looking for an introduction to Cobra,
UPGRADE) Python Patrol covers the basics with a manageable
More than just a camouflage pattern based on the magnitude.
scales of pythons, this laser etching confuses radar A tighter scope also extends to plot themes and
and makes the wearer feel invisible. This treatment mission tactics. Cobra campaigns already feature
tends to wear off after 48 hours. infiltration, intrigue, backstabbing, and subterfuge.
Availability: Restricted Adding Python Patrol highlights all of the above
in bright yellow (or a radar-absorbing dark red
Benefit: You are invisible to radar location scale pattern!). Focusing a campaign on a single
devices. Additionally, you can give yourself Edge faction like Python Patrol eases up how much lore a
on Infiltration Skill Tests as a Free action. group needs to know while still playing within the
established G.I. JOE setting. Python Patrol makes an
excellent starting point for a campaign and is much
more manageable than exploring all aspects of a
Cobra campaign at once.

69
G.I. JOE ROLEPLAYING GAME

CHAPTER 4: OTHER
FEROCIOUS FORCES
70
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

The ferocity of the battle between G.I. Joe and Cobra goes beyond adapting
the colors of animals for special units. With no ethical oversight and the
pooled resources of the world’s wealthiest criminal organizations, Cobra’s
sci-tech division regularly weaponizes unethical scientific breakthroughs. G.I.
Joe is there with their advanced technology to counter Cobra’s creations.

FEROCIOUS Cobra scientists developed solutions over the


years, such as synthetic surgery to replicate animal

HISTORY
Many scholars consider the first military alliance
qualities, like with Hydro-Vipers, or full mutation
led to Bio-Vipers and Monstro-Vipers. One Cobra
lab even started cloning dinosaurs. Finally, and
to have been between humanity and animals. most successfully, the Venomization genetic
When humans learned to turn their bestial rivals splicing procedure made the subjects—called
into partners, they supplemented their intellect V-Troops—take on animals’ physiological and
with inhuman speed, strength, and natural hunting psychological traits.
skills. From homing pigeons and cavalry horses to
However, G.I. Joe is just as resourceful. The Joes
camel ambulances and marine patrol dolphins,
employ top scientists to counter Cobra’s schemes.
militaries worldwide recruited animals for jobs that
When Cobra unleashed dinosaurs, G.I. Joe trained
humans aren’t well suited for. Even today, G.I. Joe
Dino-Hunters. When Cobra created the Mega
deploys dogs, birds, and at least one wolf trained
Monsters, G.I. Joe sent in the Mega Marines. And
for combat.
for every other oddity Cobra unleashes, from
Like all aspects of war, human ingenuity and mutants to V-Troops, G.I. Joe established an Anti-
the use of battlefield animals evolved. While this Venom Task Force. The team tackles every threat
mostly moved gradually, Cobra’s impatience forced known and unknown, like Cobra’s rumored ancient
that evolution to pick up speed. Using questionable civilization of insectile-serpent founders.
science, the criminals brought human-animal
Sects within Cobra say the organization traces its
evolution to unstable new levels. When rigorous
roots further back than humanity itself. Before the
training peaked, Cobra started experimenting on
dawn of humankind, they say the first sapient life
recruits. At first, using electric brain stimulation,
evolved when prehistoric insects and snakes joined
they muted amygdalas to embolden Vipers and
gene pools. Known as Cobra-La, these snakes gained
numb somatosensory receptors, allowing them to
limbs, chitinous armor, and occasionally wings and
fight without fear and through injury. Then, Cobra
developed biological advancements the likes of
surgeons bypassed limitations on lung capacity for
which even modern scientists can’t match. Some
pilots and divers. Though effective, these methods
followers even believe Cobra-La still exists today
took time and required individual attention. Cobra
and that Cobra Commander will one day unmask
Commander wanted to mass-produce enhanced
to reveal he is a citizen of Cobra-La with serpent
soldiers for missions that training alone couldn’t
features under his mask. They see this day as the
prepare them for, and he wanted them now.
dawning of their invincibility and the end of G.I. Joe.

71
G.I. JOE ROLEPLAYING GAME

NEW FACTIONS
The following new factions explore teams within
EMT Crash Course General Perk. Additionally,
you learn two new languages, one of your choice
and a dialect of Sign Language tied to your native
G.I. Joe and Cobra which grant abilities tied to their language, to ensure you can communicate with the
themes and purposes. deaf and hard of hearing.

ANTI-VENOM
Surgical Operators: Every member

I-VEN of the Anti-Venom Task Force gains

TASK T the following benefits:

O
• In addition to your Role’s

AN
FORCE Equipment Training and

M
Qualifications, you are
The Anti-Venom Task Force Qualified in all weapons
is a new faction for G.I. Joe with the Injection trait,
characters in the G.I. JOE the Anti-V.E.N.O.M.
Roleplaying Game. weapon upgrade, and
TA

E
This group deals with the the Rebreather battledress
fallout from Cobra’s use of deadly
S upgrade.

C
and debilitating poisons, toxins,
and biogenetic mutagens. While all
K FOR • You are Qualified with
vehicles that can carry
members receive medical training, this is passengers and roll Driving Skill
still primarily a combat unit often deployed Tests to drive vehicles that can carry
to shutter facilities where Cobra or its allies passengers without Snag even if you have no
harvest and craft the raw materials to make these Ranks in the Driving skill.
dangerous substances. • The mental weight of dealing with wounded and
traumatized people has forced you to build up
FACTION ACCESS internal walls around your emotions. You gain +1
Duke coordinates the Anti-Venom Task Willpower.
Force’s global operations from The • Your anti-venom training goes beyond
Pit, though he sometimes leads that of a typical combat medic. You
fireteams himself if he feels gain Edge on Science Skill Tests when
the task is vital. G.I. Joe’s First treating poisons, toxins, or similar
Sergeant only recruits characters substances.
with at least a +d4 rank in the
Science Skill and at least one
Specialization in the Science COBRA-LA
Cobra-La is a new faction for
Skill. Additionally, recruits
must demonstrate a willingness Cobra characters in the G.I. JOE
to risk it all to stop Cobra from Roleplaying Game.
obtaining chemical, biological, Imagine if the rumors of Cobra-La
radiological, and nuclear (CBRN) were true. That 40,000 years ago,
materials. Alternatively, the CBRN during the Upper Paleolithic period of
Defender Influence (see page 76) grants the Stone Age, humanity shared the planet
access to the Anti-Venom Task Force faction as its with genetically unique members of an ancient
Influence Perk. civilization, resembling humans crossed with
serpents and insects. Though steeped in tradition,
FACTION PERKS they valued scientific advancement as long as it
respected nature. Through symbiotic relationships
As a member of the Anti-Venom Task Force, you with creatures big and small, they achieved
gain the following Perks, regardless of Role. biomechanical breakthroughs that rivaled modern
Combat Lifesaver: Safeguarding the injured technology during an era before humanity thought
and afflicted is your primary charge. You gain the to use rocks as tools.

72
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

Some operatives within Cobra don’t just believe


these rumors; they worship Cobra-La and anticipate DINO-HUNTERS
Dino-Hunters is a new faction for G.I. Joe
the day their supreme ruler, Golobulus, emerges
with a plan to destroy humanity. characters in the G.I. JOE Roleplaying Game.
Once G.I. Joe leadership confirmed that Cobra
FACTION ACCESS successfully cloned dinosaurs, they knew they
had to act before hapless but destructive reptiles
Characters with the Citizen of Cobra-La Origin (see
page 77) automatically gain access to the Cobra-La fomented terror for Cobra’s benefit. The Dino-
faction, as do characters fluent in the Cobra-La Hunters are a small but dedicated group of Joes
language who studied natural sciences and have a who hope to rescue these gigantic beasts from a
biomechanics Specialization in Animal Handling, war-filled future and thwart Cobra’s schemes in
Science, or Survival. the process.

FACTION PERKS FACTION ACCESS


As a member of Cobra-La, Low-Light and Ambush often share
you gain the following Perks, leadership duties for this troupe,
regardless of Role. with Dr. Link Talbot advising. To
join the Dino-Hunters, Joes
Hypergenetic must prove that they aren’t
Manipulation: Whether going to get themselves eaten.
you descend from the Low-Light puts all volunteers
ancient civilization or through a test of will, forcing
recreated their powers them to remain calm even when
through experimentation, your surrounded by the things that terrify
genetic make-up combines human, them. Ambush’s trials are two-fold: stealth
insect, and reptile codes. You gain a and knowledge to prove they can hide
Standard Genetic Alteration (see the G.I. JOE from a modern guard dog and know more about
Roleplaying Game Cobra Codex page 82). The dinosaurs than what was in the last big-budget
benefits and costs of this Alteration last as long as movie. Characters with at least a +d6 rank in
you are a member of the Cobra-La faction. If you three of the following Skills can gain access to the
leave and rejoin the Cobra-La faction, you regain Dino-Hunters faction: Alertness, Animal Handling,
the same Standard Genetic Alteration. Infiltration, Science, and Survival.
The Glory of Cobra-La: When Cobra-La
dominated the planet, its citizens thrived. Every
member of Cobra-La gains the following benefits:
FACTION PERKS
Members of the Dino-Hunters gain the following
• In addition to your Role’s Equipment Training Perks, regardless of Role.
and Qualifications, you are Qualified in all
Life Finds A Way: Even under ideal
Standard weapons, Light armor, and the Organic
circumstances, sooner or later, you’re going to get
Armor battledress upgrade and Biomechanical
stepped on. You gain the Dodgy General Perk, even
weapon upgrade. You suffer Snag when you use
if you don’t meet the prerequisites.
battledress, vehicles, and weapons that do not
have the Biomechanical trait. Spared No Expense: Your faction may be small,
• You are Qualified with vehicles with the but someone out there is giving your team lots of
Biomechanical trait and roll Skill Tests to drive funding. Every member of the Dino-Hunters gains
Biomechanical vehicles without Snag even if you the following benefits:
have no Ranks in the relevant skill. • In addition to your Role’s Equipment Training and
• Wisdom dating back to the days of mastodons taught Qualifications, you are Trained with medium and
you greater resolve. Effects that cause the Frightened heavy armor, and the silent battledress upgrade.
condition suffer Snag when they target you. • You are Qualified with Large/Long and smaller Land

73
G.I. JOE ROLEPLAYING GAME

vehicles and roll Driving Skill Tests to drive Large/


Long and smaller Land vehicles without Snag even
FACTION PERKS
if you have no Ranks in the Driving skill. As a Mega Marine, you gain the following Perks,
regardless of Role.
• The bigger they are, the harder you hit them. You
gain Edge on attacks that target creatures larger Bio-Tech Armor: Fighting Mega Monsters
than you. takes as much protection as the Mega Marines
• There are many facets to stalking, tracking, can manage. You can wear two sets of
and capturing dinosaurs. battledress, as long as one set
Choose one of the following has the Organic Battledress
Skills: Animal Handling, Upgrade and the other has the
Infiltration, or Survival. You Computerized trait.
gain 1 on Skill Tests of your Mega Training Regimen:
chosen Skill. Mega Marines are trained to
face monsters and come back
MEGA home alive. Every member
of this faction gains the
MARINES
Mega Marines is a new faction for G.I.
following benefits:
• In addition to your Role’s
Joe characters in the G.I. JOE Roleplaying Game. Equipment Training and Qualifications, you
are Trained in all armor and Qualified in
When monsters seemingly out of myth—
Computerized armor and the Organic battledress
werewolves, sea creatures, and other
upgrade.
cryptids—began to prey on communities not far
from suspected Cobra research centers, G.I. Joe • You are Qualified with Huge and larger land
investigators discovered Cobra’s latest atrocity. vehicles and roll Driving Skill Tests to drive Huge
The deranged Dr. Mindbender released giant and larger Land vehicles without Snag even if you
mutants into the wild. To combat these Mega have no Ranks in the Driving skill.
Monsters, a detachment of battle-hardened • You gain a 1 when using vehicle weapon
Joes led by Gung-Ho were detailed to go at this systems and hardpoint weapons.
threat head-on! • Your training tells you that most monsters like
their prey up close for the kill. Attempts to
FACTION ACCESS Grapple, Shove, or Trip you suffer Snag.
Mindful of how dangerous these monsters can be,
Gung-Ho only accepts the most steadfast MEGA
Joes on his squad and rarely
accepts volunteers. Instead, MONSTERS
Mega Monsters is a new faction
established members of the Mega
Marines need to observe the for Cobra characters in the G.I.
candidate perform in combat JOE Roleplaying Game.
conditions to see if they Stable genetic
are tough enough to fight mutation, one of the
the world’s real monsters. many schemes from the
Characters with the laboratories of Cobra’s
Marine Infantry Origin SciTech division, bore twisted fruit in
(see page 7 of the G.I. the form of the Mega Monsters. Enormous Bio-
JOE Roleplaying Game Sgt Slaughter Vipers and Monstro-Vipers comprise the bulk of
Sourcebook) and at least two ranks in this force (figuratively and literally), and Cobra
Conditioning can gain access to the Mega Marines. controls them through surgically-embedded
override processors. The sadistic Mega-Vipers often
deploy to herd these beasts into the field, but some
say these mutant wranglers are the real monsters.

74
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

FACTION ACCESS TABLE 4-1: BEASTLY BONDS


D12 BACKGROUND BOND
Dr. Mindbender isn’t picky. Volunteers who
survive the mutation process are welcomed into 1 People call me a gentle giant, but I think
I’m an average-tempered person of above-
the Mega Monsters, as are twisted scientists who
average height.
demonstrate an affinity for watching predators
2 When my friends learned I’m willing to fight
devour helpless prey. Characters with at least two other people’s battles, they suddenly had
Genetic Alterations (see the G.I. JOE Roleplaying many more they needed help with.
Game Cobra Codex) or the new Brutish Influence 3 Sometimes, the only seat I fit in is the
(see page 76) and at least +d4 rank in either Animal gunnery station.
Handling, Intimidation, or Science can access the 4 Not using my size to my advantage would
Mega Monsters. waste a benefit that can’t be earned.
5 Everyone from my shorter relatives to
FACTION PERKS strangers in stores feels comfortable asking
me to use my height for them.
Members of the Mega Monsters gain the following
6 I developed a slouch from leaning over to
Perks, regardless of Role. talk to people and ducking to let people
Company We Keep: Whether you’re a monster behind me see.
wrangler or a monster yourself matters little to Dr. 7 I’m a little tall but very wide, which makes
Mindbender. You gain your choice of a Limited people think of me as taller than I am.
Genetic Alteration, the Enlarged Restricted Genetic 8 My natural size isn’t enough, but it’s a good
Alteration, or the Monstro-Vipers as a Contact. place for my bodybuilding to start.
9 Before anyone can recruit me, they need to make
Roaming the Land: In the spirit of the monsters me a custom uniform. I get especially nervous
that have come before you, predation is your that my custom body armor is made with more
mandate. Every member of the Mega Monsters material but the same amount of plating.
gains the following benefits: 10 Even if might doesn’t make right, people don’t
like to tell me I’m wrong.
• In addition to your Role’s Equipment Training
and Qualifications, you are trained in energized 11 There’s nothing worse than hitting my head on
a door frame during a stealth mission.
close combat weapons and Qualified with the
Traumatic weapon upgrade. 12 The weather up here is fine. You wanna find
out how the weather is six feet under?
• Having survived experimentation, or at least
living among experimental subjects, you gain +1
Toughness and +1 Evasion. and Cobra isn’t fought by the average. You are like a
pickup truck on a highway full of sedans. Whether
• Punching down is easy, but punching up takes you can hold onto a heavy machine gun’s 134
skill. Choose to deal either +1 damage with pounds of steel as it generates mule kick levels of
melee attacks targeting smaller creatures or +1 recoil or you have fists the size of frozen turkeys,
Stun with melee attacks targeting larger creatures. your size and strength turn heads.
• Knowing how to deal best with monsters or being
a monster yourself, you gain a 1 on Intimidation G.I. JOE EXAMPLES
Skill Tests.
• Roadblock

NEW INFLUENCES • Salvo

The following new Influences can be taken during COBRA EXAMPLES


character creation by G.I. Joe and Cobra player
• Big Boa
characters, just like any other Influence in the G.I.
JOE Roleplaying Game. • Road Pig

INFLUENCE PERK
BEASTLY Your big hands slam like hammers when you want
The average human stands about 5’5” and weighs them to. Your Unarmed Combat attack’s Blunt
about 155 pounds, but the battle between G.I. Joe damage alternate effect no longer suffers 1.

75
G.I. JOE ROLEPLAYING GAME

HANG-UP INFLUENCE PERK


Your big hands slam like hammers even when you Chaos and evolution are your way—you embrace
don’t want them to. Your Unarmed Combat attack’s your primal urges and draw strength from them.
Stun effect suffers 1. Once per scene, you gain Edge on a Skill Test
prompted by acting based on instinct, frustration,
BRUTISH gut feeling, or a similar impulse (at GM discretion).
Something happened to you. Maybe you saw things
nobody should have seen while you were too
HANG-UP
Order and obedience aren’t really your thing, nor
young to comprehend, or perhaps you were forced
are urbane situations. You suffer Snag on Social
to do brutal things to survive beyond the edges of
Skill Tests when interacting with others in polite
the map. Either way, indelible darkness has left its
society or formal settings such as government
mark on your soul. Now, you walk on the wild side
offices, interviews, or military tribunals.
of life because it’s the only way to survive what you
know is out there: others like you.
CBRN DEFENDER
G.I. JOE EXAMPLES For as long as you can remember, you’ve always
• Beachhead hated bullies. At some point in your youth, you
• Leatherneck decided you’d prefer risking your own physical or
mental well-being rather than seeing someone else
COBRA EXAMPLES suffer. You’re especially tired of the bullies who
profit off and get away with willingly subjecting
• Nemesis Enforcer innocents to toxins without their knowledge
• Thrasher

76
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

TABLE 4-2: BRUTISH BONDS TABLE 4-3: CBRN DEFENDER BONDS


D12 BACKGROUND BOND D12 BACKGROUND BOND
1 What doesn’t kill me had better run. Fast. 1 We do these things so that others may live.
2 Eyes up. Pick a direction. Move... stalk... strike! 2 Cobra is the disease. We are the cure.
3 Now that I’ve grabbed the bull by the horns, 3 Protect the innocent. Protect the environment.
where do I go from here? Protect each other.
4 You don’t need fangs or claws to be a monster. 4 Remember that guy on TV who blew his eyebrows
A sharp mind can be far more dangerous than off teaching popular science? He was my hero!
any weapon.
5 Whoever saves one life, saves the world entire.
5 Learn the art of terror. How to face it, and how
6 Hope for the best, but plan for the worst.
to use it.
7 No one gets left behind.
6 The beast within is always hungry. Feed it even
once, and it’ll never go away. 8 Standard Operating Procedures are my mantra.
7 My eyes blaze with brimstone, and my ears 9 Safety is my middle name. I had it changed a
ring with the roar of battle. There’s no calm few years ago.
before the storm here. 10 Pick on somebody your own size!
8 Bite the hand that feeds you, or it’ll become a 11 No, don’t rub dirt on it; use some warm, soapy
leash that controls you. water instead. Isn’t that better?
9 Dangerous things still lurk in the wild places of 12 We protect the rest so that we can fight and
the world. I’m one of them. win together.
10 Tear free from the past. Become something
new, something raw, something primal.
11 Don’t mistake composure for weakness. rolls for the rest of that scene as you dwell on the
It might not be right now, but I am consequences of your actions.
coming for you.
12 Trust your instincts. Use them. Improvise,
adapt, and overcome! NEW ORIGIN
Although the following new Origin favors Cobra
characters, a player could take it for a character in a
or understanding. You enrolled in chemical, G.I. Joe campaign, as long as the GM allows it.
biological, radiological, and nuclear defense
training to help those caught in the crossfire or
victimized by the worst weapons in the world. CITIZEN OF COBRA-LA
You know that humans didn’t evolve alone,
G.I. JOE EXAMPLES nor did they develop the fastest. Early humans
shared the stone age with a small population
• Barricade
of advanced human, snake, and insectoid
• Dr. Link Talbot hybrids. This civilization, called Cobra-La, went
• Sideline underground after climate change devastated their
biomechanical cities. As humans evolved, Cobra-La
INFLUENCE PERK sent some of their citizens into this new world.
You begin play with access to the Anti-Venom Task Some infiltrators merely spied on humans, while
Force faction. You can choose this faction instead others took on bolder tasks, including raising an
of the G.I. Joe faction, even if you don’t meet the army to destroy humanity.
standard requirements. For more on changing
factions, see page 5. DEVELOPMENT
Fitting into modern Earth with a Cobra-La lineage
HANG-UP means hiding inhuman features like blue skin and
Your focus on protecting others has made it more exoskeletons. This is why Golobulus prefers to send the
difficult for you to employ lethal tactics in combat citizens who pass most easily as humans. These long-
without feeling remorse. When you use an option lived citizens tend to move on once they see the signs
that Defeats a living creature through damage, of aging among the humans around them. However,
such as by attacking them, you suffer 1 on attack some citizens became enamored with humanity and

77
G.I. JOE ROLEPLAYING GAME

A G.I. Joe Citizen of NEW CONTACTS


Cobra-La? Depending on whether they’re in a G.I. Joe or
Cobra campaign, player characters can interact
Any G.I. JOE media featuring Cobra-La with the following characters and possibly win
treats the ancient civilization as a purely them over as trusted allies and Contacts.
Cobra concept. This includes the media that
suggests only a cult within Cobra believes
in the ancient civilization and the media in
ANTI-VENOM SIDELINE
Sometimes mistaken for another one of G.I. Joe’s
which Cobra-La characters undeniably exist
combat paramedics, Sergeant Greg Scott always
and interact with other characters.
keeps a cool head under fire. As lead medic of
However, just because G.I. JOE media
the Anti-Venom Task Force, Sideline ensures his
presents certain concepts in specific ways
fellow Joes are up to date on their first aid training
doesn’t mean GMs and players must abide
and physically fit to face the worst atrocities Cobra
by that interpretation for their campaigns.
inflicts on the world.
A citizen of Cobra-La fish-out-of-water
character can inspire new stories unique to GAINING ANTI-VENOM SIDELINE AS A CONTACT
your campaigns. Are they hiding their true
Duty to Protect: G.I. Joes who knowingly put
selves or openly facing those who prejudge
themselves in harm’s way to protect others easily
them for their heritage? earn Sideline’s respect, especially if they recognize
Remember that such extreme exceptions to the adage that a bullet fired can never be taken back.
established canon could affect the immersion If the PCs spend time volunteering between missions
of other players at your table. As usual, you performing first aid for victims of a Cobra attack or
are encouraged to discuss your character a natural disaster on at least three occasions, they
concept with your GM and fellow players to gain Anti-Venom Sideline as a permanent Contact.
avoid conflict during a campaign. Fellow Joe: The Joes never leave a teammate behind. If
this Contact is on the scene, the player characters can
summon them as a temporary Contact.
abandoned their tasks. They’re free to integrate fully Allegiance Points: 4
into society, maybe even as a member of G.I. Joe.
CONTACT PERKS
Essence Score Increase: Increase your Smarts or
Medevac (3+ Allegiance Points): This paramedic
Social by +1. rushes to the rescue in an emergency. Sideline
Origin Skill: Your Origin trained you in one of moves a single character 30ft away from their
the following skills: Animal Handling, Science, or current location. This movement does not trigger any
Contingency actions. That character then regains 3
Survival. This skill training must be in the Essence
Health. If 4 Allegiance Points are spent, the character
taken in your Essence Score Increase. instead regains 5 Health.
Starting Health: You begin play with 2 Health. Retrogen Clip (1 Allegiance Point): Sideline wears
Movement: Your base Ground Movement many hats as a G.I. Joe. When he’s on an Anti-
Venom Task Force assignment, he’s there to stop
is 30 feet.
mutants first and help people second. A player
Languages: You are fluent in the Cobra-La character’s weapons gain the Retrogen trait
language and one language of your choice. You (see page 82) until the end of the scene.
gain one additional language for every 2 points of Telehealth (1 Allegiance Point): Even remotely,
Smarts you possess. Sideline’s medical advice is solid. A player character
gains Edge on their next Science (Medicine) Skill Test.
ORIGIN BENEFIT: AVOID
THE INEVITABLE DINO-HUNTERS AMBUSH
In Cobra-La, failure is the one unforgivable crime. Like the fin on the back of a dimetrodon, G.I.
Once per combat, when you would be Defeated, Joe’s concealment specialist is a big dinosaur fan.
you gain 1 temporary Health. This Health lasts until Ambush did not finish college, but he enjoyed
removed or at the end of the scene. the classes he took on paleontology. With Cobra

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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

churning out cloned dinosaurs and other prehistoric That’s A Big One (1 Allegiance Point): Ambush is well-
megafauna, he leaped at the chance to see them versed in identifying animals, dinosaurs, and other
strange creatures. Characters succeed at a Skill Test
with his own eyes and save them from being turned
to identify a living creature.
into beasts of war.

GAINING DINO-HUNTERS AMBUSH AS A CONTACT DR. LINK TALBOT


Amateur Paleontologist: Between missions, Ambush A veteran of U.S. Navy S.E.A.L. teams, Dr. Link
loves reading peer-reviewed paleontology papers to Talbot transformed his love for animals into a
learn more about dinosaurs. Scholarly debate about career. He became the chief veterinarian at a
the true nature of Spinosaurus is a particular favorite
of his. If the player characters geek out with him about
national zoo following impressive academic
dinosaurs between missions and succeed at three achievements. But when tissue samples were
DIF 15 Science Skill Tests, they earn Dino-Hunter taken from his facility by agents of Cobra for use in
Ambush as a permanent Contact. dastardly experiments, Talbot re-enlisted, becoming
Fellow Joe: The Joes never leave a teammate behind. If G.I. Joe’s only dual V.M.D. and Ph.D. combat
this Contact is on the scene, the player characters can veterinarian. He now serves in a support role for
summon them as a temporary Contact. the Anti-Venom Task Force, Dino-Hunters, and
Peekaboo: Ambush got his G.I. Joe code name for Mega Marines.
a reason. Beating him at his own game is a quick
way to earn his respect. If a PC out-hides Ambush GAINING DR. LINK TALBOT AS A CONTACT
by succeeding at a DIF 25 Infiltration Skill Test Anti-Mutation Research: Dr. Talbot specializes in trying
between missions, they gain Dino-Hunter Ambush as a to undo the mutations caused by Cobra’s genetic
permanent Contact. experiments. Player characters who spend time
Allegiance Points: 2 between missions neutralizing Cobra’s experiments
and succeed at three DIF 15 Science Skill Tests gain
CONTACT PERKS Dr. Talbot as a permanent Contact.

Hide-and-Seek Champion (2 Allegiance Points): Fellow Joe: The Joes never leave a teammate behind. If
Ambush once disappeared during a game for three this Contact is on the scene, the player characters can
days as a child, requiring the National Guard to try and summon them as a temporary Contact.
find him. The player characters gain Edge on Infiltration
Skill Tests until the end of the next turn.

79
G.I. JOE ROLEPLAYING GAME

Man’s Best Friend: Link may be a hardened warfighter, CONTACT PERKS:


but even his heart melts for animals—national
treasures, in his eyes. Player characters who regularly Mithridatism (1 Allegiance Point): Link provides
spend time between missions working in The Pit’s inoculations against harmful genetic, biological,
kennel and succeed at five DIF 13 Animal Handling and similar effects. One player character becomes
Skill Tests gain Dr. Talbot as a permanent Contact. Resistant to poison effects until the end of the scene.
Any Joe who risks their life to save an animal that was Mouse and Lion (3 Allegiance Points): Knowing
not their pet gains Link as a permanent Contact. how to tame the most savage beasts, Link makes
Allegiance Points: 3 one enemy animal non-hostile and removes it from
combat. The animal’s Threat Level must be no higher
than the highest-level player character and cannot be
under mind control. At the GM’s discretion, this animal
could feature in future stories.
Retrogen Rounds (2 Allegiance Point): Dr. Talbot
knows the best way to defeat Cobra’s animal hybrid
troopers is to separate animal from trooper. All player
character weapons gain the Retrogen trait (see page
82) until the end of the scene.

NEMESIS ENFORCER
Other citizens of Cobra-La stand in Nemesis
Enforcer’s shadow, but not because the
immortal guardian of Cobra-La towers over
them on foot and can fly over them with
the grace of an eagle. Nemesis Enforcer
represents a new step in Cobra-La’s
evolution, with his size and bat-like wings
both showing unique genetic alterations.
Despite being one-of-a-kind, he remains
loyal to Cobra-La and its supreme leader,
Golobulus, helping however he is asked.

GAINING NEMESIS ENFORCER AS A CONTACT


Loyal to Cobra-La: Nemesis Enforcer
steadfastly follows the orders handed
down by Cobra-La leadership. If the
player characters are at least Role Level
10 and in the Cobra-La faction, if Nemesis
Enforcer is in the area, once per mission,
they can summon him to help, even if they
haven’t done anything to gain Nemesis
Enforcer as a Contact.
Allegiance Points: 3

CONTACT PERKS
Talons (2 Allegiance Points): Strong as steel, the
talons on Nemesis Enforcer’s arms rip through any
armor. The player character’s attacks gain the Anti-
Tank and Armor Piercing weapon upgrades until the
end of the next turn.
Take Flight (3 Allegiance Points): Nemesis Enforcer’s
wings span as wide as a Cobra F.A.N.G.’s propellor. A
player character gains a 50ft Aerial Movement for one
round of combat or one scene outside of combat.

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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

Wing Cloak (1 Allegiance Point): Attacks that could


take down an elephant bounce harmlessly off Nemesis
Enforcer’s wings. One player character gains immunity
to element damage until the end of the next turn.

CONTACT HANG-UP
Golobulus Above All: Nemesis Enforcer watches
over all of Cobra-La because Golobulus told him
to. If Cobra-La’s supreme ruler instead told him to
raze the empire, Nemesis Enforcer would burn it
to the ground. Nemesis Enforcer cannot become a
permanent Contact.

MEGA MARINES GUNG-HO


When things go bump in the night, Gung-Ho and the
Mega Marines bump back. Already a legend among
G.I. Joe, when Gung-Ho took charge of the Mega
Marines, his vigilance continued to pay dividends. His
unrelenting drills force those under his command to
sleep with one eye open, never knowing if a strange
sound after dark is some new training evolution or
Cobra’s latest creature which must be vanquished.

GAINING MEGA MARINES GUNG-HO AS A CONTACT


Fellow Joe: The Joes never leave a teammate behind. If MONSTRO-VIPERS
this Contact is on the scene, the player characters can Despite starting as Range-Vipers, Dr. Mindbender’s
summon them as a temporary Contact. genetically enhanced bio-beasts require implanted
Mega Marine Material: Gung-Ho looks for Joes that control processors to keep from rampaging at
can brave crushing tentacles and gruesome gut friend and foe. Even when under control, Monstro-
bombs. If the PCs spend a scene between missions Vipers tear across battlefields without regard for
proving their survival ability with a DIF 20 Strength-
based Skill Test and a DIF 20 Speed-based
safety, biting and clawing at their prey. They can
Skill Test without failure, they gain Gung-Ho as a even reach into their stomach cavities, rip out their
permanent Contact. Additionally, members of the acidic innards, and throw them like grenades. Woe
Mega Marine faction automatically gain Mega Marines to ye who stands too close to a Monstro-Viper if its
Gung-Ho as a permanent Contact. control processor shorts out!
Allegiance Points: 4
GAINING MONSTRO-VIPERS AS A CONTACT
CONTACT PERKS Field Test: Mindbender needs to know what his
Pressure Molded (3 Allegiance Points): Gung-Ho experiments can do in practical environments. Player
drops into combat zones with immortal confidence characters can gain a Monstro-Viper as a temporary
and clad in bright orange experimental bio-armor, Contact for one mission by spending a Story Point.
intentionally drawing the enemy’s attacks because Additionally, player characters from the Mega
he believes he can survive anything. The player Monsters faction automatically gain Monstro-Vipers
characters gain a shared pool of 5 Temporary Health as permanent Contacts.
they can divide among themselves and their allies. Allegiance Points: 4
Inspiring Words (2 Allegiance Points): Although he
never attended officer candidate school, Gung-Ho CONTACT PERKS:
leads with natural ability and the loudest voice on the Bionic Punch (1 Allegiance Point): Not one to waste
battlefield. One player character removes one effect an opportunity, Dr. Mindbender tested how genetic
or condition affecting them other than Defeated. augmentations interacted with cybernetics by giving
Spray and Pray (1 Allegiance Point): Gung-Ho finds an Monstro-Vipers robotic fists. One enemy target suffers
enfilading position and unloads his Xeno-blaster. One 2 Blunt damage.
enemy target suffers 1 Sharp damage.

81
G.I. JOE ROLEPLAYING GAME

Gut Bombs (3 Allegiance Points): The Monstro-Viper


deals 1 Acid damage to all enemy targets. ANTI-VENOM BARRICADE
Sniff Out Prey (2 Allegiance Points): Monstro-Vipers When G.I. Joe calls the Anti-Venom Task Force to
excel at finding hidden prey by combining echoes of action, Barricade is the first one geared up and
their ranger training with their new canine sense of ready to take the fight to Cobra. As the task force’s
smell. All player characters gain Edge on Alertness breaching expert, he knows how to leverage his
Skill Tests until the end of the next round. armor for maximum effectiveness to create openings
for the troops who follow him into hostile territory.
CONTACT HANG-UP:
THREAT LEVEL: 9
Bite the Hand that Feeds: When all Allegiance Points
for the Monstro-Viper have been spent, its control SIZE: Common HEALTH: 10
mechanism short-circuits, causing it to lash out. All MOVEMENT: 30ft Ground
player characters suffer 1 Sharp damage. STRENGTH: 6 SPEED: 9
SMARTS: 9 SOCIAL: 4

COBRA CODEX TOUGHNESS: 19


WILLPOWER: 19
EVASION: 19
CLEVERNESS: 14

REFERENCES
The G.I. JOE Roleplaying Game Cobra Codex
SKILLS
• Alertness (Situational Awareness) +d6*
introduced many concepts developed in this
• Brawn +d4
chapter, including:
• Conditioning +1
Air Supply (Battledress Upgrade): You gain • Driving +d4
Resistance to Inhaled poisons. • Infiltration +d2 (+d4)
Anti-V.E.N.O.M (Weapon Upgrade): This weapon • Initiative +d4
gains the Retrogen trait. • Might +d6
Cybernetic (Alteration): The process of melding • Persuasion +d2
technology and living tissue, often by augmenting • Streetwise +d6
or replacing body parts with robotic ones. • Targeting +d8
Genetic (Alteration): Cellular modification, such • Technology (Engineering) +d4*
as Venomization, involves infusing animal genetic • Languages: American Sign Language, English,
code into the subject’s DNA. German, Spanish

Retrogen (Weapon Trait): This weapon grants PERKS


1 on attacks that target creatures with Genetic Sustained Fire: Bracing (see page 194 of the G.I.
Alterations. JOE Roleplaying Game Core Rulebook) is a
Free action for Barricade instead of a Move action.
Shield (Battledress Trait): Characters can hold a
shield in one hand and provide two types of protection, AT TACKS
Passive and Active, represented by numbers before and Z-99 Tranquilizer Gun (Targeting): +d8, Range
after a slash (e.g. +1/+2 to Toughness). An Active shield 10ft/40ft (1 Stun)
requires using one of the character’s hands, while a Hands: 1
Passive shield locks in place, freeing the character’s Upgrades: Anti-V.E.N.O.M., Silencer
hand while still gaining some protection. A character Traits: Injection, Retrogen, Silent
with a shield can spend a Move action to switch Concussion Grenade (Targeting): +d8, Range
between Passive and Active modes. 20ft/50ft (1 Stun Blast, 10ft radius)
Hands: 1

NEW THREATS
While some of the following Threats are intended
Traits: Consumable
Wall-Smasher Integrated Stock (Might): +d6,
Reach (1 Blunt damage)
to be used as adversaries in either a G.I. Joe Alternate Effects: 1 Stun (1)
campaign—Cobra-La and the Mega Monsters—or a Hands: 0
Cobra campaign—Joes like Anti-Venom Barricade Traits: Blunt, Martial Arts, Silent
and the Anti-Venom Brigadiers—the dinosaurs can Eight-Barreled Squad Assault Weapon (Targeting):
be used as Threats in either campaign. +d8, Range 40ft/160ft; min 10ft (1 Sharp damage)

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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

Alternate Effects: 2 Sharp damage (1), 1 Sharp of applicants quickly overflowed their training
damage—Multiple (2) Targets (Cone: 30ft, 1) center’s campus, capable of hosting a brigade’s
worth of troops. Honoring this, Brigadier became
Hands: 2
the rank awarded to the brave volunteers who go
Upgrades: Ammo Belt, Modular Standard Weapon into harm’s way against these threats and Cobra’s
(Close Combat Bludgeon) genetically-altered creatures and victims.
Traits: Ballistic, Reload
THREAT LEVEL: 6
POWERS SIZE: Common HEALTH: 7
Armored Reinforcement (Move): The right MOVEMENT: 30ft Ground
modern armor can be crucial to survival. By STRENGTH: 5 SPEED: 6
expending a consumable Technology (Ballistic SMARTS: 6 SOCIAL: 3
Armor) kit, Barricade reinforces his already-
formidable armor with specialized ceramic plates TOUGHNESS: 16 EVASION: 16
designed to absorb damage and break rather WILLPOWER: 16 CLEVERNESS: 13
than let the wearer come to harm. A standard kit
grants 1 Temporary Health, and a limited kit grants SKILLS
3 Temporary Health. • Alertness +d4
Breach, Bang, Clear (1/combat): Seizing the • Brawn +d2
initiative in urban warfare can mean the difference • Conditioning +1
between the success or failure of a mission. On • Infiltration +d4
Barricade’s first turn in combat, he can activate
• Initiative +d2 (+d4)
a Breach Charge, kick open the door or obstacle
this charge was used against (if it survived), make • Intimidation +d6
an Attack with a grenade as if it had the Indirect • Might +d6
trait, and then move up to half of his current • Science (Medicine) +d6
Movement. This Power uses all of Barricade’s
• Targeting +d6
actions for the turn.
Infrared Heat-Sensors (1/turn, Free): • Languages: Usually English, plus American
Barricade’s prototype helmet highlights sources Sign Language and one local language other
of infrared radiation such as body heat or than English
active lasers. Once per turn against targets that
appear on this type of scan (at GM discretion), PERKS
Barricade’s helmet Lends Assistance as a Free Bright and Surly: Intimidation is a Social skill for
action for a single Attack Skill Test. Anti-Venom Brigadiers, who also gain a 1 bonus
to Initiative.
GEAR Share Shield: Anti-Venom Brigadiers don’t just
Battledress: Heavy laminate environmental carry a shield for personal protection. When an
armor with Air Supply, Poison Resistance, and Anti-Venom Brigadier raises their shield, they
Stealth upgrades (+3 plating to Toughness) can choose to grant the shield’s benefits to an
Weapons: Z-99 tranquilizer gun (Targeting adjacent target. The target can be no larger
side projectile), concussion grenade (Targeting than the Anti-Venom Brigadier and only gains
side explosive) ×2, Eight-Barreled SAW with the benefits of the Anti-Venom Brigadier’s raised
Wall-Smasher integrated stock (Targeting long shield as long as the two remain adjacent.
projectile)
AT TACKS
Other: Breach charge ×2, helmet-mounted
infrared heat-sensors, Limited Technology (Breach AB4 Tranquilizer Gun (Targeting): +d6, Range
charge) kit, Limited Technology (Ballistic Armor) 10ft/40ft (1 Stun)
kit, Standard Technology (Breach charge) kit ×2 Hands: 1
Upgrades: Anti-V.E.N.O.M., Silencer
Traits: Injection, Retrogen, Silent
ANTI-VENOM BRIGADIER Concussion Grenade (Targeting): +d6, Range
20ft/50ft (1 Stun Blast: 10ft radius)
Many militaries worldwide maintain units Hands: 1
trained in chemical, biological, radiological, and
Traits: Consumable
nuclear (CBRN) defense techniques. When G.I.
Joe allocated funding for its own Anti-Venom MB5 Submachine Gun (Targeting): +d6, Range
Task Force in a similar vein, the initial number 20ft/80ft (1 Sharp damage)

83
G.I. JOE ROLEPLAYING GAME

Alternate Effects: 2 Sharp damage (1), 1 Sharp antennae physically link the minds of all nearby
damage—Multiple (3) Targets (15ft cone, 1) Royal Guards. Citizens of Cobra-La remain loyal
to Golobulus as much out of their respect for him
Hands: 1
as their fear of these formidable fighters.
Upgrades: Ammo Belt, Suppressor
Traits: Ballistic, Reload, Silent THREAT LEVEL: 6
Shield Bash (Might): +d6, Reach (1 Blunt damage) SIZE: Common HEALTH: 6
Alternate Effects: Stun 1 (1) MOVEMENT: 30ft Ground
Hands: 1 STRENGTH: 7 SPEED: 4
Traits: Shield, Silent SMARTS: 4 SOCIAL: 5
POWERS TOUGHNESS: 21 EVASION: 14
WILLPOWER: 14 CLEVERNESS: 15
Self-Motivate (1/turn, Free): An Anti-Venom
Brigadier can motivate themself with a menacing SKILLS
battle cry. The Anti-Venom Brigadier attempts
an Intimidation Skill Test against their own • Alertness +d6
Willpower Defense. On a success, they are • Animal Handling (Biomechanical Weapons) +d8*
immune to mind-affecting effects until the • Athletics +d6
beginning of their next turn. • Brawn +d2
Triage (1/scene, Free): Anti-Venom Brigadiers • Infiltration +d6
receive medical training since they might need
• Initiative +d2
to enter areas subjected to CBRN attacks
or contain genetically-altered beings. Once • Intimidation +d6
per scene, a brigadier can make a Science • Survival +d2
(Medicine) Skill Test as a Free action. This test • Languages: Cobra-La
cannot restore Health, but it can treat poisons or
other medical threats. PERKS
GEAR Hivemind Coordination: Cobra-La Royal Guards
may not have the most creative minds for
Battledress: Ballistic shield (+1/+2 shield to strategy, but their antennae let them coordinate
Toughness, not included in the Anti-Venom better than the most clever commandos. When
Brigadier’s Defenses), bite-proof tactical there are 3 or more Cobra-La Royal Guards in a
rebreather armor with Air Supply and Handling scene, they gain Edge on their Attack Skill Tests.
battledress upgrades (+1 deflective to Toughness)
Shrill Battle Cry: Cobra-La Royal Guards let their
Weapons: AB4 tranquilizer gun, concussion enemies know they’re coming with an extended,
grenades ×2, MB5 submachine gun off-putting shriek. Before rolling for Initiative to
Other: Standard Science (Medicine) kit begin combat, one Cobra-La Royal Guard rolls an
Intimidation Skill Test against the Willpower
HANG-UPS of enemies in combat who can hear them. The
Cobra-La Royal Guard gains 1 on this Skill Test
Consummately Compassionate: Beneath their for every Cobra-La Royal Guard in this combat.
sometimes gruff exterior, Anti-Venom Brigadiers Every enemy they successfully target gains the
volunteered to shield the innocent from Cobra’s Impaired Condition for 1 round.
depredations and from being experimented
on like lab rats. Anti-Venom Brigadiers never AT TACKS
willingly leave a battlefield if noncombatants or
allies remain in the area. Their “first in, last out” Beetle Wing Battle-Ax (Animal Handling): +d8*,
mentality often puts them at greater risk of injury Reach ×2 (1 Sharp damage 1)
or defeat. Alternate Effects: 1 Sharp damage Multiple (3)
Targets (Reach, 2)
Hands: 2
COBRA-LA ROYAL GUARD Upgrades: Biomechanical (Animal Handling),
Standard Deflecting Weapon (Ballistic shield)
The chitinous armor that covers Cobra-La Royal
Traits: Blunt, Martial Arts, Silent
Guard from head to toe protects them from
human weapons. The layered organic plates Pincer Spear (Animal Handling): +d8*, Reach ×3
disperse impacts that would punch through (Maneuver 1)
a tank. A conical face mask filters toxins like Alternate Effects: Intimidating (1)
the breathing holes in an insect’s thorax, and Hands: 2

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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

Upgrades: Biomechanical (Animal Handling) THREAT LEVEL: 20


Traits: Martial Arts, Silent SIZE: Large; Long HEALTH: 15
Spittlebug Pistol (Animal Handling): +d8*, Range MOVEMENT: 15ft Aerial (oversight pod); 45ft
25ft/80ft (1 Sharp damage 1) Ground (snake tail)
Hands: 1 STRENGTH: 13 SPEED: 7
Upgrades: Biomechanical (Animal Handling) SMARTS: 16 SOCIAL: 12
Traits: Ballistic
TOUGHNESS: 24 EVASION: 17
POWERS WILLPOWER: 27 CLEVERNESS: 23

Leap Into Battle (Move): Even with enough SKILLS


armor to weigh down a diver, Cobra-La Royal
• Acrobatics +d6
Guards can leap into the air like a grasshopper.
If a Cobra-La Royal Guard successfully rolls an • Alertness +d8
Athletics Skill Test against the Cleverness of • Brawn +d4
a target, Cobra-La Royal Guard gains Edge on its • Culture +d5
next attack against that target.
• Deception +d12
Raise Shield (Move): A Cobra-La Royal Guard • Initiative +d8
can use their beetle wing battle-ax as a ballistic
shield by raising or lowering it. When lowered, • Intimidation +d12
they gain a +1 shield bonus to Toughness. When • Might +d10
raised, they increase their shield bonus to • Persuasion +d12
Toughness to +2 but cannot attack with their • Science (Biomechanics) +d12*
beetle wing battle-ax.
• Languages: Cobra-La, and all human languages
GEAR
Battledress: Insectoid marauder armor
with Organic Armor (Mountains) battledress
upgrade (+4 plating to Toughness), and
beetle wing battle-ax ballistic shield (+1/+2
shield to Toughness, not included in the
Cobra-La Royal Guard’s Defenses)
Weapons: Beetle wing battle-ax, pincer
spear, spittlebug pistol

HANG-UPS
Tactically Unimaginative: Though initially
overwhelming, Cobra-La Royal Guards fight
in predictable patterns. Decrease their
Toughness by 1 at the end of every combat
round. This penalty lasts for the rest of
the combat.

GOLOBULUS
Descended from the serpent kings of
prehistory, the supreme ruler of Cobra-La
expects his citizens to work tirelessly
towards the expansion and betterment
of their civilization, with no tolerance for
failure. This tyranny led to biomechanical
breakthroughs, including the creation of
Nemesis Enforcer from a pile of dead cells
and the overseer pod that allows Golobulus
to fly over his domain.

85
G.I. JOE ROLEPLAYING GAME

PERKS Alternate Effects: 2 Sharp damage (1) 1 Sharp


Aware Of Everything: With his amber eyepiece, damage - Multiple (2) Targets (Cone: 20ft, 1)
Golobulus can relive every experience he’s ever Hands: 2
witnessed or imagined and project his thoughts Upgrades: Biomechanical
onto the Web of Remembrance in his underground Traits: Ballistic, Reload
palace. Golobulus and allies in combat with him
can never gain the Blinded, Stunned, or Surprised POWERS
Condition, and he is immune to Stun effects. Galvanized Bolts (Standard, 1/combat):
Extra Attacks: When Golobulus takes the Attack Golobulus stores electrical charges in battery
action, he can make up to three Attacks. Only two sacks on his Overseer Pod. He can deal 3
of these Attacks can target the same foe. Electricity or 3 Electromagnetic damage to all
targets within two 15ft lines.
Living Weapon: Cobra-La scientists work
tirelessly to make the next ultimate biomechanical
weapon breakthrough. For now, the ultimate
GEAR
biomechanical weapon is Golobulus. Golobulus’ Battledress: Living armor (+1 deflection to
natural weapons gain the Biomechanical upgrade. Toughness) and servo shell (+1 to Willpower and
Cleverness)
Microorganism Infiltration (Poison, cure
DIF 15): Golobulus’ claws drip with a mutagenic Weapons: Clawed hands, constricting tail, and
poison. When Golobulus successfully strikes a dragonfly biter
target with his clawed hands’ Poison effect, he
injects them with aggressive microorganisms
that attack the target from within. Every round on PYTHONA
the target’s turn, the microorganisms attack the
target’s Toughness (1d20+d12*). Cobra-La’s infiltration specialist travels to the
surface more than any other citizen of the
On a failure, the target resists, and the poison
ancient civilization. She navigates the skies and
leaves their system.
waterways as far as Cobra-La’s biomechanical
On a success, the microorganisms deal 1 Poison vehicular lifeforms take her, then moves from
damage to the target. shadow to shadow en route to her destination.
Overseer Pod: Golobulus shares a symbiotic When she encounters resistance, she overcomes
relationship with a green organic orb that it swiftly and silently. Although her weapons
allows him to hover above his domain. When leave behind evidence, most who come across
in his Overseer Pod, Golobulus gains an Aerial her victims see the spore pods, tendrils, and acid
movement. He can enter and exit his Overseer burns and assume some dangerous creature
Pod as a Move action. In the Overseer Pod, passed this way. They’re not wrong.
Golobulus is Large. Outside the pod, he’s Long. THREAT LEVEL: 11
SIZE: Common HEALTH: 11
AT TACKS MOVEMENT: 30ft Ground
Clawed Hands (Science): +d12*, Reach (1 Sharp STRENGTH: 3 SPEED: 10
damage, 1) SMARTS: 6 SOCIAL: 9
Alternate Effects: Poison (Microorganism TOUGHNESS: 13 EVASION: 20
Infiltration), Maneuver (1) WILLPOWER: 16 CLEVERNESS: 18
Hands: 0
Upgrades: Biomechanical SKILLS
Traits: Martial Arts, Poison, Sharp, Silent • Acrobatics (Gymnastics) +d8*
Constricting Tail (Science): +d12*, Range Reach ×3
• Alertness +d6
(2 Blunt damage and Maneuver)
• Animal Handling (Biomechanics) +d8*
Special Effect: The target is Grappled and
gains the Restrained Condition while Grappled. • Culture +d6
Golobulus can grapple up to two targets at a time. • Deception +d8
Hands: 0 • Infiltration +d10
Upgrades: Biomechanical • Intimidation +d6
Traits: Blunt, Martial Arts, Silent • Languages: Cobra-La, English, Central Tibetan,
Dragonfly Biter (Science): +d12*, Range 40ft/160ft; Nepali, Sherpa
min 10ft (1 Sharp damage)

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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

PERKS
Apex Infiltrator: Even when her enemies spot
Pythona, she catches them off guard. Pythona
uses Infiltration in place of Initiative for Skill Tests.
Enemies whose Initiative result is lower than her
Infiltration result are Surprised in the first round
of combat.
Biomechanical Immunity: Pythona is immune
to Biomechanical weapons due to resistance
gained from exposure to Cobra-La’s environment
and weapons.
Extra Attack: Pythona makes two Attacks when
she takes the Attack Action.

AT TACKS
Entangling Tendrils (Animal Handling): +d8*, Range
20ft/50ft (Maneuver and the target gains the Restrained
Condition until the end of Pythona’s next turn)
Hands: 1
Upgrades: Biomechanical Weapon (Animal
Handling)
Traits: Consumable, Martial Arts, Silent
Eternity’s Claws (Animal Handling): +d8*, Reach
(1 Sharp damage) fast. When Pythona sprints, she can travel up to
three times her Ground Movement.
Alternate Effects: 1 Acid damage, 1 Sharp damage
Multiple (2) Targets (Reach, 1), 1 Acid damage Slice Steel (Move): By extending her nails and
Multiple (2) Targets (Reach, 1) focusing the acid glands in her fingertips, Pythona
Hands: 0 can claw through metal. Pythona’s Eternity’s Claws
gain the Anti-Tank trait until the end of her turn.
Upgrades: Biomechanical Weapon (Animal Handling)
Traits: Acid, Martial Arts, Sharp, Silent GEAR
Explosive Spores (Animal Handling): +d8*, Range
20ft/50ft (1 Stun Blast: 10ft radius) Battledress: Chrysalis body coating (Resistance
to Sharp damage)
Alternate Effects: (1 Sharp damage Blast:
10ft radius) Weapons: Eternity’s Claws (natural weapon),
Hands: 1 entangling tendrils ×3, explosive spores ×3
Upgrades: Biomechanical Weapon (Animal
Handling)
Traits: Consumable
MEGA-VIPER
When Dr. Mindbender needs monster wranglers,
POWERS he selects the most deranged Vipers from every
Decoy Movements (3/turn, Free): Pythona division for special training and teaches them how
convinces enemies to attack the air by weaving to corral and herd Cobra’s monsters and mutants.
one way and moving another. If Pythona Mega-Vipers exhibit monstrous behavior on and
succeeds at a Deception Skill Test against the off the battlefield. Viper troops whisper rumors
Cleverness of a target, they suffer -2 to their that committing cruelty against harmless animals
Evasion until the beginning of their next turn. is a Mega-Viper’s first test, which they revel in.
Pythona can use multiple Decoy Movements on a
THREAT LEVEL: 5
single target or multiple targets on her turn.
SIZE: Common HEALTH: 5
Evasive Acrobatics (3/turn, Free): Pythona
MOVEMENT: 30ft Ground
flips, leaps, and cartwheels to avoid attacks. If
Pythona succeeds at an Acrobatics Skill Test STRENGTH: 5 SPEED: 5
against her current Evasion, she gains +2 to SMARTS: 3 SOCIAL: 5
Evasion until the beginning of her next turn.
TOUGHNESS: 17 EVASION: 17
Sidewinder Sprint (Standard): Like a racer WILLPOWER: 13 CLEVERNESS: 15
snake on the hunt, Pythona can move surprisingly

87
G.I. JOE ROLEPLAYING GAME

SKILLS Monster Handler: Mega-Vipers train Bio-Vipers


and Monstro-Vipers in addition to leading them into
• Alertness +d6
combat. With these (and similar) creatures, they
• Animal Handling (Biomechanics) +d8* can use the Animal Handling skill instead of the
• Brawn +d2 Intimidation, Persuasion, and Science Skills. Mega-
• Initiative +d4 Vipers can heal Bio-Vipers and Monstro-Viper with
an Animal Handling (Biomechanics) Skill Test.
• Intimidation +d2
• Might +d6 AT TACKS
• Survival +d2 Mega-Blaster Missile Launcher (Targeting): +d6,
• Targeting +d6 Range 100ft/200ft; min 30ft (2 Sharp damage Blast:
• Languages: Usually English, plus one local 20ft radius)
language other than English Hands: 1
Upgrades: Microtech Weapon (3)
PERKS Traits: Anti-Tank, Mounted, Reload, Wrecker
Bullet-Stopper: The highest Threat Level Cobra Rapid-Fire Whisper Gun (Targeting): +d6, Range
in the combat gains a bonus to Evasion equal to 40ft/160ft; min 10ft (1 Sharp damage)
the number of Cobras with the Bullet-Stopper Alternate Effects: 2 Sharp damage (1) 1 Sharp
perk in the encounter with them. If the
damage Multiple (2) Targets (Cone: 20ft, 1)
highest Threat Level Cobra has the
Bullet-Stopper perk, they don’t Hands: 2
count toward their own bonus to Upgrades: Ammo Belt, Suppressor
Evasion. If more than one Cobra Traits: Ballistic, Reload, Silent
in the combat ties for the highest Shock Prod (Might): +d6, Reach (1 Electric Element
Threat Level, the one in charge damage)
gains the bonus. Alternate Effects: Stun 2
Hands: 1
Upgrades: Traumatic
Traits: Electric
Smog Discharger (Targeting): +d6, Range
20ft/50ft (Cover Blast: 20ft radius)
Alternate Effects: 1 Stun damage (2)
Hands: 1
Traits: Consumable, Silent

POWERS
Armature (Free): Mega-Vipers must act fast if
they lose control of a Mega Monster. They can
stow or draw items of any size as Free actions.
Rip Kit (Free): Sometimes, a Mega-Viper must
sacrifice a whole kit to grab one necessary item
in an emergency. A Mega-Viper can expend an
Animal Handling (Biomechanics) kit to gain Edge
on an Animal Handling Skill Test.
Shock Therapy (Move): A Mega-Viper can
make an Animal Handling Skill Test targeting the
Willpower of an adjacent Bio-Viper or Monstro-
Viper in order to undo the effects of the Override
Processors ability, restoring the creature’s original
programming.

GEAR
Battledress: Bio-mechanical regulator armor with
Air Supply upgrade (+2 computerized to Evasion
and +2 deflective to Toughness)

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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

Weapons: Mega-Blaster missile launcher, rapid- is a Social Skill for Monstro-Vipers. Deception and
fire Whisper gun, shock prod, smog discharger ×2 Persuasion Skill Tests targeting Monstro-Vipers
suffer Snag. Monstro-Vipers can be affected
Other: Standard Animal Handling
by Animal Handling Skill Tests and can only use
(Biomechanics) kit ×3
equipment designated explicitly for their frame.
HANG-UPS Override Processors: Cobra controls these bio-
genetic monsters through computer-integrated
Casual Cruelty: Mega-Vipers embrace their
programming. If a Monstro-Viper is subject to an
extreme cruelty to better control the monsters
Electromagnetic effect, these override processors
they drive before them into battle, often
break, and it attacks the nearest creature,
becoming as bloodthirsty as the monsters they
whether they’re friend or foe.
claim to control. A Mega-Viper must succeed at
an Alertness Skill Test targeting their own Trauma-Trance Tracking: With night-vision
Willpower whenever they attempt to retreat eyes and vibration-sensitive bones, a Monstro-
from battle or pass up an opportunity to attack Viper can detect living creatures at a range of
easily-targeted noncombatants. 30ft, even in dim light or darkness. Monstro-
Vipers gain Edge on Alertness Skill Tests to find
hidden creatures. Creatures suffer Snag on
MONSTRO-VIPER Infiltration Skill Tests to avoid being noticed by a
Monstro-Viper.
On the authority of Cobra Commander, these
highly-decorated Range-Viper volunteers AT TACKS
transferred to one of Dr. Mindbender’s Bionic Fist (Might): +d10*, Reach ×2 (1 Blunt damage
experimental facilities. After bio-genetic infusions
and Stun 1)
from wolverines, bears, and (supposedly) even
Alternate Effects: 2 Blunt damage (2), 3 Blunt
werewolves and bigfoot cryptids, an entirely
new type of Cobra trooper emerged: genetically damage (5), Maneuver
altered Monstro-Vipers! Traits: Martial Arts, Silent
Grizzly Claw (Might): +d10*, Reach (2 Sharp
THREAT LEVEL: 8
damage)
SIZE: Large HEALTH: 12 Alternate Effects: 3 Sharp damage (3),
MOVEMENT: 30ft Ground Maneuver (1)
STRENGTH: 10 SPEED: 3 Critical Effect: Target gains the Impaired Condition
SMARTS: 4 SOCIAL: 5 until the end of their next turn
TOUGHNESS: 20 EVASION: 13 Traits: Martial Arts, Silent
WILLPOWER: 14 CLEVERNESS: 15 Gut Bomb (Athletics): +d6*, Range 20ft/50ft (2
Acid damage Blast: 10ft radius)
SKILLS Alternate Effects: 2 Acid damage (1)
• Alertness +d8 Hands: 1
• Athletics (Throwing) +d6* Traits: Element (Acid)
• Initiative +d6 HANG-UPS
• Intimidation (Frighten) +d8*
Gut Bomb Processor: Monstro-Vipers
• Might (Unarmed Combat) +d10* continuously gestate acidic globs that explode
• Languages: None on impact when struck or thrown. To draw one of
these bombs, Monstro-Vipers must rip one out of
PERKS their own bodies, suffering 1 damage as a Move
action. A gut bomb held by a Monstro-Viper can
A Fright to Behold: The Monstro-Viper’s
be attacked (using the Monstro-Viper’s Evasion
deformed visage and unnatural presence terrifies
those who look upon it. Intimidation is a Social with a 2 on the attack roll). On a hit, the bomb
Essence Skill for Monstro-Vipers. At the beginning instantly explodes, dealing 2 Acid damage to the
of the Monstro-Viper’s first turn during combat, it Monstro-Viper.
attempts an Intimidation (Frighten) Skill Test
targeting the Willpower of every creature that
can see it. On a success, the targeted creature is
Frightened for 3 rounds.
Animalistic: Though human at its core, the
Monstro-Viper’s DNA contains enough animal
genomes to override its former self. Intimidation

89
G.I. JOE ROLEPLAYING GAME

DINOSAURS
THREAT LEVEL: 13
SIZE: Extended II HEALTH: 21
A recent Crimson Guard operation led to the MOVEMENT: 50ft Ground
acquisition of primordial DNA, not found in fossils STRENGTH: 16 SPEED: 6
but instead preserved tissue samples from tar SMARTS: 7 SOCIAL: 3
pits, ancient bogs, and rarely oil fields. With
the capture of one Dr. Massey, a paleobiologist TOUGHNESS: 26 EVASION: 16
acclaimed for his combination of cloning and WILLPOWER: 17 CLEVERNESS: 13
rapid-growth technologies, Cobra schemed
to do the unthinkable: bring dinosaurs to SKILLS
modern-day Earth! • Alertness +d6
• Animal Handling +d6
• Athletics (Running) +d8*
TRICERATOPS
• Brawn (Endurance) +d8*
One of the last non-avian dinosaurs alive during • Conditioning +1
the Cretaceous Period, the Triceratops was • Finesse +d6
generally a peaceful herbivore. Thanks to Cobra
• Initiative +d6
meddling in their development, however, their
Triceratops clones tend to react aggresively when • Might (Horns) +d8*
they perceive a threat. • Survival (Foraging) +d6*
• Languages: None

PERKS
Animal: Persuasion and Deception Skill Tests
targeting a Triceratops suffer Snag. A Triceratops
can be affected by Animal Handling Skill Tests.
Sharp Beak: The beak of a Triceratops evolved
to cut through thick vegetation and treats the
Toughness of unattended and inanimate objects
as 10 lower.
Shield Wall: These dinosaurs are social
animals and protect their own. A Triceratops
gains +1 to both Evasion and Toughness for
each other Triceratops in the area.

AT TACKS
Horns (Might): +d8*, Reach (3 Sharp damage)
Hands: 0
Traits: Anti-Tank, Armor Piercing, Silent
Beak (Finesse): +d6, Reach ×2 (2 Sharp damage)
Hands: 0
Traits: Armor Piercing, Silent

POWERS
Raise Armored Crest (Free): The armored
crest of a Triceratops functions like a Riot Shield,
bestowing +1 Toughness when lowered and +2
Evasion when raised. A Triceratops can raise or
lower its crest as a Free action.
Thunderous Charge (1+/scene, Move and
Standard): Through great exertion, a Triceratops
can gore, trample, and smash through anyone
in its path. The dinosaur makes an Athletics
(Running) Skill Test against the Evasion
or Toughness of every creature along a
15ft wide and up to 80ft long line. Each

90
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

creature hit by this charge takes 2 Sharp damage, PERKS


2 Blunt damage, and is knocked Prone. Creatures
who successfully defend with Toughness still take Animal: Persuasion and Deception Skill Tests
1 Blunt damage and are Shoved to the nearest targeting a Tyrannosaurus Rex suffer Snag. A T-Rex
open space outside this line. At the end of the can be affected by Animal Handling Skill Tests.
charge, the Triceratops must attempt a DIF 16 Tyrant Lizard King: An apex predator to the core,
Brawn (Endurance) Skill Test, or it cannot Tyrannosaurus Rex is immune to the Frightened
charge again during this scene. The Triceratops condition. Any Social Skill Tests targeting a T-Rex
must move at least 20 ft to use this ability. from a Large/Long or smaller source suffer Snag.

HANG-UPS AT TACKS
Lizard Brain: Due to the nature of the cloning Bite (Might): +d10*, Reach (3 Sharp damage)
process that brought this dinosaur into today’s Alternate Effects: 2 Sharp and Grapple (1)
world, a Triceratops’ mental development is While Grappled, the target gains the Restrained
stunted even compared to its tiny brain size. Any Condition.
form of mind control used against this creature
Hands: 0
gains Edge.
Traits: Maneuver
Mind Controlled: When they have the time and Tail Swipe (Might): +d10, Reach ×2 (2 Blunt damage
a Techno-Viper brave enough, Cobra installs and Trip)
Obedience Chips into its dinosaur’s brains.
Alternate Effects: 1 Blunt damage and Trip Multiple
Prehistoric Culture Shock: Coming from a (3) Targets (Reach ×2, 1)
time when such things were effectively magic, a Hands: 0
Triceratops is confused by modern sensations. It Traits: Blunt, Trip
gains the Impaired condition until the end of its
next turn whenever it suffers Element damage. POWERS
Primeval Roar (1/Scene, Free): A
TYRANNOSAURUS REX Tyrannosaurus Rex’s mighty roar is enough to
make even the most battle-hardened veteran
Brought back to life from the late Cretaceous shake in their combat boots. The dinosaur rolls
Period, the Tyrannosaurus Rex is the most an Intimidation (Frighten) Skill Test against
ferocious land predator its prey ever had the the Willpower of all living creatures within 60ft.
misfortune of facing. And to a T-Rex, everything is The targets gain the Frightened condition for
prey. With a ravenous appetite, its ruinous jaws two rounds. On a failure, the T-Rex imposes the
are eager to feast on G.I. Joes and Cobras alike. Impaired Condition on those creatures until the
end of their next turn.
THREAT LEVEL: 15
Swallow (Move and Standard): A
SIZE: Gigantic HEALTH: 23 Tyrannosaurus Rex may use its Move and
MOVEMENT: 30ft Ground Standard actions to devour any Common or
STRENGTH: 22 SPEED: 4 smaller creature it has Grappled. The creature is
SMARTS: 7 SOCIAL: 3 still alive but suffers 2 Strength Essence damage
at the end of each of their turns that they remain
TOUGHNESS: 32 EVASION: 14 inside the dinosaur’s gullet. Swallowed creatures
WILLPOWER: 17 CLEVERNESS: 13 must also hold their breath or risk suffocation
(see Breathing in the G.I. JOE Roleplaying
SKILLS Game Core Rulebook). A devoured creature
• Alertness +d6 can attempt to escape with a DIF 17 Athletics,
• Animal Handling +d6 Acrobatics, Brawn, or Infiltration Skill Test
or can escape without a test if the T-Rex is
• Athletics (Running) +d10*
Defeated.
• Brawn (Force) +d6
• Initiative +d8 HANG-UPS
• Intimidation (Frighten) +d10* Lizard Brain: Due to the nature of the cloning
• Might (Bite) +d10* process that brought this dinosaur into today’s
• Survival (Hunting) +d6* world, a Tyrannosaurus Rex’s mental development
is stunted even compared to its tiny brain size.
• Languages: None
Any form of mind control used against this
creature gains Edge.

91
G.I. JOE ROLEPLAYING GAME

Mind Controlled: When they have the time and Weapon Systems: Spinal M-44 Missile Cannon,
a Techno-Viper brave enough, Cobra installs M-44 Heat-Seeking Missiles ×4
Obedience Chips into its dinosaur’s brains. Hardpoint Weapons: LX11 Targeting Laser Guns
Prehistoric Culture Shock: Coming from a ×2, LX7 Laser Concussion Guns ×2
time when such things were effectively magic, a Firepoints: 9—Passengers on battle platforms
T-Rex is confused by the sensation of Element- can attack using 1-handed weapons. All gunners
based damage. It gains the Impaired condition can attack from their seats.
until the end of its next turn whenever it suffers
Element damage. Defenses: Armored Cabin (driver and 8 interior
passengers only), Heavy Plating (+3 plating to

NEW VEHICLES
Toughness)
Traits: Battle Platforms, Heavy Wheels,
G.I. Joe deploys the following new vehicles in its Land, Vehicle
fight against Cobra’s living weapons. Each vehicle Battle Platforms: The Monster Blaster A.P.C. can
in this section has the following trait: carry 9 passengers outside the armored cabin. These
Vehicle: This vehicle is a sophisticated piece of passengers do not suffer Snag on their attacks.
equipment that requires at least one driver to Heavy Wheels: This vehicle boasts all-terrain
operate. Without a driver, its Threat Level is 0, and all puncture-proof tires and ignores Rough Terrain.
attacks target its Toughness. It has no Willpower or
Land: The Monster Blaster A.P.C. is a land vehicle.
Cleverness. Effects that affect a target’s Willpower
or Cleverness only affect the vehicle if it has a driver,
in which case they target the driver’s Willpower or
AT TACKS
Cleverness. It is immune to Conditions and effects Linked LX11 Targeting Laser Guns (Targeting):
that exclusively affect the living, like poison, but is +d6 or Gunner’s Targeting Skill, Range 100ft/400ft
susceptible to effects that affect machines, such as (1 Laser damage)
Anti-Tank weapons. Vehicle damage can be fixed with Alternate Effects: Stun 1, Spot
a Standard Repair Kit and a Technology Skill Test. Traits: Laser, Linked, Mounted
LX7 Laser Concussion Guns (Targeting): +d6 or
Gunner’s Targeting Skill, Range 100ft/400ft (1 Laser
MONSTER BLASTER A.P.C. damage)
After Cobra began fielding bio-engineered Mega Alternate Effects: Stun 1, Stun 2 (1)
Monsters onto the battlefield, G.I. Joe responded Traits: Laser, Mounted
with the Mega Marines. With no limit on the kinds Ram (Might): +d8 or driver’s Driving Skill, Reach
of mutated creatures that Dr. Mindbender and (2 Blunt damage)
his ilk could unleash, the Joes needed a rugged Alternate Effects: Trip
armored vehicle lugging enough firepower to Traits: Blunt, Drive-By
support monster-blasting operations.
Spinal M-44 Missile Cannon (Targeting): +d6 or
THREAT LEVEL: 7 driver’s Driving Skill, Range 1000ft; (1 Sharp damage,
SIZE: Extended II HEALTH: 7 Blast: 50ft radius)
Alternate Effects: 2 Sharp damage, Blast: 20ft
MOVEMENT: 45ft Ground
STRENGTH: 7 SPEED: 3 radius (1)
SMARTS: — SOCIAL: — Traits: Anti-Tank, Ballistic, Computerized,
Consumable, Mounted, Reload, Targeting System
TOUGHNESS: 20 EVASION: 13
WILLPOWER: — CLEVERNESS: — POWERS
SKILLS Lock ’N Load (Standard): While designed as
a heavily-armed armored personnel carrier for
• Brawn +d6 the Mega Marines, the Monster Blaster A.P.C. can
• Might +d8 also serve as a prisoner or cargo transport. As a
• Targeting +d6 Standard action, the vehicle’s driver can remotely
close and lock the two 5×20 rectangular internal
PERKS passenger compartments. The driver can also
remotely reconfigure this internal space into a
Crew: 1 driver, 17 passengers (1 gunner: LX11 10×20 rectangular cargo compartment as the
Targeting Laser Guns, 2 gunners: LX7 Laser seats fold into the floor.
Concussion Guns)

92
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

D.I.N.O.H. (DINOSAUR Sonic Anti-Radiation Missiles (Targeting):


Gunner’s Targeting Skill, Range 1,000ft (1 Sonic
INTERCEPTION & NEUTRALIZATION
damage Blast: 50ft radius)
OVERLAND HUNTER) 6 W.D. Alternate Effects: 2 Sonic damage Blast: 20ft
In response to the unexpected return of dinosaurs radius (1)
to the lands of the living, the G.I. Joe motor pool Traits: Computerized, Consumable, Reload, Sonic,
quickly retrofitted the Desert Fox 6 W.D. to face Targeting System
the problem head-on. Engineers reduced its crew
capacity to free up space for armor plating designed POWERS
by a joint team of paleontologists and structural Hook, Line, and Sinker (1/turn, Free): The
engineers. The D.I.N.O.H. also boasts specialized D.I.N.O.H. can attempt to tow a Grappled target
weaponry meant to disable electronic mind-control behind it by winning a Brawn Skill Contest. Targets
devices affecting megafauna so they can be caught towed by this vehicle suffer Stun 1 at the end of
and relocated without doing permanent harm. each turn while dragged in this fashion. Attempts to
THREAT LEVEL: 3 escape this Grapple while the vehicle is in motion
suffer Snag. The gunner sets the towing distance.
SIZE: Large HEALTH: 5
MOVEMENT: 45ft Ground HANG-UPS
STRENGTH: 3 SPEED: 3 Specialized Equipment: Engineers specifically
SMARTS: — SOCIAL: — designed this vehicle’s arms and armor for use
TOUGHNESS: 17 EVASION: 13 against dinosaurs and electronic control devices.
WILLPOWER: — CLEVERNESS: — The vehicle’s grappling hooks suffer Snag when
used against non-dinosaurs (or similarly-sized
SKILLS creatures), and its missiles suffer a 1 when
• Acrobatics +d6 fired at any target that does not possess
equipment with the Computerized trait. Reduce
• Brawn +d4
the benefit of the vehicle’s Dinosaur-proof
• Might +d2 Plating by half against damage types other than
Blunt or Sharp.
PERKS
Crew: 1 driver, 3 passengers (1 gunner)
NEW EQUIPMENT
OPTIONS
Weapon Systems: Sonic Anti-Radiation Missile
Launchers ×2, X8-66 “Quick Capture” Grappling-
Hook Launchers ×2
Although designed with specific factions in mind,
Firepoints: 2—The driver and the gunner can
the following new equipment options are available
attack from their seats.
to all Cobra and G.I. Joe characters who meet the
Defenses: Dinosaur-proof Plating (+4 plating to prerequisites.
Toughness)
Traits: 6-Wheel Drive, Land, Vehicle
6-Wheel Drive: This vehicle boasts six all-terrain
NEW GEAR
steel-reinforced tires and ignores Rough Terrain. Override Processors: These mind-control
Land: The D.I.N.O.H. is a land vehicle. computer chips allow Cobra to dictate the actions
of those subject to the device. The wearer gains the
AT TACKS Computerized trait and follows the instructions of
Linked X8-66 Grappling-Hook Launchers Cobra operatives. Any amount of Electromagnetic
(Targeting): Gunner’s Targeting Skill, Range damage destroys an Override Processor.
50ft/100ft (Grapple; while grappled, the target gains
the Restrained Condition)
Alternate Effects: Trip, or 2 Sharp damage (1) NEW WEAPON TRAITS
Traits: Grapple, Linked, Reload Injection: Weapons with this trait can target
Ram (Might): +d2 or driver’s Driving Skill, Reach either Evasion or Toughness and do not suffer
(2 Blunt damage)
1 when used within an enemy’s reach. These
Alternate Effects: Trip
weapons can also deliver poisons and compounds
Traits: Blunt, Drive-By
with Ingested or Inhaled traits.

93
G.I. JOE ROLEPLAYING GAME

Grapple: Weapons with this trait always target other than urban from the options available
Evasion. On a successful attack, the target gains the to Rangers in the G.I. JOE Roleplaying Game
Grappled condition. Sturdy ropes or cables usually Core Rulebook. You gain 1 to Intimidation and
connect these weapons to their launchers, allowing Infiltration Skill Tests in that environment.
them to grapple up to the weapon’s maximum
range. When using a Grapple weapon, compare SUPPRESSOR (WEAPON UPGRADE)
the higher of the attacker’s Brawn and Finesse to This precision-machined sound baffle muffles and
the higher of the target’s Brawn and Finesse. If reduces the acoustic intensity of the muzzle report
the attacker’s Skill is lower, they suffer  equal to of larger weapons.
the rank difference. For example, if the attacker’s Availability: Limited
Finesse is d2 and the target’s Brawn is d4, the
attacker suffers 1. Prerequisite: Medium or long targeting weapon
without the Silent trait.
BIOMECHANICAL WEAPON Benefit: The weapon gains the Silent trait.
(WEAPON UPGRADE)
Although this weapon functions TRANQUILIZER GUN
similarly to one manufactured by (NEW WEAPON)
human machinery, the organic This specialized pistol can deliver poisons
tissue and insectile features or antidotes from a distance.
make it clear that it was— Category: Weapon
or is—alive.
Availability: Limited
Availability: Prototypical
Classification: Targeting side
Benefit: Change the Skill projectile
classification of this weapon to one
of the following: Animal Handling, Requirements: Nil
Science, or Survival. Increase the Range: 10ft/40ft
penalty for using this weapon’s effects
Hands: 1
by 1. For example, a biomechanical
Assault Rifle’s effect becomes 1 Sharp Effects: Stun 1
damage (1), and its alternate effect Traits: Injection
becomes 2 Sharp damage (3).
VISCID GRENADE
ORGANIC ARMOR (NEW WEAPON)
(BATTLEDRESS A small explosive meant to
UPGRADE) immobilize rather than injure.
From stone slabs and repurposed Category: Weapon
sections of discarded tree parts
to animal pelts and chitinous Availability: Limited
plates, nature provides Classification: Targeting
countless materials sidearm explosive
for defense. Requirements: Nil
Range: 20ft/50ft
Hands: 1
Effects: Grapple
Availability: Standard
Traits: Consumable, Martial
Prerequisite: Battledress without Arts, Silent
the Computerized trait
Benefit: Choose an environment

94
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL

FEROCIOUS Grappling with Weapons


FACTIONS IN Weapons with the Maneuver effect can trip,
shove, and grapple targets. Tripping and
YOUR CAMPAIGN
G.I. JOE’s science fiction influences date back to
shoving with a Maneuver weapon follow the
normal rules, but grappling with a Maneuver
weapon requires some additional rules.
the brand’s beginning, including laser specialists
Escaping a grapple requires an Athletics,
Flash and Grand Slam. As G.I. JOE’s roster of
Finesse, or Might Skill Test as a Standard
villains widened, it added more pulpy villains,
action. Typically, the DIF of this Skill Test
like an arms dealer in an iron mask, a martial
is the grappling character’s Toughness.
artist assassin, evil twins, and a mad scientist.
However, when you grapple a target with a
Despite the setting’s long history with such
Maneuver weapon, note the result of your
elements, some additions to the lore are deemed
Attack Skill Test. The DIF to escape the
“over the top” and too far from G.I. JOE’s military
grapple is equal to your Attack result.
roots by some fans.
The best example is Cobra-La. Although
the faction only features a few characters and tend to be. Famed Cobra doomsday devices like
rarely shows up in media, many vehemently the M.A.S.S. Device and Weather Dominator were
reject the concept’s place in G.I. JOE canon. machines fueled by rare elements and advanced
Part of what makes Cobra-La contentious is its technology that served as their stories’ focal points.
role in the origin of Cobra. Fans who prefer Incorporating these grounded elements ensured
villains with grounded motivations scoff at the these fantastical devices felt more technological
idea that Cobra came about as a secret mission than magical.
from an ancient civilization. It’s hard to accept Another factor to consider is who gets access
Cobra-La as a concept while rejecting its place to what options. Generally, only Cobra uses the
in the setting as a late-add foundation for the setting’s more outrageous options. Some players
villainous Cobra. might be with fighting against a Cobra-cloned
Similarly, not every G.I. JOE Roleplaying Game triceratops but raise an eyebrow if G.I. Joe player
player appreciates the inclusion of monsters. characters could choose a dinosaur pet. To other
Despite the Dino-Hunters, Mega Marines, and players, that would elevate a campaign to being the
Mega Monsters arriving later in G.I. JOE’s original greatest they ever played. To get an idea of what
run, the setting featured genetically modified elements and how much of them you can bring
monsters and cloned dinosaurs in its earliest media. into your campaign, you might ask your players to
Groups should not consider these options as rate the realism they expect on a scale of 1 to 5.
an indication that they must be allowed in every One represents a realistic campaign, with minimal
campaign. They are, after all, options. They mention of lasers, mutants, and robots. Five would
open the door for players and GMs to tell stories be comfortable with Golobulus riding a cybernetic
requiring these elements, but GMs don’t need to tyrannosaurus into the final battle.
force these elements onto groups who don’t see
Cobra-La, dinosaurs, and monsters as necessary or
welcome in their G.I. JOE campaign.
What players expect from a G.I. JOE Roleplaying
Game campaign affects how Game Masters
incorporate these elements in their campaign.
G.I. Joe is more military fantasy than strict military
simulation, as the setting usually wouldn’t include
Battle Android Troopers or a military-certified
wolf. However, military fantasy usually expects
an explanation for more fantastical elements, no
matter how pseudo-scientific those explanations

95

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