GiJoe Factions in Action - Ywye9Q - 2LEgnK
GiJoe Factions in Action - Ywye9Q - 2LEgnK
GiJoe Factions in Action - Ywye9Q - 2LEgnK
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
O
AN
M
TA
S
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14+
LOT# 062023-01 $35.00
ISBN 978-1-957311-39-5
53500>
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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
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.
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.
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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:
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
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G.I. JOE ROLEPLAYING GAME
8
FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL
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.
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.
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
13
G.I. JOE ROLEPLAYING GAME
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.
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
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.
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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.
17
G.I. JOE ROLEPLAYING GAME
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.
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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
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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
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.
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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
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G.I. JOE ROLEPLAYING GAME
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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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.
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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
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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
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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
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
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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
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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
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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G.I. JOE ROLEPLAYING GAME
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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.
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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G.I. JOE ROLEPLAYING GAME
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G.I. JOE ROLEPLAYING GAME
CHAPTER 3: COBRA’S
PYTHON PATROL
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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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
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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G.I. JOE ROLEPLAYING GAME
FOCUS OPTION
Sometimes, commanders need stealthy operators
Alertness (see Quick Thinking) or Infiltration.
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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.
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G.I. JOE ROLEPLAYING GAME
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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.
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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.
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.
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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.
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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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,
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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
55
G.I. JOE ROLEPLAYING GAME
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
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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G.I. JOE ROLEPLAYING GAME
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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G.I. JOE ROLEPLAYING GAME
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL 1
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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.
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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
VEHICLES
Using cutting-edge technology and sleek color
Hardpoint Weapons: “Enforcer” synchronized
dual cannons
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
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G.I. JOE ROLEPLAYING GAME
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
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.
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CHAPTER 4: OTHER
FEROCIOUS FORCES
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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.
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.
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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
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.
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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.
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G.I. JOE ROLEPLAYING GAME
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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.
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.
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G.I. JOE ROLEPLAYING GAME
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.
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
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.
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G.I. JOE ROLEPLAYING GAME
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
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)
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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
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.
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G.I. JOE ROLEPLAYING GAME
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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
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G.I. JOE ROLEPLAYING GAME
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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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
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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
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL
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)
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL
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
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FEROCIOUS FIGHTERS: FACTIONS IN ACTION VOL
95