Cobra Officers 2

Strength
6d *
Agility
3d *
Intellect
3x
Willpower
4d

Hand Size:
Edge:
2 (10)
0

* Cobra Officers 2 will generally have either Boxing or Martial Arts as a skill, but not both unless they are exceptional fellows. If an Officer goes with Boxing, he will have a d code for both Strength and Agility; this is the standard Officer choice for the most part. On the other hand, if he goes with Martial Arts, a Cobra Officer 2 will have an x code for Strength and a c code for Agility.

Powers:

(none)

Equipment:

AK-47 Assault Rifle (a): this Russian-built, semi or fully automatic rifle is built to last, being readily adapted for almost any duty imaginable. The gun itself fires a small burst of shells, acting as a +5 weapon when doing so, or a full-auto spread, acting as a +6 weapon in such a mode. The latter tends to burn clips, but Cobra Officers 2 carry several on hand...

Grenades (i): the hapless thug that is the Cobra Officer 2 has been equipped with two grenades apiece, in addition to their other hardware. They carry one incendiary and one fragmentary grenade, both of which inflict intensity 10 damage of the proper type (fiery or shrapnel) to everybody within striking distance of the grenade's detonation - nasty, no?

Helmet (s): the Cobra operative with the rank of Cobra Officer 2 wear a variant of the Viper's helmet. This one is a gray affair with a silvery, acrylic/composite face plate that acts as a one-way mirror. The helmet offers +2 protection against head attacks, +1 against those targeted on their face plate. It also has an intensity 3 R.T.O. suite built in, offering effective radio communications within 25 miles.

Knife (s): though they'd rather not do so, all Cobra Officers 2 are equipped to fight hand to hand in the event that they completely run out of ammunition (and they usually carry several spare clips to prevent this). These blades are of material strength 12, and in a Cobra Officer 2's hands, they can be used as +2 weapons with each deadly strike.

Multi-Layer Body Armor (s): standard issue uniforms of the Cobra Officers 2 consist of a utilitarian, multi-layered Kevlar weave, a weave that offers them some protection from assault. This handy costume offers the Cobra Officer 2 +2 protection from physical attacks of any type. This may not protect against heavier artillery, but it definitely dulls small arms fire.

Pistol(a): in the event that one's AK-47 is disabled, a Cobra Officer 2 always has a spare handgun handy, stored in a convenient hip holster for quick access. These guns can be used to fire a single shot, acting as a +4 weapon, or a short burst which drains the entire clip, but increases their effectiveness to +5. The clip can presumably hold 8 rounds before it needs reloaded.

Hindrances:

(none)

Skills:

Boxing (s): all Cobra Officers 2 are trained in at least one form of unarmed combat once they hook up with the group, if they don't already have one under their belt. A majority learn the fine art of boxing, allowing them to divide their pre-cardplay action score between two unarmed melee attacks per exchange, the last of which will occur as a contingent action. *

Marksmanship (a): a given prerequisite, all Cobra operatives must have the ability to use a gun in combat; if they don't have it upon joining Cobra, they are trained - and quickly. Any Cobra Officer 2 can use a regular, semi-automatic, or fully automatic gun or rifle with proficiency, doing so at one difficulty level lower than is normally required.

Martial Arts (a): a rare few Cobra Officers 2 transform their unarmed fighting style into an art form. Those who have managed to do so will be able to resolve unarmed attacks with either their Strength or Agility score (whichever is most convenient), and may reduce the difficulty of actions intended to catch thrown objects or to lower falling damage. *

Military (w): a quasi-military organization, Cobra encourages an easily recognizable (to those within, at least) command structure. As such, those not bringing experience in such matters tend to pick it up quickly, in order to rise through the ranks; those who don't typically stay right here, at the bottom. This skill gives Cobra Officers 2 an edge concerning military protocols and regulations.

* Remember: Cobra Officers 2 will usually either Boxing or Martial Arts, but not both. Were some to indeed have both they'd probably be promoted out of this rank into something more flashy and/or better paying.

Calling:

Various Callings: the vast, vast majority of Cobra operatives have joined up for their own, evil purposes, so choose a villainous calling and go with it! Nominally, Cobra Officers are motivated by Greed or aspirations of World Domination, but anything else can really apply. For instance, Storm Shadow hooked up with Cobra to gain Vengeance, etc...

Costume:

The almost bottom-of-the-barrel Cobra Officer 2's uniform is oddly a version of the Viper's, instead of that of a Cobra Trooper (or Officer). It consists of gray trousers, a gray vest, and a gray, short-sleeved shirt, coupled with a gray helmet that bears a mirrored face plate that completely obscures the features of its wearer. The uniform also has a black belt, black boots, and steel wrist guards.

Notes:

The Cobra Officer 2 is a Cobra Trooper 2 that has shown some kind of promise, and is thus given a gaggle of his former brethren in that rank to command. If he proves worthwhile, he may be given a 'real' rank in the Cobra army, either as a Trooper or a Viper. Of course, if he survives any spectacular failure, he may instead wind up a Desert Scorpion or Toxo-Viper. There's one's motivation to succeed...

Extra Goodies:

Cobra Officer 2 Classic Text File Download

Cobra directories featuring a version of the Cobra Officer 2:

  1998