Cobra Officers 2 F A S E R I P Res Pop Gd 10 Ty 6 Ty 6 Gd 10 Ty 6 Ty 6 Gd 10 Ex 20 Ty -5 Health: 32 Karma: 22 Origin: The swarming hordes of Cobra Officers 2 are actually little better than their subordinates, the Cobra Troopers 2. This countless rabble has simply shown a slight bit of discipline and/or potential, and have thus been given a different uniform (so the real Cobras can at least see who is possibly worth salvaging). The real go-getters know that this rank is just a stepping stone, however... Known Powers: (none) Equipment: AK-47 Assault Rifle: 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 capable of inflicting Good (10) Shooting damage per shot, or a full-auto spread capable of causing Excellent (20) Shooting damage. The latter tends to burn clips, but Cobra Officers 2 carry several on hand... Grenades: 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 Remarkable (30) damage with a scatter effect; the former causes SD Energy damage, and the latter causes Edged Attack damage. Nasty, no? Helmet: the new Cobra operative with the rank of Cobra Officer 2 wears 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 Typical (6) protection against head attacks, -1 CS against those targeted on their face plate. It also has a Poor (4) ranked R.T.O. suite built in, offering communications within 25 miles. Knife: 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 Remarkable (30) material strength, and in a Cobra Officer 2's hands, they can be used to inflict Typical (6) Edged Attack damage per deadly strike. Multi-Layer Body Armor: 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 Typical (6) protection from physical attacks, Feeble (2) protection against energy assault. This may not protect against heavier artillery, but it dulls small arms fire. Pistol: 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 which inflicts Typical (6) Shooting damage, or a short burst which drains the entire clip, but inflicts Good (10) Shooting damage. The clip can presumably hold 8 rounds before it needs reloaded. Quirks: (none) Talents: Guns: 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 as though his or her Agility score was +1 CS in rank. Martial Arts type A or B: furthermore, 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. Most learn type B, allowing them to make unarmed melee attacks at their Fighting score +1 CS, but some opt to learn type A, allowing them to slam or stun opponents easily. Military: 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 allows a +1 CS to any Reason or Intuition FEAT based on the workings of military dogma. Contacts: Cobra Officers 2 theoretically have the entire organization of Cobra as their contact, in that they are members of the group and supposedly have the same goals. However, if it is more convenient to let an Officer 2 get captured or otherwise take a fall, the Cobra Command is more than happy to let this happen. Unless a specific Officer 2 has something the Command needs, he is ultimately expendable... 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...