Jarmen Kell

Jarmen Kell (Arabic: جارمين كيل) was a highly skilled Arabian sharpshooter in the employ of the GLA during the events of Generals and Zero Hour.
==Background==
Little is known about Kell. He works as a mercenary who an be recruited by any GLA faction. He is an expert marksman, who approaches his job with cold-blooded, level-headed professionalism. 
===Second GLA War===
According to several cutscene storyboards of Generals 2, an aged Jarmen Kell would have appeared as a main character in the GLA campaign.Command & Conquer Generals 2: 9 Animatics.
==Game unit==
Fast for an infantry unit, Jarmen Kell is talented enough to snipe the pilot of any land vehicle, from a truck up to the mighty Chinese Overlord tank. He is also a master of camouflage who can remain unseen to the enemy, breaking cover only to take the shot.
Under Rodall Juhziz, Jarmen Kell is further trained to be able to plant explosive charges onto enemy structures.
A faction can only train and deploy one example of Jarmen Kell at a time. Despite being given a personal name, Jarmen Kell is not an individual but is representative of a small and highly trained special forces unit with unique capabilities. If he dies, another Kell can be trained. Likewise, a player can face an enemy Jarmen Kell even if one's own is already in the field. While ordinarily limited to a single example of him, if buildings of other GLA factions have been captured, the player can deploy that faction's version of Kell as well. The same applies to the commandos of the other two combatants.
=== Capabilities ===
Jarmen Kell's rapid sniper shots at range can easily pick off infantry, being notably effective against enemy Stinger sites. His signature skill is his Sniper Attack ability, instantly killing the driver of any crewed vehicle no matter how well-armored; this leaves the vehicle unoccupied and potentially open for capture (the neutralized vehicle can be claimed by any type of infantry, who will become its new driver). When this ability is used against a transport, any passengers within will automatically exit and become vulnerable to his standard sniper attack. GLA Commanders can even gain access to American or Chinese technology should he manage to snipe a construction dozer. 
He can also be garrisoned in buildings where he will remain hidden while eliminating hapless infantry, although this prevents him from using his driver-sniping ability. His above average sight range pairs very well with his stealth, making him a prime choice for reconnaissance. If given a combat cycle, he becomes even more effective, as the vehicle will retain his sniper abilities and stealth while becoming immune to counter-sniper Pathfinders. The cycle will also allow him to scale some otherwise uncrossable terrain. 
Jarmen Kell's combat value is further enhanced when used by Rodall Juhziz, able to infiltrate bases and plant demolition charges like his American equivalent Colonel Burton. 
=== Counters ===
Jarmen Kell retains all the weaknesses of an infantryman, and he is rather exposed on his own as soon as he is revealed, either through his gunfire, enemy stealth detection, or performing a task such as setting demolition in the case of Juhziz's variant. His pilot-snipe ability is limited by its long cooldown time, leaving him temporarily vulnerable to other vehicles, and potentially allows the opponent to recapture it. If infantry manage to enter a building garrisoned by him, he will be forced to exit, briefly exposing him. He cannot shoot infantry garrisoned inside structures such as Bunkers, Palaces or civilian buildings. 
He can mount a Combat cycle for protection, but that is far from foolproof, as an occupant will not survive its destruction, and it renders him more vulnerable to anti-armor weapons. American Pathfinders and armed Sentry drones both present great hazards to him, since they detect stealth units and are extremely effective against infantry. Sentry Drones are particularly dangerous because they are unmanned and therefore immune to his driver-sniping ability, are fast enough to outrun him, and, unlike Pathfinders, they can still damage him if he occupies a Combat Cycle. He also has no defense against aircraft. Not being able to detect stealth himself, he can easily stumble into land mines, Demo Traps and enemy stealth units. 
=== Tactics ===
Kell is best used for long-range hit-and-run harassment attacks that do not expose him for too long, or against isolated vehicles that can then be stolen. Since the GLA in general tends to suffer in stand-up fights against more conventional opponents, Kell's unique ability makes it possible to steal heavy vehicles in order to assemble a regular army. While he cannot hope to stop an entire vehicle column on his own, he can stall it significantly by killing the driver of the lead vehicle (particularly a large one like an Overlord), buying his commander valuable time. He can also suppress Stinger Sites and Firebases so that conventional units can move in and finish them. When on the move, he should ideally be supported by a Radar Van equipped with the Radar Scan upgrade to scan his route and ensure that he does not run into hidden traps. 
===Abilities===
===Upgrades===
==Changelog==
* Generals sneak peek patch 1.02: can no longer destroy aircraft with one shot
* Generals patch 1.07: Jarmen Kell, Black Lotus and Colonel Burton now have a special icon on the radar map
* Zero Hour patch 1.01: rebalanced
* Zero Hour patch 1.03: can no longer detect stealthed units.
==Quotes==
===Generals===
===Generals 2===
==Trivia==
* Jarmen Kell's Sniper Attack ability would be later recycled for Natasha Volkova.
*Curiously, though perhaps an unintended glitch, Kell's sniper rounds are able have an unexpected effect on firebases, as about three rounds could destroy one of them. This is probably because Kell's sniper rifle would kill the Fire Base's crew (spotter, gunner, etc.). As defensive structures cannot be captured, they are simply destroyed.
*The Sniper Attack ability icon depicts a target on the roof of a structure, rather than a vehicle. 
*Jarmen Kell is the only hero who appears in the campaign as an enemy:
**In the mission Nuclear Winter, it is possible for Jarmen Kell to be killed (or at least severely wounded) by flushing him out of the building he is in.
**In the mission Black Gold, Jarmen Kell will hide on a small hill near the oil fields. The GLA AI will rebuild him if he is killed.
**In the mission Hidden Agenda, Jarmen Kell is near Prince Kassad's main Command Center.
**In the mission Burning Skies, Jarmen Kell will be among the second wave of fleeing enemies, he must be sought out and killed or the mission will fail.
*As with Colonel Burton, Black Lotus and Super Lotus, if Jarmen Kell commandeers a neutral vehicle in the original Generals, he is effectively removed from play but can't be deployed again unless said vehicle has been destroyed, whereas in Zero Hour he can be trained once more.
*It is possible that Jarmen Kell is a title applied to expert sharpshooters in the GLA’s employ rather than a unique individual. This is as hinted in one of Dr. Thrax’s dialogues during the General’s Challenge, in which he taunts the player with his own Jarmen Kell for a “sniper duel” in response to the player training a Jarmen Kell from a GLA barracks. However, there is no official confirmation. 
==See also==
* Black Lotus
* Super Lotus
* Burton
==References==
Category:Generals 1 infantry
Category:Generals 1 characters
Category:Zero Hour characters
Category:Generals 2 characters
Category:GLA characters
Category:Generals 1 commandos
de:Jarmen Kell
ru:Джармен Келл