WORMS
Melee RV 10 |
Coordination RV 6 |
Brawn RV 10 |
Fortitude RV 10 |
Intellect RV 6 |
Awareness RV 10 |
Willpower RV 10 |
Lifestyle RV 15 |
Repute RV -5 |
Health: Fortune: |
36 26 |
Origin:
Though generally strong and tough, WORMS are, strictly speaking, normal humans. They lack special powers of any stripe, whether derived from genetic mutation, occult study, psionic awakening, or even divine providence, simply wielding advanced gear of Cobra manufacture.
Known Powers:
(none)
Limitations / Enhancements:
(none)
Equipment:
Helmet: The distinctive, futuristic helmets worn by the WORMS provides them rank value 10 protection against attacks striking them in the head. This headgear is also equipped with rank value 2 ranged communicators, allowing them to keep in touch with each other while on the job.
Knife: kept in a boot sheath for easy access, WORMS always carry a blade in the field, primarily because they're handy tools. WORMS' blades are of m.v. 30, and can be used to either cut through items of up to like m.v., or to inflict Slashing damage in melee.
the Maggot: a powerful artillery implement, the Maggot can function as a single vehicle or split into three distinct units, as conditions on the ground dictate. The pride and joy of the Weapon Ordnance Rugged Machine Specialists, Cobra's Maggot is described in its own entry.
Sidearm: for personal defense, WORMS carry a sidearm at all times, as do most Cobra operatives. These weapons can discharge a single round to inflict rank value 6 Piercing damage, or a three-round burst to inflict rank value 10 Piercing damage, instead.
Quirks:
(none)
Skills:
Driving: though they may not be competent vehicular combatants, WORMS nonetheless know how to operate most ground vehicles, whether wheeled, treaded, or propelled in some other manner. They may resolve Handling ACTIONs behind the wheel of a ground vehicle at a 1 RS.
Guns: all Cobra operatives have the ability to wield firearms in combat, and WORMS are no exception to this rule. They may discharge any standard, semi-automatic, or fully automatic rifle or pistol as if their Coordination was +1 RS higher than is listed above.
Marksman: supplementing their skills with standard firearms, WORMS are able to use line-of-sight weaponry to great effect. Whether slinging mortar shells, operating wire-guided rockets, or firing massive artillery cannons, WORMS are allowed a +1 RS bonus with such implements.
Martial Arts style A or B: furthermore, WORMS are well-versed in the art of self-defense. They either wield style a, allowing them to Pound or Concuss foes regardless of their comparative Brawn or Fortitude, or b, granting them a +1 RS to hit in unarmed combat.
Military: those Cobras who hadn't mastered this skill before joining the organization have definitely earned it by the time they become WORMS. It allows them to function effectively within a combat unit, and gives them insight into Cobra's byzantine organizational structure.
Repair / Tinkering: while not necessarily adept at building mechanical contraptions, WORMS are definitely skilled in keeping them running. They can effectively maintain, modify, and repair their Maggots, and other like vehicles, resolving such actions at with +1 RS bonus.
Contacts:
Cobra's artillery specialists, WORMS are entrusted with devastatingly powerful weaponry, and can usually depend on Cobra for assistance in operating and maintaining the Maggots. In most other matters, however, the Command will typically only aid WORMS if it suits their purposes.
Costume:
The WORMS uniform consists of a brown jacket over a conventional shirt, brown trousers, a brown face mask, orange leather gloves, orange and black leather boots, a black belt, a black hip holster, a brown boot sheath, various medals they've earned, and a futuristic brown helmet.
Notes:
The ranks of the WORMS are filled by conventional Cobra soldiers who have shown that, while not necessarily all that bright, have respectable physical ability and a predilection for multitasking. That's why they serve multiple roles when manning that organization's Maggots.
In other words, candidates hoping to become WORMS must be able to lift over one hundred pounds regularly, maintain and repair complex mechanical systems, effectively drive and operate heavy vehicles, and manage to target their enemies with conventional and artillery weapons.
Long ranged support for countless Cobra operations, WORMS are generally looked at favorably amongst their villainous peers, even if most wouldn't want to bother with the job. Sure, it pays better, but Maggot emplacements are often prime targets for GI Joe aircraft!
Extra Goodies:
Cobra directories featuring a version of WORMS:
1987 |
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