WORMS

Strength
8x *
Agility
3a *
Intellect
3x
Willpower
4d

Hand Size:
Edge:
2 (10)
0

* WORMS generally know either Boxing or Martial Arts, but not both - unless exceptional. If a WORMS learns Boxing, he or she will have a d code for Strength and a code for Agility, but if they choose Martial Arts, they'll have an x code for Strength and an a+ code for Agility.

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.

Powers:

(none)

Hindrances / Augmentations:

(none)

Equipment:

Helmet (s): The distinctive, futuristic helmets worn by the WORMS provides them intensity 8, or +2, protection against attacks striking them in the head. This head gear is also equipped with intensity 1 ranged communicators, allowing them to keep in touch with each other while on the job.

Knife (a): 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.s. 12, and can be used to either cut through items of up to like m.s., or to inflict their Strength +2 in damage in melee.

the Maggot (i): 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 (a): for personal defense, WORMS carry a sidearm at all times, as do most Cobra operatives. These weapons can discharge a single round to inflict their Agility +4 in damage, or a three-round burst of such to inflict their Agility +5 in damage, instead.

Skills:

Boxing (s): Vipers are well-versed in the art of self defense. For some, this takes the form of the boxing skill, which lets them divide their pre-card play action score between two unarmed melee assaults, the second of which will occur as a contingent action.

Driving (a): 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 reduce the difficulty of control actions behind the wheel of a ground vehicle.

Guns (a): 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 at one difficulty level lower than is usually necessary.

Marksman (a): 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 perform such actions at a reduced difficulty.

Martial Arts (a): WORMS are well-versed in the art of self defense. For some, this takes the form of the martial arts skill, granting them a reduction in the difficulty of actions intended to dodge attacks, catch thrown weaponry, or to strike in unarmed melee.

Military (w): 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 (a): 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 a reduced difficulty.

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.

Calling:

Various Callings: WORMS join Cobra for their own, sinister reasons, so choose any evil calling and run with it! Most Cobras are motivated by Greed, but WORMS may very well be in it as Soldiers, intent on mastering their skill, or anything else that seems to fit.

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:

WORMS Saga System 13 Text File Download

Cobra directories featuring a version of WORMS:

  1987  

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