Beach-Head
| Strength 6b |
Agility 5c |
Intellect 5x |
Willpower 6b |
| Hand Size: Edge: |
4 (25) 2 |
Powers:
(none)
Equipment:
Grenades (i): whenever he's on a mission for the Joes, Wayne typically carries at least two XJT Baseball grenades on his person. He can use these grenades to inflict intensity 10 damage to everything within striking distance of where they detonate in - and can throw them anywhere within firing distance.
Handguns (a): Wayne usually carries two Colt M1911A1 handguns on him during missions, as a back-up for his primary weapons. These guns can be fired to inflict +4 damage in a single shot, or +5 damage in a sustained, semi-auto burst of leaden doom.
the Joe-Com (i): this is a new device given to all Joes since the group's reactivation. This high-tech wristband functions as an audio/video transceiver with various other goodies built in to help a soldier on the go, and is described in greater detail in its own equipment entry.
Knife (s): naturally, Wayne carries a blade on him whenever he's in the field, for you never know when you'll need a sharp edge. He can use this knife, made from m.s. 16 materials, to cut through items of like m.s. Furthermore, he can use it to inflict +2 damage in melee.
the M.U.V. (i): while he usually prefers to get down and dirty with opponents in person, Wayne will occasionally make use of a special off-road vehicle, the M.U.V. This all-terrain, Jeep-like vehicle is heavily armed (much to Wayne's liking), and is described in its own vehicular entry.
Submachine Gun (a): Wayne usually has at least one of these handy, which inflicts +4 damage in a single shot, +5 damage in a small burst, and +6 damage in a full-auto spread. He also occasionally carries a curious, Joe-issue 'double gun' which is a +1 version of his regular sub's.
Hindrances:
(none)
Skills:
Boxing (s): highly skilled in various survival skills, Wayne can even fight well when completely unarmed. As such, he can divide his pre-cardplay action score between two unarmed melee attacks in a given exchange, the last of which will occur as a contingent action.
Demolitions (a): highly trained in the use of explosive devices, Wayne has even earned the right to wear the Master Explosives Ordnance Disposal badge. As such, he should attempt actions to arm (or disarm) any manner of explosive / demolition device at a reduced difficulty level.
Knives (s): knowing that you have to maintain sound discipline on recon missions, Wayne has learned how to fight with knives - his spike-knuckled trench knife collection is almost as big as Snake-Eyes'! Wayne can resolve knife-based melee strikes at a reduced difficulty level.
Marksmanship (a): one of those talents inherent to military training, this skill represents Wayne's competence with all kinds of firearms. Whether he's using a standard, semi-automatic, or fully automatic rifle or pistol, Wayne may do so at one difficulty level lower than is otherwise necessary.
Military / United States (w): the source of all Wayne's other talents, this 'origin' skill also has its practical uses. It describes Wayne's inherent understanding of military protocols and procedures, and gives him the skills necessary to lead fighting men into battle if he must.
Survival (w): a qualified Ranger, Wayne has this skill as a general matter of course. He can basically get by in almost any environment with little (if any) tools, and knows how to scrape up enough food, water, and shelter to survive indefinitely (assuming an earth-based terrain).
Teaching (w): for several years, Wayne was a lane instructor at the Fort Benning Ranger school, time which has taught him how to teach just about anybody anything - no matter how much they may resist his efforts. With time, Wayne can help anybody master a talent if they wish to.
Wrestling (s): when making a wrestling attack, Wayne can score a hold if he scores damage in an unarmed melee attack - this is done by succeeding in an average difficulty Strength (strength) contingent action. He can inflict the same amount of damage by maintaining this hold (with a similar action each exchange).
Calling:
Peace of Mind, with a secondary calling of Soldier: while Wayne may enjoy his job as a Ranger, much less a Gi Joe operative, his true love is in being the best he can be. The man simply isn't happy unless he's pushing himself to his very limits - or perhaps beyond.
Costume:
The fourth uniform Wayne wore with the Joes is similar in design to his first. It consists of brown trousers with a dark brown camo pattern dyed on, a green turtle-neck sweater, a green face mask, a black leather belt, black leather boots and gloves, and black webbing, holsters and pouches for his gear.
Personality:
Wayne is a highly motivated individual with a large tolerance for pain. He cannot stand slackers and other people who don't try their best, and will go out of his way to push them in order to fulfill their potential. He never, ever gets angry - he sees this as a waste of time. Instead, he gets even!
Real Name: Wayne R. Sneeden, Grade E-6 (later E-7)
Occupation: ranger, instructor
Legal Status: citizen of the United States with no known criminal record
Marital Status: single
Alias(es), if any: none
Group Affiliation: Gi Joe, Night Force
Height: 6' 1"
Hair: brown
Eyes: light brown
Weight: 180 lbs
Other Distinguishing Characteristics: Wayne wears a goatee most of the time.
Story:
Wayne is a fourth generation military man who is very high on personal discipline. He likes marching ten miles before breakfast, he enjoys sitting in the bush for three days, waiting to ambush an opponent who may or not pass him by. Most of all, he loves pushing himself to his very limits.
His policy of personal excellence helped him to win one prestigious position after another in the Army. First he became a Ranger, then an instructor at the Army's Ranger school at Fort Benning. He's earned numerous special awards due to his exacting service over the years.
His exemplary performance earned him a position on the military's ever-expanding, elite Gi Joe team, where he immediately saw combat on a mission to Cobra Island designed to rescue an errant Ripcord from a reconnaissance mission gone wrong. He fought several Cobra Eels there, alongside Wet-Suit and Hawk.
After proving himself on this first mission, Wayne became a mainstay on several vital Joe operations, including the Joe team's invasion of Springfield (a Cobra front) and the Cobra Island Civil War, not to mention several of the team's highly classified 'special missions'.
Wayne served with the Joe team for the long haul, only leaving them when the group was disbanded back in '94. He returned to the 'regular' Army at this time, presumably performing duties similar to those he left behind when he was first admitted to the team. Of course, this was not to last.
Though the threat Cobra posed to the world had supposedly been defused, they had come back with a vengeance, and had almost taken over the whole of the United States - almost, in that there were but a handful of Joes standing in their way. After this event, Wayne was invited back onto the Gi Joe team.
His current duties involve training most of the new 'greenshirts' on the team, helping them to become as effective as the existing Joes are at the many things they do. And, since Sergeant Slaughter is now living the good life as a pro wrestler, he's helping his fellow, older Joes to KEEP in shape, as well...!
Note:
Oddly enough, in one alternate future timeline, Wayne's son was a member of the elite law enforcement unit known as the C.O.P.S. (Central Organization of Police Specialists). Wayne's son, Wayne R. Sneeden the 3rd, worked with this group under the code-name "Checkpoint."
Extra Goodies:
Gi Joe directories featuring a version of Beach-Head:
| 1986 | 1993 | 1994 | 2002 | 2003 | 2004 | 2005 |
* Note: 2004 saw three versions of Beachhead (Versions 6, 7 and 8).