Crew

SubCargo Larry — The Blood Worm

Stats, behavior, and counterplay for SubCargo alpha's iconic predator.

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Larry the Blood Worm

In SubCargo’s Roblox alpha, few threats define a run like Larry—the community nickname for the Blood Worm, a massive predator stalking the post-apocalyptic ocean veins around your submarine. DeltaCore Studio’s lead developer Rentix has shared baseline combat numbers community wikis reference, and alpha footage confirms Larry can end deliveries by chewing hull sections while gunners scramble for line of sight. This page collects verified stats, behavior notes, and links to gear checks so your crew stops treating Larry like a random fish encounter.

Larry is currently the primary documented hostile in alpha content. Respect that status in loadout planning before you buy luxury tools at Underforge.

Identity and lore framing

Larry is not an official menu name—it is the player nickname for the Blood Worm species. Documentation lists the creature as the “greatest and only enemy” in early alpha builds, though future patches may introduce additional hostiles. Narratively, Larry embodies the ocean’s hostility after civilization collapsed: a reason gunners exist, divers re-enter fast, and engineers weld between bites.

When onboarding friends, link this page plus beat Larry so mechanics precede memes.

Documented stats (alpha)

Community wiki data citing Rentix summarizes Larry’s combat profile:

StatValue
Player damage10–20 per hit
Swim speed30–45 studs
Hull damage10–30 every 1–3 seconds while chewing
Health~300 HP

Time-to-kill benchmarks from weapon pages:

  • PPS Pistol (~20–30 damage): roughly 10–15 shots; semi-auto pacing matters under stress.
  • .50 cal style rounds (~50 damage): about 24 shots to kill.
  • Mortar shells: often one to two hits for lethal burst if the crew lands shots.
  • Gepard SMG (~20–30 damage, 0.025s fire rate): approximately 0.25–0.375 seconds of connected fire in ideal conditions—still aim, friendly fire exists.

Stats can shift during alpha balance passes. Cross-check updates after combat patches.

Behavior patterns crews must know

Larry’s behavior creates specific crew failures if unaddressed:

Surface swimming. Larry sometimes leaves deep water and travels on the surface. Pilots must call “Larry topside” so gunners reposition without guessing direction. Submarine-mounted machine guns and mortars excel here if the pilot holds steady.

Hull attachment. While chewing, Larry applies periodic hull damage. Engineers cannot out-heal sustained bites without gunner intervention—welding fixes breaches after the worm disengages or dies. Prioritize DPS, then repair.

Corpse persistence. Larry may continue attacking player corpses after kills. Downed teammates draw aggro; revives (if available in your alpha build) need covering fire. Do not assume death ends the threat visually.

Unpredictable approach vectors. Swim speed up to 45 studs closes gaps quickly. Divers outside the hull need immediate recall when Larry appears on sonar or visually.

Document new behaviors you observe in alpha and report via in-game tools or the community server linked from the Roblox game page.

Counterplay by crew role

Pilot / navigator

Hold depth that gives gunners firing lanes—sometimes surfacing, sometimes dipping to protect divers. Avoid wild rolls that throw SMG aim off in tight corridors. Pre-study ballast behavior; alpha ballast bugs can mimic pilot error during Larry evasion.

Gunner

Buy weapons at Krakken’s Arsenal using tier list priorities. SMG beats pistol for sustained worm DPS. Watch friendly fire when divers climb ladders mid-fight.

Engineer

Pre-position extinguishers if Larry breaches cause fires. Weld critical sections immediately after disengage. Carry backup welder if alpha losses drop tools overboard.

Diver

Abort exterior work on first Larry callout. Scrap is worthless during a wipe. Re-enter and assist repair or secondary firing angles if safe.

Full choreography lives in beat Larry and the crew checklist.

Loadout and shopping implications

Larry’s ~300 HP pool defines minimum viable combat spending:

  1. Ensure hull repair exists (welder or engineer spawn).
  2. Fund at least budget pistol if SMG credits are unavailable.
  3. Stock extra fuel—Larry fights extend legs beyond eight-minute rod timers.
  4. Consider mortar investment for crews with stable pilots post-alpha economy growth.

Under-spending on guns while over-buying mops is a meme and a wipe cause.

Larry versus delivery objectives

Deliveries reward punctuality; Larry rewards preparedness. Route planning in the delivery guide should flag high-Larry segments where gunners cannot shop mid-leg. If your crew skips weapons to save credits, accept higher reroll rates—alpha is teaching you economics through teeth.

Alpha development caveats

SubCargo remains in early-access alpha, not a finished PvE roster. Larry’s HP, spawn rate, and arena boundaries may change weekly. Treat this page as a living reference tied to community verification, not a promise of final balance.

Never assume a past patch’s TTK matches today’s build. Re-test weapons after updates.

FAQ

Frequently Asked Questions

Quick answers for SubCargo crews in Roblox alpha.

How much health does Larry have?

Community sources citing lead developer Rentix place Larry around 300 HP in current alpha documentation—verify after major combat patches.

Can Larry kill the submarine without attacking players directly?

Yes. Hull damage ticks every one to three seconds while Larry chews the sub, which can flood rooms even if all players stay inside.

What is the cheapest weapon that can kill Larry?

The PPS Pistol at $750 is the budget option, needing roughly 10–15 shots. The Gepard SMG kills faster but costs more credits.

Does Larry always stay underwater?

No. Larry sometimes swims on the surface, which changes gunner positioning and pilot depth calls.

Will more enemies be added after alpha?

DeltaCore has shipped SubCargo as an evolving alpha. Larry is the primary documented threat now, but future creatures may appear in updates.