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Canon Autobot Profiles List

Character profiles used in the Dark Legacy.

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Postby Gatkowski » Sun Feb 11, 2007 2:08 pm

Motto: "Victory needs no explanation, defeat allows none."
Weapon: Nuclear Charged Fusion Cannon
Optimus Prime

Allegiance: Autobots.
Function: Autobot Commander.
Alt. mode: Cybertronian Trailer Vehicle.
Weapons: Heavy Laser Rifle, Trailer / Command Centre.
Special Abilities: Possesses the Autobot Matrix of Leadership.
Height: 33ft / 10.33m
Quote: "Freedom is the right of all sentient beings."


Strength:10Intelligence:10Dexterity:08Speed:08Endurance:10Courage:10Firepower:09Accuracy:10Melee:10Tech Skill:08Charisma:10Rank:10

Profile: Optimus Prime is considered to be the strongest and wisest of all Autobots, unceasingly dedicated to the cause and completely determined to bring an end to the Decepticon threat. Fearless in the face of danger Optimus Prime leads from the front lines, spearheading charges others would consider folly and inspiring his troops to find victory irregardless. Both resourceful and courageous whilst striking an inspiring sight, the Supreme Commander of the Autobots leads by example, undertaking any task he would order his men to perform. Optimus Prime is not simply the Commander of the Autobots, he is their guiding light, the Autobot to which they should all aspire to be.

But this was not always the case. Optimus Prime began life as Orion Pax, a Data Collector with little interest in involving himself in the developing war instigated by the Decepticons, actually believing it would pass him by. After the death of Sentinel Prime, and much to his own surprise, the Matrix of Leadership was passed onto him, the fate of the entire Autobot Faction, and indeed, the Universe at large, was now in his hands. Perhaps unwilling to except this responsibility, and failing to see why Cybertron was worth dying for, the new Primes first order was a planet wide evacuation, leaving it in the hands of the Decepticons. It was only after witnessing the true mercilessness of the would be Decepticon Empire, and their maniacal Commander Megatron, that Orion Pax came to realize the truth. If they were not stopped here, even at the cost of countless lives, then no world would be safe. In order to save the innocent, his own life would have to be sacrificed, for the freedom of other civilisations to prevail, his own would have to be lost.

Over the passing centuries Optimus Prime has grown from an uncertain and insecure youth of the past, into the stalwart, passionate and entirely dedicated Commander that he is today. With his Homeworld in decline, possibly lost even if they do win the war, Prime continues to fight on irregardless, his compassion for species he has, and possibly never will, encounter, demanding he kept the war from spreading to other worlds and Megatron‘s obsessive intentions from destroying more lives.

Even at the cost of everything he has.

Abilities: In robot mode. Optimus Prime actually splits into three components. The Optimus module is the robotic sentient being that is the storehouse of his vast knowledge and strength. He can lift 4,000,000 lbs. and a blow from his fist exerts a force of 12,000 lbs. per sq. inch. He carries a laser rifle and can burn a hole in the nosecone of a Decepticon jet fighter at a distance of 10 miles, aided by his outstanding visual acuity. His Prime module, also known as Roller, is a small cart-shaped device that he uses to unobtrusively slip behind enemy lines. He can maintain radio control over it at distances up to 1200 miles. Having Roller present somewhere is like being there himself. He can operate by remote-control his Combat Deck module up to a distance of 1500 feet. The Auto-Launcher mounted on the Deck can use a variety of artillery and radiation beam weapons, including most of those used by his fellow Autobots. The Launcher also includes a highly dexterous grapple-arm which allows it to load itself and change its weaponry. The communications disk antenna mounted on the launcher provides a link between Optimus and all his fellow Autobots within a radius of 50 miles. It can be adapted to a satellite hook-up that increases its effective range 10-fold.

Weaknesses: Optimus Prime exhibits no physical defects, his only real weakness is his compassion for all living beings.
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Postby Gatkowski » Sun Feb 11, 2007 2:10 pm

Motto: "Victory needs no explanation, defeat allows none."
Weapon: Nuclear Charged Fusion Cannon
Prowl

Allegiance: Autobot
Function: Military Strategist & Analyst
Alternate mode: Cybertronian Police Cruiser
Weapons: Acid Pellet Gun, Twin Rocket Launchers
Height: 26ft / 7.92m
Quote: “Logic is the ultimate weapon.“


Strength:07Intelligence:09Dexterity:07Speed:07Endurance:09Courage:09Firepower:04Accuracy:08Melee:07Tech Skill:06Charisma:04Rank:09

Profile: Prowl is a clear thinker who is able to see beyond the chaos of battle and discover the rational route to victory. His logic center is the most sophisticated in the AUTOBOT army, capable of analyzing complex combat situations and making strategic decisions almost instantaneously. He is quiet, competent, and very loyal, but perhaps his most valuable trait is his almost endless patience. Once Prowl is assigned a task, he will keep at it until it is accomplished. He works with proven facts, not imagination or guesses. If he has any doubts, he will radio Optimus Prime, his commander, before proceeding. He hates doubts in any form, and he strives to make everything he encounters reasonable and logical. He believes it only when he can explain it. On a personal level he is friendly, but not too sociable. He's a listener, not a talker, unless someone says something unreasonable. Then he will demand an explanation. Only drawback: unexpected events that have been known to scramble his circuits. Launches powerful wire-guided missiles and high-corrosive acid pellets.

Abilities: Prowl has the most sophisticated logic center of all the Autobots, giving him the ability to analyze any combat situation almost instantaneously and then advise on the optimal course of action. For example, Prowl can observe 800 moving objects, compute their probable paths of movement, and determine the proper countermove in .05 seconds. From his shoulder cannons he can shoot wire-guided incendiary missiles that reach temperatures of 12,000 degrees Centigrade upon explosion. He also carries a semi-automatic rifle that shoots pellets filled with a highly corrosive acid. Its range is 300 yards.

Weaknesses: His dedication to logic and reason makes Prowl particularly vulnerable to the unexpected. Irrational and inexplicable situations can really scramble his circuits, sometimes to the point of total shutdown of his mechano-cortex center, leaving him temporarily disfunctional.




Punch / Counterpunch

Allegiance: Autobot / Decepticon
Function: Secret Agent
Altmode: Cybertronian Hovercar
Weapons: Punch -- twin mortar launcher; Counterpunch -- photon cannon
Special Abilities: Unique triple-changer design (Autobot Punch, Decepticon Counterpunch, Cybertronian hovercar); flight (Counterpunch only); personality shell-matrix (essentially allows Punch and Counterpunch to register as two completely different mechs in terms of thought patterns, neural circuitry activity and overall personality)
Height: 26 ft. / 7.92 m
Quote: "In my business, there are no friends, only suspects."


Strength:06Intelligence:09Dexterity:06Speed:06Endurance:06Courage:10Firepower:06Accuracy:07Melee:07Tech Skill:08Charisma:07Rank:07

Profile: Punch is as cool-headed and well-adjusted as you will ever meet, although aloof and detached to a certain degree. However, the fact remains that he is, if anything, more observant and wary than many would suspect. Paranoid he may be that there may be traitors in the midst of the Autobots, but it's nowhere near Red Alert's levels of paranoia. He knows all too well just how much he has to lose by taking too many risks -- and the fact that he's willing to do it anyway is a testimony to his confidence in the rightness of his actions, his courage in the face of adversity, and his dedication and resolve to the Autobot cause.

As Counterpunch, on the other hand, he is ruthless, volatile and bad-tempered. An act, of course, but one that Counterpunch has proven capable of portraying quite well. There is a growing confidence in his 'act' as Counterpunch, because of the knowledge that he has been able to retain his Autobot sensibilities in the face of his constant exposure to the Decepticon camp. Still, however, there is the fear lurking in the back of his shared mind of the Counterpunch persona taking over and betraying the Autobots. That, however, is remedied by a personality shell-matrix that helps to ensure that there is enough difference between the Punch and Counterpunch personas to avoid some of the more dangerous pitfalls that could lead to his discovery and execution by the Decepticons.

Abilities: Punch / Counterpunch has slightly above average strength and great intelligence -- a skilled spy and infiltrator, as well as a capable actor and a canny judge of character. His ability to make rapid situational analyses is impressive, as is his knowledge of security and undercover tactics. As a Cybertronian hovercar, Punch / Counterpunch is capable of attaining velocities as high as 160 mph with a range of 1,200 miles. In Autobot mode, Punch utilizes a twin mortar launcher with a range of 9,000 feet; in Decepticon mode, Counterpunch wields a photon cannon designed to destroy the target's circuitry, tearing them apart internally. The Decepticon mode also affords Counterpunch with a personality shell-matrix which helps to dissociate the persona (including neural circuitry activity and thought patterns) from the Autobot mode and the Punch persona.

Weaknesses: The fear of the Counterpunch persona becoming too comfortable as a Decepticon spy and winding up taking full control of the shared body with the Punch persona is a very real possibility that Punch must always take into account. The personality shell-matrix helps to mitigate that somewhat, but deep down, Punch still remains concerned that the Counterpunch persona may find a way to circumvent the personality shell-matrix (or worse, the personality shell-matrix be damaged and rendered inoperable for any appreciable length of time), and thereby allow Counterpunch to wrest full control of their shared mind, in turn sowing untold chaos and disaster for the Autobots.
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Postby Gatkowski » Sun Feb 11, 2007 2:11 pm

Motto: "Victory needs no explanation, defeat allows none."
Weapon: Nuclear Charged Fusion Cannon
Saved for character names with letter Q.
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Postby Gatkowski » Sun Feb 11, 2007 2:15 pm

Motto: "Victory needs no explanation, defeat allows none."
Weapon: Nuclear Charged Fusion Cannon
Rack 'N Ruin

Allegiance: Autobot
Subgroup: Wreckers
Function: Warrior
Alternate mode: Hoverjet
Weapons:
- Robot Mode: Rocket Launcher Limb, Anvil Limb (Rack) Particle Laser Limb, Hammer Limb (Ruin)
- Vehicle Mode: 4 Laser Guns (2 wing-mounted, 2 front-mounted)
Special Abilities: Enhanced Sensors
Height: 21ft / 6.4m
Motto: “Two heads are better than one. Two minds are doubly so.“


Strength:08Intelligence:07Dexterity:06Speed:08Endurance:07Courage:08Firepower:08Accuracy:07Melee:08Tech Skill:06Charisma:06Rank:05

Profile: Rack 'N Ruin are very secretive about their past. It is speculated that they were once two robots that suffered a major injury and the medic had to fuse them together in order to save their lives. They don't talk about it much, and whenever asked about it, they make up a joke and quickly change the subject. For the most part, Rack 'N Ruin are good natured and even tempered. Get them mad, and you can kiss you rear assembly goodbye. In battle, they are ruthless and won't give up until they are deactivated or the retreat order is given. Both heads equally enjoy the thrill of the fight, though they enjoy it for different reasons. The left portion (Rack) is more emotional and loves the feeling of smashing opponents. The right portion (Ruin) relishes simply lowering the Decepticon population. Rack is more emotional than Ruin, who looks at situations as if they were statistics. That's the only fight the two get in, whether it's better to act on emotions or to act on logic. If they get in an argument, it's best for others to stay out of it. The duo can hold a grudge a long time.

Abilities: Rack 'N Ruin, since the operation that joined them together, had lost the ability to transform, and was stuck as an Action Master. They both mourned the loss but realised that it was a necessity in order to keep on living and fighting. However, recent advances in tranforming technology and neural meshing has allowed the pair to transform again. They transform into a hoverjet that can reach mach 3 from a standstill in under 3 seconds and can come to a dead hover-stop in just as long. The personalities have been meshed so that Ruin does the piloting while Rack fires the four laser guns and operates the radar and countermeasures. The most interesting feature of Rack 'N Ruin is their weapons. They use modular limbs, limbs that disappear into subspace much like Autobot's weapons. Rack's limbs consist of a rocket launcher with a range of 7 kilometres and an anvil melee limb. Ruin has a particle laser limb and a hammer limb for crushing foes. Both robots have normal hand attachments for when they're not in combat. Their odd body makeup (4 legs, 2 bodies, 2 arms) allows them to perform combat manoeuvres that no regular Autobot can do. Also if they time their legs right Rack 'N Ruin can run faster than most two-legged Autobots.

Weaknesses: For a robot of such an awkward build, Rack 'N Ruin manages just fine, though there are some things that the duo just can't do. They usually get along fine, but if they get into an argument, they are basically stuck in one place until they sort it out, as they need to cooperate to move in the same direction. Sometimes their arguments escalate into a physical confrontation, which is actually quite comical to watch. They share the same critical circuits and if their link is severed, there are only a couple hours to repair them or Rack 'N Ruin go into permanent stasis lock.




Ratchet

Allegiance: Autobot
Function: Medic
Weapon: Static Laser Gun
Alt. Mode: Cybertronian Hover Ambulance
Height: 27ft / 8.1m
Quote: "You break it, I'll remake it."


Strength:04Intelligence:08Dexterity:07Speed:04Endurance:05Courage:08Firepower:03Accuracy:04Melee:03Tech Skill:10Charisma:08Rank:07

Profile: [From the personal datatracks of Optimus Prime, Autobot Commander] Quite simply, Ratchet is the single greatest medical practitioner among the Transformers. But that label doesn’t begin to describe who he is as a mechanoid. In fact, Ratchet’s attitude and personality belie his exceptional skills. He’s a light-hearted mechanoid known for his ability to convert anything into a good time. Watching him rally the troops for a party and step to the head of the line for an Energon-stand might seem to contradict most medical stereotypes, but I understand that Ratchet wants to keep the Autobots healthy mentally as well as physically. His loose wit and coarse language help everyone to relax, and don’t infringe on his gentle and compassionate operating technique. Ratchet makes sure he’s the Autobots’ friend first and their doctor second, and his iron determination has kept him stoic in the face of war--and this same determination often extends to making sure that his comrades . Whether it’s because of our friendship or his own personality, Ratchet is much quicker to question my decisions than some others. I feel he does this out of genuine concern in most cases (despite his colorful language), and I’m glad to have someone around who’s willing to speak his mind to me.

Abilities: Ratchet is highly intelligent, and his skills as a surgeon and doctor are unmatched. Only a lack of materials or time constraints can hinder him from achieving anything he sets out to do. He is fully versed in all Transformer physiology as well as that of most known galactic species. He is also a competent builder, often working with Wheeljack and other like-minded Autobots to build a new object or weapon. He is equipped with assorted medical equipment, including laser scalpels, arc wielders, electrical sensors, diagnostics, and more. The laser scalpels can be used for offensive purposes, but they aren’t very powerful. In combat situations, Ratchet usually opts for a standard laser rifle to make up for his lack of inherent firepower.

Weaknesses: Ratchet isn’t very strong or resistant to enemy weapons. Occasionally, his desire to party can interfere with his work. His tendency to question orders, or even act on his own, can grind on the circuits of those like Prowl. Like most Autobots, Ratchet didn’t plan on becoming a career soldier. Thankfully, he has adapted to his job as a warrior and combat medic.




Repugnus

Allegiance: Autobot
Subgroup: Monsterbots
Function: Counter-Intelligence
Alternate mode: Large Insect Monster
Weapons: Fists, Claws, Venom Laser
Height: 30ft / 9.14m
Quote: "No job is too disgusting to disgust me."

Strength:05Intelligence:09Dexterity:04Speed:02Endurance:09Courage:10Firepower:02Accuracy:07Melee:09Tech Skill:07Charisma:01Rank:06

Profile: Repugnus is so ruthless that even anarchic outcasts like the dinobots are wary of him. This suits Repugnus perfectly well. He's a sneering vicious outsider who acts like he doesn't want or need anyone's acceptance or approval, least of all his military superiors. Flagrantly and proudly insubordinate, Repugnus has been kicked out of the Autobot's time and again for gross misconduct, and the perpetration of violent acts more befitting a Decepticon war criminal than an Autobot. Repugnus laugh's whenever this happens, though, becuase he knows it's always a matter of time until Autobot command comes crawling to ask him back, begging him to take a mission. This is because the fearless and amoral Repugnus wil do absolutely anything, no matter how heinous or evil, to accomplish his job- and his skills are legendary. In times of war, even the most upstanding military commander knows he needs troops willing to take the dirtiest darkest missions, and that's where Repugnus comes in; missions that would make a more moral and conservative Autobot ill only make Repugnus smile. Assasination, deep cover infiltration and torture are just a few of his specialties. The more disgusting it is, the more Repugnus loves it. Some say he's just too nasty to wear the badge, more Decepticon than Autobot. But as any military commander knows, sometimes in a war you need someone who doesn't quite play by the rules to get the job done, so warriors like Repugnus become a necessary evil. Although what he does isn't nice, Repugnus is very good at it! He has skill and intelligence that put other more estimable characters firmly in the shade. Not only does Repugnus go under cover, ferreting out information from the enemy camp, he also spreads damaging disinformation and gossip, undermining morale, turning enemy on enemy! An embittered loner, Repugnus just loves his work! No one is certain what event in his past made him the monster that he is today, or why he continues to remain loyal, ultimately, to the Autobot cause.

Abilities: In robot mode, carries venom laser that slows cerebro impulses and paralyzes on impact. In creature mode, Repugnus has infrared and X-ray vision, invaluable aids to his spying activities. His highly advanced optical centers can emit as well as receive, generating a variety of color and stroboscopic effects that can dazzle or disorient an enemy. His highly advanced optical centers can emit as well as receive, generating a variety of color and stroboscopic effects that can dazzle or disorient an enemy. In both robot and creature mode he's very tough and resistant to injury, but he's also very slow. His supertoughened claws contain chemical, electromagnetic and audio sensors, and can rip through almost any substance. Repugnus holds no faith in guns or other weapons, feeling he can accomplish all he needs with fists and claws, up close- where it counts!

Weaknesses: No one likes or trusts Repugnus, even his fellow Autobots. He's so disliked in fact that it's rumored he must watch his back even when amongst his own comrades.




Roadbuster

Allegiance: Autobot
Function: Ground Assault Commander
Alt Mode: Armored 4WD Vehicle
Weapons: Auto Targeting Shrapnel Cannon, Automatic Laser Rifle, Linear Blaster Cannon
Height: 32ft / 9.7m
Motto: "War is a dirty business... and I'm as dirty as they come."


Strength:08Intelligence:07Dexterity:06Speed:05Endurance:09Courage:10Firepower:08Accuracy:08Melee:08Tech Skill:06Charisma:08Rank:08

Profile: A proud member of the Wreckers, Roadbuster is a consummate professional in everything he does. Widely recognised as a great Field Commander, by both firend and foe alike, Roadbuster is never more at home than when he is in battle, to him, there is nothing better than to be out in the thick of it, slagging Decepticons and leading Autobots to victory. Highly charismatic and always up for a fight, there are few who haven't heard of him, and even fewer who don't respect him.

It doesn't matter if it's just a practice battle in the training facilities, a small skirmish out on patrol, or a full scale battle, Roadbuster treats each situation exactly the same, and consequently, his rate of success is very high. His attention to detail and instincts in battle are a valuable asset to the Autobot cause and are 2 of the major reasons why he is so successful in what he does. Roadbuster is also highly adept at providing motivation for those around him, and encouraging those who have less experience, putting them more at ease and quashing any nerves that might be present before a battle, something that he believes is the duty of each Commander to do.

On the opposite side to the ease in which he carries out in battle, Roadbuster hates to be on downtime, for any length of time for the simple reason that he doesn't know what to do with himself. His entire life revolves around battling, it's all he has done since coming into existence, consequently he has never quite worked out how to deal with the quieter side of an Autbots duties. In these times he often becomes distant, and it's up to those who know him best to keep him from getting too distant.

Abilities: Heavily armed and armored, Roadbuster always prefers to be at the head of attacks, leading from the front and by example to those who follow him and work with him. In vehicle mode, Roadbuster has a top speed of around 70mph, and a range of 400 miles, and sports a hugely powerful turret mounted Linear Blaster Cannon, which he uses primarily on stationary and slow moving targets, faster targets can evade the blast. In robot mode, Roadbuster exhibits great strength and endurance, and his courage is second to none, often being the last to retreat, if he does indeed retreat at all. To take the fight to the Decepticons, he employs a Shrapnel Cannon that has a 360 degree arc of fire and automatically picks up targets by itself, in conjunction to an Automatic Laser Rifle that fires both standard and armor piercing rounds.

Weaknesses: As previously stated, when on downtime, Roadbuster often finds it difficult to motivate himself and keep himself busy. Without battle, he becomes quiet and distant to those around him, even his fellow Wreckers, and falls into a form of depression that can be difficult to bring him out of. Those closest to him recognise the signs and often try to act quickly to prevent Roadbuster falling too far, but it doesn't always work.




Rollbar

Allegiance: Autobot
Sub-group: Throttlebots
Function: Tracker
Alt. mode: All-terrain anti-grav vehicle
Weapon: Laser pistol
Height: 17ft / 5.18m
Quote: “When the going gets tough, the tough get driving!”


Strength:05Intelligence:07Dexterity:09Speed:04Endurance:07Courage:10Firepower:03Accuracy:06Melee:04Tech Skill:05Charisma:06Rank:06

Profile: Loves the outdoors, the rougher the terrain, the better. Impulsive, loves to take chances and put his life on the line. If he were Human he would be an adrenaline junky. Many mistake Rollbar‘s bravado and impulsiveness for foolishness, however while he loves risking his self in stunts and crazy moves, he wouldn’t do anything stupid where fighting is concerned, knowing that he could put other lives at risk. Rollbar speaks in corny, macho clichés, which unintentionally elicits laughter from the other Throttlebots and often gets Freeway mimicking him. Rollbar chooses to ignore this and sometimes wonder what all the fuss is about. He is quite competitive in nature, loving games and sport, which also serves to get his fuel pumping. He is the most reliable of the group and tries to encourage his friends to push harder and try their best. While the Throttlebots don’t exactly have any command structure the others generally accept Rollbar is in charge when it comes to leading a fight. Has good tactical awareness and co-ordinates the team quite well. Brave and courageous, Rollbar will never shy away from danger.

Abilities: Extremely agile in vehicle mode; can go into flips and rolls with very little loss of speed. Slower than most of the Throttlebots with a top speed of 95mph (153kph) but is able to sustain this speed over bad terrain where other would be at a crawl. Has built in chemical sensors, that effectively give him an incredibly good sense of smell that he uses to track targets. Geiger counters, audio and visual recorders are there also to assist in his tracking. While he uses this equipment to good effect he can still track without it in most terrains, using his skills and experience that he has picked up over time.

Weaknesses: When doing rolls and flips, Rollbar may lose control and crash heavily, severely damage himself. More than once has he ended up in medbay because of some crazy move he tried to do in his free time. His tracking equipment is liable to malfunction due to the occasional crash Rollbar gets into. Like all the other Throttlebots he lacks firepower and cannot hold his own in a direct fire fight.
Last edited by Gatkowski on Thu Feb 15, 2007 4:16 pm, edited 5 times in total.
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Postby Gatkowski » Sun Feb 11, 2007 2:17 pm

Motto: "Victory needs no explanation, defeat allows none."
Weapon: Nuclear Charged Fusion Cannon
Scattershot

Allegiance: Autobot
Function: Warrior
Primary Weapon: Automatic Acid-Pellet Gun
Alternate Mode: Attack Jet / Rocket Launcher
Height: 30ft / 9.14m
Quote: "Decepticons are like rust spots -- they're ugly and they can pop up anywhere."


Strength:08Intelligence:07Dexterity:07Speed:07Endurance:08Courage:09Firepower:08Accuracy:08Melee:08Tech Skill:04Charisma:08Rank:07

Profile: Scattershot leads by his actions, not his words. This brawling, bragging berserker's idea of strategy is to wade into a Decepticon patrol with all barrels blazing and not withdraw until has run out of ammo or out of enemies, whichever comes first. And he expects his followers to do the same. Anyone who disapproves of his tactics he considers a "tin-plated buckethead." At times, given his rude, gruff manner, Scattershot seems more like a caricature of a career soldier than a real one - But this blustery, often comical demeanor can't disguise the valiant warrior underneath-one who will shed his last drop of fuel, if necessary, for the Autobot cause.

Abilities: More than any single ability, Scattershot is known for his stamina. He'll continue fighting even after his joints are wracked by metal fatigue. In vehicle mode, he's equipped with a powerful 700 megavolt pulse cannon in his nosecone. Wing-, side- and turret-mounted guns shoot an awesome array of sonic, thermal and artillery shells. He can fly at a maximum speed of 1,900 mph, with a range of 10,000 miles. In battle station mode, he can utilize the same weaponry with even more precision once he deploys his omni-directional radar screens. In robot mode, he carries a 500 rounds-per-minute automatic acid-pellet gun, which can turn an enemy robot into a pile of slag in a matter of moments.

Weaknesses: Aside from collapsing due to exhaustion because he has pushed himself beyond the point of endurance, Scattershot has no specific weaknesses.




Searchlight

Allegiance: Autobot
Sub-group: Throttlebots
Function: Surveillance
Alt. mode: Hover off-road racing vehicle
Weapon: Laser pistol
Height: 17ft / 5.18m
Quote: “Seeing is, by itself, not enough for believing.”


Strength:03Intelligence:07Dexterity:06Speed:05Endurance:08Courage:04Firepower:03Accuracy:05Melee:02Tech Skill:06Charisma:05Rank:06

Profile: A creature of the night. Loves nothing better than driving around on the back roads and alleyways once the Moon has risen and Sun has set. Cruises the streets with the curiosity of a cat. Anything is of interest to Searchlight, when not cruising he can be found looking up odd bits of trivia and information. He’ll often get side tracked from his mission by something completely irrelevant, so occasionally needs a patient reminder what his first priority is. He’s quiet, serious and a loner. Searchlight will only venture an opinion if he’s asked for one, otherwise he will usually remain quiet and out of discussions. He’s the most independent of all the Throttlebots, however he isn’t very brave without their support. Searchlight isn’t very likely to join in the camaraderie between others preferring his own thoughts, this maybe because he finds it hard to put his trust in others and open up. He rarely lets anyone get too close to lest they die.

Abilities: The top row of headlights are equipped with stereoscopic digital video cameras, which are great for surveying enemy troop deployments. He has a spectroscopic chemical analyser and a Geiger counter. The bottom lights can produce strobe effect, full colour spectrum with blinding 10,000 watt brightness. This he uses to great effect, blinding Decepticon ground troops so fellow Autobots can attack them while their vision is impaired and Searchlight also uses then to confuse and disorientate jets. Can achieve a top speed of 145mph (233kph).

Weaknesses: While not exactly a coward, Searchlight is liable to be spooked and become very jittery. He doesn’t have a lot of nerve and if he loses it, he is liable to give up on a mission if he’s alone. Conversely Searchlight is the least adept at working within the team. Suffers from lack of weaponry and often confidence. Not very good in hand-to-hand combat and tries to avoid it if he can.




Sideswipe

Allegiance: Autobot
Function: Warrior
Alternate Mode: Cybertronian Rocket Car
Weapons: Shoulder missile, pile drivers, two shoulder-mounted magnesium phosphorous flares, and a rocket backpack
Height: 28ft / 8.5m
Quote: "I don't break the rules, I bend them -- a lot."

Strength:07Intelligence:07Dexterity:08Speed:07Endurance:07Courage:10Firepower:03Accuracy:05Melee:08Tech Skill:04Charisma:06Rank:05

Profile: Although nearly as capable as his twin brother Sunstreaker in the combat arts, Sideswipe is far less cold blooded about it. He thoroughly relishes engaging an opponent in a fight to the finish, and will use any dirty underhanded tactic he can think of to come out on top. Back on his home world of Cybertron this conduct extended itself to the rest of his lifestyle: getting what he can out of life, enjoying it to the fullest, and cheating to get the rest. His exile to Earth hasn't changed his behavior, just his cause- now instead of doing everything for himself he does it for the sake of freedom for all. Personal safety takes a backseat to his reckless, but brave actions.

Abilities: In Autobot mode, Sideswipe's two arms can be used as pile drivers. Each exerts 8000 pounds of force upon impact with up to five impacts per second, making him particularly useful in close combat and for breaking through fortifications. A rocket backpack can sustain him in the air for two-minute spurts before refueling is necessary. When launched, two shoulder-mounted magnesium phosphorous flares can each be seen from a distance of 18 miles on a clear night.

Weaknesses: If it weren't for his rash behavior, Sideswipe wouldn't have any serious weaknesses. But as he often acts without consideration of the consequences and takes a special delight in plunging into extremely dangerous situations, Sideswipe, more than any other Autobot, finds himself being patched together by Chief Medical Officer Ratchet. Naturally, he takes his injuries in stride.




Skydive

Allegiance: Autobot
Sub-Group: Aerialbots
Function: Air warfare strategist
Alternate Mode: Cybertronian interceptor
Weapons: Nega gun, laser-guided missiles
Height: 22’/6.7 m
Quote: "Only by studying the past can we win the present."


Strength:05Intelligence:10Dexterity:08Speed:09Endurance:04Courage:07Firepower:08Accuracy:08Melee:05Tech Skill:07Charisma:05Rank:06

Profile: Skydive is more interested in reading about jet fighters than being one, He's more likely to have his face stuck in a hologram projection of famous Cybertronian air battles than to be in the air himself. It's not that he's a coward- he's just fascinated by the science of aerial warfare. But even though he's a somewhat reluctant member of the Aerialbot team, he is invaluable- his knowledge of aerial military tactics is without equal. His biggest fault, if you could call it that, is he doesn't realize how smart he really is. At least everyone else around him does.

Abilities: The information-storage capacity of Skydive's cerebro-circuitry is greater than most Transformers'. This enables him to record instantaneously any flying motions he sees, and, within the limits of his design, duplicate them himself. Thus, he's able to simulate the techniques of almost anyone he's studied as well as the gliding patterns of flying creatures he's watched. He is the most skilled flyer among the Aerialbots, and is possibly the most skilled flyer of all the Transformers. Fastest of the Aerialbots, his maximum speed in jet mode is Mach 5.2, and he is one of the few Autobots able to fly in robot mode (albeit much more slowly). In jet mode, he can shoot laser-guided missiles with a range of 80 miles. In robot mode, he uses a nega-gun, which shoots a beam that cancels the bonding force between molecules. Only objects held together by the strongest molecular bonds can resist crumbling to dust when hit by the beam.

Weaknesses: Sometimes, in duplicating the flight of another, Skydive pushes his design beyond its limits. This can result in mid-air stalls. He can usually recover before crashing, but while stalled, he is vulnerable to attack.






Skyhammer

Allegiance: Autobot
Function: Air transport and support
Alt. mode: Futuristic Buggy
Weapon: Photon Rifle
Height: 27ft / 8.9m
Motto: "There is no disgrace in not succeeding, only in not trying."


Strength:06Intelligence:07Dexterity:06Speed:08Endurance:05Courage:09Firepower:05Accuracy:06Melee:03Tech Skill:07Charisma:06Rank:07

Profile: Originally a transport pilot and owner of a major shipping company, Skyhammer originally joined the war by accident. Whilst on a delivery run in the opening days of the run, his shuttle was damaged in the crossfire, and was downed in the middle of a warzone. Managing to land with his vessel intact, he was able to not only repair it so as to make it worthy of flight, but also rescue what was left of the Autobot forces that managed to reach his beliegered shuttle. If it hadn't been for the quick thinking of the mechanically minded Autobots who hadn't helped him make the repairs, Skyhammer would of known he wouldn't of survived, or be able to make his shipment.

As he landed at an autobot outpost to drop off the autobots, he learned that the city state of Praxion that he had been assigned to deliver a supply of medical products had just been nuked, therefore his entire shipment had been nulled. Since payment had been given in advance, he repayed the help the Autobots gave him in escaping the battleground by donating his shuttle's entire shipment to the faction. So began his relationship with the Autobots, initially as a sympathiser and eventually a benefactor from his cut of his company's profits. Although his new-found friends attempted to persuade him to make his commitment more official, Skyhammer always wanted to stay well away from the war as possibly, dispite his obvious leanings. He learned to regret his decision owever when he returned after a shipment to find his friends and collegues annilalated and his life in peices in the wake of a decepticon raid. Returning in his shuttle, he signed on soon after.

Using his own technical abilities to modify his shuttle into a VTOL heavy transport, Skyhammer entered the Autobot forces as a part time quartermaster, part time pilot, dropping entire squads of Autobots into warzones and pulling them back out again. As the vorns went on, his own combat abilities improved as well, especially as he added further ordinance to his craft to provide cover fire for the troops he was dropping into and pulling out of combat. When not required, he spends most of his time training, and has become a reasonable shot and a resourceful warrior. After knowing the horrible truth of the enemy he now fights, he has sworn to protect the innocent whether he finds them, even at the cost of his own life for he knows that many decepticons would sooner slag them than leave them to mind their own business. He pursues this mission valiantly and vigilantly.

Personality: Fighting not for the Autobot ideal but to defeat an enemy who has no thought in killing the innocent, Skyhammer is a good natured, shrewd individual who is generally well-liked amongst his companions, particularly due to his capabilities at piloting that have helped many Autobots out on several occasions. He spends most of his time tinkering with his shuttle and continually upgrading it's capabilities, always ready to ship another load of Autobots off to another battle within breems. In fact, he even spends his rest cycles in the cockpit, so comfortable he is with his machine.

Abilities: In scout vehicle mode, Skyhammer has a top speed of 230 MPH and is armed with a photon rifle, also utilised in robot mode as a blaster and mounted on his back as a back piece when not in use. He is a talented engineer and a reasonable warrior, though he is far more effective when piloting his VTOL transport.

His primary asset is his transport: a large, heavily armed and armoured Vertical Takeoff And Landing craft capable of transporting nine normal-sized, fully armed warriors into battle and out again in it's enormous bay, or enough supplies to cater a medium sized garrison for a fully mega cycle. Impervious to light arms fire and resistant to ordinance, it is bristling with weapons. Thermal blasters mounted in the stabilising wings fire blasts of energy capable of melting most metals in nano seconds, whilst nose mounted twin-mounted lightning guns fire blasts of raw electricity using electrical propulsion. The craft is capable of reaching mach 2.5 at top speed, and has superb manouverability and handling due to it's VTOL capabilities.

Weaknesses: Never one to enter melee combat, Skyhammer has no ability when it comes to hand to hand combat. His vulnerable form is usually protected by the thick armour of his transport, but when outside makes him particularly vulnerable to attack.




Slag

Allegiance: Autobot
Function: Flamethrower
Alt. mode: Cybertronian Tank
Weapons: Flamethrower, Electron gun, Energo-Sword
Height: 36ft / 11.6m
Quote: “I have no need for friends, even less for enemies.”


Strength:09Intelligence:04Dexterity:04Speed:03Endurance:09Courage:07Firepower:07Accuracy:06Melee:08Tech Skill:04Charisma:02Rank:05

Profile: Slag is disruptive and foul-tempered, even compared to his comrades in the Dinobots. Anarchic, he rejects any orders that don't come from Grimlock. Slag is always angry, and only violence seems to release his pent-up energies. Bringing a Decepticon to a grisly end is one of the few things that can lift his spirits. If he has no enemies to smash, Slag wanders off to punch holes in the sides of mountains or even fellow Autobots whom he finds irritating. Concerned Autobots who inquire about Slag's well-being become victims of his fiery breath, or worse. Only his fellow Dinobots seem exempt from his perpetual rage, and even they aren't sure what causes it. Other comrades have wondered as well, questioning why Slag fights for the Autobots at all. Slag's answer is not forthcoming.

Abilities: Subject possesses incredible physical strength and is capable of shattering an entire reinforced concrete building with a wave of his hand or ramming it in tank mode. In tank mode, his primary weapon is a 3,000 degree Centigrade flamethrower turret, its effective range is 80 feet. In robot mode, he wields an energo-sword and an electron gun that fires particle bursts that can tear through most Transformer armor.

Weaknesses: Subject is not very intelligent or fast, and his abusive attitude limits the number of Autobots who are willing to help him in combat situations.




Sludge

Allegiance: Autobot
Sub-group: Dynobot
Function: Demolitions
Weapon: Mortar Rifle
Alt. mode: Cybertronian Heavy Assault Platform
Height: 38ft / 11.59m
Quote: "Stomp your enemy, crush him under your feet."


Strength:09Intelligence:03Dexterity:03Speed:02Endurance:09Courage:09Firepower:07Accuracy:03Melee:08Tech Skill:02Charisma:04Rank:05

Profile: The epitome of a shocktrooper, Sludge believes in making his prescence known and then proceeding to break down anything brave enough to stick around after he makes himself known. Of the Dinobots, Sludge is without a doubt the most potentially destructive given his massive strength and terrifying endurance, combined they make him a walking wrecking ball that seems to be all but unstoppable once he sets his mind to something. However, of the Dinobots, Sludge is perhaps the most gentle and shy and because of this talks the least, making him seem like a complete lumox while, comparitively, he's quite intelligent for a Dinobot. However, when in battle, this withdrawn side is all together removed and he becomes a destructive force that few Decepticons are hearty enough to face.

Abilities: Paramount of Sludge's abilities are his unrelenting strength and endurance. He is capable of easily exerting enough force in a single blow to topple a bridge, amplified even greater when in his tank form. His hide is also thick enough to repel all but the most powerful of blasts, a feat only few of his allies can come close to matching. Due to this, Sludge is particularly effective at single-handedly eliminating entire groups of Decepticons.

Sludge's assault platform mode is particularly dangerous, boasting even greater defensive power than his robot form. In this mode, he is easily capable of over-running stray Decepticons and proceeding to crush them under his massive tracks and weight, a tactic he prefers over simply blasting intended victims. While slow in either form, though moreso in assault platform form, his sheer physical strength and endurance easily make up for this problem.

Preferring to fight either hand-to-hand or by crushing his enemies, Sludge also carries a basic no-frills mortar rifle to keep him from being totally ineffective at ranged combat. An oversized rifle, fitting with his overall exterior and style, the weapon is capable of firing large explosive shells at a steady rate. Each shell acts like a miniature grenade, spreading flechettes on detonation which are particularly effective at filleting unsuspecting Decepticons.

Furthermore, Sludge is particularly suited for combat in sludge and swampy areas, thus his namesake. Because of this, he is particularly useful when Decepticons attempt to use such terrain to their advantage, lending him a frightening demeanor in being able to cross such terrain with veritable ease and destroy the stunned victims.

Weaknesses: Other than his obvious hinderance in speed due to sheer size, Sludge's only real weakness is his tendency to get himself stuck in his own path of destruction. Oftentimes, Sludge will destroy more than needed and get himself stuck in holes he himself has generated, a situation where his heavy treads find some difficulty in effecting an escape. This often means that he'll need outside assistance, something he is not particularly fond of, usually illiciting conflicts especially with other Dinobots.



Smokescreen

Allegiance: Autobot
Function: Diversionary Tactician
Alternate Modes: Cybertronian-styled sports car
Weapons: Smoke generators, two shoulder-mounted ECM missile launchers, electro-disruptor rifle
Special Abilities: See Abilities section of profile
Height: 26’/7.92 m

“A look can be deceiving; a touch can be lethal.”

Tech Specs
Strength:04Intelligence:09Dexterity:09Speed:07Endurance:06Courage:08Firepower:07Accuracy:09Melee:07Tech Skill:07Charisma:10Rank:06

Profile: Whether engaged in raging battle or friendly conversation, seldom is Smokescreen up to what he appears to be up to. More likely, an ulterior purpose exists. In combat, his job is to lead the enemy astray, to prevent him from discovering the true nature of an Autobot strategy until it is too late for the enemy to counter it. It is a job he performs with great proficiency. His duplicity carries over to his personal affairs as well. Charming and affable, it is easy for Smokescreen to use his genuine camaraderie with his fellow Autobots in order to root out their deepest concerns. And, at Optimus Prime's request, that is exactly what Smokescreen does, because Optimus feels that his role as Autobot leader creates a personal barrier between himself and his followers that he cannot overcome alone. Strangely enough, in Optimus' eyes, the most devious of the Autobots is also the most trusted.

Abilities: Smokescreen is extremely intelligent and highly skilled at his function, possessing several unique features to aid him in creating battlefield diversions. In car mode, Smokescreen can emit from his tailpipe a thick, black cloud of smoke that has the additional property of gravitating toward metallic objects, such as enemy Decepticons. In robot mode, his twin shoulder-mounted launchers shoot missiles that shatter into thousands of shards that produce a variety of radio signals, magnetic fields and infrared waves, wreaking havoc on the radar and guidance systems of enemy aircraft. His disruptor rifle shoots a web of electrical energy that can short out and interfere with the proper operation of any electrically powered target. He has a top speed of almost 250 mph in car mode

Weaknesses: Although a well-trained combatant, Smokescreen has below-average physical strength, making him quite vulnerable in direct combat. As well, the proper shielding and countermeasures can protect a foe from most of Smokescreen’s unique weaponry.



Snarl

Alleigence: Autobots
Sub-group: Dynobots
Function: Warrior
Alt mode: Cybertronian Armored Tank
Abilities: Solar power generators (Able to store solar energy in order to increase strength
Weapons: Sword, Laser pistol
Height: 33ft / 10.06m
Quote: “Only in war is there happiness.”

Strength: 9
Intelligence: 6
Dexterity: 3
Speed: 3
Endurance: 9
Courage: 8
Firepower: 3
Accuracy: 2
Melee: 7
Tech Skill: 4
Charisma: 3
Rank: 5

Profile: An Autobot of few words and fewer opinions, Snarl grudgingly follows the orders of Dynobot leader Grimlock and leaves the thinking to others. He's generally unhappy and a loner, and his uncommunicative nature only adds to his feelings of isolation. Only the thrill of battle can elevate his spirits. In fact, few of his comrades experience the joyous heights that Snarl attains while locked in mortal combat.

Abilities: His unique design makes Snarl particularly useful in sunny, arid environments. The large golden plates protruding from his spinal assembly are solar collectors. Although he can operate without sunlight, solar energy can increase his strength tenfold and his endurance to a virtually limitless degree. At his top speed, he can shatter a 20-foot concrete cube on impact. His heavily armored hide makes him resistant to most missile fire.

Weaknesses: Snarl's dependency on sunlight makes him extremely vulnerable to attack at night. Although he can use the same fuel the other Autobots use, he operates at only a fraction of his strength when he does. He is also very slow and his uncooperative behavior patterns sometimes hinder his effectivess in dangerous situations.




Springer

Allegiance: Autobots
Sub-group: Triplechangers/Wreckers
Function: Aerial Defense/Wrecker Commander
Alt. modes: Rocket Car, Helicopter
Weapons: Laser/Wind Funnel Cannon, Energy Saber
Height: 32ft / 9.75m
Quote: “Strength is more than physical.”


Strength: 10
Intelligence: 8
Dexterity: 7
Speed: 8
Endurance: 9
Courage: 9
Firepower: 7
Accuracy: 7
Melee: 9
Tech Skill: 6
Charisma: 9
Rank: 7

Profile: Springer is one of the most powerful and capable Autobots out there, and he knows it. He isn’t cocky however, but he exudes confidence in himself and his abilities. He is always optimistic, even making sarcastic wisecracks in the middle of a battle. His natural charm and charisma make him extremely popular among the other Autobots. His strength, bravery and dependability make him a popular team-mate on the battlefield. The founder and long-time leader of the infamous strike team The Wreckers; Springer is always the first into the fray and the last one to leave it. He cares a great deal for those under his command, but doesn’t show it often for he doesn’t want to be seen as a soft-chassis mech. He has gained a lot of notoriety during the last few vorns as the Autobots became the dominant force on Cybertron. There are many Decepticons who cannot wait to get even.

Abilities: Springer is extremely strong and tough and highly intelligent. He is extremely versatile and adapts quickly to any situation. Subject is a triple-changer, capable of transforming into 3 different modes twice as fast as a normal Transformer. In robot mode, he is capable of leaping .5 miles straight up. He wields and energy sabre that can slice through concrete and a cannon that can fire laser blasts or generate wind funnels. His rocket car is armoured like a tank, and his thrusters can get him up to speeds of 500 mph; he can also use his canon in this mode. His helicopter mode utilizes the thrusters to let him fly and manoeuvre like a jet for short distances.

Weaknesses: While Springer displays no physical weaknesses, his overconfidence could be used against him. He thinks very highly of himself and his team, sometimes too much.




Strafe

Allegiance: Autobot
Sub-group: Technobots
Function: Aerial Gunner
Alt. mode: Cybertronian Jet
Weapon: Heat-ray Rifle
Height: 27ft / 8.2m
Quote: "Shoot everywhere -- since that's where the enemies are."

Strength: 5
Intelligence: 6
Dexterity: 7
Speed: 6
Endurance: 7
Courage: 8
Firepower: 7
Accuracy: 6
Melee: 7
Tech Skill: 6
Charisma: 6
Rank: 5

Profile: Before you walk up and say hello to Strafe, you'd better run for cover... because this high-strung, hair-trigger Technobot is more likely to spray you with weapons fire than shake your hand. He's not mean or murderous… he's just nervous. Too much quiet makes his circuits tingle. Sudden noises can cause him to pop a few plugs. So rather than remain calm in these situations, Strafe has developed the annoying habit of shooting first and asking questions later. And that's too bad, because once he lowers his guns, Strafe becomes one of the kindest, gentlest Autobots of all. Unfortunately, few ever get close enough to him to find this out for themselves.

Abilities: Oddly enough, despite all his wild shooting sprees, Strafe is an expert marksman. When he wants to, he can burn a hole through a screwhead from two miles away with the searing beam of the heat-ray rifle that he carries in robot mode. In his vehicle mode, he can achieve a maximum ground speed of 250 mph. He can also engage his rear retro-rocket boosters, which allow him to fly at a maximum speed of 580 mph with a 3,000 mile range. In all his modes, he exhibits lightning-fast reflexes. He can outmaneuver a heat-seeking missile and make a right turn at maximum flying speed in the space of a quarter-mile. He combines with his fellow Technobots to form the super-robot Computron.

Weaknesses: Strafe has a tendency to stall in mid-air during some of his more daring maneuvers. The wasteful manner in which he uses his weapons often leaves him lacking ammunition in battle situations when he truly needs it.




Streetwise

Allegiance: Autobot
Function: Protectobots
Alt. mode: Hover Car
Weapons: Photon Pistol
Height: 22ft / 6.7m
Quote: "You have to know where you are before you know what to do."

Strength: 5
Intelligence: 9
Dexterity: 6
Speed: 6
Endurance: 6
Courage: 9
Firepower: 7
Accuracy: 6
Melee: 5
Tech Skill: 7
Charisma: 6
Rank: 5

Profile: Nothing escapes Streetwise's notice. He dutifully records the most seemingly insignificant details knowing full well he may have use of such information later. So readily does he adapt to any environment that his fellow Protectobots suspect he possesses a mysterious eighth sense in addition to the seven standard senses with which he was built (sight, hearing, touch, smell, short-range radiowave transmission, magnetic sensitivity, and electric sensitivity). The truth is, Streetwise simply has an amazing capacity for understanding. He easily grasps local dialects; slang expressions instantly become part of his vocabulary. Once he sees a map of a new city, he drives through its streets as if he were born there. And he's as doggedly determined as he is clever. Nothing can deter Streetwise from seeking his prey- except an empty fuel tank.

Abilities: In car mode, Streetwise can reach speeds of 180 mph. His range is 400 miles. He has an energon net launcher on the back that can shoot a net up to 50 yards away. The net will hold a large robot for an hour before dissipating. Streetwise can use this net in robot mode by having it materialize in his hands. In robot mode, he carries a photon pistol that shoots light bursts with the equivalent brightness of 5,000-watt light bulbs, enough to temporarily blind all but those whose optical sensors are the most heavily shielded. He combines with his fellow Protectobots to form the giant robot known as Defensor.

Weaknesses: In car mode, Streetwise sometimes overheats as a result of the unceasing manner in which he hunts his enemies.




Sunstreaker

Allegiance: Autobot
Function: Warrior
Alt. mode: Cybertronian Rocket car
Weapons: Electron-Pulse Gun, laser-guided, right shoulder-mounted, ground-to-air missile launcher
Height: 28ft / 8.5m
Quote: “They can't beat the best.”
Strength: 5
Intelligence: 6
Dexterity: 7
Speed: 7
Endurance: 8
Courage: 7
Firepower: 7
Accuracy: 8
Melee: 8
Tech Skill: 5
Charisma: 3
Rank: 5

Profile: [From the Personal Datatracks of Sideswipe, Autobot Warrior] He might be my twin brother, but there’s still a lot about Sunstreaker that even I don’t get. He thinks he’s the prettiest thing ever, but it’s not enough for him to just think that; Sunstreaker needs everyone to know he’s better than they are. He goes on and on about how his style and looks outmatches everyone else’s. This leads to a lot of tension between him and other Autobots, who he’s constantly tearing down behind their backs. I think the only reason I get excluded from this contempt, to my face at least, is because he needs someone to talk to about it or he might go nuts. A lot of ‘bots have said that talking to Sunstreaker is a creepy experience; even when he’s pretending to be cool with you, there’s something going on behind those icy optic sensors of his. Almost like he’s sizing you up and thinking about ten different ways he could pull out your fuel pump…I think what bothers them most is the fact that he probably could. ‘Streaker’s one of the best fighters we’ve got and he’s downright scary when he gets into battle: cold, ruthless, and without any shred of mercy. But, hey…he is my brother.

Abilities: Sunstreaker’s strength is only a bit above average, but his mastery of combat is top notch. From hand-to-hand gladiatorial combat to sharp shooting, Sunstreaker has it covered. He’s a calculating and methodical fighter with great agility and polymer-steel skin that shrugs off most artillery. In Autobot mode, Sunstreaker wears a right shoulder-mounted, laser-guided, ground-to-air missile launcher. Each missile is the equivalent of 450 lbs. of TNT and can down a Decepticon jet fighter at a maximum distance of 37.5 miles. He also carries an electron-pulse gun capable of emitting at 300 bursts per second a beam of highly energized electrons (the high rate of emission makes it effectively a continuous stream of electrons). A sustained burst of 1.5 seconds will burn a 3 inch hole in a .5 inch-thick plate of titanium-alloy steel. His upper torso construction incorporates a tough polymer-steel skin, making him particularly resistant to artillery fire.


Weaknesses: [Medical Assessment, From Ratchet, Autobot Surgeon] Frankly Optimus, its Sunstreaker’s attitude that worries me most. He’s got all the signs of sociopathic tendencies, which makes him a potential danger to his own teammates. He’s easily baited into battle, and his inability to work effectively with anyone but Sideswipe puts him at great risk.




Swoop

Allegiance: Autobot
Sub-Group: Dinobots
Function: Dinobot Bombardier
Weapons: Missile Launchers, Laser Pistol, Thermal Sword
Alt. mode: Pterodactyl
Special Abilities: Fuel Efficient, Flight in Robot Mode
Height: 32ft / 9.75m
Quote: "Fear can hit targets unreachable to bombs."

Strength 6
Intelligence 6
Dexterity 8
Speed 8
Endurance 9
Courage 7
Firepower 7
Accuracy 8
Melee 7
Tech Skill 7
Charisma 6
Rank 5

Profile Formerly named Divebomb, Swoop was a member of the Autobots, and then Grimlock's Lightning Strike Coalition. He later became part of the Dynobots, Grimlock's elite commando team.

Swoop is the most affable of Dynobots and offten acts as their liason to the other Autobots. He gladly accepted the membership as his contribution to the Autobot cause. Little did he know that the good-natured, kind mechanoid that he is would be disguised as well.

Even though he's able to get along with them better than the rest of the Dynobots, he still agrees with his comrades' belief that Optimus Prime is an ineffective leader. Some Autobots are put off by Swoop's fearsome his loyalty to his team, which often disguise his seemingly out-of-place kindness and good-natured personality. This secretly saddens swoop, but this sorrow is outweighed by his dedication to the Dynobot squad and there goals.

Making a spectacular descent from the sky, Swoop watches with unhidden glee as his enemies scatter in terror before his looming presence. Swoop has managed to turn his advantage on the battlefeild to the Dynobots, where he has become an expert at using his diving attacks and disconcerting battle cries to confuse and scatter his terrified Decepticon targets. And that's just the way he likes it because he knows fear is a more effective weapon than any equipment he carries.

Fear is also his greatest friend. His ability to cause it in others is the sole comfort he derives from the form generally considered the most horrifying of all the Dynobots. The closest design of an Autobot to a seeker, even his comrades shy away from him, an ever present reminder of the Decepticon threat. And that is Swoop's tragedy. The Autobots were caught of guard at the start of the war; with Swoop around they will not be again.

Abilities Swoop has above average strength and intelligence, but is still the weakest of the Dinobots. In Pterodactyl mode, he soars at speeds up to mach two. He is a top-notch flier and his maneuverability is excellent. Swoop is also a fully trained pilot. He has two wing-mounted missiles launchers with air-to-air and air-to-ground capabilities. Each missile has a blast force equivalent to 5,000 lbs. of TNT, and they are extremely accurate at ranges up to 8 miles away. Swoop's specialty is swooping down to low altitudes and releasing them virtually point blank at their targets, and then speeding away.

He can also use the launchers in robot mode, as well as a laser pistol or thermal sword that heats up to 4,000 Celsius and is capable of slicing through most Decepticon armor plating. Swoop is also highly fuel-efficient. His maximum range is 10,000 miles, greater than almost every other flier the Autobots have.

Weaknesses Although he's extremely maneuverable and has great endurance due to low fuel consumption, Swoop is vulnerable to enemy firepower due to the relatively fragile nature of his wings.
Last edited by Gatkowski on Thu Jul 26, 2007 9:41 am, edited 10 times in total.
User avatar
Gatkowski
Vehicon
Posts: 308
Joined: Fri Jun 17, 2005 12:02 am
Strength: 9
Intelligence: 7
Speed: 5
Endurance: 10
Rank: 8
Courage: 9
Firepower: 10
Skill: 7

Postby Gatkowski » Sun Feb 11, 2007 2:22 pm

Motto: "Victory needs no explanation, defeat allows none."
Weapon: Nuclear Charged Fusion Cannon
Tracks

Allegiance: Autobots
Function: Warrior
Alt. mode: Cybertronian Car
Weapons: Black Light Beam Gun
Height: 26 ft/ 7.93m
Quote: “Looking good is what life is all about.“


Strength:06Intelligence:06Dexterity:07Speed:07Endurance:08Courage:06Firepower:08Accuracy:07Melee:06Tech Skill:08Charisma:06Rank:05

Profile: It the war didn't require him to sometimes revert to his Autobot form, Tracks might stay a car all the time. He attributes his fellow Autobots' criticism to jealousy on their part- they don't look as good as he does in vehicular form, he reasons. But their displeasure stems from a more serious consideration. They feel the struggle against the Decepticons should be Tracks' prime concern, not his own looks. Vanity can blind anybody to the truth, even a robot.

Abilities: In vehicular mode, Tracks can reach speeds of 280 mph on the ground. He can also sprout wings from under his rear fenders, which allow him to fly at sub-sonic speeds, and he can adapt a launcher to his hood that fires two heat-seeking incendiary missiles up to 60 miles. The missiles can be used in robot mode also, along with his black beam gun, which shoots a beam of black light that adheres for several minutes, effectively blinding anyone hit by it.

Weaknesses: Tracks' vanity is his greatest foe. His combat abilities are impaired by his concern over marring his appearance. He often remains in his more vulnerable vehicular mode in conflict situations when wisdom dictates he revert to his robot mode.




Trailbreaker

Allegiance: Autobot
Function: Defensive Strategist
Alt. mode: Cybertronian Assault Vehicle
Weapons: Laser-rifle, Wrist-mounted Missile Launcher
Special Abilities: Force-field generator
Height: 26ft / 7.92m
Quote: “An Autobot’s as good as the fuel in his tank.”


Strength:07Intelligence:06Dexterity:04Speed:04Endurance:10Courage:09Firepower:05Accuracy:07Melee:05Tech Skill:05Charisma:10Rank:07

Profile: “Looks like some pigeonoids can't find their nest.” That's how Trailbreaker describes a full-scale attack by a battalion of flying Decepticons. He'll make light of anything, no matter how dire the situation, and has been known to cross the optic circuits of Huffer while he's in his rest mode. Even Huffer laughed at that one. He's the Autobot cheerleader, always ready with an uplifting word to boost the morale of a comrade.

But there's a darker side to Trailbreaker. He is the most fuel-consuming Autobot and thus believes he is a liability to the group. He often has volunteered to be left behind in battle situations rather than use up precious resources. He'll sometimes privately mope about his handicaps and forget about his responsibilities as a consequence. But his bravery and defensive prowess are unquestioned, and he can usually recover his wits in time to save himself and his comrades. His lack of self-esteem is apparent to Autobot Leader Optimus Prime, who continually reassures him of his value.

Abilities: Trailbreaker possesses great strength and above-average intelligence as well as incredible resistance to physical damage. He has great skill at his function and is tactically adept. In vehicle mode, he has a top speed of 80 MPH, and that’s with great difficulty. Trailbreaker has a head-mounted projector. He can transmit signals on 64 frequencies simultaneously and uses it to transmit and jam communications, interfere with many types of electronics, and create an invisible and nearly impenetrable force field. This force field can be projected up to a 30-foot radius that withstands penetration by all forms of projectiles, all wavelengths of electromagnetic radiation except those of extremely high intensity, and temperatures as high as 800,000 degrees Centigrade. He is armed with a standard laser-rifle, but can also use his wrist sockets to launch high-explosive missiles.

Weaknesses: His high fuel consumption and slowness of movement make Trailbreaker particularly vulnerable in certain situations and contribute to his low self-esteem. His force-field can be broken down by a continued, sustained assault of enough force. The larger the force-field is made and the more damage it has to withstand, the more fuel it takes to maintain.
Last edited by Gatkowski on Wed Feb 14, 2007 4:26 am, edited 1 time in total.
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Gatkowski
Vehicon
Posts: 308
Joined: Fri Jun 17, 2005 12:02 am
Strength: 9
Intelligence: 7
Speed: 5
Endurance: 10
Rank: 8
Courage: 9
Firepower: 10
Skill: 7

Postby Gatkowski » Sun Feb 11, 2007 2:22 pm

Motto: "Victory needs no explanation, defeat allows none."
Weapon: Nuclear Charged Fusion Cannon
Ultra Magnus

Allegiance: Autobot
Function: City Commander
Alt. mode: Cybertronian Car Carrier
Weapons: Laser Rifle, Arm-mounted Missile Launchers
Height: 36ft / 11.6m
Quote: "Consistency is victory."


Strength:09Intelligence:09Dexterity:07Speed:06Endurance:10Courage:09Firepower:09Accuracy:09Melee:09Tech Skill:07Charisma:09Rank:09

Profile: [From the Datatracks of Optimus Prime, Autobot Commander] Infinitely reliable, fair, and completely trustworthy, Ultra Magnus is an Autobot to whom I'd not only entrust my own life, but the lives of my soldiers as well. The problem is that while I offer that trust without hesitation, it's Magnus himself who continues to doubt his own abilities. He'd prefer to follow orders and work on a strictly tactical level - which he always does brilliantly, improvising things on the battlefield that the most skilled military planners could only dream of imitating. Magnus is instinctively a better leader than most who've groomed themselves for the role over a lifetime, and everyone who's ever served alongside him knows that...the only problem is convincing him to believe it, too.

Abilities: Magnus has incredible strength, endurance and intelligence. He is an accomplished soldier, hand-to-hand combatant, and tactician, not to mention a field commander without equal. His outer armor is equipped with two missile launchers, each capable of hitting a target at a distance of 10 miles; they are usable in both modes. In robot mode, he wields a powerful laser rifle. In vehicular mode, Magnus' trailer is capable of carrying several mid-sized vehicular Autobots.

Weaknesses: When he doesn't allow his self-doubt to cripple him, Magnus has no known weaknesses. He just needs to learn that those doubts are an indulgence he must sacrifice in order to truly lead.
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Gatkowski
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Posts: 308
Joined: Fri Jun 17, 2005 12:02 am
Strength: 9
Intelligence: 7
Speed: 5
Endurance: 10
Rank: 8
Courage: 9
Firepower: 10
Skill: 7

Postby Gatkowski » Sun Feb 11, 2007 2:23 pm

Motto: "Victory needs no explanation, defeat allows none."
Weapon: Nuclear Charged Fusion Cannon
Vroom

Allegiance: Autobot
Function: Saboteur
Alt. mode: Rocket Car
Weapons: Illusioniser Gun
Height: 28ft / 8.5m
Quote: "Don't take a chance if you don't stand a chance."


Strength:06Intelligence:09Dexterity:07Speed:05Endurance:06Courage:09Firepower:07Accuracy:09Melee:06Tech Skill:06Charisma:05Rank:07

Profile: Vroom is sneaky when he needs to be, brazen when he can be, and always cocky. He earned a reputation as a daredevil before he ever joined the main Autobot force, when he was a well known stunt driver. After the conflict started, he regularly raced into Decepticon fuel depots to steal what he needed and then set up explosive charges to destroy the rest, he developed a need for this high pressure excitement, and nothing less than the feeling of narrowly outrunning an explosion is good enough for Vroom anymore, which led to his becoming a premiere Autobot saboteur. Although Vroom is always careful to calculate the risks of his actions (even when it appears he isn't), his fellow Autobots are growing concerned about his lust for danger and excitement.

Abilities: Vroom has slightly above average strength and endurance, with great intelligence. He is an expert at covert demolitions and infiltration. H transforms into a rocket car that is coated with shrapnel deflecting rubber armor. While in car mode he can fire off rockets on his back for a temporary boost in his speed. Inner robot wields Illusioniser gun which distorts optic impulses.

Weaknesses: Vroom will sometimes try to make too dramatic an exit from the scene of one of his demolitions, risking great damage.
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Gatkowski
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Posts: 308
Joined: Fri Jun 17, 2005 12:02 am
Strength: 9
Intelligence: 7
Speed: 5
Endurance: 10
Rank: 8
Courage: 9
Firepower: 10
Skill: 7

Postby Gatkowski » Sun Feb 11, 2007 2:24 pm

Motto: "Victory needs no explanation, defeat allows none."
Weapon: Nuclear Charged Fusion Cannon
Wheeljack

Allegiance: Autobot
Function: Mechanical Engineer
Alternate Mode: Cybertronian Turbo Hover-Car
Weapons: Shoulder-Mounted Shell Launchers
Height: 26ft / 7.92m
Motto: “Never do what your enemy expects you to do.”


Strength:07Intelligence:09Dexterity:07Speed:07Endurance:05Courage:09Firepower:07Accuracy:08Melee:06Tech Skill:10Charisma:08Rank:08

Appearance: In vehicle mode, Wheeljack is a sleek, curvaceous, white-colored hover-car. His windshield is solid black and completely wraps from one side to another. Accents of dark red and green highlight his vehicle. A large tail wing rises high above his rear end, adding to the maneuverability of his vehicle mode. The aerodynamic design of his vehicle mode allows for high speeds and spot-on cornering. In robot mode, Wheeljack stands tall and proud. Two vocalizer plates straddle his mouthpiece and pulsate with a warm blue glow whenever he speaks. His vocalizer plates perhaps stand out as his most noticeable detail. When in battle, his shell-launchers are mounted on his shoulders and allow for maximum attack ability.

Profile: “That guy can build a neutron bomb out of a wristwatch and a rusty can,” says Bluestreak, and that's not far from the truth. As well as the Ark fashioned the Autobots, Wheeljack is always coming up with ways to improve them, particularly their weaponry. His knack for creating wild new gadgets has earned him a "mad scientist" reputation and their deadly effectiveness has earned him the respect of friends and enemies alike. He is also the Autobot most adept at driving while in his automobile mode and has pulled off tricks that Earth's Hollywood stunt drivers haven't even dreamed of yet. He fully enjoys showing off when the opportunity presents itself.

Abilities: In addition to those mentioned above, Wheeljack, while in robot mode, can use the solid-fuel rockets in his arms to fly at speeds of 320 mph with a range of 800 miles. His shoulder-mounted cannons shoot a variety of shells: a magnetic-inducer shell, which douses its victims in a magnetic dust that attracts ferrous objects from distances up to 4000 feet away that adhere to and eventually disable the victim; a shrapnel-needle shell, which explodes into millions of hair-thin filaments that can pierce even the strongest armor and disrupt internal circuitry; and a gyro-inhibitor shell, which implants itself upon impact and destroys the balance of its victims. Wheeljack is continually adding new gimmicks to his shells.

Weaknesses: Wheeljack is his own worst enemy. He frequently injures himself while experimenting with new weapons.




Wideload

Allegiance: Autobot
Sub-group: Throttlebots
Function: Materials Transport
Alt. mode: Unarticulated heavy transport with anti-grav boosters
Weapon: Laser pistol
Height: 18ft / 5.49m
Quote: “Look good and you’ll have the world in your pocket.”


Strength:09Intelligence:04Dexterity:05Speed:02Endurance:09Courage:07Firepower:03Accuracy:04Melee:06Tech Skill:03Charisma:04Rank:05

Profile: Usually so dirty you would think he sweated grease but he’s a neatness fanatic. Can’t stand to see dirt or rubbish around and will generally try to tidy up after other Autobots. He’s vain and superficial, judging others on their appearances. Freeway once described him as, “About as deep as a puddle,”. Wideload often criticises the other Throttlebots (especially Rollbar) on their looks. Uses his spare time to work on his polish. After a mission he always feels he has to wash, if he had his way he would stop halfway through a mission to get himself cleaned up. Hates dusty and sandy terrain. It is a complete embarrassment to Wideload then that he is so susceptible to rust. He has a range of care products to try and stop rust from occurring. He is often made fun of because of him being so dirty and this can get him upset if the other Throttlebots push this too far. Wideload is a team player though and functions very well working alongside the other Throttlebots, who see him as their muscle whether it be in battles with Decepticons or bar brawls. Wideload doesn’t particularly like being used as the Throttlebots’ ‘strongbot’ but accepts this role grudgingly because no one else in the team fits the bill. He’d much rather be smelling sweet scented flowers than hauling a load of spare parts.

Abilities: Wideload is the strongest of the Throttlebots and is the only one who can easily hold his own in hand-to-hand combat. In dump truck mode he can haul 1,000,000 lbs (454 metric tonnes) and is often used as a transport for wounded if there are no med-evacs around. As well as being very stong, Wideload is also very well armoured, shrugging off damage that would cripple any other Throttlebot and indeed some bigger Transformers too. Driving economically, Wideload can manage 1400 miles without need for re-fuelling. Uses sensors on his hands and tyres to detect and analyse the composition of chemicals instantaneously. This comes in handy when exploring for new sources of materials as he can lead excavators to undiscovered, rich mining areas.

Weaknesses: Wideload is the least intelligent of the Throttlebots and usually needs some direction to carry out the more complex missions. With such heavy armour he’s also fairly slow, only managing a top speed of 48mph (77kph), this does increase his fuel consumption. He does slow the Throttlebots down (much to Chase’s annoyance) and makes him a target in attacks. As with all the Throttlebots he lacks firepower, though his strength does make up for this. His rust problem can give him painful joints (probably the closest Transformers get to arthritis) and severely slow his movements if he has a particularly bad case.
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Gatkowski
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Strength: 9
Intelligence: 7
Speed: 5
Endurance: 10
Rank: 8
Courage: 9
Firepower: 10
Skill: 7

Re: Canon Autobot Profiles List

Postby Roadbuster » Fri Feb 22, 2008 4:40 pm

Name: Hound
Allegiance: Autobots
Function: Scout
Alt Mode: Cybertronian Scout Car
Height: 25 ft/7.5m
Abilities: Holograms, Low Fuel Consumption
Weapons: Hologram Gun (Vehicle mode only), Cybertronian Assault Rifle, Shoulder-mounted missile Launcher. (Robot mode only), Wrist-mounted hologram projector (robot mode only)
Motto: “Observe everything, remember even more”

Stats:

Strength: 05
Intelligence: 08
Dexterity: 07
Speed: 05
Endurance: 07
Courage: 10
Firepower: 03
Accuracy: 07
Melee: 05
Tech Skill: 07
Charisma: 07
Rank: 06

Bio: Searching, exploring, and deception. These are the words that describe this Autobot’s functions. Hound serves as a scout, always searching for the enemy. He is a peace-loving Autobot who enjoys the outdoors. The landscapes of Cybertron are much different than the world he once knew before the war, which he often reminisces about and dreams of the day the lands he once roamed could be restored. While not the strongest Autobot, his best weaponry is his ability to create life-like holograms, capable of fooling even Megatron himself. Despite his job, Hound longs for the days where he could visit other worlds and roam their terrains in peace once more. He secretly wishes he was a life form other than a transformer.

Abilities: While in his scout car mode, Hound uses his turret gun to sweep over the landscape from horizon to horizon, like a radar scope, and, with the help of internal 3-dimensional simulation circuitry, stores this information as a topographical map. Error distortion is no more than one inch per 150 feet distance from point of data collection. In robot mode, Hound's turret gun becomes an infrared radiation collector. It can detect heat differentials as small as .02 degrees Centigrade, and he uses this ability in tracking machines as well as humans. Hound's shoulder-mounted hologram gun can project 3-dimensional grid laser light images of terrain maps stored in his memory. He sometimes also can use it to cast simple illusions.

Weaknesses: Hound is built primarily as a scout and not a front-line combatant. He has moments where he struggles against some lesser Decepticons. His infrared tracking ability can be countered by thermal interference. High frequency electromagnetic waves can distort or completely destroy his map-making ability. Sophisticated manipulation of such waves can even result in the recording of false images within his memory circuits.
Roadbuster
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