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Canon Autobot Profiles List

Character profiles used in the Dark Legacy.

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Canon Autobot Profiles List

Postby Gatkowski » Sun Feb 04, 2007 11:02 am

Motto: "Victory needs no explanation, defeat allows none."
Weapon: Nuclear Charged Fusion Cannon
In this thread, the Autobot canon profiles will be stored, in alphabetical order, for easy use. Only Moderators should post / edit in this thread, please do not post here!
Last edited by Gatkowski on Sun Feb 04, 2007 11:59 am, edited 1 time 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 04, 2007 11:04 am

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

Allegiance: Autobot
Sub-Group: Technobots
Function: Gunner
Alt. Mode: Futuristic Motorcycle
Weapons: Laser-guided incendiary missiles, plasma pulse cannon, semi-automatic sonic pistol.
Height: 26 ft / 7.92m
Quote: "Following leaders leads nowhere."


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

Profile: Quick to anger and even quicker to attack, Afterburner isn't one to wait around for orders. Confident his heavy armor protects him, he likes to turn up his speed and burst through enemy lines, firing away as he plunges through. But his defiance doesn't end there. He's generally uncooperative in every way and his nasty temper only makes things worse. He's a decidedly disruptive machine. Technobot Leader Scattershot is often compelled to take disciplinary measures and forcibly confine Afterburner for periods of time. This only intensifies Afterburner's hatred of authority, and of Scattershot in particular. Afterburner often takes off on his own and invariably gets into some kind of trouble unrelated to the Autobots' war with the Decepticons. Afterburner is a rebel with a cause, but one that he all too often chooses to ignore.

Abilities: In his vehicle mode, Afterburner uses solid rocket fuel packs to boost his speed up to 450 mph for several minutes at a time. A special adhesive substance secreted by his tires allows him to drive up all but the most slippery walls. He carries two laser-guided incendiary missiles and a rapid-fire plasma pulse cannon, which shoots discrete packets of energy that explode on contact. In robot mode, he uses a semi-automatic sonic blaster pistol with infrared sight. He combines with his fellow Technobots to form the giant robot known as Computron.

Weaknesses: Afterburner's impetuous, defiant nature usually works to his disadvantage. He often winds up in situations where he is clearly overmatched by his enemies. He occasionally runs out of fuel, a result of his careless nature. He sometimes goes on uncontrolled shooting binges that wind up harming him (from the powerful recoil of his weapons) more than his enemies. Often an isolated individual, Afterburner's defiant attitude limit his ability to be a team player.


Air Raid

Allegiance: Autobot
Sub-Group: Aerialbots
Function: Aerial Warrior
Alt. mode: Dogfighter Jet
Weapons: Torque Rifle/Heat Seeking Missiles
Height: 22ft / 6.7m
Quote: “If you look first, you may not leap.”


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

Profile: Air Raid loves surprises. He prefers to suddenly streak into a cluster of Decepticons, whether they're airborne or on the ground, over shooting at them from long range. "That always sparks their wires a bit," he laughs. Of all the Aerialbots, his tactics are the most fearless, although some might call them rash and foolish. No matter- his gung-ho, wild-eyed personality legitimises either viewpoint. At the core of his actions is one goal that drives him above all else- he wants to have fun! And no matter what he's involved in, he achieves that goal- even in the middle of a war.

Abilities: Air Raid can fly at speeds of up to Mach 2.5 and has a range of 1500 miles. He can shoot air-to-air heat-seeking missiles and, in robot mode, carries a torque rifle whose beam can apply up to 80,000 psi of rotational force to any object. Only the strongest materials can withstand warping and breaking under such pressure.

Weaknesses: His reckless behaviour often leaves Air Raid exposed to greater odds than he can reasonably expect to handle.



Arcee

Allegiance: Autobot.
Function: Warrior.
Alt. mode: Light Speeder.
Weapons: Electrical Disperser Rifle, Electro Sabre.
Height: 29ft / 9.15m
Quote: “Looks are always deceiving.“


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

Profile: Arcee is a Fembot of contradictions. Whilst kind, loyal and entirely dedicated to the well being of her friends she is also utterly merciless and entirely ruthless towards her enemies, the Decepticons. The shift in personality is seamless and, during the course of battle, can and will switch between one and the other without warning.

As an Autobot, you could not ask for a better and more trustworthy friend, as a Decepticon, at least you can be thankful for a swift death. She is not inherently malicious, nor violent, in nature, and would in fact be thankful if war ended tomorrow, but so long as the Decepticons remain hell bent of distributing their brand of genocide, Arcee is all to willing to return the favour.

During times of peace Arcee is often a morale officer within the Autobot ranks, helping those around her cope with the trials of a war torn world. Whilst understanding and often willing to listen Arcee is also extremely opinionated and isn’t afraid to state what she believes in, always offering reasons to back it up.

In the past Arcee, due to her more delicate frame in comparison to her male based counterparts, has often been underestimated and her value to the war effort easily dismissed. It is these perceptions she has, in recent years, cast off through example, and now, she never intends for her efforts to be so easily dismissed again.

Not by her colleagues and most certainly not by the Decepticons.


Abilities: Arcee is a solid all round warrior, preferring to be versatile instead of specialising in any one area. While she can not lay claim to fame in any one form of fighting style she is instead rarely at a loss in any combat situation.

Arcees armour is relatively light, even in comparison to the average Autobot. In trade she is exceptionally agile, enabling her avoid enemy firepower rather than absorb it. She considers this a satisfactory state of affairs, afterall, it is far better than to get shot in the first place.

As a Light Speeder Arcee can reach speeds of up too 290 MPH.

In terms of weaponry Arcee is armed with a Rifle that discharges and focused electrical bolt of energy with pin point accuracy. Also in her inventory she carries a finely crafted sabre. Whilst obviously acting as a bladed weapon the Sabre also carries an electrical charge of its own, allowing an additional extra punch against opponents with thicker armour.

Weaknesses: Arcee‘s frame is relatively fragile and, if caught in a crossfire can not, and will not, sustain much 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 04, 2007 11:09 am

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

Allegiance: Autobot
Function: Geologist
Sub-group: Minibot
Alternate Mode: Cybertronian Dune Buggy
Weapons: X-Ray Laser
Height: 16ft / 4.8m
Quote: “Know the conflict within before facing the conflict without.”


Strength: 3
Intelligence: 9
Dexterity: 9
Speed: 5
Endurance: 9
Courage: 6
Firepower: 3
Accuracy: 7
Melee: 2
Tech Skill: 10
Charisma: 8
Rank: 6

Profile: Warfare holds no interest for Beachcomber; he much prefers to take long, lone journeys into the vast expanses of desert wilderness and along the rugged coastal shores that occupy so much of the American landscape. Only in these places of such stark, natural beauty does he feel he can completely escape the conflict between the Autobots and Decepticons. Only in these places can he purge himself of the tensions that sometimes interfere with his operating efficiency, and relax. He's cool-headed, low-key, and personable; he's what Earthlings would refer to as "laid back." But despite his feelings to the contrary, he never shirks his responsibility to fight for the Autobot cause when called upon. Deep down he knows that until his side wins there is no true escape, no matter how far he travels into the desert.

Abilities: In vehicular mode, Beachcomber has a range of 800 miles and is capable of traveling over very rugged terrain. He's equipped with various magnetic, ionic, electrostatic, infrared, and sonic sensors, among others, which enable him to accurately determine the chemical composition of any terrain he visits, and he uses this ability to locate vital resources for the Autobots. In robot form, he has an unusually high agility, which makes him an elusive target.

Weaknesses: Mental stress can interfere with Beachcomber's performance, often making him vulnerable in combat situations. He's neither too strong as a robot nor too fast as a vehicle.



Blades

Alliegance: Autobot
Sub-Group: Protectobots
Function: Air-support
Alt-Mode: Cybertronian MEDIVAC-Like Helicopter / Bell UH-1V Iroqouis Helicopter (Earth Form)
Weapons: Photon Pistol, Twin Armor piercing "smart" Rocket-Launchers, Rotor Blades
Height: 22ft / 6.8m
Quote: "War's a dirty game- and I'm a dirty player!"


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

Profile: Underneath Blade's aerodynamically designed steel skin beats the engine of your basic street fighter. He would much prefer using his rotor assemply to slash through a horde of Decepticons than to fly. But his function keeps him in the air most of the time, and that really fires his fuel. Not only is he prevented from engaging his enemies in hand-to-hand combat, but he can only strike at them from long-range air attack, which he considers unsporting and cowardly. "If I'm gonna destroy someone, I want his fuel spurting all over me, not the ground below," says Blades. But this doesn't preclude Blades from doing his job and doing it well, a fact of which his fellow Protectobots are deeply appreciative.

Abilities: Blades can reach speeds of up to 400 mph and has a range of 1,200 miles in helicopter form. He carries twin rocket launchers that fire armor-piercing "smart" rockets, each of which seeks its target based on a computer image encoded within it. 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.

Weaknesses: In helicopter mode, Blades is ineffective in winds of more than 40 mph, and is liable to crash in winds of more than 60 mph. His rotor blades are prone to metal stress fractures if not checked after every 5,000 miles of usage.




Blaster

Allegiance: Autobots
Function: Communications
Alt. Mode: Cybertronian Light-armored Hover-tank
Weapons: Electro Scrambler Gun
Height: 33ft / 10.07m
Quote: "When the music is rockin, I'm rollin."


Strength: 8
Intelligence: 8
Dexterity: 7
Speed: 2
Endurance: 8
Courage: 9
Firepower: 7
Accuracy: 8
Melee: 8
Tech Skill: 8
Charisma: 10
Rank: 7

Profile: Blaster likes to turn it up loud. That goes for the way he does everything: fighting, talking, playing- living! If Blaster is involved, he makes his presence known. He is in the forefront of any situation. But aside from the things he normally does in the course of being an Autobot, he has a special passion: Rock 'n' Roll. His ability to monitor radio transmissions has exposed him to many Earthen musical styles, all of which he finds interesting. But it is rock music- good, hard and loud- that really sparks his circuits. He'd much rather be lost in the sound of a searing guitar solo than fight Decepticons. However, when called upon he will do what he must for the Autobot cause, albeit reluctantly at times. As Blaster likes to point out, "I hate changing channels in mid-song."

Abilities: Blaster can assume the form of a light-armored hover-tank, much like that of Soundwave's. In addition to performing the normal functions of a tank, he can receive radio signals on all frequencies. He can detect signals with power outputs as weak as a millionth of a watt. His ability to transmit radio signals up to 4000 miles makes him the communications center for the Autobots. In robot form he carries an electro-scrambler gun, which emits powerful waves of electromagnetic energy that disrupt the operations of all but the most heavily shielded electrical devices. In theory, the gun should interfere with the minute electrical impulses of the human nervous system, but Blaster has never used the gun on a human.

Weaknesses: Blaster's most obvious weakness is for rock 'n' roll. He will walk unwittingly into a trap for the promise of hearing some new tunes. Radio static has the effect of hampering his operation and even, if strong enough, knocking him out completely.



Bluestreak

Allegiance: Autobot
Function: Gunner
Alt. mode: Cybertronian Sports Car
Weapons: Twin shoulder mounted rocket launchers, Ion-charge disperser rifle
Height: 24ft / 7.32m
Quote: "I never met a Decepticon I didn't dislike"


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

Profile: Conversations don't come easy when Bluestreak is around. His talent for incessant and often inane talk tends to drown out those close by, but at least his gregarious manner serves to lighten the otherwise grim situation of the Autobots. What is not widely known is the underlying reason for his endlesss droning: to hide the fact that he hates war. Despite his formidable weaponry and his blazing speed, he is basically not a warrior type. Autobot Commander Optimus Prime's faith in him helps sustain Bluestreak in the heat of battle. Optimus knows that Bluestreak will be forever haunted by the memory of his witnessing the total destruction of his city back on Cybertron by the Decepticons. He was the lone survivor. "There's some demons running loose inside that boy," says Hound, "and sometimes I think they grab hold of him and won't let him go."

Abilities: In automobile mode, Bluestreak is among the fastest Autobots. He can sustain speeds of up to 150 mph for more than 12 hours. Is a highly skilled marksman, was one of the best during the War on Cybertron and on Earth. In robot mode, he carries twin shoulder mounted rocket launchers, each capable of hurling a shell containing four independently targetable warheads. Each warhead possesses the concussive force equivalent of 150 lbs. of TNT. His ion-charge disperser rifle electrifies a line of particles in the air in the direction in which it is pointed. By its nature, its accuracy is limited, but it can shoot an electrified particle beam, resembling blue lightning, a distance of 12 miles and punch a 10 foot hole in a cinder-block wall. The electrical charge of a single bolt can be as high as 80,000 volts.

Weaknesses: As powerful and threatening as he is, Bluestreak can be completely undone at times by his disdain for combat and his reluctance to fight.



Blurr

Allegiance: Autobot
Function: Data Courier
Alt. mode: Hovercar
Weapons: Electro-Laser
Special Abilities: Due to a design quirk combined with an aerodynamic body frame, Blurr is capable of travelling in both forms at incredibly fast speeds.
Height: 27 ft / 8.1m
Quote: "The faster it is, the better I like it."


Strength: 7
Intelligence: 8
Dexterity: 10
Speed: 10
Endurance: 6
Courage: 8
Firepower: 7
Accuracy: 7
Melee: 5
Tech Skill: 7
Charisma: 8
Rank: 5

Profile: Blurr is the fastest Autobot in motion and in conversation. He talks non-stop and continuously - if no one tells him to put a sock in it. And he is a superior messenger because he can whisk information from one place to another so fast that he is a blur in motion - hence his name - and almost a blur in giving his report until he's told to slow it down to a thousand words a minute or something somebody can understand. He is rather nervous and high-strung... not unusual for an Autobot who sometimes seems to be part-thoroughbred Cybertronic race horse (if there were such a thing). But he is courageous and loyal and determined to do what's required whether or not it's dangerous.

Abilities: In robot mode, he carries an electro-laser that reverses the polarity of an enemy robot's microcircuits and leaves him motionless. His humanoid mode is built for speed- and he looks longer and leaner than most Autobots. When he's in his vehicular mode, he is a hovercar that routinely breaks the speed of sound and then some, leaving a trailing image as it hurtles across distances.

Weaknesses: The faster Blurr moves, the quicker he drains his energy. As a result, he is prone to losing focus in combat situations.



Brawn

Allegiance: Autobot
Function: Demolitions
Alt. mode: Cybetronian Armed Transport
Weapons: Laser Pistol
Height: 15 ft / 4.5m
Quote: "Might over microchips."


Strength: 9
Intelligence: 3
Dexterity: 7
Speed: 4
Endurance: 9
Courage: 10
Firepower: 3
Accuracy: 5
Melee: 7
Tech Skill: 2
Charisma: 6
Rank: 5

Profile: Brawn is the most macho of the Autobots and yearns for a hostile environment to for him to thrive in. He delights in challenges and when he faces one he becomes fully alive. He is strong, rugged and very agile, which is why he is frequently teamed with Bumblebee when the Autobots are in a mountainous environment, but it is his enjoyment of the challenge that makes him valuable to his leader, Optimus Prime. He won't be discouraged and that helps the morale of the rest. He is hardy and enjoys a good joke, if it is not too subtle. His main fault is that he tends to be contemptuous of those not as tough as he.

Abilities: Brawn is one of the strongest Autobots. He can lift up to 190,000 Ibs. and knock down a small building with one punch. His endurance and resistance to artillery fire are among the highest of the Autobots.

Weaknesses: As the Autobot with perhaps the least sophisticated circuitry, most of his components focus on his strength, Brawn is very vulnerable to attack by electromagnetic and other types of waves. His eagerness to show off his strength often results in his using it improperly and without thinking. He's been known to destroy an entire building before realizing it's the wrong one.



Bumblebee

Allegiance: Autobots
Function: Espionage
Alt. mode: Volkswagen Beetle
Weapons: Laser Pistol
Height: 15ft / 4.6m
Special Abilities: Enhanced optic sensors, low fuel consumption
Quote: "The least likely can be the most dangerous."

Strength: 2
Intelligence: 8
Dexterity: 7
Speed: 4
Endurance: 7
Courage: 10
Firepower: 5
Accuracy: 8
Melee: 3
Tech Skill: 7
Charisma: 9
Rank: 7

Profile: Bumblebee is the Autobots' little brother. He's small, eager and at times can be a bit of a smart-mouth. Yet for all his wisecracks, he obviously idolizes the bigger robots, especially Optimus and Prowl. He is useful as a messenger and a spy; he can go where other vehicles would not dare because he does not look threatening. And his relatively small size occasionally enables him to use routes not available to the others. More than anything, Bumblebee wants to be accepted, and this sometimes causes him to take chances he shouldn't.

Abilities: As he can get up to 1.8 times more use out of a unit of fuel than the next most efficient Autobot, Bumblebee is often called upon at times of low energy resources. His visual acuity rates tops of all Autobots: he can spot a 10" x 10", object at a distance of 48 miles on a clear day. His adaptability to water environments makes him particularly important in undersea reconnaissance and salvage operations.

Weaknesses: Bumblebee is physically the weakest of the Autobots and the most easily damaged. His stealth more than compensates for this liability.
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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 04, 2007 11:10 am

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

Allegiance: Autobot
Sub-group: Throttlebots
Function: Scout
Alt. mode: Hover turbo-race vehicle
Weapon: Laser pistol
Height: 17ft / 5.18m
Quote: “Hunters drive, targets park.”


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

Profile: Chase is impatient, overeager and usually ten miles down the road before the other Throttlebots have even shifted into gear. Has a bucket load of enthusiasm and is often found in a good mood. Will badger senior Autobots all day for an assignment. Loves to feel useful and often brags about his past victories and future conquests. This hides a low self-esteem problem where Chase feels he has to constantly prove himself to continue to be part of the Throttlebots. He is the most junior member of the team and is inexperienced compared to the others but he is very popular with them and Autobots in general. Chase can get bored very quickly when he isn’t out spying on Decepticons or doing something to keep himself occupied. The only thing that can compete with his speed in car mode is the speed at which he talks. The more excited he gets the faster he talks. He tends to use coarse and simple language that seems at odds with his flashy vehicle mode. He relies on his agility and speed to get him out of trouble. Has bagfuls of courage and is willing to risk himself again and again.

Abilities: Chase is the fastest Throttlebot and can cruise at over 240mph and has a top speed of 265mph (426kph). Has excellent vision and can see long distances in three directions in car mode, while in robot mode he is capable of spotting an object less than 3” in diameter from over 2 miles away. Possess an array of radar dishes positioned underneath his roof in car mode to track incoming missiles, jets and other airborne threats. These radar dishes allow him to make contact with orbiting satellites, bouncing signals off them to scan well beyond the horizon.

Weaknesses: Being overeager can lead him into positions where he endangers himself and the other Throttlebots; in fact they are usually trying to restrain Chase from acting too rashly. Cannot hold his own in a firefight or in hand-to-hand combat where his small size and lack of strength are a severe disadvantage. Prone to drive shaft and transmission problems, often caused by driving at top speed for too long.



Cliffjumper

Allegiance: Autobot
Sub-group: Minibot
Function: Warrior
Alt. mode: Cybertronian hover sportscar
Weapon: Glass Gas Gun
Height: ~ 4.57 m / 15 ft
Quote: “Strike first, strike fast, strike hard.”


Strength: 4
Intelligence: 4
Dexterity: 9
Speed: 7
Endurance: 4
Courage: 10
Firepower: 7
Accuracy: 6
Melee: 6
Tech Skill: 4
Charisma: 5
Rank: 5

Profile: "Let me at 'em" is Cliffjumper's usual response when the Autobots embark on a mission. His eagerness and daring have no equal among the Autobots. Optimus Prime knows this gung-ho trait is an expression of Cliffjumper's burning desire for vengeance on the Decepticons. Although he takes his work very seriously, Cliffjumper is full of good-natured bravado while he's doing it. He doesn't actively dislike Earth, but he considers its rough, uneven terrain a hindrance to his effectiveness, and too often is carelessly destructive. Often he is on the receiving end of a lecture from Optimus on caution and the protection of Earthen property.

Abilities: Cliffjumper is one of the fastest of the Autobots in his automobile mode and he makes a particularly effective target for drawing fire away from other Autobots, a job he relishes and seldom gets hurt doing. He can fire projectiles filled with what he calls "glass gas." On impact, this gas disrupts the microscopic crystalline structure of most metals, temporarily making the metal as brittle as common glass.

Weaknesses: Cliffjumper is prone to literal blow-outs in his automobile mode. He accelerates so quickly and recklessly that he is sometimes disabled before he goes 50 yards. his overeagerness can often lead him into dangerous situations that he's not prepared to handle. And sometimes if the wind is blowing toward him, he can fall victim to his own glass gas.



Cloudraker

Allegiance: Autobot
Function: Aerial Fighter
Alt. mode: Cybertronian Jet
Weapons: Gravity Rod Rifles
Height: 25ft / 7,6m
Quote: "Gravity is the chain that binds us all."


Strength: 6
Intelligence: 6
Dexterity: 8
Speed: 9
Endurance: 6
Courage: 07
Firepower: 6
Accuracy: 7
Melee: 4
Tech Skill: 4
Charisma: 5
Rank: 5

Profile: Cloudraker is a frustrated neurotic. Only a fraction of a moment older than his cloned twin, Fastlane, Cloudraker took on all the nagging responsibilities of an older sibling. He is definitely the less we adjusted of the duo, having some difficulties of easing up in a bunch, or getting to carry out a task he sees big. He's also extremely claustrophobic to the points that even being within the atmosphere of a planet is oppressive to him. Cloudraker always flies as high as he can, trying to reach excape velocity so he can get into space. Only there can he feel some relief from his phobia. But all in all, he is just as good-natured as his brother.

Abilities: In vehicle mode, Cloudraker is a supersonic jet fighter that is almost capable of escape velocity speeds. In both modes, he uses two gravity-rod rifles that diminish or increase the effects of gravity, causing objects to float or become immobile.

Weaknesses: Subject isn't designed for escaping a planet's gravity on his own, and he can sometimes break down and start a terrifying spiral when he tries.
Last edited by Gatkowski on Thu Feb 15, 2007 3:52 pm, edited 1 time in total.
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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 04, 2007 11:11 am

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

Allegiance: Autobot
Function: Bounty Hunter
Alt. mode: Space Cruiser
Weapons: Plasma Blaster
Height: 30ft / 9.7m
Quote: "I cannot let them escape, the Decepticons must be stopped at all costs."


Strength: 9
Intelligence: 8
Dexterity: 7
Speed: 8
Endurance: 10
Courage: 10
Firepower: 8
Accuracy: 9
Melee: 10
Tech Skill: 6
Charisma: 4
Rank: 7

Profile: Devcon is the single Autobot who most haunts the offline processes of Decepticons throughout the Galaxy. He is one of the very few successful - and operational - bounty hunters from what remains of Autobot society on Cybertron. Devcon left Cybertron during the Third Great War, to pursue Decepticons who fled to sow seeds of conquest elsewhere. An introverted loner, Devcon has spent literally millions of years in the pursuit of Decepticon fugitives. He is doggedly determined to hunt them all down, one by one, and bring them to justice. Though Devcon is an Autobot of few words, it is quite clear that his actions speak for him.

Abilities: Devcon's strength is considerable, but it his endurance that has become legendary among the ranks of Decepticon fugitives. In the pursuit of his prey, it seems as if he is capable of functioning forever, with little or no need to rest and refuel. In actuality, Devcon's internal power circuitry is among the most efficient of all the Transformers. It enables him to conserve considerable amounts of energy over long periods- Devcon will often defeat his quarry simply by outlasting them. Devcon carries a powerful plasma blaster mounted on his right arm, capable of pulverizing a 6' x 6' x 6' concrete cube. The independently targetable laser cannon mounted on his head can hit a moving Decepticon from over two miles away. In his space cruiser mode, Devcon is capable of long-range interstellar flight. His top sublight speed is 45,000 mph.

Weaknesses: Due to his solitary lifestyle, Devcon has become increasingly disassociated from his fellow Autobots. Though an extremely formidable opponent, Devcon is uncomfortable working in groups, and is almost incapable of asking for help from others.



Doublecross

Allegiance: Autobot
Function: Supply Procurer
Alt. mode: Two-headed dragon
Weapons: 2 fusion-generated flamethrowers in mouths, rust-ray rifle
Special Abilities: Fuel efficient
Height: 25ft / 7.62m
Quote: “Decepticon destruction is my favorite sport…and mine, too.”


Strength: 1
Intelligence: 6
Dexterity: 5
Speed: 2
Endurance: 10
Courage: 9
Firepower: 6
Accuracy: 6
Melee: 7
Tech Skill: 6
Charisma: 2
Rank: 6

Profile: Although Doublecross has above-average skill at his actually job, he’s utterly unreliable in most other circumstances. His alternate mode was designed to allow each of his heads to process input individually to maximize efficiency, but an unexpected side effect of this was a split personality that now carries over even when Doublecross is in robot mode. Fellow Autobots are never sure “which” Doublecross they’re making an agreement with, and there is no guarantee the other personality will honor or even remember it. Many haven’t even noticed this defect yet and just assume Doublecross is inherently untrustworthy, which has prevented him from getting treatment. These problems don’t impede the ferocious and savage Doublecross as a warrior.

Abilities: Subject transforms into a monster form that can fly 80 miles per hour for over 800 miles. Each head in this mode has razor-sharp teeth and a fusion-generated flamethrower. In robot mode, subject wields a rust-ray rifle that corrodes enemy armor until it disintegrates. He is highly fuel-efficient but physically very weak.

Weaknesses: Subject’s split personality causes minor and major mishaps. Although he’s a fierce fighter, his lack of physical strength makes him vulnerable to an aggressive counterattack.
Last edited by Gatkowski on Thu Jul 19, 2007 1:31 am, edited 1 time in total.
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Postby Gatkowski » Sun Feb 04, 2007 11:13 am

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

Allegiance: Autobot
Function: Female Commander
Weapon(s): Pulse Blaster, Time Stopper
Alt Mode: Bugatti 16/4 Veyron
Height: 26ft / 7.92m
Quote: "I can deal with Decepticons. Elita One knows no fear."


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

Profile: Elita One has been known for her resourceful and fearless nature. For millennia, she has lead troops under her command to easy victories. As such, Elita One is an experienced leader and seasoned warrior, but has not let this affect her sense of compassion. In battle, she knows when to attack and when to withdraw, and how best to use the strengths of those under her command.

Abilities: Elita One, in addition to her leadership skills and knowledge of espionage, has one other tremendous skill: the ability to stop time. When used to its full effect, the manipulation of chronological energies fully depletes her and damages her systems beyond repair. Where this ability is only really understood by her creator, Alpha Trion, it has been successfully altered to where she can slow time incrementally, allowing her a faster reaction time. This ability, however, depletes her reserves, and so she only uses it when absolutely necessary. In her vehicle mode, she boasts over 1001 HP, a 7 speed transmission, a All-Wheel Drive drivetrain, and can reach speeds of over 400 MPH.

Weaknesses: Elita One's mind was left wide open to Prime, and so she has a difficult time blocking him from her mind. She behaves almost erratically in his presence. Her time-slowing abilities drain her energon incrementally, relative to the duration and frequency of use before refills. Use of her time-stopping ability is the equivalent of suicide.
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Postby Gatkowski » Sun Feb 04, 2007 11:14 am

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

Allegiance: Autobot
Function: Road Warrior
Alt. mode: Cybertronian Dragster
Weapons: Sonic Boom Rifles
Height: 25ft / 7,6m
Quote: "Either you're out of my way, or the road ends for you here."


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

Profile: Since Cloudraker assumed the role of a responsible older sibling, fastlane responded by going in the exact opposite direction. Whether by nature or environment, Fastlane has settled into the role of the thoughtless, immature youngster to balance out his clone brothers's carping and seriousness. Some believe that Cloudraker's nagging only facilitates Fastlane's foolishness, since he knows his clone brother is always on the looking out for him, Fastlane feels comfortable maintaining his irresponsible, thrill-seeking lifestyle. As part of his neverending quest for new kicks, Fastlane enjoys impersonating his identical brother while doing something embarassong. Not even Cloudraker can stay mad at him for long though. Despite his wild antics and reckless driving, Fastlane is good natured and likeable.

Abilities: Fastlane transforms into a dragster, with a mximum standard speed of 220 mph. Jet boosters allow his speed to increase to 550 mph, but only for 0.1004 breems. In both modes, Fastlane weilds two sonic boom rifles, each capable of shattering a square foot of steel. He possesses slightly above average strength.

Weaknesses: Reckless maneuvers often leave Fastlane in need of maintanance and even serious repairs.



First Aid

Function: Doctor
Subgroup: Protectobots
Alt. mode: Hover Van
Weapons: Photon Pistol, Dual-Barreled Decrystallizer Cannon
Height: 22ft / 6.7m
Quote: "An ounce of maintenance is worth a pound of cure."


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

Profile: First Aid hates seeing a machine in pain- even if the machine itself is unaware that it's hurting. He's been known to fix broken street lamps and administer water to overheated cars on his travels. This often delays him in performing his normal duties, but his fellow Protectobots rarely take him to task over it. He's simply too compassionate! He's also overly cautious- he'll restrict an Autobot to the repair bay for a mere faulty directional signal. Although his comrades sometimes take issue with First Aid's judgment in such cases, they know the quiet, hard-working doctor is only looking out for their best interests, and that is a comforting thought.

Abilities: In vehicle form, First Aid can travel at 140 mph with a range of 500 miles. He carries a dual-barreled decrystallizer cannon which disrupts the crystalline structure of most metals, reducing their tensile strength and making them vulnerable to fracture. In robot mode, he carries a photon pistol that shoots light-bursts with the equivalent brightness of 5000-watt light bulbs, enough to temporarily blind all but those whose optical sensors are the most heavily shielded. Each of his fists can emit a high- temperature, narrow laser beam, which he uses for welding during surgical procedures.

Weaknesses: Other than his aforementioned tendency to be distracted, First Aid occasionally suffers from electrical system breakdowns, particularly when he uses his decrystallizer cannon. This sometimes leaves him unable to perform simple functions, such as turning on his lights, or worse, leaves him completely immobilized.



Fortress Maximus

Allegiance: Autobot
Function: High Commander
Alt. Mode: Battlestation, Mobile Battle Platform
Weapons:
• Photon laser guns
• Support weaponry: flak turrets, laser batteries, mortars, missile launchers
• Great sword
Height: 66ft / 20.11m
Quote: "Prepare for war, but strive for peace.“


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

Profile: Valiant, courageous, powerful beyond measure, Fortress Maximus is a warrior without compare, but one whose most fervent wish is never to have to fight again. All his early life, Fortress Maximus trained as an architect, becoming the creator of many of Cybertron's proudest monuments. With his ability to transform into vast construction bases, many of his creations were crafted by his own hand. So Fortress Maximus learned to build, not destroy. When war came, he did not hesitate to turn his gifts to the ways of combat, adapting one construction base into a repair bay, the other into a battle station. But as the war spread and he saw his constructions tumble and fall with countless lives lost in the process, he began to see how pointless and counter-productive battle was. He began to fight with only one aim in mind- to bring an end to the senseless conflict. He would fight, but only out of necessity, only to save other lives.

Without the need to lead the Autobots due to Optimus Prime never leaving Cybertron, Fortress Maximus's resolve has remained unchanged, though his advancement in the Autobot hierarchy has been slowed as a result of the unchanging situation. He has proved himself among the Autobot's greatest Captains, and recently lead many key assaults that have allowed the Autobots to reach the position of being poised to finally defeat the Decepticons. As a Commander, he leads the forces under his command in the hopes of finally bring an end to the conflict..

Personality: Fortress Maximus is an optimistic, compasionate leader whose longing for peace is held in check by tremendous force of will, as rash actions will never allow success. Not one for rushing into things, he puts himself across as a careful negotiator and mediator, taking the time to think things through as well as talk to all of those under his command. Few have cause to grumble under his even-handed, democratic leadership style. But underneath it all, there is a growing dispair and desperate hope. As the Autobots are in such a position of strength they may not have such a chance in a thousand vorns.

Abilities: In both robot and battle station mode, Fortress Maximus is a walking armory. Retractable pulse cannons (emitting a strong ion beam capable of disrupting and incapacitating internal circuits), twin automatic machine gun batteries (wrist mounted in robot mode), twin laser-guided mortars (in lower legs, robot mode), dual laser blasters (with a heat-seeking target lock system) and a fusion-powered photon rifle make his firepower second to none. His battle station is fully equipped with communication, detection and radar equipment, while his repair bay has extensive re-fit facilities for almost any Transformer and a wide range of spare parts. From either repair bay or battle station Fortress Maximus can operate two remote controlled vehicles, Gasket and Grommet, using them to supply instant battleground first aid/repairs or as offensive/defensive combat units. When in robot mode, Gasket and Grommet combine to form the radio controlled warrior/mechanic, Cog. Despite his size, Fortress Maximus is both very strong and very fast. Though seemingly awkward, his bulky configuration moves with well oiled ease. His greatest asset, though, is his vast intellect and capacity for instant tactical decisions. To him, crafting an attack is like blueprinting a structure and it's almost second nature.

Weaknesses: The many parts of Fortress Maximus, each requiring a portion of his concentration, sometimes leave the whole vulnerable to attack. When guiding Gasket and Grommet through a battlefield, he relies almost totally on automated defense systems to safeguard him from attack. If incapacitated in robot mode, Fortress Maximus has no choice but to utilize his second robot form, the much smaller and, infinitely more vulnerable Cog. Beyond these slight problems, Fortress Maximus has no known weaknesses.



Freeway

Allegiance: Autobot
Sub-group: Throttlebots
Function: Saboteur
Alt. mode: Hover cruiser
Weapon: Sonic landmines, magnetic homing grenades, rusting agents, laser pistol
Height: 17ft / 5.18m
Quote: "Words can cut deeper than steel."


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

Profile: The Throttlebots’ self-appointed comedian. Specialises in insulting jokes, he’ll make fun of even the most highest ranking commanders and occasionally has to be gagged by the other Throttlebots before he lands himself in hot water. Unfortunately he cannot take what he dishes out. Freeway absolutely hates being made fun of and is liable to get exceedingly irritable and even angry when someone makes fun of him. Not the most popular Autobot around but he does works best as a part of a team and is most comfortable around with his fellow Throttlebots who have gotten used to Freeway's sense of humour. He makes use of his skills as a saboteur to also rain havoc with practical jokes. He uses these jokes as a form of blowing off steam from what is a rather stressful job sabotaging Decepticon equipment with often little support. Relies on tricks and dirty tactics in battle instead of brute force. Freeway absolutely despises the idea of a straight fight (often because he tends to lose those) and will usually find someway of bending things in his favour. He much prefers sneaking around behind enemy lines causing mischief than being on frontline combat duty. His boisterous nature can make him a liability on covert missions if he isn't told to shut up soon enough.

Abilities: Freeway’s car radio disguises a sophisticated radio intercept and decoding device. He uses this to pick up enemy radio broadcasts, de-code them and transmit erroneous ones instead to cause maximum confusion amongst the Decepticons. He’s an excellent saboteur, knowing most of the tricks of the trade and inventing a few himself. He’s armed with a plethora of equipment that he can use for a whole range of booby traps and disarming them. While Freeway is not the fastest of the Throttlebots he can still achieve a top speed of 180mph (290kph).

Weaknesses: Lack of strength and firepower means that he can rarely hold is own in a fire fight or hand-to-hand combat, without the aid of his fellow Throttlebots. Freeway has been known at times to laugh so hard at his own jokes that he blows internal circuits and disables himself. This can cause much merriment amongst those Bots who he had just been laughing at.
Last edited by Gatkowski on Thu Feb 15, 2007 3:53 pm, edited 2 times in total.
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Postby Gatkowski » Sun Feb 04, 2007 11:18 am

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

Allegiance: Autobot
Function: Transport, Reconnaissance
Alt. mode: 4X4 Off-Road Vehicle
Weapons: Laser pistol
Height: 16ft / 4.9m
Quote: "Nobody wins a war, somebody loses."

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

Profile: Gears is the complainer in the group: He absolutely hates the Earth and everything about it and he is eager to let the others know this. He is the type who finds fault in everything and everyone, even himself. That is one of the reasons Optimus Prime finds him useful: Gears is so sour-tempered that the rest of the Autobots cheer themselves up by trying to cheer him up. Only Optimus knows that Gears' complaining is mostly an act. Gears realizes his function is to force his companions to see what's good about a situation, and he performs accordingly.

Abilities: Gears has tremendous strength and endurance. He is often used to tote heavy loads for long distances. He will even carry several of his comrades to conserve fuel. He can launch himself to a height of 20 miles and then float back down to the ground by creating a compressed air cushion under his feet. This makes him an excellent reconnaissance agent and his ability to detect infrared wavelengths allows him to work night or day.

Weaknesses: Since Gears has limited maneuverability when launched, he makes an easy target if spotted. Although his sour personality is mostly an act, a reminder of his home planet, Cybertron, can often depress him and negatively affect his performance. He also fears that the war between Decepticons and Autobots won't be over until they are all smoking wrecks lying on the battlefield.



Getaway

Allegiance: Autobot
Function: Warrior
Alt. mode: Speeder
Weapons: Double-Barreled Plasma Shell Shotgun
Height: 28ft / 8.5m
Quote: "Run hot, but always keep your cool."

Strength: 4
Intelligence: 8
Dexterity: 7
Speed: 9
Endurance: 9
Courage: 10
Firepower: 6
Accuracy: 8
Melee: 6
Tech Skill: 4
Charisma: 7
Rank: 7

Profile: Getaway is an escape artist without equal. He uses a combination of finesse and logic to get himself out of the stickiest situations. His ability to keep his cool even under the most extreme conditions is legendary. This reputation was born on the battlefield, one such circumstance becoming known as the Armornecking Incident: Getaway was leading a routine patrol on the Titanium Turnpike on Cybertron when he and his fellow Autobots momentarily paused to witness a spectacular traffic accident on the other side of the highway. While the Autobots were armornecking (the Cybertronic term for slowing down to see an accident), a troop of Decepticons that had secretly staged the accident swooped down upon them and attacked. The ambush left the Autobots in tatters, leaking fuel and leaving body parts all over the road. Getaway had all four tires blown out, lost vision in his right headlights and most of his left, and lost the use of his plasma-shell shotgun. Despite his condition and the Decepticon barrage, he cooly and cleverly led a tactical retreat to the nearby Polyhex Toll Plaza. The Autobots paid their energon tolls and went through. But, as Getaway suspected, the Decepticons weren't carrying the proper change and tried to pass without paying. This activated the toll gate security system, which snared the Decepticons before they could leave, giving the Autobots the advantage they needed to defeat the Decepticons and Getaway his well-deserved reputation.

Abilities: Getaway is a master military strategist. In vehicle mode his 600 horsepower racing engine allows him to reach speeds of 500 miles per hour. He is equipped with bullet-proof windows and shell-resistant battle armor. His range is 1200 miles. An on-board computerized navigational system allows him to plot a long-range course in advance, so that he can give his attention to other matters as he travels. He is armed with a double-barrelled plasma-shell shotgun.

Weaknesses: Getaway is one of the toughest Autobots on the road today. He has no specific weaknesses aside from being slightly on the lacking side of physical strength.



Grapple

Allegiance: Autobot
Function: Architect
Alt. Mode: Crane truck
Weapons: Arc-welder Rifle, Rockets
Height: 27ft / 8.23m
Motto: “Beauty is in everything except war.”


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

Profile: On Cybertron his buildings were considered to be works of art. His architectural designs are no less short of brilliant. Grapple has always had a skill for architecture and is the Autobot’s foremost architect. On Earth, Grapple has taken to studying Human architecture from all the many cultures. He has looked into Gothic, Classical and even modern industrial for inspiration. Grapple keeps electronic pads full of ideas for future designs and pictures of interesting buildings. However he knows his buildings are limited by the necessities of war.

He is very proud of his work, striving for beauty and quality, he takes satisfaction in the completion of buildings he has designed. However when his buildings are destroyed Grapple takes it very hard, often going into a deep brooding depression that can last a long time. He dislikes war and looks towards a time when one of his buildings can stand without fear of being blown up in an air raid.

Abilities: Grapple considers his best ability to design magnificent structures that will stand a test of time and a direct missile strike. He is quite strong and in crane mode he can lift a 35 ton object and position it with precision and grace. He is armed with a high-temperature arc-welder rifle, which he mainly uses for construction but will, when he has to, turn it upon Decepticons. It sends out a stream of infrared energy that can slice or fuse his target whether that is a Decepticon or a wall joint. He can launch explosive rockets 4.5 miles from his wrist sockets. Grapple has a top speed of 58mph.

Weaknesses: The depressions Grapple suffers when a building he designed is destroyed takes a toll on the architect. He will often end up doing little more than nothing while depressed, sitting in his quarters all alone. During these depressing times he is very hard to motivate until he comes back out of them when he gets a flash of inspiration for a new design. While Grapple is reasonably strong he isn’t good in hand-to-hand combat and is quite slow. Lacking durability, Grapple also suffers from breakdowns while he is in vehicle mode.



Grimlock

Allegiance: Autobot
Sub-Group: Dynobots
Function: Dynobot Commander
Alt. mode: Cybertronian Tank
Weapons: Energo sword, self loading rocket launcher, twin triple side mount laser cannons in alt mode
Height: 36ft / 11m
Quote: “Among the winners, there is no room for the weak.”


Strength: 10
Intelligence: 8
Dexterity: 06
Speed: 03
Endurance: 10
Courage: 10
Firepower: 08
Accuracy: 08
Melee: 10
Tech Skill: 05
Charisma: 09
Rank: 09

Profile: [From the datatracks of Optimus Prime, Autobot Commander] Of all my soldiers, Grimlock concerns and interests me most. He is a frighteningly effective warrior and an efficient commander who is utterly dedicated to those under his command. I often wonder if he wouldn’t be more suited to lead the Autobots through this messy war, considering his battlefield experience and willingness to make difficult and ruthless military decisions. He certainly seems to think he would make a better leader than I. Grimlock constantly flouts my authority, and that attitude is reflected in his troops, who act more like a gang than a military unit. His infuriating attempts to draw me into a conflict with him have almost succeeded on several occasions, and other Autobots sometimes wonder why I tolerate his antagonistic demeanor. I see great possibilities for Grimlock, but I also understand why he is not yet suited to lead the Autobots. The very things that make him a better “soldier” than I am, his mercilessness and contempt for the weak, are the tools of our enemies. We must not become the Decepticons in order to beat them. I hope Grimlock will someday realize this as well.

Abilities: Grimlock is an intelligent and skilled military commander; his courage is second to none. He is the most powerful of all the Dynobots, each of whom is a powerhouse. Some say Grimlock is as strong as I am, perhaps even stronger. In all honesty, I must admit that I am not eager to test that theory. In tank mode, Grimlock is capable of ramming through most obstacles and opponents, a method of attack he prefers to his laser cannons. In robot mode, he remorselessly wields an energo-sword and a self-loading rocket launcher that fires both explosive plasma and shrapnel rounds.

Weaknesses: Grimlock’s arrogance sometimes affects his judgment, putting him in over his head. Aside from a lack of speed in tank mode, Grimlock has no physical weaknesses. A recurring viral glitch in Grimlock’s vocal processors often gives him a characteristic speech impediment; this may actually be a benefit as this and his impulsive nature make opponents underestimate his intelligence.



Groove

Allegiance: Autobot
Sub-Group: Protectobots
Function: Scout
Alt. mode: Cybertronian Motorcycle
Weapons: Photon Pistol, Twin Vaporators
Height: 22ft / 6.7m
Quote: "War is always a problem, never a solution."


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

Profile: A full fuel tank, clear skies, and open road - that's all Groove wants out of life. He's relaxed and easygoing, the kind of robot that is typically happy no matter where he is or who he's with. He doesn't like staying in any one place too long, so his attachments are short-lived. But he considers every new experience enriching, so he'd just as soon move on to the next one anyway. Although he's basically a loner, Groove never forgets he's an essential member of the Protectobots team in their struggle against the Decepticons. But he detests violence of any sort, and often finds it difficult to reconcile his pacifist beliefs with his sense of responsibility to his comrades. Certain that war is not the answer, he endlessly roams Earth's highways, hoping to find out what is the answer.

Abilities: In motorcycle mode, Groove can reach speeds of 140 miles per hour, with a range of 800 miles. He's extremely maneuverable. He carries twin vaporators, which shoot fine mists of various oxidizing, freezing, and corrosive liquids. The mists are emitted in a concentrated beam, so that Groove can target the vaporators on particularly vulnerable areas, such as joints and circuit connections, to disable his prey. In robot mode, Groove uses 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: When under attack, Groove is often reluctant to fight back as he seeks a non-violent response. This sometimes puts him in considerable danger.
Last edited by Gatkowski on Sun Aug 05, 2007 11:21 am, edited 2 times in total.
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Skill: 7

Postby Gatkowski » Sun Feb 04, 2007 11:24 am

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

Allegience: Autobot
Function: Ground Assault
Alt. Mode: Cybertronian Tank
Weapons: Shatterblasters (X2), 120mm Laser-guided Cannon
Height: 33ft / 10m
Quote: "It's either MY way - or NO way!"


Strength:09Intelligence:06Dexterity:05Speed:05Endurance:09Courage:10Firepower:08Accuracy:08Melee:07Tech Skill:03Charisma:05Rank:06

Profile: The only way to get Hardhead to follow advice is to persuade him he came up with the idea himself. He knows only one way to do anything- his way. He's as stubborn as a Buick with a six year old battery on a cold winter's morning. He doesn't talk too much, but when he does he's usually brief and to the point, never sparing the emotions of others. Some would say he's businesslike, others would say rude. Soldiering is his life; on the battlefield, he's just as stubborn as anywhere else. Retreat is a dirty word to him- he'll fight until there's nothing left of his enemy... or himself.

Created during the Second Golden age, Hardhead is one of the few Autobots to actually come from a military background. However with few threats and fewer battles, most of his time was spent on guard duty, a job Hardhead grew to dispise but put up with. However, when the decepticons rose up and began the second Great war, Hardhead suddenly found himself back in business. Under Optimus Prime's leadership, Hardhead has become significently more confident in the Autobot way of doing things compared to versions from other realities, appreciating Prime's understanding on the situation they find themselves in.

Abilities: In tank mode, Hardhead has a maximum road speed of 155 mph. He's impervious to most armor-piercing artillery and is resistant to most thermal and electromagnetic beam weapons. His range is 450 miles. He carries a 120mm laser-guided cannon that shoots a variety of incendiary, sonic and explosive shells. In robot mode, he uses two shatterblasters, guns that shoot diamond-hard crystal shards that can shred a foot-thick steel wall with one burst. His tank mode exhaust gases can melt the finish of any vehicle or robot following too closely behind him.

Weaknesses: Although resistant to most exterior fire, Hardhead often suffers internal injuries from the recoil of his own weapons. His stubbornness has often been his downfall in many battles, often leading to battleplans being ruined and whilst he has rarely been deactivated, has prevented his advancement into the higher echelons of the faction.




Hot Rod

Allegiance: Autobots
Function: Cavalier
Alt. mode: Race Car
Weapons: Electrostatic Discharger Rifle
Height: 28ft / 8.54m
Quote: “My actions speak louder than words.”


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

Profile: Hot Rod has always been a radical, of sorts; he is considered hot-headed, can be a little impulsive, and tends to act before he thinks, yet his heart seems to be in the right place. As a relatively young Autobot, in the sense of his more recent construction and newer version of emote-programming, he has always felt second-rate around his peers. Yet, instead of succumbing to the depression of his feelings, Hot Rod has vowed to rise to the occasion, to prove that he can do great things that others can respect; it is even his hope that, in many years to come, he will have the same renown associated to his name as Optimus Prime.

Very much the rebel, Hot Rod has the tendency to be a rule-bender; and while he does break rules, and often takes actions of his own ingenuity (often to painful result), Hot Rod has slowly started learning that sometimes the best way is the commanded way… however, despite his rational datapulses, he still tries to prove his own worth by taking the initiative. This often leads to Hot Rod taking action, without prior thought or planning, and can tend toward getting both him, and his friends, in trouble…

Yet, when danger presents itself, Hot Rod has no partiality of fear or retreat, proving that, despite his age, he is one of the bravest and most honorable among the Autobots.

In a short amount of time, Hot Rod has become close with a portion of Autobots; especially the old, mentor-like bot, Kup. While Hot Rod respects the bot with all the admiration of an eager aficionado, much like he does with Optimus Prime, the speedster cannot help but find himself annoyed at the constant Kup lectures and passages of wisdom. None-the-less, Hot Rod tends to humor the old bot, knowing that sometimes when he speaks, and when the speedster pays attention, there is some important information to be heard.

So, whether it is in robot, or automotive mode, Hot Rod is sometimes hotheaded, but is always a well-meaning, admirable lad, who is popular with those that know him.

Abilities: Hot Rod is an efficient marksman, with a preference toward the use of firearms. He has primarily focused his offensive capabilities toward utilizing his Electrostatic Discharger Rifle; and while Hot Rod is quite able in its use, he understands that constant practice will only increase his aptitude for his weapon of choice, and in time he hopes to become as accomplished a marksman as Optimus Prime.

Consequently Hot Rod’s hand-to-hand skill has suffered, and while he can defend himself suitably against a single opponent of slightly increased skill, he has a severely limited understanding of the more physical aspects of combat.

Despite his adolescent status within the Autobots, Hot Rod has shown a seemingly natural, well placed leadership quality about him, despite his impulsive actions that most others put down to both inexperience and excitable courage. At the same time, Hot Rod has a very high sense of honor, and tends to take the moral high ground on mostly any situation, despite the circumstances that surround it.

Due to his primary transformation mode, that of a Race Car, Hot Rod is quite often chosen to serve as an Autobot scout. With the mixture of both his speed, and ability to rapidly navigate at increased ground-based velocities, he is a natural choice for the role. He has been programmed with high-sensory impulse datastreams, which effectively allows him to perceive his surroundings at any speed, whether it be fast or slow.

Weaknesses: Being a racing vehicle by nature means that Hot Rod has a expected proclivity toward acting hastily, without much forethought. He is very impulsive, as well as stubbornly head-strong, which means Hot Rod quite often finds himself in all manner of circumstances, all with varying degrees of risk. It seems to be purely luck, or perhaps his allies’ skills in rescuing him that he manages to survive the situations he does.




Hot Spot

Allegiance: Autobot
Subgroup: Protectobots
Function: Protectobot Leader
Alt. mode: (Cybertron) Rescue hovercraft, (Earth) Mitsubishi Fuso Fire Truck
Weapons: Fireball Cannon, lasers, Water Canon
Height: 33ft / 10.05m
Quote: "The hotter it is, the better I like it."


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

Profile: Hotspot likes to be where the action is. Whether he's trying to put out a fire or win a war, as long as he's surrounded by a swirl of movement he's happy. He fights with a fluid instinctiveness that seemingly overrides any carefully measured analysis within his logic circuitry. His leadership is charismatic and inspiring; the other Protectobots can't help but perform beyond their abilities when in his company. However sometimes they have difficulty keeping up with his non-stop pace. His philosophy is to be maximally operational every moment of his life. Or, as he likes to phrase it, "There are always junkyards for those who rust!"

Abilities: In his fire truck mode, Hotspot can travel at 90 mph and has a range of 600 miles. His hose line can shoot streams of high-pressure water (and other non-corrosive fluids, such as oil and alchohol) an effective distance of 1200 feet. In robot mode, he possesses incredible strength: he can press 60,000 pounds. He uses a fireball cannon, which can shoot bursts of 2000 degrees Fahrenheit blue flame a distance of 1.5 miles. A special vanadium-steel alloy shields him from temperatures of up to 5000 degrees Fahrenheit. He combines with his fellow Protectobots to form the giant robot known as Defensor.

Weaknesses: Hotspot's ladder sometimes jams, locking into position when extended. His fireball cannon often backfires, releasing large amounts of the flammable liquid that powers it. Hotspot himself is invulnerable to the liquid's effects, but the liquid can cause considerable fire-damage to anything around him.




Huffer

Allegiance: Autobot
Function: Construction Engineer
Alt. mode: Cybertronian Mini-Truck
Weapons: Laser pistol
Special Abilities: Arm sensors to test various materials, some of which he uses in construction, for various properties such as tensile strength, heat resistance, elasticity, etc.
Height: 12ft / 3.6m
Quote: "Molecular structure is the key to success."


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

Profile: Bumblebee says Huffer looks at the world "through sludge-colored windshields." Huffer is dour. He says very little and when he does speak, it's usually to grumble. Huffer's pessimism extends even to his job specialty. He'll grumble that it can't be done and then build the most complex mechanized fortress imaginable. Sometimes it seems he can whip up a suspension bridge out of bobby pins and glue. When the war was at its worst and Autobot evacuation seemed certain, Huffer personally constructed a prototype ship from Wheeljack‘s (or maybe Grapple‘s, he was never sure) secret design called ‘The Ark’ to be used. But when the evacuation was called off, the ship was soon locked away and never used. Huffer finds it a personal insult that his hard-work was never properly used. Huffer isn't too sociable, but in any sort of difficulty he is absolutely reliable.

Abilities: A complex system of sensors in his arms allows Huffer to test various materials, some of which he uses in construction, for various properties such as tensile strength, heat resistance, elasticity, etc. Although lacking weapons, he is extremely strong and can lift 40,000 pounds. His mathematical and geometrical abilities exceed those of all the other Autobots and help him in his construction designs.

Weaknesses: Huffer is prone to severe bouts of depression as a result of his being placed into situations not to his liking. At these times he is ofen inconsolable and of little value to the other Autobots.
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Postby Gatkowski » Sun Feb 11, 2007 1:58 pm

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

Allegiance: Autobots
Function: Warrior
Alt. mode: Drill Tank
Weapons: Shoulder-mounted Laser Cannon, Hand-mounted Harpoon Launcher (Also workable as a melee weapon), Blaster Rifle
Height: 30ft / 9.1m
Quote: "Give it all you've got and remember to wreck and rule!"


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

Profile: Impactor's lived every day of the war since it began and it's been going so long that he cannot remember any detail of his life pre-war. He remembers that he was an Iaconian Gladiator, but that is all. When the war broke out, he quickly joined the Autobot military and rose through the ranks as a fine, capable and dangerous soldier. When Decepticon rule of the Planet was almost total, Impactor and a squad of hand-picked soldiers known as the Wreckers went guerrilla and through a series of deadly attacks and raids became known as a force to be reckoned with.

Impactor is a warrior first and leader second, he may not be as wise as Optimus Prime or as powerful as Ultra Magnus (and he wouldn't want to be.) Impactor has no real concern over metaphysical things like Matrix's and Ancient God's, he only sees the next battle ahead of him. If he believes that the battle will lead to a slaughter of Autobots, he will refuse to have himself or anybody in his unit or under his command get killed.

To many, he is seen to be in love with fighting and not too concerned about the big picture. Impactor's thoughts about the future are about letting as many men survive until the next battle and to the next, and then the next.

Abilities: Impactor transforms into a slow moving Drill Tank with a top speed of 110 mph. The shoulder mounted cannon transforms into the tank cannon. His right arm contains a spiked harpoon which can be fired on a non-conductive cable with a range of 15 meters.

Weaknesses: The shoulder mounted cannon cannot move or aim in robot mode and thus Impactor has to position himself to aim it. Due to the harpoon, he has only one hand. Due to his experience and skill, Impactor is very much to try and take command of a situation and may cause conflict with certain commanding officer.




Inferno

Allegiance: Autobots
Function: Search and Rescue
Alt Mode: Fire Truck
Weapons: Surface to Air Missiles
Height: 28ft / 8.53m
Motto: "Where there's smoke, there's me."


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

Profile: "The hotter things get, the better I like it!" When Inferno says this, he's not merely referring to fires. His love for combat increases with its intensity as well, a fact appreciated by both friend and foe alike. Although his primary role is search and rescue, performing it usually takes him into the heat of battle where he is often distracted into participating. If Optimus Prime has any complaint about Inferno, it's that he doesn't stick to his assigned task. But that's because he wants to do too much, not too little, and Optimus can't really complain about that.

Abilities: In vehicular mode, Inferno has all the capabilities of a normal fire truck. In robot mode, Inferno's strength is among the greatest of the Autobots. His ceramic-plated armored skin makes him resistant to temperatures of up to 8000 C. His extinguisher rifle not only shoots a stream of flame-suppressing foam, but can also stop beams of various types of electromagnetic radiation with its own energy-damping beam. By detaching his hands, he can use his forearms to launch short-range surface-to-air missiles.

Weaknesses: Inferno isn't too good at following orders, which can lead to problems in performing his job as well as on the battlefield. His particular configuration makes him one of the least mobile of the Autobots when he's in robot mode.




Ironhide

Allegiance: Autobots
Function: Security
Alt. mode: 8-Wheeled Assault Vehicle
Weapons: Liquid-Spewing Rifle (uses as a turret in vehicle mode)
Special Abilities: None
Height: 30ft / 9.1m
Quote: "High tech circuitry is no replacement for guts.“


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

Profile: Ironhide’s been there and back more times than he can remember or cares to admit. He’s one of the oldest of the Autobots, getting old even as the war began, but he’s still pretty feisty. Ironhide prefers to communicate his intentions through actions rather than words and he can’t abide those “young punks” who talk a good game, but never follow through. Time, and conflict has taken its toll, and he’s seen better days physically, but Ironhide is still renowned for his toughness and determination. Never one to back down from a challenge or exhibit fear, he’s still capable of showing up any Autobot or Decepticon upstarts who dismiss him as an old relic, in addition to overall security, Ironhide acts as a personal bodyguard to Optimus Prime and anyone who’s threatened by Decepticon violence. He does so not just because of his formidable defencive skills but also of a deeply held desire to safeguard all life—Transformer or otherwise. Ironhide attempts to hide his softer side by his crotchety demeanour, but Optimus Prime isn’t fooled.

Abilities: Ironhide possesses great physical strength and an above average intelligence. His super-dense trithyllium is lined with radiation dampeners making him nearly invulnerable to physical and radiation attacks. Although his whole body is armoured, the armour is densest in his front section, and a large face shield protects him and whoever he maybe guarding. He carries a rifle that can shoot his choice of liquid chemicals up to 1,000 feet, this rifle becomes a turret in his vehicle mode. He carries a variety of cartridges including super-heated metal, a self-igniting petrochemical spray, and liquid nitrogen among others. Ironhide is a skilled warrior and security specialist. His armoured assault vehicle mode can travel over difficult terrain and can reach speeds of 60 mph.

Weaknesses: Ironhide isn’t getting younger, Ratchet is spending more and more time replacing worn parts. He is also one of the slowest Autobots, and his attitude towards the “young upstarts” sometimes creates unneeded tension in the ranks.
Last edited by Gatkowski on Fri Jul 20, 2007 3:14 pm, edited 2 times in total.
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Postby Gatkowski » Sun Feb 11, 2007 2:00 pm

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

Allegiance: Autobot
Function: Special Operations Director
Alt. Mode: Hover-speeder
Weapons: Shoulder-mounted incendiary blaster, photon rifle
Height: 28ft / 8.9m
Quote: “Do it with style, or don’t bother doing it!”


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

Profile: To say Jazz has a quick mind and a thirst for knowledge would be an understatement. He’s always ready to learn knew things or experience new adventure, which is why he was Optimus Prime’s right-hand mech when the Great War spread across Cybertron. If there’s a dangerous mission to be done, Jazz will be the first to volunteer—and it’s a safe bet that he’ll handle it with enviable confidence and flair, although he might get sidetracked by something interesting along the way. He can adapt to just about anything, he can even assimilate into just about any culture after just observing them for a little while—although it can be sometimes hard for a giant robot to fit in. Still, the war provides Jazz with the adventure and excitement that a ‘Bot like him lives for; he revels in the challenge, though he’s smart enough not to tell anyone.

Abilities: With a job like his, Jazz always needs to have a few tricks up his proverbial sleeve. One of his trademark gimmicks is his ability to emitting light-and-sound barrages reaching up to an overwhelming 180db, and he is as accurate and skilled as ever with his photon rifle and shoulder-mounted flame-thrower. His windshields contain solar-sensitive compounds that act as solar panels, increasing his fuel efficiency His rear spoilers allow him a gliding ability for about 3000 feet, if he makes a jump in car mode.

Weaknesses: No matter where he is, Jazz can be prone to distraction by local sights and customs.




Jetfire

Allegiance: Autobots
Function: Air Guardian
Alt. mode: Cybertronian Jet
Weapons: Double-barrelled Photon Cannon
Optional- Two attachable Missile pods containing 8 armour piercing missiles.
Special Abilites: Able to leave Atmosphere (through use of optional and detachable booster), flight ability in robot mode.
Height: 36ft / 11.6m
Quote: "Among the mysteries of science lies the key to victory."


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

Profile: Jetfire was once an Autobot Scientist and infamously noted by being one of the few Transformers to disbelieve in the concept of Primus. This ideology didn’t lead to much popularity from other scientists or officials when it came to the requisition of materials to continue with his experiments. When the Decepticon movement started, Jetfire welcomed it and willingly joined their ranks, seeing their policies as being the start of a better dawn for Cybertron. Soon, the war broke out and began to reach the levels of ferocity that has continued to the present day, causing Jetfire to doubt the course he had aligned himself with. Soon, he defected and joined the Autobot ranks, but he still feels that he has yet to have fully gained the trust of some of his fellows. If not for his former dalliance in the Decepticons, then in his ideological beliefs.
Science is Jetfire’s driving motivation and his belief in its abilities makes him one of the more daring Autobots. Being one of the swiftest of all the Autobots, Jetfire’s bravado is tempered by one overriding thought: he sincerely believes that victory over the Decepticons can only come through advancements in Autobot technology. As a scientist such a credo is perhaps only natural. His allegiance to his cause is only matched by his devotion to scientific research. The Decepticons- Starscream in particular are eager to hunt him down, not only for his betrayal, but for treading on the aerial domain they consider their territory.

Abilities: In Cybertronian fighter mode, Jetfire's unique swing-wing design allows him to take off like a normal jet and then, pulling his wings back, reach speeds of up to Mach 4.2. With his booster pack fully charged, Jetfire is capable of achieving orbital velocities, or to even escape planetary gravity altogether to travel between planets, but he is too nervous to use this particular ability and so remains untested. With this capability, he can shoot up above the atmosphere, and, at a speed of Mach 29, dive down half a world away only 3.61 breems later. In robot mode, he is equipped with a double-barrelled photon cannon and in fighter-mode, he has the option of eight heat-seeking photon missiles.

Weaknesses: Jetfire's range is limited by his fuel consumption; any long distance trip requires his refueling when he lands. He is prone to numerous mechanical failures due to lack of testing in his new hardware. Anything from a malfunctioning radio to an engine stall has been known to happen. Due to Jetfire’s past, some Autobots are less willing than others to give him the trust and respect he has earned fighting alongside the Autobots.
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Postby Gatkowski » Sun Feb 11, 2007 2:01 pm

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

Allegiance: Autobots
Function: Warrior / Security Chief
Alt. mode: Futuristic Pickup Truck
Weapons: Old-Style Musket Laser
Height: 31ft / 9.4m
Quote: "The past is the greatest teacher."


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

Profile: Kup’s got at least two stories for every single adventure he’s had; and when you’ve been functioning as long as Kup, that adds up to a lot of stories. Although he’s one of the oldest Autobots still functioning, Kup isn’t ready for retirement from the front lines just yet. Most Autobots suspect he never will be, since that would rob him of his chance to lecture them about what to do in every situation. Although Kup is a fearless and eager warrior, it seems that his greatest pleasure comes from giving unsolicited advice to others based on his own long experience. He often pretends to be a lot more cynical than he really is, but he’s the most loyal friend an Autobot could have. He sometimes complains about his old age and its effects on his body, though he’s just as powerful and fit as ever. Kup was recently promoted to high command and the position of chief. He was honored by the promotion and works very hard at his new position, taking it quite seriously.

Abilities: Subject is immensely strong and resistant to fatigue and damage. He possesses above average intelligence and is a huge storehouse of historical facts and anecdotes. Subject is a good tactician and leader at the squad level. In vehicle mode, his top speed is 100 mph which he can sustain for 800 miles. In robot mode, he wields a musket-style rifle that launches bursts of hydrochloric acid.

Weaknesses: Age has slowed Subject’s speed considerably.
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Postby Gatkowski » Sun Feb 11, 2007 2:02 pm

Motto: "Victory needs no explanation, defeat allows none."
Weapon: Nuclear Charged Fusion Cannon
Saved for character names with letter L.
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Postby Gatkowski » Sun Feb 11, 2007 2:04 pm

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

Allegiance: Autobot
Function: Medic
Alt. mode: Cybertronian Rescue Vehicle
Weapons: Electro-Static Gun
Special Abilities: Improved Sight
Height: 24ft / 7.3m
Motto: “Make spare parts, not war.”


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

Profile: Minerva is bright and cheerful Autobot who immediately makes others feel at ease with her demeanour. She is very sweet and caring. She hates war and fighting, and prefers to stay away from as many battles as she can, unfortunately that’s a near impossibility given her unstoppable drive to help the wounded. She has a near-perpetual optimistic side to her. If any situation brings her down, she’ll recover quickly after the situation has passed. Most Autobots believe that she runs on her positive energy. She puts a lot of emotion into her work and has no problem voicing her opinions to anyone. She feels a great pride every time she saves a life, but also a great sadness that that life is heading out to fight again. She’s trained to work alone, but prefers others to help her. She likes being around other transformers and is quite social. Many Autobots have her to thank for keeping their spirits up during hard times. Somehow she is able to keep a cool head in absolute chaos, assuming the chaos is happening in a medical facility.

Abilities: Minerva's skills are second only to Ratchet. She has telescopic vision to aid her in detailed surgery. She uses an electro-static gun to temporarily paralyze anyone threatening her patients. It also makes a great anaesthetic when applied on low power. In car mode, the rear portion is equipped with many tools to help stabilize wounded Autobots immediately in the field before they can be carried to a hospital. She can reach speeds of 120mph in this mode. In a pinch, she can generate a magnetic field behind her in vehicle mode that acts as a stretcher for wounded Autobots that need to be transported quickly..

Weaknesses: Minerva is a staunch defender that the war should end, although she is at a loss for a comeback when given the alternative under Decepticon rule. She isn't well armed or armoured, and she will never fire until it's absolutely necessary, which usually means it’s too late.




Mirage

Allegiance: Autobot
Function: Spy
Alternate Modes: High-end Cybertronian Racecar
Weapons: Hunting Rifle
Special Abilities: Electro-disruptor
Height: 26ft / 7.93m
Motto: “Who and what I am, I hide.”


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

Profile: Mirage is not thrilled about being with a bunch of rough-and-tumble freedom fighters like the Autobots. If he had a choice he’d be in Monte Carlo, or better yet, back on his beloved Cybertron hunting turbo-foxes with his high-priced friends. Autobot leader Optimus Prime must constantly cajole him into continuing his service with the Autobots, but Mirage feels it may be a losing battle. Despite his coolness to the cause, Mirage is a surprisingly effective and deadly fighter and an even more effective intelligence gatherer, which is the role he much prefers.

Abilities: Mirage carries a rear-mounted electro-disruptor, which is able to interfere with the circuitry of an opponent by casting discrete packets of electrical charges at him or her. Hence, Mirage is never situated where he seems to be when it is in use, and can even use the disruptor to give himself the illusion of a different physical appearance (which he can sustain for up to six minutes). All of this contributes to his effectiveness as an intelligence agent. He can also hit a screw head dead center from 200 yards with his armor-piercing hunting rifle, making him one of the finest natural marksmechs in either faction. It shoots liquid-fuel-powered darts. In car mode, he tops out at almost 250 mph. He is a practitioner of several elegant and deadly melee fighting styles, combining various forms (Diffusion, Crystalocution, and so on) into his own style that emphasizes the quick, quiet neutralization of opponents.

Weaknesses: He's unsure of the Autobots and their cause, and consequently cannot always be fully trusted. Optimus Prime is well aware of his coolness to the group, but considers him too valuable to let go. Though he’s capable of talking his way past the most vigilant of sentries, Mirage can be something of an antisocial jerk around his fellow Autobots (whom he just barely considers his fellows). As well, he’s not the bravest mech you’ll ever meet.
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Postby Gatkowski » Sun Feb 11, 2007 2:05 pm

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

Allegiance: Autobot
Function: Detective
Weapons: Plasma Blaster
Transformation: Cybertronian Car
Height: 26ft / 7.92m
Qoute: "Truth is revealed in the smallest detail."

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

Profile: When something goes wrong, or when a vital mistake is caused that affects the Autobot cause usually one Autobot is called in. Nightbeat is the premiere Detective of the Autobot forces. He isn’t happy until he’s neck-deep in an intensive investigation, trying to uncover clues or sordid details about some dark mystery. Comfortable in either the bustling city center or the darkest alley, he only truly comes alive when he has to overcome obstacles and think his way out of a problem. Unfortunately, this sometimes means that he would outright ignore some orders, no matter how high up High Command they originate from--especially if the orders prove to be ‘inconvenient’ for his work.

His unusual leaps of logic are poorly understood by his fellow Autobots, especially when Nightbeat cannot explain how he reached such a conclusion, but they’re always impressed by the amazing results of his work. In the search to explain how Nightbeat’s logic-center works, it’s suspected that his logic-processor has been wired in an unconventional manner. Nightbeat prefers to think that he‘s merely observant. Successful, and conclusive, investigations comes most easily when Nightbeat works alone; other Autobots tend to only slow him down, although he often finds himself partnered with Hosehead or Siren. The cool-headed Nightbeat avoids complaining about his partners’ deficiencies; instead, he works even harder to make up for their lacking abilities.

Abilities: Nightbeat is a keen investigator whose eye for detail and nuance is almost unmatched among Transformers. His irregular logic invariably leads him to the solution of a puzzle, and his quick thinking makes him a skilled warrior. He also has enhanced audio and video sensors that aid in his investigatory work. From five miles away, he can hear a screw fall and count the threads on it. He carries two photon pistols and a high-powered plasma blaster with infra-red sight. In car mode he can travel at speeds of up to 620 miles per hour and has a range of 1500 miles.

Weaknesses: Nightbeat's overconfidence in his abilities typically persuades him that he can handle almost any situation by himself. Given his preference for working alone, he often suffers damage that a more team-oriented Autobot might avoid. His leaps in logic and the cases he takes also arouses concern but also means what he is investigating might put him in danger's path more often then not.
Last edited by Gatkowski on Sun Feb 11, 2007 6:41 pm, edited 1 time in total.
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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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Rank: 8
Courage: 9
Firepower: 10
Skill: 7

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.
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Gatkowski
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Posts: 308
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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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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
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 2:23 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.
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 2:24 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
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

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
Gestalt Team Leader
Posts: 980
News Credits: 6
Joined: Tue Oct 01, 2002 8:23 pm


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