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Devastron wrote:
With Grimlock back on Cybertron he is going to try and rebuild the Lightning Strike Coalition from the Dark Ages to wreak some havoc on the Decepticons, particularly in the Tagan Heights. It would be awesome to have the original line up in the group again, but new members will be welcome if they can convince Grimlock they are strong and tough enough to join.
Alpha Strike wrote:hmm Ironhide could be a nice addition as the third warrior, he has the experience of the LSC as well so he could give this strike force some decent insight as to what hells to expect when deep in Decepticon territory. I'll look into it further, for the most part I hope to get the bulk of this team from Nova Cronum for rapid deployment, however I have a feeling I am going to have to transfer a couple of mechs to fill the desired slots.
Devastron wrote:Ok, so it looks like the LSC can count on the Dinobots, Kup, Ironhide, Smokescreen and Inferno. Is anyone interested in taking up Wheeljack and having him join up? He is playerless since his last player disappeared over a month ago.
Alpha Strike wrote:no prob bob...
Currently the roster has added a new member
Nova Strike
Forte
Freeway New Addition
.op. wrote:Alpha Strike wrote:no prob bob...
Currently the roster has added a new member
Nova Strike
Forte
Freeway New Addition
If you want you can add Scoop to that roster.
Alpha Strike wrote:Story Recruitment
Story Title: Guns of Polyhex
http://www.seibertron.com/forums/viewtopic.php?p=407552&sid=#407552
Basic idea is to send a small group of autobots, not exactly special forces members, behind enemy lines and take out the big batteries that were used against Omega Supreme. The mission leader is an upstart brash and overeager Bunker commander from Nova Cronum's Maximus Line. We already have a second warrior slot filled in Forte, who gives the team another added element much like some of those dirty dozen characters. The strike force needs four more members for this team so the assault will be effective.
Autobot Team Needs:
A recon or scout specialist - much like Gears or similar functions
A Sabotage specialist - some one who can actually help rig some right suprises for our Combaticon opponents
A Communications or Computer Specialist - Capable of hacking into enemy transmissions to locate potential patrols or access points. Perhaps even hijack a few trains or transports to get into the objectives.
A third Warrior or Infiltrator - To give added firepower and strength to the force, or give the team experience in the art of moving through enemy lands with out drawing attention and getting blasted.
Decepticons Needs:
A Vortex Player
A Blast-Off Player
AxiomScion wrote:Didn't want to over look your valid questions there FuzzymusPrime.FuzzymusPrime wrote:Ok, I don't want to drag the topic back to something that's been covered before, but I am curious as to the background of Gestalts in the Game.
I can see the canon lists from here, and currently our potential combiner teams don't look like teams really:
Aerialbots 2/5
Protectobots 3/5
Technobots 1/5
Combaticons 3/5
Constructicons 3/6 (and one of those is as a mod NPC)
Monstercons 3/6
Predacons 2/5
Seacons 0/6
Stunticons 3/5
Terrorcons 1/5
Obviously, if the best they can manage is half strength, then the combiner teams would be difficult to justify.
But, as I higlighted, the combiners who already have the ability don't have numbers any better than the other teams, so it leaves me curious as to why they got it. Where these teams better manned before this board crash? Or was it an arbitrary decision to make sure the technology was known but rarely used?
How many team members would have to be played before the mods would consider letting that team seek the conbination modifications, or would other criteria be used?
Mostly I'd just like to see over 2 dozen decepticons squabbling over the right to be the next Devestator, rather than the next 4 gestalts actually being wheeled out in a firepower war. But I am curious as how the potential plotlines of the gestalts could be pushed forward.
I think since the RP history favors the warwithin time era, and doesn't want to flood in all the new tech at the inception of the RP, I think the mods took the 1st two, and only, combiner teams featured in the DW WarWithin comic series.
I think it's a rather novel idea myself. We get to RP the combiner arms race. With Onslaught in need of repairs, perhaps Bruticus is not too far of the radar. How are a team of 5 Autobot jets going to compete with a swarm of Seekers and the new Sweeps? Will the patient Razorclaw sit idley by as his Predacon team is looked over in favor of the self titled 'King of the Road'?
There is a lot of story, and character development available with this pre-earth setting. Like a good cup of Chai, I think it be a shame to rush the process.
The Chaos Bringer wrote:AxiomScion wrote:Didn't want to over look your valid questions there FuzzymusPrime.FuzzymusPrime wrote:Ok, I don't want to drag the topic back to something that's been covered before, but I am curious as to the background of Gestalts in the Game.
I can see the canon lists from here, and currently our potential combiner teams don't look like teams really:
Aerialbots 2/5
Protectobots 3/5
Technobots 1/5
Combaticons 3/5
Constructicons 3/6 (and one of those is as a mod NPC)
Monstercons 3/6
Predacons 2/5
Seacons 0/6
Stunticons 3/5
Terrorcons 1/5
Obviously, if the best they can manage is half strength, then the combiner teams would be difficult to justify.
But, as I higlighted, the combiners who already have the ability don't have numbers any better than the other teams, so it leaves me curious as to why they got it. Where these teams better manned before this board crash? Or was it an arbitrary decision to make sure the technology was known but rarely used?
How many team members would have to be played before the mods would consider letting that team seek the conbination modifications, or would other criteria be used?
Mostly I'd just like to see over 2 dozen decepticons squabbling over the right to be the next Devestator, rather than the next 4 gestalts actually being wheeled out in a firepower war. But I am curious as how the potential plotlines of the gestalts could be pushed forward.
I think since the RP history favors the warwithin time era, and doesn't want to flood in all the new tech at the inception of the RP, I think the mods took the 1st two, and only, combiner teams featured in the DW WarWithin comic series.
I think it's a rather novel idea myself. We get to RP the combiner arms race. With Onslaught in need of repairs, perhaps Bruticus is not too far of the radar. How are a team of 5 Autobot jets going to compete with a swarm of Seekers and the new Sweeps? Will the patient Razorclaw sit idley by as his Predacon team is looked over in favor of the self titled 'King of the Road'?
There is a lot of story, and character development available with this pre-earth setting. Like a good cup of Chai, I think it be a shame to rush the process.
Isn't Monstructor supposed to be ancient? I see no reason why he couldn't be worked into the RPG And if no one is willing to play the roles I'd be glad to cover them.
Devastron wrote:The Chaos Bringer wrote:AxiomScion wrote:Didn't want to over look your valid questions there FuzzymusPrime.FuzzymusPrime wrote:Ok, I don't want to drag the topic back to something that's been covered before, but I am curious as to the background of Gestalts in the Game.
I can see the canon lists from here, and currently our potential combiner teams don't look like teams really:
Aerialbots 2/5
Protectobots 3/5
Technobots 1/5
Combaticons 3/5
Constructicons 3/6 (and one of those is as a mod NPC)
Monstercons 3/6
Predacons 2/5
Seacons 0/6
Stunticons 3/5
Terrorcons 1/5
Obviously, if the best they can manage is half strength, then the combiner teams would be difficult to justify.
But, as I higlighted, the combiners who already have the ability don't have numbers any better than the other teams, so it leaves me curious as to why they got it. Where these teams better manned before this board crash? Or was it an arbitrary decision to make sure the technology was known but rarely used?
How many team members would have to be played before the mods would consider letting that team seek the conbination modifications, or would other criteria be used?
Mostly I'd just like to see over 2 dozen decepticons squabbling over the right to be the next Devestator, rather than the next 4 gestalts actually being wheeled out in a firepower war. But I am curious as how the potential plotlines of the gestalts could be pushed forward.
I think since the RP history favors the warwithin time era, and doesn't want to flood in all the new tech at the inception of the RP, I think the mods took the 1st two, and only, combiner teams featured in the DW WarWithin comic series.
I think it's a rather novel idea myself. We get to RP the combiner arms race. With Onslaught in need of repairs, perhaps Bruticus is not too far of the radar. How are a team of 5 Autobot jets going to compete with a swarm of Seekers and the new Sweeps? Will the patient Razorclaw sit idley by as his Predacon team is looked over in favor of the self titled 'King of the Road'?
There is a lot of story, and character development available with this pre-earth setting. Like a good cup of Chai, I think it be a shame to rush the process.
Isn't Monstructor supposed to be ancient? I see no reason why he couldn't be worked into the RPG And if no one is willing to play the roles I'd be glad to cover them.
The game follows no established history from any comics or cartoons, although it borrows from some of them.
The Chaos Bringer wrote:Devastron wrote:The Chaos Bringer wrote:AxiomScion wrote:Didn't want to over look your valid questions there FuzzymusPrime.FuzzymusPrime wrote:Ok, I don't want to drag the topic back to something that's been covered before, but I am curious as to the background of Gestalts in the Game.
I can see the canon lists from here, and currently our potential combiner teams don't look like teams really:
Aerialbots 2/5
Protectobots 3/5
Technobots 1/5
Combaticons 3/5
Constructicons 3/6 (and one of those is as a mod NPC)
Monstercons 3/6
Predacons 2/5
Seacons 0/6
Stunticons 3/5
Terrorcons 1/5
Obviously, if the best they can manage is half strength, then the combiner teams would be difficult to justify.
But, as I higlighted, the combiners who already have the ability don't have numbers any better than the other teams, so it leaves me curious as to why they got it. Where these teams better manned before this board crash? Or was it an arbitrary decision to make sure the technology was known but rarely used?
How many team members would have to be played before the mods would consider letting that team seek the conbination modifications, or would other criteria be used?
Mostly I'd just like to see over 2 dozen decepticons squabbling over the right to be the next Devestator, rather than the next 4 gestalts actually being wheeled out in a firepower war. But I am curious as how the potential plotlines of the gestalts could be pushed forward.
I think since the RP history favors the warwithin time era, and doesn't want to flood in all the new tech at the inception of the RP, I think the mods took the 1st two, and only, combiner teams featured in the DW WarWithin comic series.
I think it's a rather novel idea myself. We get to RP the combiner arms race. With Onslaught in need of repairs, perhaps Bruticus is not too far of the radar. How are a team of 5 Autobot jets going to compete with a swarm of Seekers and the new Sweeps? Will the patient Razorclaw sit idley by as his Predacon team is looked over in favor of the self titled 'King of the Road'?
There is a lot of story, and character development available with this pre-earth setting. Like a good cup of Chai, I think it be a shame to rush the process.
Isn't Monstructor supposed to be ancient? I see no reason why he couldn't be worked into the RPG And if no one is willing to play the roles I'd be glad to cover them.
The game follows no established history from any comics or cartoons, although it borrows from some of them.
If there's nothing that says Monstructor just isn't supposed to be in the timeline yet then I'm sure he could be worked in. After all, they don't exactly have anything resembling what I'd call Earth-modes yet.
Plus they're like my favorite combiner team
The Chaos Bringer wrote:Okay off of the combiner topic.
If I play as a canon pretender, how long would it take to get the shell? And to canon actionmasters come with their transforming equipment?
The Chaos Bringer wrote:Sorry. After a day with no response despite numerous views I figured the question must be in the wrong thread or something. I mean well.
As far as Actionmasters go, I'm thinking I'd go with slicer. His vehicle is small and serves as armor for him, and since his equipment is not a seperate entity it wouldn't be like controlling 2 characters in one.
As far as pretenders go, I really like Roadblock. I realise that the tank he controls may be too much, but I'd be willing to compromise. I could agree to use it it only in battles or only with the permission of a rank-10 character or I could even omit it entirely.
Here are some informational pages for both characters for your convenience.
Slicer: http://www.cobraislandtoys.com/tf/1991/slicer.html
Roadblock: http://www.cobraislandtoys.com/tf/1989/roadblock.html
I know that either one could be considered a stretch so I'm willing to compromise and accept whatever you may allow. The decision is yours after all.
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