by Dragonoth » Wed May 23, 2007 5:48 am
Here are some of mine as examples:
Tidal Wave (Armada): L.14, AC 24, Hp 80, rng +14, 8d6, mle +13, 7d6
Tidal Wave Carrier: L.8, AC 20, Hp 45, rng +10, 4d6, melee +8, 3d6
TW Destroyer: L.9, AC 20, Hp 45, rng +10, 6d6, mle +8, 4d6
TW Transport: L.7, AC 20, Hp 45, rng +6, 4d6, mle +6, 3d6
Ramjet (mini-con): L.2, AC 14, Hp 15, rng +3, 1d6+1d3, mle +1, 1d3, adds +1 AC and +1 atk rng when attached
Deepdive: L.2, AC 13, Hp 20, rng +2, 1d6+1d3, mle +1, 1d6, adds +1 AC and +1 dam rng (1 dam = 1d3 or increases 1d3 to 1d6)
Longarm: L.2, AC 13, Hp 20, rng +0, 1d3, mle +3, 2d6, adds +1 atk mle and +1 dam mle
Overcast: L.2, AC 14, Hp 15, rng +3, 2d6, mle +0, 1d3, adds +1 atk rng and +1 dam rng
Universe Constructicons (forgot new names)
Scrapper (micro): L.3, AC 14, Hp 20, rng +3, 1d6+1d3, mle +3, 2d6
Hook: L.3, AC 13, Hp 20, rng +4, 2d6+1d3, mle +2, 1d6+1d3
Scavenger: L.3, AC 13, Hp 25, rng +3, 2d6, mle +2, 2d6
Mixmaster: L.3, AC 14, Hp 20, rng +3, 2d6, mle +3, 1d6+1d3
Long Haul: L.3, AC 13, Hp 25, rng +2, 2d6, mle +3, 2d6
Bonecrusher: L.3, AC 14, Hp 25, rng +1, 1d6, mle +4, 2d6+1d3
Constructicon Jet: L.8, AC 21, Hp 40, rng +10, 5d6, mle +6, 3d6
Devastator (Universe): L.10, AC 21, Hp 60, rng +10, 5d6, mle +10, 5d6
Cassetticons
Ravage: L.4, AC 14, Hp 25, rng +4, 3d6, mle +4, 2d6
Buzzsaw: L.4, AC 15, Hp 20, rng +5, 2d6, mle +5, 2d6
Beastbox: L.4, AC 14, Hp 25, rng +3, 2d6, mle +5, 3d6
Squawktalk: L.4, AC 15, Hp 20, rng +5, 3d6, mle +3, 2d6
Squawkbox: L.6, AC 16, Hp 35, rng +6, 3d6+1d3, mle +6, 3d6+1d3
Optimus (Powermaster): L.8, AC 18, Hp 55, rng +8, 4d6, mle +8, 4d6
Optimus Base (PM): L.8, AC 20, Hp 45, rng +10, 5d6, mle +6, 3d6
Optimus Super (w/Hi-Q): L.12, AC 22, Hp 75, rng +14, 7d6, mle +12, 6d6
Hi-Q (engine): L.1, AC 12, Hp 10, rng +1, 1d6, mle +1, 1d3, adds +1 atk/dam rng & mle (to things that can equip PM engine)
Silverstreak (Alt): L.8, AC 20, Hp 45, rng +10, 5d6, mle +6, 3d6
Cliffjumper (classic): L.6, AC 16, Hp 40, rng +4, 3d6, mle +7, 4d6
Sureshot (w/Holepunch): L.6, AC 17, Hp 30, rng +9, 5d6, mle +5, 3d6
Holepunch (TargetM): L.1, AC 12, Hp 10, rng +2, 1d6, mle +0, 1d3, adds +2 atk/dam rng as weapon
Landmine (energon): L.7, AC 19, Hp 40, rng +7, 4d6, mle +7, 3d6
Landmine's tank: L.6, AC 18, Hp 35, rng +7, 3d6, mle +5, 3d6
Landmine combined: L.9, AC 20, Hp 55, rng +9, 5d6, mle +7, 5d6
Drift (Dirtboss): L.2, AC 13, Hp 20, rng +3, 1d6+1d3, mle +0, 1d6, adds +1 AC and +1 dam rng when equipped
Spin (Downshift): L.2, AC 13, Hp 15, rng +4, 1d6+1d3, mle +1, 1d3, adds +1 atk/dam rng
Indy (Mirage): L.2, AC 14, Hp 15, rng +3, 1d6+1d3, mle +1, 1d3, adds +1 AC and +1 atk mle
Skyboom Shield: no level, adds +6 AC as equipment