Page 1265 of 1544 FirstFirst ... 26576511651215125512631264126512661267127513151365 ... LastLast
Results 12,641 to 12,650 of 15435

Thread: Jab's Builds!

  1. #12641
    MCRN Admiral
    Join Date
    Apr 2014
    Posts
    6,571

    Sky Lynx



    SKY LYNX
    Alternate Mode:
    Space Shuttle with Crawler Transport
    Role: Arrogant Ass, Interstellar Transport
    Group Affiliations: The Autobots
    PL 14 (243)
    STRENGTH
    15 STAMINA -- AGILITY 1
    FIGHTING 11 DEXTERITY 0
    INTELLIGENCE 3 AWARENESS 2 PRESENCE 0

    Skills:
    Expertise (Soldier) 3 (+6)
    Intimidation 4 (+4, +10 Size)
    Perception 4 (+6)
    Technology 3 (+6)

    Advantages:
    Improved Critical (Blaster), Improved Trip, Interpose, Move-By Action, Ranged Attack 12, Sidekick 22 (Giant Lynx)

    Powers:
    "Robots In Disguise"
    Senses 2 (Extended & Low-Light Vision) [2]
    Immunity 30 (Fortitude Effects) [30]
    Flight 7 (250 mph) [14]
    "Robot Legs" Speed 2 (8 mph) [2]
    "More Than Meets The Eye" Morph 1 (Space Shuttle) (Feats: Metamorph) [6]
    ** (Vehicle Notes: Faster Space Travel, Lower Defenses, Drops the Sidekick usually)

    "100% Sensical and Consistent Transformer Size"
    Growth 12 (Str & Toughness +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (60 feet) (Feats: Innate) (Extras: Permanent +0) [25]
    Protection 4 (Extras: Impervious 9) [13]
    Strength-Damage +1 [1]
    Movement 2 (Space Travel 2) [4]

    "Nose Blaster" Blast 14 (Extras: Multiattack) [42]

    Offense:
    Unarmed +12 (+15 Damage, DC 30)
    Blasters +12 (+14 Ranged Damage, DC 29)
    Initiative +8

    Defenses:
    Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +16 (+5 Impervious), Fortitude --, Will +7

    Complications:
    Enemy (The Decepticons)
    Reputation (Arrogant Ass)- Sky Lynx is always trying to convince others of his magnificence. He is often called "Commander Modesty" by his allies.
    Disabled (No Hands)- Sky Lynx is one of few Transformers with no real hands.
    Disabled (Lack of Energon)- Transformers require lots of energy to function.

    Total: Abilities: 30 / Skills: 14--7 / Advantages: 38 / Powers: 54 + 86 / Defenses: 29 (243)

    -I never really cared much for Sky Lynx, who I remember seeing a LOT back in the day. I think a lot of it was his grandiose, high-and-mighty attitude, which combined with his non-human Robot Mode to make for an unlikable sort. It's too bad, really- he's got one of the more epic toys in the line (a very large Space Shuttle with a weird "Robot Cat" summon). But he's just so WEIRD- one of the only "Space Shuttle" guys who's actually noticeably huge, he ruins it by barely transforming at all. He just turns into a slightly-different-shaped shuttle, as his head and tail stick out, making him look like a giant Pterosaur.
    -Sky Lynx appears in the episodes immediately following the Movie, and becomes a pretty big part of the show afterwards (gotta sell that big-sized toy). He acted as Interstellar Transport, as he was one of the largest Autobots, and capable of travel through space. As the show had by this point gone from "shenanigans on Earth" to "shenanigans in space", it was only fitting that they have a MEANS of getting from place-to-place (this is also why the whole team suddenly became able to fly regularly).

    -Sky Lynx can actually back up a lot of his bragging, as he proves powerful enough to handle GESTALTS if he needs to... albeit one time, he just sorta tripped Predaking over and he immediately split into his Predacon component parts. Being powerful enough to take on a Gestalt makes you around PL 14- he's accurate AND strong. He's one of the largest, and most expensive, Transformers of them all, owing to a solid statline in addition to a Sidekick and a Blast that comes from his own body, not Equipment.



    LYNX ATTACHMENT
    Alternate Mode:
    Crawler Transport for Space Shuttle
    Role: Summoned Minion (sorta)
    Group Affiliations: The Autobots
    PL 11 (107)- Sidekick Rank 22
    STRENGTH
    13 STAMINA -- AGILITY 1
    FIGHTING 9 DEXTERITY 0
    INTELLIGENCE -2 AWARENESS 0 PRESENCE -3

    Skills:
    Intimidation 8 (+5, +9 Size)
    Perception 2 (+2)

    Advantages:
    Improved Critical (Natural Weapons), Improved Trip, Startle

    Powers:
    "Robots In Disguise"
    Senses 2 (Extended & Low-Light Vision) [2]
    Immunity 30 (Fortitude Effects) [30]
    "Robot Legs" Speed 6 (120 mph) [6]
    "More Than Meets The Eye" Morph 1 (Crawler Transport) (Feats: Metamorph) [6]
    ** (Vehicle Notes: Immobile, Can Hold Passengers)

    "100% Sensical and Consistent Transformer Size"
    Growth 8 (Str & Toughness +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [17]
    Protection 4 (Extras: Impervious 5) [9]

    Offense:
    Unarmed +9 (+13 Damage, DC 28)
    Initiative +1

    Defenses:
    Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +12 (+3 Impervious), Fortitude --, Will +4

    Complications:
    Enemy (The Decepticons)
    Disabled (No Hands, Mute)
    Disabled (Lack of Energon)- Transformers require lots of energy to function.

    Total: Abilities: 10 / Skills: 10--5 / Advantages: 3 / Powers: 44 + 26 / Defenses: 19 (107)

    -Sky Lynx curiously enough comes with an attachment component (a Crawler Transport- a miniature version of the things that drive Space Shuttles and other things to the launch pad) that not only holds passengers, but transforms into a huge LYNX.

  2. #12642
    MCRN Admiral
    Join Date
    Apr 2014
    Posts
    6,571

    Broadside



    BROADSIDE
    Alternate Mode:
    Vague Jet Fighter, Aircraft Carrier (!!!)
    Role: Out-Of-Scale Guy
    Group Affiliations: The Autobots
    PL 10 (139)
    STRENGTH
    9 STAMINA -- AGILITY 1
    FIGHTING 8 DEXTERITY 2
    INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

    Skills:
    Expertise (Soldier) 5 (+6)
    Insight 1 (+2)
    Perception 4 (+5)
    Stealth 4 (+7, +1 Size)
    Technology 2 (+3)

    Advantages:
    Equipment 6 (Laser Gun +9- Multiattack, Missiles- Burst Damage +8, Axe +1), Ranged Attack 6, Set-Up, Teamwork

    Powers:
    "Robots In Disguise"
    Senses 2 (Extended & Low-Light Vision) [2]
    Immunity 30 (Fortitude Effects) [30]
    Flight 7 (250 mph) [14]
    "Robot Legs" Speed 2 (8 mph) [2]
    "More Than Meets The Eye" Morph 1 (Jet Fighter) (Feats: Metamorph) (6) -- [7]
    • AE: "More Than Meets The Guy" Morph 1 (Aircraft Carrier) (Feats: Metamorph) (6)

    "100% Sensical and Consistent Transformer Size"
    Growth 6 (Str & Toughness +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [13]
    Protection 4 [4]
    Strength-Damage +1 [1]
    Movement 1 (Environmental Adaptation- Aquatic) [2]

    Offense:
    Unarmed +8 (+10 Damage, DC 25)
    Axe +7 (+11 Damage, DC 26)
    Blaster +8 (+9 Ranged Damage, DC 24)
    Initiative +1

    Defenses:
    Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10, Fortitude --, Will +6

    Complications:
    Enemy (The Decepticons)
    Power Loss (Flight)- Whether or not Autobots can fly is wildly-inconsistent. First they could, then they couldn't, and then plenty were doing it (if sometimes only in space).
    Disabled (Lack of Energon)- Transformers require lots of energy to function.

    Total: Abilities: 24 / Skills: 16--8 / Advantages: 14 / Powers: 55 + 20 / Defenses: 18 (139)

    BROADSIDE- AIRCRAFT CARRIER MODE
    Alternate Mode:
    Vague Jet Fighter, Robot
    Role: Out-Of-Scale Guy
    Group Affiliations: The Autobots
    PL 10 (163)
    STRENGTH
    11 STAMINA -- AGILITY -3
    FIGHTING 6 DEXTERITY 2
    INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

    Skills:
    Expertise (Soldier) 5 (+6)
    Insight 1 (+2)
    Perception 4 (+5)
    Stealth 4 (+7, +1 Size)
    Technology 2 (+3)

    Advantages:
    Equipment 6 (Laser Gun +9- Multiattack, Missiles- Burst Damage +8, Axe +1), Ranged Attack 6, Set-Up, Teamwork

    Powers:
    "Robots In Disguise"
    Senses 2 (Extended & Low-Light Vision) [2]
    Immunity 30 (Fortitude Effects) [30]
    "More Than Meets The Eye" Morph 1 (Jet Fighter) (Feats: Metamorph) (6) -- [7]
    • AE: "More Than Meets The Guy" Morph 1 (Robot) (Feats: Metamorph) (6)

    "100% Sensical and Consistent Transformer Size"
    Growth 11 (Str & Toughness +11, +11 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -11 Stealth) -- (50 feet) (Feats: Innate) (Extras: Permanent +0) [23]
    Growth +14 (+26 Mass, +12 Intimidation, -12 Dodge/Parry, -12 Stealth) (Flaws: Limited to Non-ST & Toughness Growths) [14]
    Protection 4 [4]
    "Can Carry the Entire Autobot Army" Power-Lifting 9 (20,000 tons) [9]
    Movement 1 (Environmental Adaptation- Aquatic) [2]
    Swimming 10 [10]

    Offense:
    Unarmed +6 (+11 Damage, DC 26)
    Axe +7 (+11 Damage, DC 26)
    Blaster +8 (+9 Ranged Damage, DC 24)
    Initiative +1

    Defenses:
    Dodge +5 (DC 15), Parry +3 (DC 13), Toughness +15, Fortitude --, Will +6

    Complications:
    Enemy (The Decepticons)
    Power Loss (Flight)- Whether or not Autobots can fly is wildly-inconsistent. First they could, then they couldn't, and then plenty were doing it (if sometimes only in space).
    Disabled (Lack of Energon)- Transformers require lots of energy to function.

    Total: Abilities: 6 / Skills: 16--8 / Advantages: 14 / Powers: 39 + 62 / Defenses: 34 (163)

    -Probably the most bizarre and egregious case of "WTF is the scale they're using here?" in the Transformers universe is the little-known Broadside. One mode is a simple Jet, but his second? He's a freaking AIRCRAFT CARRIER. One of the largest moving structures ever invented by man, and he transforms into a NORMAL-SIZED GUY. Even in a universe where mass-shifting is normal, that is CRAZY-PANTS- never mind that "Size = Better" too, so it's kind of weird that he's a pretty normal guy otherwise. Also, his toy mentions that he gets seasick in the water... and is afraid of heights. And also his toy is ugly and stiff. His cartoon appearances are a bit stronger- at one point, he FLATTENS Devastator by landing on him... by transforming into his Aircraft Carrier mode in MID-AIR and just dropping down!

    -Broadside is drawn as being of a pretty good size, so I made him a bit on the strong side. Like a lot of the "Super-Giant Alternate Form" guys, he's more-expensive in Vehicle Mode, and so that would be the "baseline" to go with- his mass and strength are rather difficult to determine (and that Slam that crushes Devastator would probably break PL caps, depending on his sheer weight), but overall he's a PL 9 fighter who's PL 10 in Alt-Mode.

  3. #12643
    Protomolecule Host
    Join Date
    Apr 2014
    Posts
    76

    Re: Sky Lynx

    Quote Originally Posted by Jabroniville View Post
    BRAWL (Leopard 1A3 Main Battle Tank/Bruticus's Left Leg)- PL 10 (170):
    Brawl is so stupid that in a recent comics the Autobot were going to scape and even recue the Decepticons. But Brawl was “You not taking me alive Autobots”. They have to shot him to be able to rescue him. LOL
    Quote Originally Posted by Jabroniville View Post
    Well, stores that haven't been hit by Toy Scalpers. They're near-impossible to find in standard stores, but the "Nerd Stores" and Comic Expo sellers will have them for insane amounts up here.

    Seriously, it's because of buyers that barge into the stores at exactly the right time, buying up everything unique or cool, that the shelves appear clogged by an army of the Same Old Crap. I haven't seen proper Combiners small-figures in stores for ages. Just the "Central Cog" guys- The small ones are jacked up to $35 CAD in collector shops.
    That may explain why I'm short 2 guys on my Protectorbots.

    Quote Originally Posted by Ares View Post
    Something touched on earlier, the War for Cybertron and Fall of Cybertron games are a really solid streamlined Transformers retelling. They do a solid job of making the lore work and explain things. There, Grimlock is kind of like the Hulk from Avengers:EMH, he has normal intelligence, but he's really pissed off, making it hard to think, and the madder he gets, the more Hulk-speak he gets.
    Really liked both games.

    Quote Originally Posted by Jabroniville View Post
    Though I can't help but wonder about the scale, if Superion and Defensor are both MUCH shorter than Predaking. Though I guess that's toy-accurate, which is its own thing.
    That going to be a good question as I have yet to see a picture of an actual non-vehicle toy of a Gestalt. Also, considering that many of the current toys that are part of a Gestalt in the current toy line are repaint and/or retools of one another, their new toys may end up being a big disappointment as the animals/monsters are going look too similar.

  4. #12644
    MCRN Admiral
    Join Date
    Apr 2014
    Posts
    6,571

    The Quintessons




    THE QUINTESSONS
    Alternate Mode:
    None
    Role: Treacherous Bastard Race
    Group Affiliations: Quintessa
    PL 8 (117)
    STRENGTH
    6 STAMINA -- AGILITY 0
    FIGHTING 2 DEXTERITY 2
    INTELLIGENCE 8 AWARENESS 3 PRESENCE 3

    Skills:
    Deception 8 (+11)
    Expertise (Science) 4 (+12)
    Insight 3 (+6)
    Perception 3 (+6)
    Technology 8 (+16)

    Advantages:
    Inventor, Ranged Attack 8

    Powers:
    "Living Machines"
    Senses 2 (Extended & Low-Light Vision) [2]
    Immunity 30 (Fortitude Effects) [30]
    "Hoverchair Thingie" Flight 2 (8 mph) (Flaws: Low Ceiling) [2]
    Extra Limbs 2 [2]

    "100% Sensical and Consistent Transformer Size"
    Growth 5 (Str & Toughness +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [11]
    Protection 3 [3]

    Offense:
    Unarmed +2 (+6 Damage, DC 21)
    Initiative +0

    Defenses:
    Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +8, Fortitude --, Will +5

    Complications:
    Enemy (The Transformers)- The Quintessons wish to exterminate all of the descendents of their own creations.
    Responsibility (Cowards)- Quintessons tend to flee the second things turn against them.

    Total: Abilities: 28 / Skills: 24--12 / Advantages: 9 / Powers: 50 / Defenses: 18 (117)

    -The Quintessons looked to be a one-off goofy "Random Encounter" threat in Transformers: The Movie, but turned out pretty much immediately to have a darker role to play- they were revealed to have been the CREATORS of the entire race of Transformers! However, they're also giant cowards, and fight only through treachery and deception- their goal: to destroy every Transformer in the universe. There are a few different "types", but most are pretty minor (among them are the Prosecutors- like the one seen in the Movie asking for verdicts, owl-eyed Scientists, and Guards)- the main ones seen are the "Judges"- five-faced entities on egg-shaped bodies. Most of the varieties have tentacles. Despite their importance to the franchise, there was never been a toy of them released in Generation 1. But I do love the designs- one of the better "inhuman" alien designs you're likely to see.

    -Quintessons are not great warriors, but they're brilliant and duplicitious.
    Last edited by Jabroniville; 05-31-2016 at 09:44 PM.

  5. #12645
    MCRN Admiral
    Join Date
    Apr 2014
    Posts
    6,571

    Micromasters (Autobots)



    MICROMASTERS:
    -The late '80s were not a good time for the Transformers franchise. Like G.I. Joe, they were a bit long in the tooth, and new franchises were popping up all over the place to challenge their adcendancy. One of the more-popular toys of this era were Micro Machines- a series of teeny-tiny little cars. Basically Hot Wheels that shrank in the wash, they were used in larger "bases" upon which they could drive around. And so the Transformers franchise took a piece of that action, releasing an entire line of miniaturized robots, said to be "man-size" in their world. Did it work? Well, the line lasted a few more years that they might otherwise have lost, but the cold fact is the fandom never really took to the characters, and they're now mostly-forgotten.

    -The characters were sold in group-packs, called "Patrols" or "Squads"- usually in four or six. The team dynamics actually prove interesting, as since they're sold in groups, they actually mention each other in their bios at times. Other characters were singular, and came with larger Vehicles or Bases. Sometimes TWO characters formed a single vehicle as well. Despite their tiny size, the toys are more-detailed than many "Mini-Vehicles" from the 1984 line, and their Vehicle Modes actually look rather neat. So I can't call the thing a TOTAL failure.



    MICROMASTERS (Autobots)
    Alternate Mode:
    Various Tiny Vehicles
    Role: Swarm of Good Guys
    Group Affiliations: The Autobots, The Micromasters
    PL 6 (106)
    STRENGTH
    2 STAMINA -- AGILITY 3
    FIGHTING 8 DEXTERITY 4
    INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

    Skills:
    Athletics 4 (+6)
    Expertise (Soldier) 4 (+5)
    Insight 2 (+3)
    Perception 2 (+3)
    Persuasion 2 (+3)

    Advantages:
    Equipment 4 (Blasters +6- Multiattack), Ranged Attack 2, Set-Up, Teamwork

    Powers:
    "Robots In Disguise"
    Senses 2 (Extended & Low-Light Vision) [2]
    Immunity 30 (Fortitude Effects) [30]
    Flight 7 (250 mph) [14]
    "Robot Legs" Speed 2 (8 mph) [2]

    "Metal Body" Protection 4 [4]

    Offense:
    Unarmed +8 (+2 Damage, DC 17)
    Blaster +6 (+6 Ranged Damage, DC 21)
    Initiative +3

    Defenses:
    Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude --, Will +5

    Complications:
    Enemy (The Autobots)
    Disabled (Lack of Energon)- Transformers require lots of energy to function.
    Involuntary Transformation (Separate Components)- Some odd things can break apart a Gestalt- being shot in a specific area, or simply being subjected to an earthquake. In these cases, the Gestalt breaks down and the separate Combiners fall to the ground. They seem to be unable or unwilling to just pop back together once this happens.

    Total: Abilities: 30 / Skills: 14--7 / Advantages: 8 / Powers: 48 + 4 / Defenses: 9 (106)

    -Micromasters are supposed to be man-sized (though some parts of the fiction give them the size of regular Transformers), and as such, they're VERY tiny. In-story, they're supposed to be more "fuel-efficent" than the "Guzzlers" at giant sizes. Exactly how much of a challenge they can be to a full-size Transformer is beyond me, but I don't imagine them to be very tough.

    OFF-ROAD PATROL:
    * A team of Covert Ops specialists. Very independent, from each other and from the rest of the Autobots.

    POWERTRAIN (Sleeper Cab)- PL 6 (106):
    -A cautious, by-the-book leader, but also pragmatic enough to know how to use his teammates' more-adaptable natures.
    HIGH JUMP (Land Rover Defender)- PL 6 (108):
    Stealth +4 [2]
    -An infiltrator and rule-breaker.
    MUDSLINGER (Blue Pickup Truck)- PL 6 (106):
    -Has a real chip on his shoulder. A reckless sort who hates being criticized.
    TOTE (Red Minivan)- PL 6 (106):
    -Clever and adaptable.

    RACE CAR PATROL:
    ROADHANDLER (Pontiac Firebird Trans Am)- PL 6 (108):
    Evasion, Improved Defense [2]
    -A tough-guy leader who gets angry when others underestimate him due to his size.
    FREEWHEELER (Lamborghini Countach)- PL 6 (108):
    Evasion, Improved Defense [2]
    -An easygoing type who was never meant for a life of war. His teammates understand that he's basically been forced into it.
    SWINDLER (DeLorean DMC-12)- PL 6 (107):
    ST -1, Toughness -1, Luck 2, Evasion, Improved Defense [1]
    -The weakest of his team, but a smart guy able to see his way out of scraps. Notably the only Transformer in the line based off of a DELOREAN, that most-iconic of vehicles in the 1980s.
    TAILSPIN (Porsche 962 Race Car)- PL 6 (108):
    Evasion, Improved Defense [2]
    -A careless type who's also a wild shot.



    RESCUE PATROL:
    FIXIT (Ambulance)- PL 6 (109):
    Fearless, Will +2 [3]
    -A courageous Leader who never gives up.
    RED HOT (Fire Engine)- PL 5 (106):
    Fearless [1]
    -A thrill-seeker known for wasting fuel on his way to greater danger.
    SEAWATCH (Blue Hydrofoil)- PL 5 (106):
    Environmental Adaptation- Water, Swimming 8 [10]
    -Devoted to protecting innocent people and the environment (especially at sea).
    STAKEOUT (Ford Taurus Police Car)- PL 5 (106):
    -The overzealous ex-leader of the team. After a disastrous battle, he agreed to cede leadership to Fixit. It's believed that he was designed to look like the police cars used in the movie Robocop.

    BATTLE PATROL:
    * A team of actually pretty cool-looking military hardware, considering they're ultra-tiny.

    BIG SHOT (Denel G6 Self-Patroled Gun)- PL 7 (114):
    Blast 8 (Unreliable- 5 Uses) [8]
    -A dutiful sort who's major flaw is that he's too by-the-book.
    FLAK (Self-Propelled Artillery- TOS-1 Buratino)- PL 7 (114):
    Blast 8 (Unreliable- 5 Uses) [8]
    -An anal-retentive drill-instructor and strategist who operates with the OK from Big Shot.
    SIDETRACK (Roland Anti-Aircraft Missile Launcher)- PL 7 (114):
    Blast 8 (Unreliable- 5 Uses) [8]
    -A single-minded fighter who focuses on destroying one (and only one) target until it is obliterated, before moving on to the next. The name, naturally, is ironic.
    SUNRUNNER (E-2C Hawkeye Airborne Early Warning)- PL 6 (106):
    -Like many fliers, looks down on anyone who's stuck on the ground.

    CONSTRUCTION PATROL:
    * A team that basically looks like Constructicons that've been placed in the wash for too long.

    TAKEDOWN (Cement Mixer)- PL 6 (109):
    Expertise (Construction) 10 (+11), -4 Soldier [3]
    -The "foreman" of the team. A great builder, but weak on tactics.
    CRUMBLE (Gray Crane Truck)- PL 6 (108):
    Expertise (Construction) 8 (+9), -4 Soldier [2]
    -Loves beauty, but is himself prone to accidents and demolishing things.
    GROUNDPOUNDER (Orange Earth Mover)- PL 6 (108):
    Expertise (Construction) 8 (+9), -4 Soldier [2]
    -A "Dig First, Ask Questions Later" type. I don't imagine he calls before he digs.
    NEUTRO (Yellow Bulldozer)- PL 6 (110):
    Expertise (Construction) 8 (+9), Expertise (Art) 4 (+5), -4 Soldier [4]
    -Stoic, but he wants the war to be over so that he can focus on his interpretive sculpture.

    AIR PATROL:
    * Known for their precision and lack of collateral damage while on missions. They make a Force Field when in formation, but unfortunately tend not to get along.

    EAGLE EYE (Boeing McDonnell-Douglas F/A-18C Hornet)- PL 6 (119):
    Improved Aim, Evasion, Extended Vision 3, Force Field 8 (Extras: Impervious) (Flaws: Requires Others) [13]
    -Great vision, but a poor leader.
    BLAZE MASTER (Sikorsky MH-53 Pave Low Helicopter)- PL 6 (142):
    "Corrosive Spray" Blast 4 Linked to Weaken Toughness 6 (Affects Objects, Ranged), Force Field 8 (Extras: Impervious) (Flaws: Requires Others), Improved Aim, Evasion [36]
    -Cynical and frightening, even to his allies. Fires a corrosive spray.
    SKY HIGH (Concorde Supersonic Transport)- PL 6 (116):
    Improved Aim, Evasion, Force Field 8 (Extras: Impervious) (Flaws: Requires Others) [10]
    -An unflappable optimist. Also a FREAKING CONCORDE, despite being super-tiny.
    TREADBOLT (Stealth Bomber)- PL 6 (120):
    Improved Aim, Evasion, Stealth +8, Force Field 8 (Extras: Impervious) (Flaws: Requires Others) [14]
    -A stealth expert who makes most of his teammates hate him by constantly "practicing" on them. Based off of the then-famous Stealth Bomber (considered the coolest of all vehicles by my schoolmates and I), though the dimensions of the figure make him comically-fat.

    MONSTER TRUCK PATROL:

    BIG HAULER (Green Semi-Cab)- PL xx (106):
    -A big "Negative Nelly" type who uses his cynicism to fuel his success.
    HEAVY TREAD (Six-Wheeled Tractor-Pull Funny Car)- PL xx (106):
    -Pulls cruel pranks on the Decepticons. His desire to constantly top himself has become an obsession to the point of weakness, making him a little nuts.
    HYDRAULIC (Ford Bronco)- PL xx (106):
    All-Out Attack [1]
    -An unsubtle type who charges in head-first.
    SLOWPOKE (1940s Ford F-150 with Monster Truck Tires)- PL 6 (106):
    -An ornery complainer. Stubborn to a fault.

    HOT ROD PATROL:
    * Act like a bunch of "hep cats". All are based off of specific cars from times gone by, unlike the more "modern" Transformers in the line.

    BIG DADDY (Chevrolet Bel-Air 1957 Convertible)- PL 6 (108):
    Improved Defenses, Evasion [2]
    -An inexperienced leader. Those in the know say that with a bit of years behind him, he'll be one of the best the Autobots have.
    GREASER (1934 Ford Deuce Coupe Hot Rod)- PL 6 (108):
    Improved Defenses, Evasion [2]
    -An illegal racer who used to hang out with some VERY unsavory types, before seeing the light and joining the Autobot cause. Haunted by his past. Also based off of the car that has led to people infamously thinking the Blinded By The Light song features the line "Lit up like a DOUCHE", because nobody knows what a "Deuce" is anymore, and the singer has a speech impediment in that line.
    HUBS (1941 Willys Coupe Hot Rod)- PL 6 (101):
    ST -1, FIGHTING -1, Dodge -1 [-5]
    Energetic, but a weak fighter in way over his head. Big Daddy recognizes this and tries to protect him.
    TRIP-UP (1966 Ford Mustang Fastback Hot Rod)- PL 6 (108):
    All-Out Attack, Power Attack [2]
    -A fight-starter prone to being overly-aggressive. Has a Kenne-Bell Supercharger to speed himself up, and often leads poor Hubs astray.

  6. #12646
    MCRN Admiral
    Join Date
    Apr 2014
    Posts
    6,571

    Combiners & Vehicles

    MICROMASTER COMBINERS:
    * This peculiar bunch are Combiners, but of a different sort than you're used to- they're actually a pair of tiny Robots that can each form HALF of a vehicle, combining with a partner-robot to make a BIG vehicle. Well, a vehicle twice the size of a REGULAR Micromaster. They can theoretically combine with any other Micromaster, but most of them only look right if they're with their partner.

    METRO SQUAD:
    * A band of rescuers.

    OILER & SLIDE (Tanker Oil Truck)- PL 6 (106):
    -Oiler under-fuels himself for the sake of others, to the point of danger. Slide plays it cool so that others won't see how much he cares. Oiler is basically the "truck" part, while Slide is just the tank of oil.
    POWER RUN & STRIKEDOWN (Hovercraft)- PL 6 (106):
    -Power Run acts cool, but deep-down thinks that the Decepticons may be RIGHT about Autobots being a weaker breed. Strikedown is a bothersome pessimist who is constantly shooting down the ideas of others.
    ROADBURNER & WHEEL BLAZE (Yellow Fire Engine)- PL 6 (106):
    -Another tiny Fire Engine in the line. Roadburner is a big-time hero who is always out to save others, but the constant loss of war wears on his spark. Wheel Blaze is eager to a fault- his messes often require cleaning up.

    ASTRO SQUAD:
    * An exploration team who can fly through the cosmos with ease- various reports give them ludicrous levels of speed, so I went with a middle-road approach.

    BARRAGE & HEAVE (Lunar Explorer)- PL 7 (116) & PL 6 (112):
    Barrage: Space Travel 2, Expertise (Astronomy) 4 (+5), Toughness +2, Will +2 [10], Heave: INT 3, Expertise (Astronomy) 8 (+11) [6]
    -Barrage is the toughest of the team- the first to join the fight, and the last to leave it. Heave is a mild-mannered astronomer, but joined the fight nonetheless. He tempers Barrage's fight-y side. Both guys notably look like they could be a lone vehicle.
    PHASER & BLAST MASTER (Space Shuttle)- PL 6 (110) & PL 6 (111):
    Space Travel 2 [4], Blast Master has All-Out Attack [5]
    -Yet another Space Shuttle in the line. Phaser is the second-in-command, and keeps his partner in check. Blast Master is a reckless enthusiast for battle.
    MOONROCK & MISSILE MASTER (Missile Transporter)- PL 6 (110) & PL 12 (138):
    Space Travel 2 [4], Missile Master has Blast 12 (Ext. Range 4) (Extras: Area- 60ft. Burst +2) (Flaws: Unreliable -2) [32]
    -Moonrock is a space-case hippie philosopher. Missile Master is an anal-retentive control-freak (after all, only HE carries the missile).

    TRANSPORTS:
    * These Micromasters each come with a large Battle Platform Vehicle that they share as Equipment they have to drag around. Each can become a Battle Platform.

    MISSILE LAUNCHER: Equipment 7 ("Twin Missiles" Blast 10- Area- 60ft. Burst +2, Ext. Range 4- Unreliable, AE: Ramp Form, AE: "Artillery" Blast +8- Multiattack (35 points)
    RETRO & SURGE (Crane Truck)- PL 10 (111):
    Equipment 4, "Crane" Extra Limb [5]
    -Retro is a combat veteran who's seen too many cities fall- he will die before he sees another. Surge is an eager rookie who likes Retro's stories. Each has their own Crane.



    TANKER TRUCK: Equipment 6 ("Missiles" Blast 10- Area- 30ft. Burst, Ext. Range 4- Unreliable, AE: Ramp Form, AE: "Artillery" Blast +8- Multiattack (26 points)
    PIPELINE & GUSHER (Orange Backhoe Truck)- PL 10 (109):
    Equipment 3 [3]
    -Pipeline is defensive and unemotional. Gusher is a wild and exciteable one- perfect contrasts.

    STATIONS:
    * These guys are sold singular, and with large "stations" that are effectively two-story houses that fit one guy.

    FIRE STATION: Equipment 8 (Huge Size, Strength 10, Toughness 10, Speed 6, Guns- Blast 8- Multiattack, AE: Platform Mode, Extra Floor) (37 points)
    HOTHOUSE (A-10 Thunderbolt Ground Strike Airplane)- PL 7 (114):
    Equipment 8 [8]
    -A cautious, introspective type.

    CONSTRUCTION STATION: Equipment 9 (Huge Size, Strength 10, Toughness 10, Speed 6, Missiles +10 Burst Area, AE: Platform Mode, Extra Floor, Radar Dish) (44 points)
    IRONWORKS (Yellow Semi-Truck)- PL 10 (115):
    Equipment 9 [9]
    -A crazy guy who builds weird creations that dot the landscape around his base. Other Autobots suggest he be removed from his position, but there is a lack of Autobots to man the Station, and so there it sits.



    VEHICLES:
    * Single figures who ride giant vehicles that are still smaller than your standard Regular Car Autobot.

    ALL-TERRAIN VEHICLE: Equipment 9 (Huge Size, Strength 10, Toughness 10, Speed 7, Guns- Missiles +10 Burst Area, AE: Cannon Blast 11, AE: Blasters +8 Multiattack, AE: Base Mode) (45 points)
    GROUNDSHAKER (Fictional Fighter Jet)- PL 10 (115):
    Equipment 9 [9]
    -Drives like a maniac, and based off of a potential "F-19" that was never produced.

    ROCKET BASE: Equipment 10 (Gargantuan Size, Strength 12, Toughness 12, Speed 5, Gunner Pod- Blast 6, Big Laser +10, AE: Base Mode, Launch Pad, "Rocket" Equipment 3, "Shuttle Rover"- Equipment 1) (47 points)
    COUNTDOWN (Moon Rover)- PL 8 (132):
    Equipment 10, FIGHTING +4, Accurate Attack, Fast Grab, Improved Critical (Blast), Power Attack, Ranged Attack +4 [26]
    -The single-largest Transformers toy of 1989, which just you just how much the line had shifted by that point. Countdown himself is a legendary space hero- a Buck Rogers type who's flown around the galaxy, righting wrongs and unseating galactic tyrants. Now he fights Decepticons, and longs for the day when he can go back to his old position. His base is effectively a vehicle that BECOMES a base, and contains both an interplanetary rocket and a tiny Roller Car. I can't even imagine how difficult it would be to find a completed one of these.

    BATTLEFIELD HEADQUARTERS: Equipment 12 (Gargantuan Size, Strength 12, Toughness 12, Speed 7, Blasters +8 Multiattack, Missiles +10 Burst Area, Ext. Range 2- Unreliable, AE: Base Mode, Launch Pad, AE: "Space Shuttle" & "Fighter Jet" Modes) (60 points)
    "Space Shuttle" Huge Vehicle- Space Travel 2, "Jet" Huge Vehicle- Flight 8
    FULL-BARREL & OVERFLOW (Tractor-Trailer Rig)- PL 10 (118):
    Equipment 12 [12]
    -Entertainly, these two combine to form a smaller version of their H.Q.! The H.Q. itself has a boatload of weaponry attached to it, AND can Transform into two DIFFERENT vehicles- both of them flyers! This is basically an Alternate Effect of the Rig itself (even Batman is allowed a full Batboat as an Alt-Effect of his Batmobile, so it's legal and established). Full-Barrel is a "Full Speed Ahead!" type of guy. Overflow is a calm, meticulous type who tries to control Full-Barrel. Unfortunately, he's the REAR of the Big Rig!



    MICROMASTER TRANSPORTS:
    * Micromasters that could link up with Vehicles they dragged around.

    ERECTOR (Yellow Semi-Cab)- PL 8 (112):
    Equipment 6 (Crane Trailer- Guns +9- Multiattack, Crane, Battle Platform Mode) (29) [6]
    -Horrifed by the destruction of war, and strives to stem the loss of life and collateral damage. His name is as hilarious as his appearances in the fiction are short. He pulls a HUGE Crane Trailer, and is rather-detailed (he has WINDSHIELD WIPERS only 3.2 mm long). He's one of many Trademarks lost to the franchise, as the "Erector Set" makes now own full copywrite, and toy companies aren't allowed to just use each other's names as easily as they could in the '80s. Some goof-offs decided to stage a big campaign to get him nominated to the Transformers Hall Of Fame, leading to an odd bit of fame for a guy who, at that point, had only ever had a single official line in anything.
    OVERLOAD (Blue Semi-Cab)- PL 7 (117):
    Equipment 9 (Carrier Trailer w/ Jet Mode- Large Size, Flight 8, Guns +8- Multiattack) (42), Expertise (Soldier) +4 [11]
    -An obsessive desire to become the best battlefield tactician has led to him going a bit nuts after he tried TOO HARD to find out how Decepticons think. Despite his now non-combat posting (his superiors got worried), he still thinks about it.
    Last edited by Jabroniville; 05-31-2016 at 05:32 PM.

  7. #12647
    OPA Belta luketheduke86's Avatar
    Join Date
    Apr 2014
    Location
    Omaha, NE
    Posts
    683

    Re: What should be built next?

    Quote Originally Posted by Jabroniville View Post
    REMINDER: THESE THREE ARE YOUR ONLY OPTIONS. DO NOT ADD EXTRA OPTIONS. DO NOT JOKE ABOUT INCLUDING OTHER OPTIONS. DO NOT POUT ABOUT THE DISALLOWING OF EXTRA OPTIONS. FAILURE TO FOLLOW THESE RULES WILL RESULT IN SUPLEXES.
    While I doubt you could, I kind of want to see you try.

    My personal votes would be:
    1)Street Fighter
    2)TMNT (I see who everyone's favorite turtle is, EVERYONE has a favorite turtle.)
    3)Dinosaurs

  8. #12648
    MCRN Admiral
    Join Date
    Apr 2014
    Posts
    6,571

    Micromasters (Decepticons)



    MICROMASTERS (Decepticons)
    Alternate Mode:
    Various Tiny Vehicles
    Role: Swarm of Villains
    Group Affiliations: The Decepticons, The Micromasters
    PL 6 (104)
    STRENGTH
    2 STAMINA -- AGILITY 3
    FIGHTING 8 DEXTERITY 4
    INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

    Skills:
    Athletics 4 (+6)
    Expertise (Soldier) 4 (+5)
    Intimidation 4 (+5)
    Perception 2 (+3)

    Advantages:
    Equipment 4 (Blasters +6- Multiattack), Ranged Attack 2, Startle

    Powers:
    "Robots In Disguise"
    Senses 2 (Extended & Low-Light Vision) [2]
    Immunity 30 (Fortitude Effects) [30]
    Flight 7 (250 mph) [14]
    "Robot Legs" Speed 2 (8 mph) [2]

    "Metal Body" Protection 4 [4]

    Offense:
    Unarmed +8 (+2 Damage, DC 17)
    Blaster +6 (+6 Ranged Damage, DC 21)
    Initiative +3

    Defenses:
    Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude --, Will +4

    Complications:
    Enemy (The Autobots)
    Disabled (Lack of Energon)- Transformers require lots of energy to function.
    Involuntary Transformation (Separate Components)- Some odd things can break apart a Gestalt- being shot in a specific area, or simply being subjected to an earthquake. In these cases, the Gestalt breaks down and the separate Combiners fall to the ground. They seem to be unable or unwilling to just pop back together once this happens.

    Total: Abilities: 30 / Skills: 14--7 / Advantages: 7 / Powers: 48 + 4 / Defenses: 8 (104)

    -Decepticon Micromasters are better at Intimidation, but lack teamwork, like most Decepticons.

    MICROMASTER PATROLS:
    RACE TRACK PATROL:
    * Reckless, unlawful drivers known for engaging in illegal "street races" (which I guess is a thing on Cybertron).
    BARRICADE (Ligier JS31 Formula 1 Car)- PL 6 (104):
    -A cruel ex-gang leader prone to leading street races. Often angrily dresses-down his teammates.
    GROUND HOG (Dodge Shelby Charager Funny Car)- PL 6 (107):
    Technology +6 [3]
    -A team player who gladly fixes the others. He steals parts from the Autobots to accomplish this.
    MOTORHEAD (1987 Callaway B2K Corvette)- PL 6 (104):
    -Obsessed with Barricade's approval, to the point where it causes him to not pay attention while in battle ("did Barricade see what I just did?").
    ROLLER FORCE (Baja Buggy)- PL 6 (104):
    -Views everything as an obstacle to his success- including his allies.

    MILITARY PATROL:
    * Brutal, unrelenting bullies. Their power-hungry nature causes infighting that holds them back.
    BOMBSHOCK (Leopard 2 Main Battle Tank)- PL 7 (123):
    Blast 8, Power Attack, Soldier +4 [19]
    -And older, merciless warrior.
    TRACER (AH-64 Apache Helicopter)- PL 6 (104):
    "Rotor As Melee Weapon" Strength-Damage +2 (Multiattack 8) (Removable) [8]
    He respects Bombshell enough to make him the only Decepticon who wants his superior officer PROMOTED, instead of killed.
    GROWL (FMC XR311 Combat Support Vehicle)- PL 6 (104):
    -A sadistic bully who's perfectly-happy just killing people, but voices ambition because he's afraid everyone will think it a sign of weakness if he doesn't.
    DROPSHOT (Armored Personell Carrier)- PL 6 (105):
    Fearless [1]
    -Feels no pain, nor fear.

    AIR STRIKE PATROL:
    * Act like miniature Seekers. Each is as ambitious as Starscream, too.
    WHISPER (F-19 Stealth Fighter)- PL 6 (106):
    Stealth +4 [2]
    -Represents a fictional "F-19" jet. He's in command because he's brave than Nightflight, smarter than Storm Cloud, and bolder than Tailwind.
    STORM CLOUD (Dassault Rafale Fighter Jet)- PL 6 (123):
    Technology +6, "Scramblers" Nullify Senses 8 (Area- Radar Perception) [19]
    -A less-capable version of Starscream- he's too stupid to really pull it off. His electromagnetic scramblers affect enemy radar, and he's a good hacker as well.
    TAILWIND (A-10 Thunderbold Ground Strike Plane)- PL 6 (104):
    -A quiet opportunist, waiting for his time to strike.
    NIGHTFLIGHT (Grumman F-14D Tomcat Fighter Jet)- PL 6 (109):
    Stealth +6, Deception +4 [5]
    -A spy out for cheap kills. Seen as cowardly by his allies.



    SPORTS CAR PATROL:
    * A "road clearance" unit out to remove debris from the field of battle before the main strike. Typically they just demolish everything.
    BLACKJACK (1988 Ford Probe GT Turbo)- PL 6 (110):
    AWA +2, Luck 2 [6]
    -The cleverest, not the strongest. Very lucky.
    DETOUR (Corvette Indy Car)- PL 6 (105):
    Evasion [1]
    -Good at tactical retreats. Does so mainly out of vanity.
    HYPERDRIVE (Mitsubishi X2S Concept Car)- PL 6 (104):
    -A violent jerk. No depth to him at all- he's just a vicious asshole.
    ROAD HUGGER (Ferrari 408 Integrale Concept Car)- PL 6 (109):
    INT +1, AWA +1, Fearless [5]
    -A brash, defiant warrior, contemptuous of all authority. Smart and brave, though.
    Last edited by Jabroniville; 05-31-2016 at 09:37 PM.

  9. #12649
    MCRN Admiral
    Join Date
    Apr 2014
    Posts
    6,571

    Combiners & Transports

    COMBINERS:
    * Like the Autobots, they've got six-packs of guys made up of duos who have to combine together to make up a whole vehicle (though a couple look serviceable when alone).



    BATTLE SQUAD:
    * They've got good tracking systems, and attack from afar.

    DIRECT HIT & POWER PUNCH (Cannon Transport)- PL 6 (120):
    Power Punch has Cannon (Blast 10- Removable) [16]
    -Direct Hit is the leader, promoted to his level of incompetence, as he was a great warrior, but not so good at leading (this is called the "Peter Principle" in business, and is a major problem, as a business that's been around long enough will inevitably have EVERYONE promoted to the level where they can no longer succeed, leading to a squad on incompetents). He's a tenacious targeter, however. Power Punch is a loyal #2, who blames the squad's problems on the others, not the boss.
    HALF-TRACK & MELTDOWN (Anti-Aircraft Half-Track)- PL 6 (104):
    -Half-Track is an over-eager guy who gets so hyped-up he starts talking at lightning speed. Meltdown is an angry sort who just wants to run into everything.
    VANQUISH & FIRESHOT (SR-71 Blackbird Fighter Jet)- PL 6 (112):
    Vanquish: Stealth +8 [4]; Fireshot: Stealth +6, Perception +6, Investigation 4 [8]
    -Vanquish is a stealthy, ambitious type who flies under the radar. Fireshot is a paranoid intelligence-gatherer. Unfortunately, all he ever picks up is people making fun of him for thinking he's important enough to be worth plotting against.

    CONSTRUCTION SQUAD:
    * Mini-Constructicons, who love creating newer shrines to the Decepticons.

    STONECRUNCHER & EXCAVATOR (Yellow Crane Truck)- PL 6 (110):
    Expertise (Construction) 8 [4], Stonecruncher also has Extra Limb 1 & Elongation 2 (Limited to Crane) [6]
    -The 9,000th Crane Truck in the Transformers line. Stonecruncher is an eager frat-boy type who cries "Decepticons RULE!", while Excavator is a quiet sort.
    GRIT & KNOCKOUT (Purple Backhoe)- PL 6 (108):
    Expertise (Construction) 8 [4]
    -Grit thinks that the Decepticons will rule the world, and is eager to help build that empire. Knockout gets in over his head, and faints when he gets too excited.
    SLEDGE & HAMMER (Dump Truck)- PL 6 (108):
    Sledge: Expertise (Construction) 2 [1], Hammer: Expertise (Construction) 8 [4]
    -Sledge is a warrior first, builder second. Hammer is smart, but lacks imagination.

    TRANSPORT:
    * They come with vehicles that can also transform.

    INTERSTELLAR JET: Equipment 9 (Large Size, Strength 8, Toughness 9, Flight 8, Guns- Missiles +10 Burst Area, AE: Aircraft Carrier Mode) (37 points)
    FLATTOP (F4 Phantom Jet)- PL 10 (112):
    Equipment 8 (Mini-Boat "Aircraft Carrier", AE: Mini-Interstellar Jet) [8]
    -Comes with a miniature AIRCRAFT CARRIER (basically a small dinghy at this scale, however). He likes to strafe from afar, using the automated setting on his Carrier to double up.

    MINI-JET: Equipment 9 (Large Size, Strength 8, Toughness 9, Flight 8, Guns- Missiles +10 Burst Area, AE: Mini-Cab Mode) (37 points)
    ROUGHSTUFF (Military Cab)- PL 10 (109):
    Equipment 5 (Mini-Jet, AE: Big Cab) [5]
    -Sort of a mini-Optimus Prime, he carries a massive Cab that converts into a Jet. He's a trigger-happy sort who thinks "aiming" is for sissies. Because of this, the Decepticon command has put him as far from the front lines as possible.

    TRANSPORTS:
    * These Micromasters each come with a large Battle Platform Vehicle that they share as Equipment they have to drag around. Each can become a Battle Platform.

    CANNON TRANSPORT: Equipment 6 ("Missiles" Blast 10- Area- 30ft. Burst, Ext. Range 4- Unreliable, AE: Ramp Form, AE: "Artillery" Blast +8- Multiattack (26 points)
    CEMENT-HEAD & TERROR-TREAD (Blue Dump Truck)- PL 10 (107):
    Equipment 3 [3]
    -Cement-Head "talks the talk", while Terror-Tread has to "walk the walk" and back up his threats.

    STATIONS:
    * These guys are sold singular, and with large "stations" that are effectively two-story houses that fit one guy.

    GAS STATION: Equipment 8 (Huge Size, Strength 10, Toughness 10, Speed 6, Guns- Blast 9- Multiattack, AE: Platform Mode, Extra Floor) (40 points)
    GREASEPIT (Monster Pickup Truck)- PL 6 (112):
    Equipment 8 [8]
    -A surprise-artist who jumps people who try to refuel at his tiny gas station.

    AIRPORT: Equipment 9 (Huge Size, Strength 10, Toughness 10, Speed 6, Missiles +10 Burst Area, AE: Platform Mode) (42 points)
    AIRWAVE (Grumman F-14D Tomcat Fighter Jet)- PL 10 (113):
    Equipment 9 [9]
    -A redeco of Nightflight. He's a crook who used to take bribes to look the other way during airbase inspections. As a result, the other Decepticons don't much like him.
    Last edited by Jabroniville; 05-31-2016 at 09:40 PM.

  10. #12650
    MCRN Admiral
    Join Date
    Apr 2014
    Posts
    6,571

    Vehicles & Bases

    VEHICLES:
    * Single figures who ride giant vehicles that are still smaller than your standard Regular Car Autobot.

    HELICOPTER: Equipment 9 (Huge Size, Strength 10, Toughness 10, Flight 7, Guns- Missiles +10 Burst, AE: Blast 11, AE: Blasters +8 Multiattack, AE: Base Mode) (52 points)
    SKYHOPPER (Dassault Rafale Fighter Jet)- PL 10 (115):
    Equipment 11 [11]
    -A pyromaniac who just likes to watch stuff burn. Not the brightest bulb in the drawer. A redeco of Storm Cloud, too.

    INTERSTELLAR SHUTTLE: Equipment 9 (Huge Size, Strength 10, Toughness 10, Flight 7, Guns- Blast 11 (Multiattack), AE: Blasters +8 Multiattack, AE: Base Mode, Detachable Tiny Ship- Flying Motorcycle Statistically) (69 points)
    SKYSTALKER (Porsche 959 Sports Car)- PL 10 (117):
    ST -1, Toughness -1, Deception +4, Equipment 14 [13]
    -A wimp who makes up for it by scheming connivingly.



    ANTI-AIRCRAFT BASE: Equipment 9 (Huge Size, Strength 10, Toughness 10, Speed 7, Guns- Missiles +10 Burst Area, AE: Cannon Blast 11, AE: Blasters +8 Multiattack, AE: Base Mode) (45 points)
    BLACKOUT & SPACESHOT (B-1 Bomber Jet)- PL 10 (108) & PL 10 (109):
    Equipment 4 & 5, respectively [4] [5]
    -Blackout's job is to inspire the troops with speeches. However, he is a coward who will run at the first sign things aren't going his way- only the bravery of his teammate keeps him from doing so constantly. He is the only Micromaster toy able to turn his head. Spaceshot is a truly-valiant soldier who will give his all for even the most hopeless causes.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •