Gamebook's builds (hs5ias new thread): Transformers

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Gamebook
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Thu Jul 12, 2018 6:23 am

Image

Smokeout - PL 9

Strength 8, Stamina 8, Agility 1, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Ranged Attack 8

Skills
Athletics 4 (+12), Intimidation 4 (+7), Perception 4 (+4)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Incendiary Vapour Rockets: Burst Area Damage 7 (DC 22; Burst Area: 30 feet radius sphere, DC 17, Extended Range 5, Increased Range: ranged, Triggered: 1 use - Ignition; Unreliable (5 uses))
Laser Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Solid-Fuel Arm Rockets: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Unreliable (5 uses))
Transform
. . Lancia Stratos Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Skilled Driver: Enhanced Trait 3 (Linked; Traits: Acrobatics +4 (+5), Advantages: Agile Feint)
. . Tyre smoke: Cloud Area Concealment 2 (Linked; Sense - Sight; Cloud Area: 15 feet radius sphere, DC 12; Activation: move action, Partial)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +1
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Incendiary Vapour Rockets: Burst Area Damage 7 (DC 22)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 4, Parry 3, Fortitude 11, Toughness 10, Will 3

Power Points
Abilities 22 + Powers 85 + Advantages 8 + Skills 6 (12 ranks) + Defenses 12 = 133

Smokeout is a Wheeljack design Autobot but has none of that design's intelligence or quirky charm. Instead he is a simple and brutal warrior who is known for showing off by spinning around in his alt mode pulling donuts with screeching tyres and clouds of smoke from burning rubber. This annoys the service and supply Autobots because it wears out his tires so fast and he just loudly demands a new set every time he wrecks the new ones he got only yesterday. His 'talent' for incinerating his own tires does have one use, he can use it to create improvised smokescreens in battle. The danger of his favorite stunt though is that the damage to his tires results in frequent blowouts, which can leave him almost unable to move in his alt mode.

Gamebook
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Thu Jul 12, 2018 6:38 am

Image

Smokescreen - PL 9

Strength 8, Stamina 8, Agility 1, Dexterity 1, Fighting 6, Intellect 1, Awareness 1, Presence 1

Advantages
Ranged Attack 7, Taunt

Skills
Athletics 4 (+12), Deception 6 (+7), Insight 6 (+7), Investigation 6 (+7), Perception 4 (+5), Persuasion 6 (+7), Ranged Combat: Disruptor Rifle 2 (+3)

Powers
Disruptor Rifle (Easily Removable)
. . Electro Disrupt: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged)
. . . . Scramble Electrics: Nullify 8 (Alternate; Counters: Electrics, DC 18; Affects Objects, Simultaneous)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Shard Missiles: Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Transform
. . Datsun 280ZX Turbo Electramotive Davendorf/Sharpe Touring Car: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Tailpipe Smoke: Concealment 2 (Linked; Sense - Sight; Homing: 1 extra attempt, Increased Range: ranged)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +1
Electro Disrupt: Cumulative Affliction 8, +10 (DC Will 18)
Grab, +6 (DC Spec 18)
Scramble Electrics: Nullify 8, +10 (DC Will 18)
Shard Missiles: Affliction 10, +8 (DC Will 20)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 4, Parry 3, Fortitude 11, Toughness 10, Will 4

Power Points
Abilities 30 + Powers 81 + Advantages 8 + Skills 17 (34 ranks) + Defenses 12 = 148

Smokescreen is a spy on his fellow Autobots for Optimus Prime, but despite that is well liked by all. In battle he operates in a diversionary role, supporting the actions of other Autobots armed with more conventional weapons by messing with the Decepticons perceptions. For the often airborne Decepticons losing perception is even more inconvenient than for the usually groundbound Autobots. Smokescreens weapons don't only mess up visuals, they scramble everything, even internal instruments. As fliers Decepticons are used to always keeping track of their exact position and velocity so losing this often sends them into a panic. They don't know which way is up and so are afraid to perform any maneuver for fear of flying into the ground.

Gamebook
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Fri Jul 13, 2018 5:54 am

Image

Snakepit - PL 9

Strength 8, Stamina 8, Agility 2, Dexterity 1, Fighting 8, Intellect 2, Awareness 0, Presence 0

Advantages
Inventor, Ranged Attack 7

Skills
Acrobatics 4 (+6), Athletics 4 (+12), Expertise: Science 4 (+6), Perception 4 (+4), Technology 4 (+6)

Powers
Acid Shower Missile Launchers: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Contagious, Extended Range 5, Increased Range: ranged, Secondary Effect; Unreliable (5 uses))
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Piledriver Arms: Strength-based Damage 2 (DC 25; Multiattack)
Poison Needle Rifle (Easily Removable)
. . Cyber toxins
. . . . Convulsions poison: Progressive Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20; Increased Range: ranged, Progressive; Resistible: Toughness)
. . . . Hydraulic seizure toxin: Progressive Weaken 10 (Affects: Strength, Resisted by: Fortitude, DC 20; Increased Range: ranged, Progressive; Resistible: Toughness)
. . . . System breakdown toxin: Progressive Weaken 10 (Affects: Stamina, Resisted by: Fortitude, DC 20; Increased Range: ranged, Progressive; Resistible: Toughness)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Rocket Back-Pack: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Unreliable (5 uses))
Transform
. . Lamborghini Countach LP500S: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +2
Acid Shower Missile Launchers: Burst Area Damage 6 (DC 21)
Convulsions poison: Progressive Affliction 10, +8 (DC Fort/Tou )
Grab, +8 (DC Spec 18)
Hydraulic seizure toxin: Progressive Weaken 10, +8 (DC Fort/Tou )
Piledriver Arms: Strength-based Damage 2, +8 (DC 25)
System breakdown toxin: Progressive Weaken 10, +8 (DC Fort/Tou )
Throw, +8 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 11, Toughness 12, Will 3

Power Points
Abilities 34 + Powers 102 + Advantages 8 + Skills 10 (20 ranks) + Defenses 12 = 166

Snakepit is a Sideswipe design weapons specialist. Originally intended to conduct field trials of new Autobot weapons he has gone off the rails a bit, becoming fascinated with toxins and corrosives. He likes watching how Decepticons react when their internal systems are sent into violent convulsions by cyber-toxins or their exterior plating is painfully eaten away by acids. Normally the Autobots do not deploy such atrocious weapons, he devised them himself out of medical or industrial supplies. The Autobot commanders try to conduct their war with decency and mercy but it is notable that the Autobots down in the trenches are much less forgiving of their savage enemy. In Snakepit's case though he is just a sadistic loon, never killing a Decepticon quickly when he can make it prolonged and agonizing. There are no agreed rules of war conduct between the Autobots and Decepticons and both sides frequently commit acts and use tactics that would be considered war crimes by modern human standards. The two sides do not even politically recognize each other and have no means of diplomatic communication. This is mostly due to the criminal and barbaric nature of the Decepticons, who have no law even among themselves. It is a constant struggle for the Autobots not to allow themselves to be brutalized in response, and they don't always succeed.

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Batgirl III
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Batgirl III » Fri Jul 13, 2018 5:58 am

Why do only the Primes get pictures of their alt modes?
BARON wrote:I'm talking batgirl with batgirl. I love you internet.

Gamebook
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Fri Jul 13, 2018 6:05 am

Image

Solarstreak - PL 9

Strength 8, Stamina 8, Agility 1, Dexterity 1, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 7

Skills
Acrobatics 6 (+7), Athletics 6 (+14), Intimidation 4 (+7), Perception 4 (+4)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Homing Missiles: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Laser Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Homing 2: 2 extra attempts, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Datsun 280ZX Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +1
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Homing Missiles: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 4, Parry 3, Fortitude 11, Toughness 10, Will 2

Power Points
Abilities 24 + Powers 73 + Advantages 7 + Skills 10 (20 ranks) + Defenses 11 = 125

Solarstreak is a Bluestreak chassis design fitted with a Sunstreaker head. This was done as yet another method of overcoming the original Bluestreak design's chronic indecisiveness. Solarstreak is an aggressive warrior, but also has the arrogance and self-centeredness common to the Sunstreaker design. He seems unable to comprehend that the chassis he is in is not as well-armored as the chassis his brain was intended to control and so puts himself at unnecessary risk at times. The Bluestreak chassis is a moderate weight one intended for long-range fire and maneuver rather than being a heavier assault type. Mixing and matching body parts across the designs often doesn't work well as each of them is devised as a whole, with a chassis design and a mentality that should go together. The Transformer brain has a life of its own though and rarely turns out exactly as the manufacturers intended.

Gamebook
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Fri Jul 13, 2018 6:11 am

Batgirl III wrote:
Fri Jul 13, 2018 5:58 am
Why do only the Primes get pictures of their alt modes?
I think the artist only bothers when the Transformer in question has a unique alt mode rather than just being a recolor of an existing design, or are particularly important Transformers. Some future groups of Transformers in this build sequence will all have depictions of their alt modes, and bios on their art. The ones I am doing at the moment are just casual knockouts by his standards, others are much elaborate efforts.

Gamebook
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Fri Jul 13, 2018 6:22 am

Image

Splitter - PL 10

Strength 7, Stamina 7, Agility 2, Dexterity 1, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Move-by Action, Ranged Attack 7

Skills
Acrobatics 4 (+6), Athletics 4 (+11), Perception 4 (+4)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Missile Launcher: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Photon Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Transform
. . Low Pressure Vortex: Cone Area Move Object 10 (Linked; 25 tons, DC 25; Cone Area: 60 feet cone, DC 20, Damaging, Reaction 3: reaction; Limited: to when moving at top speed, Limited: to directly behind him, Limited Direction: cone center line, Limited Material: Air, Reduced Range: close)
. . Martini Racing Porsche 935/76 Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round, Advantages: Move-by Action; Custom: Wheels)
. . . . Glide: Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round; Gliding)

Offense
Initiative +2
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 17)
Low Pressure Vortex: Cone Area Move Object 10 (DC 25)
Missile Launcher: Damage 10, +8 (DC 25)
Throw, +8 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 5, Parry 3, Fortitude 9, Toughness 9, Will 3

Power Points
Abilities 22 + Powers 94 + Advantages 7 + Skills 6 (12 ranks) + Defenses 11 = 140

Splitter is a Jazz design who has had the normal flamethrower/sound and light display removed and replaced with a vortex generator. Using his rear spoiler in alt mode to control it he can generate a cone of whirling air behind him that drags any objects caught up in it into its center where it smashes them to pieces against each other. If he drives through a rank of Decepticons he will sweep them off their feet and bash them into each other, leaving a gap that his fellow Autobots can exploit. This powerful special weapon means that in battle he actually spends most of his time racing around in his alt mode, where usually the wheeled Autobots always transform to fight. If not checked he can wreak devastation, driving along behind a rank of Decepticons to snatch them up one after the other. The obvious drawback to this is that he has to stay in car mode and get very close to his opponents to affect them. The mobile Decepticons fall back as he approaches and try to knock him out with ranged fire. This makes Splitter a very aggressive Autobot who has a high opinion of himself as an elite assault trooper.

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Shadowmask
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Re: Gamebook's builds (hs5ias new thread)

Post by Shadowmask » Fri Jul 13, 2018 1:18 pm

Gamebook wrote:
Sat Nov 19, 2016 7:46 am
Image

Goldrush - PL 10

Strength 12/0, Stamina 1, Agility 3, Dexterity 1, Fighting 8, Intellect 1, Awareness 1, Presence 2

Advantages
Defensive Roll, Evasion, Improved Initiative, Move-by Action, Power Attack, Ranged Attack 3, Takedown 2

Skills
Acrobatics 4 (+7), Athletics 6 (+18), Deception 6 (+8), Insight 4 (+5), Perception 4 (+5), Persuasion 6 (+8), Ranged Combat: Throw 4 (+5), Sleight of Hand 4 (+5)

Powers
Goldrush (Activation: Move Action)
. . Enhanced Trait: Enhanced Trait 29 (Traits: Strength +12 (+12), Advantages: Evasion, Improved Initiative, Move-by Action, Takedown 2)
. . Immunity: Immunity 7 (Disease, Enviromental Conditions (All), Poison)
. . Protection: Protection 10 (+10 Toughness; Impervious)
. . . . Leaping: Leaping 10 (Alternate; Leap 1 mile at 250 miles/hour in 12 seconds)
. . Quickness: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Physical)
. . Speed: Speed 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Superspeed Strength (Multiattack)
. . . . Burst Area Strength Effect 10 (Alternate; Burst Area: 30 feet radius sphere, Selective)

Offense
Initiative +7
Grab, +8 (DC Spec 22)
Throw, +8 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 12/11, Will 5

Power Points
Abilities 34 + Powers 79 + Advantages 5 + Skills 19 (38 ranks) + Defenses 13 = 150

One of the potential new recruits seen in Justice League issues 16 and 18, and only seen in those issues. Evidently she didn't make the cut. She comes on to Barry Allen and then gets KO'd in one shot when a fight breaks out.

I've done her as a superstrong speedster. Her speed powers are limited as she doesn't warp space and time like the Flash, she just physically moves very fast.
I wonder if her golden "shell" is a form of Dilustel like that of those used by Captain Atom or Teen Titan's Bombshell.

Gamebook
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Jul 13, 2018 7:48 pm


I wonder if her golden "shell" is a form of Dilustel like that of those used by Captain Atom or Teen Titan's Bombshell.
Someone's been perusing my back catalog I see. While they debuted a bunch of new or revived characters for some early issues of the New52 Justice League (that issue also featured Element Woman and Platinum as possible recruits) as is all too common for comics nothing came of the idea, so we never found out anything more about her.

Gamebook
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Fri Jul 13, 2018 8:02 pm

Image

Splitsecond - PL 7

Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 6

Skills
Athletics 4 (+12), Perception 4 (+4)

Powers
Clock Radio: Senses 2 (Radio, Time Sense)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
Split second timing: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Mental)
Transform
. . Radio Alarm Clock: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Shrink to scale: Shrinking 12 (Linked; -3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks)

Offense
Initiative +0
Grab, +6 (DC Spec 18)
Throw, +6 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 3, Parry 3, Fortitude 10, Toughness 10, Will 3

Power Points
Abilities 20 + Powers 62 + Advantages 6 + Skills 4 (8 ranks) + Defenses 11 = 103

Splitsecond is a tactical coordinator for the Autobots. He ensures that the timing of artillery and air strikes matches up perfectly with Autobot movements on the ground and in the air. This can require astonishingly precise timing, combining masses of complex variables so that they all take place within a window of less than a second. Under his guidance a mass of ordnance can be launched and arrive all at the same time or in a precise sequence. This lets them catch the Decepticons with one stunning strike while the Autobot troops are untouched by the storm of fire all around them. This is the Autobot way of war, precise teamwork and meticulous planning, compared to the wild and improvised style of the Decepticons. Individually Decepticons tend to be more adept and aggressive warriors than the Autobots, but to become like this the rest of what they are has atrophied. Compared to the Transformers of old something has gone out of them, something important, and under their dominion Cybertron will never regain its former greatness. The Autobots by contrast strive to retain the culture and values of what Cybertron was before the war. This makes them not such supreme warriors, but they are better people.

Gamebook
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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Fri Jul 13, 2018 8:15 pm

Image

Sprintfinish - PL 9

Strength 7, Stamina 7, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Ranged Attack 7

Skills
Acrobatics 4 (+10/+6), Athletics 4 (+11), Perception 4 (+4)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Plasma Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Transform
. . F-1 Ligier JS11 Racer: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Skilled Driver: Enhanced Trait 3 (Linked; Traits: Acrobatics +4 (+10), Advantages: Agile Feint)
. . Wheels: Speed 7 (Linked; Speed: 250 miles/hour, 0.5 miles/round; Custom: Wheels)
Twin Hi-X Missile Launchers: Burst Area Damage 7 (DC 22; Burst Area: 30 feet radius sphere, DC 17, Extended Range 6, Increased Range: ranged; Unreliable (5 uses))

Offense
Initiative +2
Blast: Damage 10, +7 (DC 25)
Grab, +6 (DC Spec 17)
Throw, +7 (DC 22)
Twin Hi-X Missile Launchers: Burst Area Damage 7 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 5, Parry 3, Fortitude 9, Toughness 9, Will 3

Power Points
Abilities 20 + Powers 76 + Advantages 7 + Skills 6 (12 ranks) + Defenses 11 = 120

Sprintfinish is a Mirage design Autobot. Like most Mirage design Autobots he is addicted to speed, constantly moving rapidly around the battlefield. His specialty is conducting artillery raids upon the Decepticons. He races deep into their lines, transforms and fires off a barrage of high-explosive missiles then withdraws to reload and escape retaliation. This allows him to hit locations beyond the range of normal Autobot light field artillery. Surprise is a very common tactic with all the Mirage design units, they are naturally fond of putting one over on the Decepticons. They do not stick around to keep a fight going though which makes them poor at holding the line or seizing ground. Instead they are moved from place to place to conduct their sudden raids. This accentuates their natural snobbishness as they look down on those Autobots that labor in the defense lines and do long hours on sentry duty or cower under Decepticon bombardments.

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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Fri Jul 13, 2018 9:00 pm

Image

Steelstreaker - PL 9

Strength 8, Stamina 8, Agility 2, Dexterity 1, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Improved Aim, Precise Attack (Ranged, Cover), Ranged Attack 7

Skills
Acrobatics 4 (+6), Athletics 4 (+12), Perception 6 (+6)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Laser Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Missile Launcher: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Vision 1: x10)
Transform
. . Lamborghini Countach LP500S: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)

Offense
Initiative +2
Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Missile Launcher: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 5, Parry 3, Fortitude 11, Toughness 12, Will 3

Power Points
Abilities 26 + Powers 78 + Advantages 9 + Skills 7 (14 ranks) + Defenses 12 = 132

Steelstreaker is a Sunsteaker design chassis with a Prowl design head. This makes him a much more serious and careful warrior, but takes away the Sunstreaker flair and verve. Instead of making impetuous assaults he moves quickly into a good position picked out by him ahead of time and carefully readies his weapons to strike at the right moment. He marks his chosen target at a distance and follows it in until he is sure of a hit, often holding his fire until they are almost on top of him or about to unload their ordnance. This has given him a good number of first hit kills. He is regarded as particularly reliable by the Autobot commanders and they often entrust him with important defensive tasks as he doesn't give into boredom and get into trouble by fraternizing with humans or opening fire on passing Decepticons.

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Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Fri Jul 13, 2018 9:15 pm

Image

Stepper - PL 9

Strength 7, Stamina 7, Agility 2, Dexterity 1, Fighting 7, Intellect 0, Awareness 0, Presence 0

Advantages
Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack 7

Skills
Acrobatics 4 (+6), Athletics 4 (+11), Intimidation 4 (+7), Perception 4 (+4)

Powers
Flamethrower: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18)
. . Flashbang: Perception Area Affliction 8 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Perception Area: DC 18 - Sight, Hearing)
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Missile Launcher: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Silhouette (Easily Removable)
. . Shotgun Blast
. . . . Blast: Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Increased Range: ranged; Limited Degree)
. . . . Shot: Damage 10 (Linked; DC 25, Advantages: Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover); Increased Range: ranged)
Transform
. . Martini Racing Porsche 935/76 Turbo: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)
. . . . Glide: Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round; Gliding)

Offense
Initiative +2
Blast: Affliction 10, +8 (DC Fort 20)
Flamethrower: Cone Area Damage 8 (DC 23)
Flashbang: Perception Area Affliction 8 (DC Will 18)
Grab, +7 (DC Spec 17)
Missile Launcher: Damage 10, +8 (DC 25)
Shot: Damage 10, +8 (DC 25)
Throw, +8 (DC 22)
Unarmed, +7 (DC 22)

Languages
Native Language

Defense
Dodge 5, Parry 4, Fortitude 9, Toughness 9, Will 3

Power Points
Abilities 24 + Powers 96 + Advantages 7 + Skills 8 (16 ranks) + Defenses 11 = 146

Stepper is a Jazz design Targetmaster. His binary bonded weapon is Silhouette, a former champion skeet shooter and marine who would use a combat shotgun in house clearing operations during his time in service. The duo are specialists in clearing confined spaces of enemies, using their variety of specialized weapons. He isn't a personable Autobot like most Jazz designs, instead being aggressive and surly. During battles he saves the head support struts of other Autobots by blasting out Decepticons that have broken into the Autobots defensive positions. His shotgun style weapon is short-ranged but leaves Decepticons hit by it dazed, easy targets for the other Autobots.

Gamebook
Posts: 3984
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread): Transformers

Post by Gamebook » Fri Jul 13, 2018 9:34 pm

Image

Stingray - PL 9

Strength 8, Stamina 8, Agility 1, Dexterity 1, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Attractive, Ranged Attack 7

Skills
Acrobatics 4 (+5), Athletics 4 (+12), Perception 4 (+4)

Powers
Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks; Innate; Permanent)
Harpoon Gun (Easily Removable)
. . Explosive Harpoon: Damage 10 (DC 25; Feature: functions underwater, Increased Range: ranged)
Homing Torpedoes
. . Passive Acoustic guidance: Senses 3 (Linked; Accurate: Hearing, Extended: Hearing 1: x10; Limited: to underwater)
. . . . Active Acoustic guidance: Senses 5 (Alternate; Accurate: Objects, Detect: Objects 2: ranged, Extended: Objects 1: x10; Limited: to underwater, Noticeable: loud pings)
. . Torpedo: Damage 10 (Linked; DC 25; Custom: underwater only, Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Passive Acoustics: Senses 4 (Accurate: Hearing, Extended: Hearing 2: x100; Limited: to underwater)
. . Active Acoustics: Senses 6 (Alternate; Accurate: Objects, Detect: Objects 2: ranged, Extended: Objects 2: x100; Limited: to underwater, Noticeable: loud pings)
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Transform
. . Corvette Stingray: Morph 1 (Linked; +20 Deception checks to disguise; Single form)
. . Wheels: Speed 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Custom: Wheels)
. . . . Fender Wings: Flight 6 (Alternate; Speed: 120 miles/hour, 1800 feet/round; Custom: Low Maneuverability, Wings)
. . . . Robot mode aquatic propulsion: Swimming 3 (Alternate; Speed: 4 miles/hour, 60 feet/round)
. . . . Submarine: Swimming 6 (Alternate; Speed: 30 miles/hour, 500 feet/round; Limited: to vehicle mode)

Offense
Initiative +1
Explosive Harpoon: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Throw, +8 (DC 23)
Torpedo: Damage 10, +8 (DC 25)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 4, Parry 3, Fortitude 10, Toughness 10, Will 2

Power Points
Abilities 24 + Powers 81 + Advantages 8 + Skills 6 (12 ranks) + Defenses 10 = 129

Stingray is a Tracks design Autobot that has been specially reconfigured to have an underwater capability, while still retaining his full mobility in other modes of movement. He can use his wings and turbines to operate as a submarine as well as for flight. Often he enters the water from the air, it being much easier to get out over deep water using flight than trying to drive in in car mode. He regards his ability to fly and submerge as being very cool, like that car from the human movie about the secret agent. With usual Tracks design vanity he styles himself as being a suave and sophisticated secret agent, making numerous quotes from his favorite movies about the character. Of course he is really just another Autobot warrior despite his special abilities but that doesn't stop him from ordering his fuel shaken, not stirred (baffling Autobot fuel auditors as you never shake fuel, it causes it to froth and clog the engine).

Instead of the usual surface-to-air missiles he carries torpedo launchers. These combine with his aquatic acoustic sensors to be able to engage underwater targets at very long range. His torpedoes can be guided in off his sensors by using wire guidance, then detach once they get close enough to home in to the target using their own small acoustic sets. The Decepticons have been becoming more active underwater recently, abandoning the desert locations they used to favor. Stingray is a stopgap design really, intended to launch long range raids against Decepticon underwater facilities and transports while dedicated aquatic Autobots are brought into service. His versatility may well prove useful even in the long run however.

slade the sniper
Posts: 38
Joined: Sat Dec 24, 2016 11:15 pm

Re: Gamebook's builds (hs5ias new thread): Transformers

Post by slade the sniper » Sat Jul 14, 2018 12:02 am

Snakepit is awesome! His weapons are brutal and it is nice to have a "good guy" that is good merely due to the faction he is aligned with.

-STS

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