Gamebook's builds (hs5ias new thread): Dinobots

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

Post by Gamebook » Wed Aug 01, 2018 5:13 pm

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Tarpit - PL 9

Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect 3, Awareness 0, Presence 0

Advantages
Ranged Attack 8

Skills
Athletics 4 (+12), Expertise: History 8 (+11), Expertise: Science 8 (+11), Investigation 8 (+11), Perception 8 (+8)

Powers
Archaeological Laser: Damage 10 (DC 25; Extended Range, Increased Range: ranged, Precise)
. . Scanning Beam: Senses 8 (Alternate; Analytical (Type): Vision, Darkvision, Extended: Vision 1: x10, Microscopic Vision 3: molecule-size)
. . Transform
. . . . Artillery Piece: Enhanced Trait -4 (Linked; Traits: Agility -1 (-1), Fighting -1 (+5))
. . . . Laser Cannon: Damage 10 (Linked; DC 25; Extended Range 2, Increased Range: ranged, Penetrating 4)
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])

Offense
Initiative +0
Archaeological Laser: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 18)
Laser Cannon: Damage 10, +8 (DC 25)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

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

Power Points
Abilities 26 + Powers 55 + Advantages 8 + Skills 18 (36 ranks) + Defenses 11 = 118

Tarpit is a technopaleontologist, he studies the history of the development of the Transformer race. Despite being a scientist and an intellectual he joined the savage and warlike Decepticons quite early on due to having developed the belief that the Transformer race was evolving towards a higher form, and that a supreme Transformer leader would arise to unite the strong and superior and purge the weak and impure. He saw Megatron as this anticipated supreme leader who would clear away the crude teeming masses of ordinary Transformers that were spreading across Cybertron eating up its resource like a swarm of scraplets. A new type of Transformer would arise; powerful, disciplined and focused. He published a series of monographs on his racial theories which soon became popular among the members of the Decepticon movement as they gave intellectual justification to their program of war and genocide.

After the war began Tarpit took the opportunity to measure and classify the countless Autobot corpses left in the wake of the advancing Decepticon armies. He claimed to see a clear progression in development, with the small and crude early Transformers from millions of years ago being replaced by massive if still crude Transformers, who then died out due to using up all the easily available fuel sources. A superior race of more advanced Transformers then evolved, able to make use of hard to exploit energy resources. The success of this noble Transformer race was its downfall however, their very success led to complacency, corruption and ultimately decline. Well-made Transformers were replaced by rough proletarian workers who were much cheaper to employ in the factories and mines while the leadership of the Transformers was monopolized by wealthy but aged and obsolescent designs.

Tarpit sees the Autobot-Decepticon war as a race war between the vanguard of the new Transformer race, as exemplified by leaders like Megatron and Shockwave and warriors like the Seekers, and the sub-Transformer masses of the Autobots who are being manipulated by a cabal of wealthy and corrupt old oligarchs. His theories are not widely understood by most Decepticons beyond the concept that the Decepticons are superior to everybody else, but they enjoy strong official support from the more intelligent Decepticon leaders.

Since awakening on Earth Tarpit has been studying the Dinobots, which he considers to be throwbacks to the ancient giant Transformers of Cybertron's distant past. He rather admires them, considering that they have a primal strength and violence which the other weak and pathetic Autobots lack. That they are part of the Autobots baffles him and he has advocated trying to bring them over to the Decepticons. This view has been dismissed by those Decepticons who have actually fought the Dinobots, they are mighty and brutal warriors but are still definitely Autobots with a contemptible concern for lesser beings and personal loyalty to their fellows.

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

Post by Bladewind » Thu Aug 02, 2018 5:09 pm

I loved Tarpit's concept and now with the additions you've made the concept is even more interesting !

Did you see Sarcophagus ? The Decepticons recolored in Dinobot colors? (Much like Tarpit himself?)
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

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

Post by Gamebook » Tue Aug 07, 2018 10:10 pm

Image

Grimlock - PL 13

Strength 12, Stamina 11, Agility 2, Dexterity 0, Fighting 12, Intellect 2, Awareness 2, Presence 4

Advantages
All-out Attack, Benefit, Status: Dinobot commander, Defensive Roll, Fast Grab, Improved Critical 2: Damage: Strength-based Damage 2, Improved Critical 2: Jaws: Strength-based Damage 2, Improved Critical: Damage: Strength-based Damage 2, Inspire 2, Leadership, Power Attack, Ranged Attack 10, Startle, Takedown 2, Ultimate Effort: Jaws: Strength-based Damage 2

Skills
Acrobatics 4 (+6), Athletics 8 (+20), Intimidation 12 (+22/+20), Perception 4 (+6), Persuasion 4 (+8)

Powers
Double-barreled Rocket Launcher (Easily Removable)
. . Blast: Damage 12 (DC 27; Extended Range 2, Increased Range: ranged)
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 29, Advantages: Improved Critical; Penetrating 15)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Transform
. . Jaws: Strength-based Damage 2 (Linked; DC 29, Advantages: Fast Grab; Penetrating 15)
. . Tyrannosaurus Rex: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+22))

Offense
Initiative +2
Blast: Damage 12, +10 (DC 27)
Damage: Strength-based Damage 2, +12 (DC 29)
Grab, +12 (DC Spec 22)
Jaws: Strength-based Damage 2, +12 (DC 29)
Throw, +10 (DC 27)
Unarmed, +12 (DC 27)

Languages
Native Language

Defense
Dodge 6, Parry 8, Fortitude 15, Toughness 18/17, Will 7

Power Points
Abilities 58 + Powers 88 + Advantages 25 + Skills 16 (32 ranks) + Defenses 17 = 204

Grimlock and his Dinobots are technically Autobots but in practice are more like their own faction that is allied to the main body of the Autobots under Optimus Prime. Grimlock does not recognize the command authority of Optimus Prime, instead fighting his own war his way with his own troops. This attitude dates back to the earliest days of the war on Cybertron when the Dinobots were the Dynobots. Grimlock was the supreme commander of the military of the city-state of Iacon, the largest, richest and most powerful of the Cybertron city-states, and had been long preparing for the general Transformer war that he knew was coming. He constantly recruited or had built the most powerful warrior Transformers he could and trained them to be ruthless and brutal in battle. They obtained extensive combat experience in a series of short wars with rival city-states during the period between the Vos-Tarn war and the outbreak of the Autobot-Decepticon war. His Dynobots terrorized other city-states into following the policies that the Iacon ruling council wanted, usually ones of mutual peace and energy-sharing agreements rather than rivalries and petty wars.

When the Decepticons launched their sudden strike from their hidden bases and began rapidly overrunning Autobot city-states Grimlock as military commander of Iacon refused to take his Dynobots out to engage them. His intelligence sources had warned him of the rising power of the Decepticons and he had been developing strategies to withstand the coming storm. The initial Decepticon attacks were against small and impoverished city-states far from Iacon, ones helpless against such a sudden and massive attack. Having his Dynobots fight in such a remote region without proper support would just result in them being encircled and wiped out, exposing Iacon itself to the Decepticon menace. Instead Grimlock watched impassively as the Decepticons rampaged across Cybertron, inflicting devastating losses on the Autobots as they effortlessly wiped out the pathetically small and usually hopelessly obsolete military forces that tried to oppose them. Even the sight of billions of Autobot refugees trying to flee and perishing did not move him to send out so much as a single Dynobot.

Grimlock's cold ruthlessness proved to be the salvation of the Autobots for when the Decepticons did move to attack Iacon they found it ready. Millions of Autobots had rallied under the inspirational leadership of Optimus Prime who had gone out to the front, at first as a doctor to minister to Autobots damaged in the fighting, but then as leader of the surviving Autobot warriors, regrouping them into effective military units even as they continued to retreat. Naturally Optimus brought these survivors to find refuge in Iacon, where Grimlock incorporated them into the city's defense units. This made the defenses of Iacon so formidable that the massive Decepticon assault was repulsed, the first time this had ever happened.

During the Battle for Iacon the Autobot ruling council voted to place the entire Autobot war effort under the command of Optimus Prime. The only person who disputed this was Grimlock, he did not agree to his Dynobots being under the command of what to him was a civilian. As a soldier though he had to obey orders from the duly constituted political authority of his country. He chose to interpret his orders as Optimus Prime being political leader of the Autobots, but that he was still the leader of the military of Iacon, the Dynobots. Optimus would command the rest of the Autobot army built out of the refugee Autobots and the civilian population of Iacon, but he was solely responsible for the Dynobot army. He thus regards Optimus as his political leader but does not acknowledge him as his military leader, he formulates his own military strategy.

Grimlock and large numbers of his Dynobots were present on the Ark when it carved a path through the Sol system asteroid belt to allow the safe passage of Cybertron. Grimlock thought that he and his troops could have defeated the Decepticons that boarded the Ark and was furious with Optimus when he set the Ark to crash on Earth to supposedly keep it out of the hands of the Decepticons. When Shockwave landed on Earth from the Decepticons ship to seek out the crashed Ark he and a force of Dynobots were repaired and dispatched by the Ark's computer to eliminate him. The Ark was already malfunctioning at the time from the damage it had received upon the crash and reformatted them into forms that it considered would let them blend in with the locals, who happened to be dinosaurs in the Savage Land hidden valley on the frozen continent of Antarctica. Shockwave had gotten his guidance system scrambled by the Earth's magnetic fields and had landed in the remote location, far from the actual location of the Ark. They succeeded in defeating the powerful Shockwave by collapsing a cliff onto him but were themselves buried in a tar pit while doing so. For millions of years the combatants of the battle lay entombed mere yards from each other until the awakened Ark detected them and sent a probe which dug out Shockwave. Later on the Autobot medic Ratchet journeyed to the site and excavated the Dinobots from the tarpit in order to obtain troops with which to fight the Decepticons and take back the Ark and the disabled Autobots who were stored inoperative there after their defeat by Shockwave.

After the defeat of Megatron and the retaking of the Ark the Dinobots left before Optimus Prime could be rescued and restored. Later on the Autobots had to go and retrieve the Dinobots and repair them after they suffered catastrophic cerebral malfunction and went berserk due to long-term damage suffered from being encased in tar for so long. This induced Grimlock to serve with Optimus and his forces for a while, during which time he oversaw the repair and revival of many more Dynobots and their conversion into Dinobots. Eventually his forces grew so large that he considered that he commanded a more powerful force than Optimus and just up and left, relocating himself and his troops to a series of bases across the Americas and neighboring seas. Since then he has waged an aggressive war against the Decepticons, attacking their bases wherever they can be found. Grimlock fuels his war effort to a large extent with resources seized from the Decepticons. Optimus Prime remonstrates with him about this, most of those resources were originally stolen from the humans and should be returned to them. Grimlock just ignores this.

Grimlock and his Dinobots are strangely obsessed with dinosaurs and other prehistoric Earth animals and have all their recruits reformatted into them. This is theorized to be as a result of the Ark's earlier reformatting of them along with being buried alive for four million years in the bizarre environment of the Savage Land. They become more bestial and savage in their alt modes, which is terrifying when you consider what ferocious fighters they already are in robot mode. As warriors they are mostly immense and heavily armored, with a particular emphasis on close assault. Nearly all of them carry energon weapons and use them with great enthusiasm. The Decepticons have long since learned not to fight them in close but to use their superior mobility to evade them and wear them down with long-range fire. This can be difficult to do though when the Dinobots are breaking into your base and you have to defend it or lose it to them.

The Dinobots do tend to be slow moving, even their fast runners and fliers are much slower than Autobot cars or Decepticon jets and operate in close support of the main body of the Dinobots rather than engaging in independent operations. The Dinobots rarely divide their forces, preferring to attack as an avalanche of metal led by Grimlock himself. Added to this most of them are too stupid and violent to be allowed any personal initiative or responsibility. They make no attempt to hide themselves from the human natives of Earth, striding and flying arrogantly through and over them. Humans find them bizarre, terrifying but inspirational. Their impressive tally of victories against the Decepticons means that many human leaders maintain diplomatic relations with Grimlock in addition to those with Optimus Prime, at least as far as Grimlock deigns to take any notice of them. Many human nations actually offer tribute to the Dinobots to buy their assistance against the Decepticons, in particular those nations that are suspicious of the Autobots and don't want them settling in their country as they tend to do when they become allies. The Dinobots aren't interested in being 'robots in disguise' among the humans and leave again when the fighting is done rather than building Autobot cities and ingratiating themselves with the local peoples. Russia and China in particular pay them great quantities of minerals and energy (Russia) or machine parts (China) for their protection.

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

Post by Gamebook » Wed Aug 08, 2018 10:39 pm

Image

Sack - PL 11

Strength 11, Stamina 11, Agility 1, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Daze (Intimidation), Fast Grab, Improved Critical 2: Elongated Jaws: Strength-based Damage 2, Power Attack, Ranged Attack 10

Skills
Athletics 8 (+19), Intimidation 8 (+14/+12), Perception 4 (+4)

Powers
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; 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)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Shoulder Mounted Launchers: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged, Multiattack; Unreliable (5 uses))
Transform
. . Elongated Jaws: Strength-based Damage 2 (Linked; DC 28, Advantages: Fast Grab; Penetrating 13, Reach (melee): 5 ft.)
. . Fast Runner: Speed 1 (Linked; Speed: 4 miles/hour, 60 feet/round)
. . Fire Breath: Cone Area Damage 10 (Linked; DC 25; Cone Area: 60 feet cone, DC 20)
. . Spinosaurus: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+14))

Offense
Initiative +1
Blast: Damage 10, +10 (DC 25)
Elongated Jaws: Strength-based Damage 2, +9 (DC 28)
Fire Breath: Cone Area Damage 10 (DC 25)
Grab, +9 (DC Spec 21)
Shoulder Mounted Launchers: Damage 10, +10 (DC 25)
Throw, +10 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 3, Parry 5, Fortitude 14, Toughness 17, Will 3

Power Points
Abilities 32 + Powers 126 + Advantages 15 + Skills 10 (20 ranks) + Defenses 12 = 195

Sack is a fairly typical sort of Dinobot, being massive, armored like a tank, loaded with weapons and having a mean and surly disposition. He is notable for having a particularly frightening alt-mode, for both humans and Transformers. He is a conversion from an existing Dynobot and like some of them is not too happy about his monstrous new form and being stuck on Earth in it. Grimlock is aware of this dissatisfaction in the ranks and doesn't tolerate it, his Dinobots will obey his orders and like it, he is commander here. Dinobots that have been too difficult about this issue have had to fight Grimlock one-on-one in the arena where he delivers a sound thrashing to let them and the other Dinobots know who is the boss. A common feature of the Dinobots is that they all have great respect for strength and courage and can be convinced of an argument not by careful reasoning but by beating them up. To their way of thinking if you are the mightiest then you must be doing things right and they will follow you.

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

Post by Gamebook » Wed Aug 08, 2018 10:50 pm

Image

Saline - PL 11

Strength 11, Stamina 11, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Fast Grab, Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Massive Jaws: Strength-based Damage 2, Ranged Attack 8, Startle

Skills
Athletics 8 (+19), Intimidation 8 (+14/+12), Perception 4 (+4)

Powers
Blaster Cannon (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Energon Sabre (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 28, Advantages: Improved Critical; Penetrating 13)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Low-light Vision)
Transform
. . Basilosaurus: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+14))
. . Massive Jaws: Strength-based Damage 2 (Linked; DC 28, Advantages: Fast Grab; Penetrating 13)
. . Swimming: Swimming 5 (Linked; Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 28)
Grab, +9 (DC Spec 21)
Massive Jaws: Strength-based Damage 2, +9 (DC 28)
Throw, +8 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 14, Toughness 17, Will 3

Power Points
Abilities 30 + Powers 90 + Advantages 11 + Skills 10 (20 ranks) + Defenses 12 = 153

The Dinobots have a large aquatic capability thanks to the giant seaborne prehistoric animals many have formatted themselves into. This has carried over from their days on Cybertron as the Dynobots where many of them operated in Cybertron's 'seas'. Cybertron does not have liquid water on its surface, instead it has vast lakes of all sorts of chemical liquids, most of which would be highly toxic to humans.

Saline was built on Earth rather than Cybertron as part of Grimlock's ongoing program of expanding his forces. He is much more resistant to seawater than other Transformers, many of whom suffer rust problems if they are immersed in it and cannot later properly drain and dry themselves. As a Dinobot warrior he is unremarkable, as far as that word can apply to something like a Dinobot. He has the basic Dinobot weapons of a big gun, an energon sword and a powerful set of jaws in his alt-mode. He is often assigned to extended aquatic missions, patrolling the perimeter of undersea Decepticon bases to monitor and intercept their actions. When the Dinobots have positioned sufficient forces to mount an assault he forms part of the aquatic assault group while terrestrial Dinobots attack on the surface. He can dive to almost any depth, not suffering pressure effects on his systems, which lets him reach down even to the bottom of oceanic trenches where the Decepticons may have been trying to hide their facilities.

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

Post by Gamebook » Wed Aug 08, 2018 11:03 pm

Image

Salvo - PL 12

Strength 13, Stamina 13, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Fast Grab, Improved Grab, Power Attack, Ranged Attack 8

Skills
Athletics 4 (+17), Intimidation 8 (+15/+13), Perception 4 (+4)

Powers
Four Independently Targetable Blasters: Damage 14 (DC 29; Extended Range, Feature: function underwater, Increased Range: ranged, Multiattack)
Growth: Growth 10 (+10 STR, +10 STA, +5 Intimidate, -10 Stealth, -5 active defenses, +2 size ranks, +10 mass ranks, +1 ; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Low-light Vision)
Transform
. . Immense Jaws: Strength-based Damage 2 (Linked; DC 30, Advantages: Fast Grab, Improved Grab; Penetrating 15)
. . Liopleurodon: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+15))
. . Swimming: Swimming 4 (Linked; Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +0
Four Independently Targetable Blasters: Damage 14, +8 (DC 29)
Grab, +9 (DC Spec 23)
Immense Jaws: Strength-based Damage 2, +9 (DC 30)
Throw, +8 (DC 28)
Unarmed, +9 (DC 28)

Languages
Native Language

Defense
Dodge 1, Parry 4, Fortitude 16, Toughness 19, Will 3

Power Points
Abilities 30 + Powers 116 + Advantages 10 + Skills 8 (16 ranks) + Defenses 12 = 176

Salvo is the largest of all the Dinobots, his immense bulk mostly supported by water. He is usually employed to lead the attack on Decepticon aquatic facilities, biting a big hole for the other aquatic Dinobots to storm through, or just to flood the Decepticon defenders out. His jaws are so massive that he can snatch up a Decepticon in them and just casually swim off, continuing to blast away with his flipper guns as he does so. This terror of the deep is so intimidating that the Decepticons usually evacuate if they think he is in the area, launching a base onto land, up into the sky or out into space. He has even tussled with Piranacon single-handed and torn component parts off him.

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

Post by Gamebook » Wed Aug 08, 2018 11:16 pm

Image

Sauron - PL 10

Strength 9, Stamina 9, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll, Evasion, Improved Initiative, Move-by Action, Ranged Attack 8

Skills
Acrobatics 4 (+14/+4), Athletics 4 (+13), Intimidation 4 (+9/+7), Perception 8 (+8)

Powers
Growth: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Missile Racks: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Sight 1: x10)
Transform
. . Agile Flier: Enhanced Trait 13 (Linked; Traits: Dodge +3 (+5), Acrobatics +10 (+14), Intimidation +2 (+9), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Lightning Beak: Damage 10 (Linked; DC 25; Alternate Resistance: Fortitude, Increased Range: ranged)
. . Nyctosaurus: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Wings)

Offense
Initiative +4
Grab, +6 (DC Spec 19)
Lightning Beak: Damage 10, +8 (DC Fort 25)
Missile Racks: Damage 10, +8 (DC 25)
Throw, +8 (DC 24)
Unarmed, +6 (DC 24)

Languages
Native Language

Defense
Dodge 5/2, Parry 2, Fortitude 12, Toughness 14/13, Will 3

Power Points
Abilities 20 + Powers 117 + Advantages 9 + Skills 10 (20 ranks) + Defenses 12 = 168

The flying Dinobots are slow compared to jet Transformers but with their flexible wings tend to be more agile fliers than all but the most expert rigid wing types. Their lack of speed means that they rarely operate far afield away from the rest of the Dinobots, preferring to fly low and slow to support their comrades and enjoy the added protection of their firepower against Decepticons trying to engage them in aerial combat. That said they are perfectly capable of reaching high altitudes and traveling long distances if they really need to.

Sauron mostly attacks ground targets with his lightning, saving his missiles for use against Decepticon jets. Few Dinobots carry homing missiles (Sack is unusual in this) and those who do are often tasked with air defense for their comrades. The flying Dinobots are powerful fighters on the ground, being larger, stronger and better armored than most Autobot cars, but rarely do so as the other Dinobots are at another level again in ground combat so their presence would usually be redundant. They serve better in the air. Dinobot flyers generally only land when the Decepticon enemy has been shot down or suppressed and they are going in with their sword to winkle them out of their shelters or finish off the damaged.

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

Post by HalloweenJack » Thu Aug 09, 2018 12:01 am

LOVE these new dinobots

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

Post by Jabroniville » Thu Aug 09, 2018 1:52 am

It always blew my mind that other TF media consistently either underplayed the Dinobots, or didn’t bother to invent more of them. I didn’t know a single kid who didn’t think they were the best Trandformers ever. Sure, the original toy line only had the five Piloted Mechs, but come on. Build some new ones! You could have extended they line for a whole year just with a Dinobot line!

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

Post by Gamebook » Thu Aug 09, 2018 5:35 am

Image

Scald - PL 11

Strength 11, Stamina 11, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
Fast Grab, Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Long-necked Jaws: Strength-based Damage 2, Ranged Attack 8

Skills
Athletics 8 (+19), Intimidation 8 (+14/+12), Perception 4 (+4)

Powers
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 28, Advantages: Improved Critical; Penetrating 13)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; 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)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Low-light Vision)
Transform
. . Elasmosaurus: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+14))
. . Heat Breath: Cone Area Damage 10 (Linked; DC 25; Cone Area: 60 feet cone, DC 20, Feature: functions underwater, Reach (melee) 5: 25 ft.)
. . Long-necked Jaws: Strength-based Damage 2 (Linked; DC 28, Advantages: Fast Grab; Penetrating 13, Reach (melee) 5: 25 ft.)
. . Swimming: Swimming 4 (Linked; Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 28)
Grab, +9 (DC Spec 21)
Heat Breath: Cone Area Damage 10 (DC 25)
Long-necked Jaws: Strength-based Damage 2, +9 (DC 28)
Throw, +8 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 14, Toughness 17, Will 3

Power Points
Abilities 30 + Powers 120 + Advantages 9 + Skills 10 (20 ranks) + Defenses 12 = 181

Like most of the aquatic Dinobots Scald has weapons which function underwater. Rather than being long-range torpedoes though they are for close-in work. To get at Decepticons on the surface he rears his long head out of the water to snap at them with his jaws or melt them down with his heat breath. He has been known to snatch low-flying Decepticons out of the sky this way.

Like many Dinobots he is seemingly perpetually angry, but this anger is diffuse and unfocused. He isn't angry over any specific issue, he is just angry all the time and takes this feeling out on the Decepticons. The reason for this seems to be that many Dinobots are built without emotional regulating circuits so their feelings often run out of control. Being warriors anger, hate and rage are dominant emotions for them. They won't attack other Dinobots even when they are at their worse but other Autobots are not entirely safe around them. This is partly why the other Autobots don't like being around the Dinobots, despite them being such powerful fighters against the Decepticons. You can never be sure they won't lose it and turn on you. Why such an important component was left out is suspected to be deliberate policy by Grimlock, he exploits the effect to create fearless berzerkers for use against the Decepticons. Optimus Prime worries that in his determination to defeat the Decepticons Grimlock is taking his warriors down the same dark road that led to the rise of the Decepticons in the first place, the creation of Transformers who are incapable of anything but fighting. So far though Grimlock has seen to it that his warriors are not made cruel and sadistic like the forerunners of the Decepticons were such as Megatron or the Seekers, or void of all empathy like Shockwave or Soundwave.

Gamebook
Posts: 4049
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Re: Gamebook's builds (hs5ias new thread): Dinobots

Post by Gamebook » Thu Aug 09, 2018 5:50 am

Image

Scalp - PL 11

Strength 11, Stamina 11, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Improved Critical: Damage: Strength-based Damage 2, Power Attack, Ranged Attack 8

Skills
Athletics 8 (+19), Intimidation 4 (+8), Perception 4 (+4)

Powers
Energon Sword (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 28, Advantages: Improved Critical; Penetrating 13)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Particle Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Protection: Protection 5 (+5 Toughness; Impervious [5 extra ranks])
Transform
. . Head Spikes: Strength-based Damage 2 (Linked; DC 28; Penetrating 13)
. . Speed: Speed 1 (Linked; Speed: 4 miles/hour, 60 feet/round)
. . . . Leaping: Leaping 1 (Alternate; Leap 15 feet at 4 miles/hour)
. . Stygimoloch: Feature 1
. . Thick Skull: Protection 1 (Linked; +1 Toughness; Impervious [1 extra rank])

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 28)
Grab, +9 (DC Spec 21)
Head Spikes: Strength-based Damage 2, +9 (DC 28)
Throw, +8 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 14, Toughness 17, Will 3

Power Points
Abilities 30 + Powers 85 + Advantages 10 + Skills 8 (16 ranks) + Defenses 12 = 145

The Dinobots are famously arrogant and fearless, often to the point of extreme rashness. In combat their main concern is to get to grips with their often elusive foes so they take every opportunity to attack quite regardless of the odds against them. The sheer ferocity and momentum of a Dinobot assault often shocks even quite superior Decepticon forces into flight. It helps that in melee combat hardly any Decepticon other than their biggest leaders is capable of surviving more than a few seconds against a Dinobot. At times though this impetuosity gets the Dinobots into serious trouble as the swift moving Decepticons evade them and direct flanking fire against them. This is particularly a danger for those Dinobots which use horns to ram their foes rather than jaws to bite at them, they put their heads down and stampede forwards with astonishing heedlessness.

The best way to prevent unwanted crazy berzerker charges is to have the Dinobots transform into their robot modes where they are a bit more intelligent and controlled. In this form they fight in a still aggressive but more controlled fashion, moving up with fire-and-maneuver using their guns then seeking to charge in with their energon weapons. Often though a crazy berzerker charge is just what Grimlock wants and he will have his entire force transform to attack, trusting in their numbers and strong armor to see them through Decepticon defensive fire. Dinobots tend to be so heavily armored and just plain tough that a lot of Decepticon fire just spatters off them, much to their foes horror.

Gamebook
Posts: 4049
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Thu Aug 09, 2018 6:45 am

Image

Schematic - PL 10

Strength 9, Stamina 9, Agility 2, Dexterity 2, Fighting 8, Intellect 2, Awareness 0, Presence 0

Advantages
Agile Feint, Equipment 64, Evasion, Fast Grab, Improved Critical: Damage: Strength-based Damage 1, Improved Initiative, Move-by Action, Ranged Attack 8

Skills
Athletics 6 (+15), Intimidation 4 (+7), Perception 6 (+6), Technology 6 (+8), Vehicles 8 (+10)

Powers
Energon Knife (Easily Removable)
. . Damage: Strength-based Damage 1 (DC 25, Advantages: Improved Critical; Penetrating 8)
Growth: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Laser Pistol (Easily Removable)
. . Blast: Damage 10 (DC 25; Increased Range: ranged)
Protection: Protection 5 (+5 Toughness; Impervious [6 extra ranks])
Transform
. . Fast Runner: Speed 1 (Linked; Speed: 4 miles/hour, 60 feet/round)
. . Jaws: Strength-based Damage 2 (Linked; DC 26, Advantages: Fast Grab; Penetrating 11, Reach (melee): 5 ft.)
. . Technosaurus: Feature 1

Equipment
Malevolent Fist

Offense
Initiative +6
Blast: Damage 10, +10 (DC 25)
Damage: Strength-based Damage 1, +8 (DC 25)
Grab, +8 (DC Spec 19)
Jaws: Strength-based Damage 2, +8 (DC 26)
Throw, +10 (DC 24)
Unarmed, +8 (DC 24)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 12, Toughness 14, Will 3

Power Points
Abilities 36 + Powers 74 + Advantages 76 + Skills 15 (30 ranks) + Defenses 12 = 213

Image

Malevolent Fist - PL 13

Strength 22, Defense -4, Toughness 21, Size Awesome

Features:
Alarm 1, Navigation System 1, Remote Control

Powers
Cargo Capacity: Enhanced Strength 2 (+2 STR)
Comms Array: Radio Area Cosmic Communication Perception (Visual) Perception (One Sense) 3 (Area, Perception (One Sense): Audio, Perception (Visual): Visual, Rapid, Subtle: encrypted)
Defensive Gun Turrets: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Reaction 3: reaction)
. . Shoot Down Missiles: Nullify 10 (Alternate; Counters: Missiles, DC 20; Effortless, Extended Range 2, Reaction 3: reaction)
Exterior Cameras: Senses 3 (Extended: Vision 1: x10, Low-light Vision, Radius: Vision)
Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
. . Swimming: Swimming 7 (Alternate; Speed: 60 miles/hour, 900 feet/round)
Four Fixed Forward Main Cannons: Damage 16 (DC 31; Extended Range 4, Increased Range: ranged, Multiattack, Penetrating 14; Limited: direct forward fire only)
Four Forward Firing Quad Electro-scramblers: Cumulative Affliction 16 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 26; Cumulative, Extended Range 4, Increased Range: ranged, Multiattack; Limited: direct forward fire only)
Hull Armor: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Infrared Scanners: Senses 4 (Extended: Infravision 1: x10, Infravision, Tracking: Infravision 2: full speed)
Pressurized: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
Radar: Senses 8 (Accurate: Radio, Analytical: Radio, Extended: Radio 4: x10k, Radio)
Rotary Fast-launch Missile Racks: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged, Multiattack)
Searchlights: Environment 6 (Light (Bright), Radius: 900 feet; Selective)
Space Shuttle: Movement 1 (Space Travel 1: within solar system)

Offense
Defensive Gun Turrets: Damage 10, +10 (DC 25)
Four Fixed Forward Main Cannons: Damage 16, +10 (DC 31)
Four Forward Firing Quad Electro-scramblers: Cumulative Affliction 16, +10 (DC Will 26)
Rotary Fast-launch Missile Racks: Damage 10, +10 (DC 25)
Shoot Down Missiles: Nullify 10, +10 (DC Will 20)

Power Points
Abilities 5 + Powers 306 + Advantages 0 + Features 3 + Skills 0 (0 ranks) + Defenses 6 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 320

Being so slow, even in the air, the Dinobots make extensive use of shuttles for long range travel. Their biggest and best, the pride and joy of Grimlock and his flagship, is the Malevolent Fist. It has the capacity to transport the entire Dinobot army in one lift, with at present room to spare. Its exterior is densely studded with weapons and its hull is nearly immune to standard Decepticon weaponry. Once the Dinobots have disembarked, often by just jumping out of the ventral hatches in mid-air onto the Decepticons without bothering with such namby-pamby things as drop chutes so they can literally crush the Decepticons on landing, it supports them with massive strafing runs and by shooting the Seekers and other Decepticon fliers out of the sky. It is an immense flying machine, larger than a modern full-sized human aircraft carrier. Even so it is still dwarfed by true Transformer ships such as the Ark or some of the larger Decepticon mobile bases. It is only a transport shuttle, not a mobile base, it lacks interior facilities. Embarked Dinobots are packed together in their crash harnesses in the transport bays since much of the interior space is taken up by engines, fuel tanks and ammunition magazines and hoists. It also has an aquatic capability, being capable of diving into the sea and functioning as a submarine as well. Its weapons have to be specially reconfigured to work underwater for this though so it is mainly an air combat vehicle.

The 'Fist' as it is affectionately referred to by the Dinobots has a permanently assigned crew of specialists, Schematic, Smother and Strife, with the last two positions filled by whatever suitable Dinobots are available, usually technicians or gunners. Grimlock occasionally flies it himself just for the fun of it, though he leaves its operation in serious combat to Schematic as the true pilot. Building and then operating this behemoth is enormously expensive for Grimlock but he reckons it is well worth it for the massive extension to the Dinobots combat capabilities it provides.

Gamebook
Posts: 4049
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Thu Aug 09, 2018 8:37 am

Image

Scimitar - PL 11

Strength 10, Stamina 10, Agility 2, Dexterity 0, Fighting 10, Intellect 0, Awareness 0, Presence 0

Advantages
Defensive Roll, Evasion, Fast Grab, Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Damage: Strength-based Damage 2, Improved Initiative, Ranged Attack 8

Skills
Acrobatics 4 (+6), Athletics 8 (+18), Intimidation 8 (+11), Perception 4 (+4)

Powers
Dual Energon Swords (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 27, Advantages: Improved Critical; Penetrating 13, Split: 2 targets)
Growth: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 5 (+5 Toughness; Impervious [6 extra ranks])
Proton Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Transform
. . Elaphosaurus: Feature 1
. . Fast Runner: Speed 1 (Linked; Speed: 4 miles/hour, 60 feet/round)
. . Jaws: Strength-based Damage 2 (Linked; DC 27, Advantages: Fast Grab; Penetrating 11)

Offense
Initiative +6
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +10 (DC 27)
Grab, +10 (DC Spec 20)
Jaws: Strength-based Damage 2, +10 (DC 27)
Throw, +8 (DC 25)
Unarmed, +10 (DC 25)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 13, Toughness 16/15, Will 3

Power Points
Abilities 36 + Powers 80 + Advantages 12 + Skills 12 (24 ranks) + Defenses 14 = 154

The Dinobots are scary to everyone else, humans, Decepticons, Autobots, all tend to run away when they arrive in an area. Despite their fearsome appearance and fierce manner however the Dinobots are not cruel or destructive. They never directly harm humans and only deliberately frighten them if they want them to evacuate the area quickly, but neither are they nice to them like the Autobots are. They are not that careful to avoid collateral damage and will not stop fighting the Decepticons to rescue humans endangered by falling debris or fires. As far as they are concerned the humans should look after themselves, they have more important things to do. Most Dinobots regard humans as almost beneath notice, ignoring the frantic scurrying of the little creatures around their feet. They do like what the humans can do for them though and readily accept large quantities of goods from them which they use to fight the Decepticons. They don't systematically steal from the humans, though they will casually pinch fuel from them if they need a top up while out in the field, but neither do they trade economic or technological assistance. What they do is accept tribute for their protection. The odd Dinobot occasionally tries to take and keep a few humans as pets but even Grimlock accepts that this is going a bit far and makes them put them back where they got them.

Gamebook
Posts: 4049
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Thu Aug 09, 2018 9:10 am

Image

Scoff - PL 13

Strength 11, Stamina 11, Agility 0, Dexterity 0, Fighting 9, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Fast Grab, Great Endurance, Improved Critical: Damage: Strength-based Damage 2, Improved Critical: Feeding Frenzy: Strength-based Cone Area Damage 2, Improved Critical: Vibro-Shearing Jaws: Strength-based Damage 2, Ranged Attack 8, Startle

Skills
Athletics 8 (+19), Intimidation 8 (+14/+12), Perception 4 (+4)

Powers
Energon Blade (Easily Removable)
. . Damage: Strength-based Damage 2 (DC 28, Advantages: Improved Critical; Penetrating 13)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Pulse Rifle (Easily Removable)
. . Blast: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged)
Senses: Senses 1 (Low-light Vision)
Transform
. . Megalodon: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+14))
. . Swimming: Swimming 6 (Linked; Speed: 30 miles/hour, 500 feet/round)
. . Vibro-Shearing Jaws: Strength-based Damage 2 (Linked; DC 28, Advantages: Fast Grab; Penetrating 13)
. . . . Feeding Frenzy: Strength-based Cone Area Damage 2 (Alternate; DC 28, Advantages: Improved Critical; Cone Area: 60 feet cone, DC 12, Penetrating 13; Tiring)

Offense
Initiative +0
Blast: Damage 10, +8 (DC 25)
Damage: Strength-based Damage 2, +9 (DC 28)
Feeding Frenzy: Strength-based Cone Area Damage 2 (DC 28)
Grab, +9 (DC Spec 21)
Throw, +8 (DC 26)
Unarmed, +9 (DC 26)
Vibro-Shearing Jaws: Strength-based Damage 2, +9 (DC 28)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 14, Toughness 17, Will 3

Power Points
Abilities 30 + Powers 92 + Advantages 12 + Skills 10 (20 ranks) + Defenses 12 = 156

Not all the Dinobots are actually based on dinosaurs, as ancient giant marine reptiles were not strictly speaking dinosaurs and neither were the pterosaurs. When it designed the first Dinobots however the Ark computer neither knew nor cared about human cladistic classification systems and just used a set of scans of large active animals of the Savage Land. Subsequently the Dinobots under Grimlock have taken inspiration from repeated visits to the Savage Land and investigation of human paleontology work. Most of their designs come from animals of the Cretaceous and earlier but they have a few from later eras, if they were big and savage looking enough.

Scoff is based on the largest known shark that ever lived, Megalodon. While capable of fighting on land he doesn't like leaving the sea as his alt-mode is useless in a terrestrial environment. About the only time he does transform is when he has to attend an Autobot base or is storming a Decepticon one. He is one of those Transformers that likes to eat other Transformers, tearing them apart and gulping down their spilled oil and fuel which he then uses himself. He doesn't gain much energy this way, not enough to sustain him, it is more of a way to intimidate his enemies. Transformers cannot digest anything, they are unable to internally reconstruct ingested materials into usable components like organic creatures can. Their bodies have to be repaired by servicing and the fitting of spare parts in a workshop by a technician. The closest phenomena to Transformer digestion that exists is the ability of some giant Decepticon citybots such as Trypticon to melt down swallowed Transformers using a small internal smelting pool and cast the metal as raw ingots which internal automated systems turn into spare parts which can be used to service other Decepticons in his repair bays.

Gamebook
Posts: 4049
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Thu Aug 09, 2018 3:12 pm

Image

Scorch - PL 10

Strength 10, Stamina 10, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Move-by Action, Ranged Attack 8

Skills
Athletics 4 (+14), Intimidation 4 (+10/+8), Perception 8 (+8)

Powers
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Incendiary Rockets: Cloud Area Damage 8 (DC 23; Cloud Area 2: 30 feet radius sphere, DC 18, Increased Range: ranged; Unreliable (5 uses))
Missile Racks: 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: Sight 1: x10)
Transform
. . Flamethrower: Cone Area Damage 10 (Linked; DC 25; Cone Area: 60 feet cone, DC 20)
. . Flier: Enhanced Trait 6 (Linked; Traits: Dodge +1 (+3), Acrobatics +4 (+4), Intimidation +2 (+10), Advantages: Agile Feint, Move-by Action)
. . Quetzacoatlus: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Wings)

Offense
Initiative +0
Flamethrower: Cone Area Damage 10 (DC 25)
Grab, +6 (DC Spec 20)
Incendiary Rockets: Cloud Area Damage 8 (DC 23)
Missile Racks: Damage 10, +8 (DC 25)
Throw, +8 (DC 25)
Unarmed, +6 (DC 25)

Languages
Native Language

Defense
Dodge 3/2, Parry 2, Fortitude 13, Toughness 14, Will 3

Power Points
Abilities 20 + Powers 116 + Advantages 8 + Skills 8 (16 ranks) + Defenses 12 = 164

A number of Dinobots can breathe fire in their alt-mode, although this is a human term for the weapon as Transformers don't breathe and they just refer to it as a flamethrower. Giving a convicted arsonist like Scorch flame weapons is typical of Grimlock's attitude to warfare. He sees the often severe psychological problems of many of his troops as weapons to be exploited rather than illnesses to be treated. Many of the Dinobots actually prefer to be treated this way rather than have their conditions medicalised, it lets them be seen as crazy awesome berserkers rather than pathetic mental patients. As warriors the Dinobots, in common with most Transformers, have a strong stigma against mental illness which is seen as weakness and cowardice to give in to. Jokes about 'crossed wires' are common, minimizing and dismissing serious problems that cause their sufferers often intense distress and make them vulnerable. Many Transformers have perished when they are distracted by untreated mental issues, too slow to survive the latest salvo of missiles coming their way.

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