User:FortMax/bio transcripts

From MediaWiki
Jump to navigationJump to search

This page contains transcripts of unpublished G1 bios. A full list of unpublished bios can be found at User:FortMax/bios

Omnibots

Camshaft

Extended Bio

  • Autobot RX-7
  • Code Name: Camshaft
  • Function: Road Warrior

Profile:

Unlike all others who travel the highways of Earth, Camshaft has no fear of car accidents, and with good reason: his lightning-fast automated reflexes allow him to pulverize any vehicle that approaches within 4 inches of his metal frame. The arrogant confidence he has about his own safety often leads to reckless driving, a fact that Optimus Prime is not too happy about. Camshaft doesn't share his leader's concern about the lives of his adopted planet's native inhabitants. But there's no doubt in Optimus's mind that Camshaft's aggressive nature is a boon in battle against the Decepticons, and Optimus is reluctant to say anything to Camshaft that might change that.

Abilities:

In car mode, Camshaft's rear fenders can convert to powerful fists, each capable of 30 punches per minute, each punch having a force of 80,000 psi. His trunk rotates into a high-energy plasma beam projector with a range of 2 miles. The same weaponry is available to him in his robot mode.

Weaknesses:

Converting to an offensive mode while in the act of driving sometimes causes Camshaft to lose control of his driving. As it is unlikely that he will back off from any confrontation, he often finds himself overmatched by an opponent.

Brief Bio

  • Autobot Camshaft
  • Function: Road Warrior

"The road is no place for the weak"

Has no fear of car accidents—can pulverize any vehicle that approaches within 4 inches. Reckless driver due to arrogant self-confidence. Unconcerned with humans’ safety. Aggressive in battle car mode rear fenders convert to powerful fists capable of 30 punches per minute and trunk turns into high-energy plasma beam projector... same weapons in robot mode. Loses driving control when using weapons in car mode.
  • STR: 5
  • INT: 6
  • SPD: 7
  • END: 8
  • RNK: 5
  • CRG: 8
  • FRP: 8
  • SKl: 6

Downshift

Extended Bio

  • Autobot Celica
  • Code Name: Downshift
  • Function: Air Defense

Profile:

Nothing pleases Downshift...or so he thought. Back on Cybertron this battle-weary soldier had fought for so many millennia that he began to wonder whether it was worth it for him to continue. But once he came to Earth he found everything around him fresh and new and he delighted in all his optical sensors saw. He particularly enjoys the company of human children, or, as he likes to call them, mini-men and mini-women (although he has as much trouble telling them apart as his fellow Autobots). His sullenness about the Autobots' mission is often of concern to Optimus Prime, but he generally follows orders, however grudgingly, because deep down he knows this truth: the unending Autobot resistance is preferable to a rapid Decepticon victory.

Abilities:

In robot mode, Downshift carries twin ground-to-air rocket launchers on his shoulders. The rockets use magnetism to guide their path, limiting them to mostly iron and steel targets, such as Decepticons. The launchers can also be used while he's in his car mode, making Downshift a very effective covert warrier. In either mode, the rockets can travel up to 30 miles and pack the explosive equivalent of a half ton of TNT. He also wields a "rust rifle" which shoots a stream of powerful liquid oxidizing agents. A blast of this can seriously harm and debilitate a metallic foe.

Weaknesses:

Downshift' s weapons are mostly ineffective against non-ferrous materials, a fact that can be used to his disadvantage by an opponent. His soldierly instincts are often hampered by his sullen moods.

Brief Bio

  • Autobot Downshift
  • Function: Air-Defense

"If war is the only reason to live, then living isn't worth it."

Fought for so long on Cybertron he wondered whether to continue... nothing pleased him until arrival on Earth... here he delights in everything...all fresh and new to him...likes children...calls them mini-men and mini-women. Has magnetic-guided ground-to-air rocket launchers on shoulders in robot mode... also can be used in car mode...30 mile range... rust rifle weakens foes with stream of liquid oxidizing agents. Not effective versus non-ferrous foes.
  • STR: 5
  • INT: 7
  • END: 6
  • CRG: 6
  • SPD: 7
  • RNK: 6
  • FRP: 8
  • SKL: 9

Overdrive

Extended Bio

  • Autobot Ferrari
  • Code Name: Overdrive
  • Function: Flying Trooper

Profile:

Road-racing is Overdrive's passion: he considers it Earth's primary cultural advantage over his native Cybertron. But the thrill of merely racing is not enough for Overdrive--if necessary he’ll lift off from the ground and fly in order to win! Good sportsmanship isn't his strong suit. And that carries over to his battle tactics too. He has no interest in a fair fight with a Decepticon; he only wants to win. And he’ll do whatever he must to make sure he does.

Abilities:

Besides being able to travel up to 190 mph while in car mode. Overdrive can also sprout wings from his doors and fly. His flying range is 700 miles and he can reach speeds of up to 300 mph. He can convert a section of the front of his hood into twin high-powered machine guns that shoot 60 rounds per minute. In robot mode he also has use of his wings and machine guns, although he's considerably less adept at flying.

Weaknesses:

Although his ability to fly while in car mode can often be used to surprising advantage. Overdrive's overall maneuverability in the air is often inferior to other airborne opponents.

Brief Bio

  • Autobot Overdrive
  • Flying Trooper

"The race is not important; the finish line is."

Road-racing his passion--considers it Earth's main cultural advantage over Cybertron. Only cares about winning ... he'll fly to win a race, do whatever's necessary to win a fight. Goes 190 mph in car-mode...can sprout wings from doors and fly...range 700 miles ... speed 300 mph. Hood converts to twin hi-powered machine guns ... Same abilities in robot mode not as good a flier. Overall not as good a flyer as most flying opponents.

  • STR: 5
  • INT: 7
  • SPD: 8
  • END: 6
  • RNK: 5
  • CRG: 10
  • FRP: 7
  • SKL: 5

Deluxe Autobots

Roadbuster

Extended Bio

  • Code Name: Roadbuster
  • Function: Ground Assault Commander

Profile:

'Demolishing Decepticons' is the way Roadbuster prefers to pass the time. If he's not fighting, he's just not happy. This isn't because he's particularly hot-tempered -- he just bores easily. When not in battle he's usually the most quiet of all the Autobots. But give him an enemy and he reverts to rough no-nonsense form and attacks with a zest unsurpassed by any of his comrades. It is in combat situations that his charisma surfaces, inspiring his fellow warriors and making him a natural leader. "With Roadbuster leading us, no one worries about consequences," says Tracks. "We just want to scrap some steel!"

Abilities:

In jeep mode, Roadbuster can cross all but the most extreme terrains. He can traverse swamps, rocky hillsides, ice and mud without any problems. He has a range of 600 miles. He carries a turret-mounted linear blaster gun which can blow a hole through two feet of concrete. In robot mode he has a laser rifle as well as a shoulder-mounted shrapnel-missile launcher.

Weaknesses:

As a result of his tendency to tune out non-combat situations, Roadbuster is sometimes unaware of impending danger. It is only when he is directly confronted by it that he will react, and by then he is often in more trouble than he can handle.

Whirl

Extended Bio

Profile:

Whirl is one Autobot who really loves his job. As a helicopter, he doesn't just fly, he careens across the sky in what appears to be a wild, joyful dance. But the crazy patterns he spins and weaves in flight only disguise the method to his madness. He calculates that an enemy would be far more terrified by someone who appears to be insane than by a purely rational opponent. Indeed, he is right. One single, lunatic dive of Whirl's will often send Decepticons scurrying for cover even before he starts firing at them. "An attack of insanity can be just as effective as an attack by a proton bomb," says Whirl.

Abilities:

As a helicopter, Whirl can fly at a speed of 400 mph. He has a range of 16000 miles. His manoeuvrability is amazing -- he can fly at virtually any angle except upside down, and even that he can achieve while doing loops. He packs four incendiary-shell cannons and a high-energy photon beam rifle. He has enormous strength in robot mode and carries a hand-mounted null-ray module that shields him from any energy beam directed at him, and a leg-mounted paralyzo-box that injects a powerful, disabling fluid when bought into contact with other robotic life.

Weaknesses:

Being reckless, Whirl is prone to disabling himself by damaging his rotor blades.

Deluxe Insecticons

Barrage

Extended Bio

DECEPTICON BEETLE (large)

CODE NAME: BARRAGE

FUNCTION: GUNNER

Profile:

Only when the ground is scorched and levelled does Barrage cease his onslaught in a battle; merely winning is not enough to satisfy this Insecticon. He wallows joyously in the misery and ruin he causes. Merciless and cruel, he believes kindness only stirs hope in the hearts of the vanquished. So thoroughly rotten is Barrage's mechanical soul that even his fellow Decepticons consider him, on a personal level, very unpleasant company. On performing his function, however, they have nothing but praise and envy: Barrage encompasses all the worst qualities that symbolize the Decepticons.

Abilities:

In insect mode, Barrage can unleash a nearly non-stop torrent of explosive charges from the gun-mounts in his eyes. His antenna module can shoot discreet packets of high-energy photons; each packet can blanket a 100 sq. ft. area with a temperature of 3000 degrees for 30 seconds. He can fly 15 mph with a range of 400 miles. In robot mode he uses a sonic rifle, which can flatten a small brick building at a distance of 600 yards with the vibrations it produces.

Weaknesses:

Being virtually totally offensive-minded, Barrage often leaves himself exposed to counterattacks.

Chopshop

Extended Bio

DECEPTICON CICADA

CODE NAME: CHOPSHOP

FUNCTION: THIEF

Profile:

Nothing that isn't bolted to the ground is safe from Chopshop's greedy grasp. He can carve up a moving bus and haul away its engine block before it rolls to a stop. And he can do all this while at his small insect size. Easily the sneakiest of the Insecticons, Chopshop prides himself on his subtle talents. No challenge is too great for him: the more difficult it is to steal something, the more he wants to steal it. Once he targets an object, it's as good as gone. And once he has it he will disassemble and reshape it with the consummate skill of a brain surgeon to fit it to Decepticon needs. Chopshop sums up his philosophy this way: "I take no prisoners, just spare parts."

Abilities:

In insect mode, Chopshop has two small jets on his back that allow him to fly in near silence at 30 mph. His range is 250 miles. His pincer-like antennae can slice through two-inch thick vanadium-steel plate. He can also use twin pinpoint lasers that protude from his mouth assembly to carve up objects that require more precision. He can lift up to 30 tons with his six clawed legs, even while insect-size. He can operate as an insect at either insect or normal size. As a robot he carries a high-powered photon cannon which can blind as well as blast opponents.

Weaknesses:

His tremendous ego sometimes leads him to taking on a challenge that is too great for him, resulting in his eventual defeat. Frequent mechanical breakdowns in his legs are a result of his carrying off heavy objects during his burglary operations.

Ransack

Extended Bio

DECEPTICON GRASSHOPPER (large)

CODE NAME: RANSACK

FUNCTION: WARRIOR

Profile:

With a fury unchecked by concern for the safety of innocents, Ransack enters into a battle like a howling tornado. If necessary, he will level an entire town to hunt down an enemy. The destruction and misery he leaves in his wake only serve to spur his manic cravings for more. Truly, he is one Insecticon whose mechanical heart is as cold as his metal hide. Among his fellow Decepticons he is known as a tough-talking, straight-to-the-point soldier who is always looking forward to the next conflagration. His comrades have the utmost confidence in his abilities to wage war--but they know enough to let him lead the way since Ransack won't take the time to shoot around them.

Abilities:

Ransack can operate at normal size or shrink down to insect size when he's in his insect mode. His abilities are the same either way except he can leap 200 feet at insect size and 1.5 miles at normal size. A kick from his rear legs packs enough power to knock over a bulldozer and shatter a foot-thick steel vault. The vibrations produced by rubbing these legs against his tail assembly can crumble a brick wall. His antennae can shoot 80 Kilovolt electrical charges. In robot mode he carries a high-intensity concussion blaster gun. Each of his arms has two razor-sharp talons mounted on it which he can spin at 300 rpm and use as a buzzsaw.

Weaknesses:

Ransack's rear legs are susceptible to complete mechanical failure if any foreign matter gets into their joints.

Venom

Extended Bio

DECEPTICON HORNET (large)

CODE NAME: VENOM

FUNCTION: INSECTICON LEADER

Profile:

Venom will use his poisonous talents even on his fellow Decepticons at times. This is because Venom trusts no one, least of all his fellow Insecticons, any of whom, he feels, might be tempted to usurp his role as Insecticon Leader. What little self-esteem Venom has he draws from this title. So nervous is he about losing it that his behavior borders on paranoia: he would rather try to eliminate a comrade he barely suspects of coveting his position than risk letting him live. Some Decepticons say disparagingly that Venom would be better off if he were captured by the Autobots --at least he would no longer have his fellow Decepticons to worry about.

Abilities:

The stinger mounted on Venom's head can discharge a variety of fluids harmful to both mechanical and organic life: acids that break down metal alloys, catalysts that alter molecular structures, toxins that paralyze human nervous systems, and several others. The stinger itself can penetrate ¼-inch steel. In insect form, Venom can fly 15 mph with a range of 300 miles. In robot form, he carries an electric-blaster gun, powerful enough to short-circuit a tank.

Weaknesses:

Being as suspicious as he is, Venom has few friends, and fewer still who will come to his aid in times of trouble. His stinger often gets stuck in his target, which sometimes leads to it breaking off.

Mini Vehicles

Hubcap

Extended Bio

Profile:

Hub Cap has everybody's friendship but nobody's trust. He is affable, witty, generous, even charming -- it is no wonder that his fellow Autobots find him such pleasant company. But he's also a con artist. He is likely to enthusiastically accept some work detail one moment and then try to sucker someone else into doing it the next. Or he might try to smooth talk a comrade into trading his weapon for an inferior one. Hub Cap is surprisingly effective at his scams. Perhaps it's the smiling, sincere way he talks or perhaps it's because he looks small and unthreatening. Whatever the case, Hub Cap is living proof of the old Cybertronian adage, "You can't tell an Autobot by it's finish."

Abilities:

Not only is Hub Cap adept at speaking, he's even better at listening. Equipment within his head module allows him to receive a broad spectrum of electromagnetic signals -- AM and FM radio, shortwave, UHF and VHF television broadcasts. He uses his phosphorescent windshield as a television screen when receiving TV signals. Amplifying circuits allow him to detect signals as weak as .000001 watts. His audio circuitry can hear a pin drop 500 yards away, and has a frequency range of 5 to 50,000 Hertz. In car mode, he can travel up to 90 mph and has a range of 1000 miles.

Weaknesses:

Hub Cap is physically among the weakest of the Autobots. Even low-speed crashes can result in severe damage to his body.

Swerve

Extended Bio

Profile:

If Autobots needed driver's licenses, Swerve's would have long been revoked. He's a definite menace on the highways. He doesn't mean to be, but he is so easily distracted that he rarely pays attention to where he's going for more than a half-minute at a time. Usually, he's too busy reading roadside billboards, changing his internal radio from the inter-Autobot frequency to a disco station, or looking for vanity license plates. It takes the frenzied honking of a nearby car's horn or the sudden approach of a telephone pole toward his front end to rouse Swerve from his stupor and save him from wrecking himself -- and, often, others as well. Although a loyal and brave Autobot, Swerve exhibits the same lack of concentration when being given orders by a superior. Invariably, his mind wanders and he only hears part of his instructions. It is not uncommon to hear Optimus Prime advising Swerve to "Keep your optical sensors on the road -- and your cerebro-circuitry on the plan!"

Abilities:

Sensors in Swerve's hands allow him to determine a multitude of chemical and physical properties of metals: electrical and heat conductivity, melting point, tensile strength, coefficient of elasticity, ductility, brittleness, magnetism, and others. Miniature acetylene torches and lasers in his fingers allow him to fuse metals together into new alloys. Swerve is constantly trying to create stronger and lighter metals for use by the Autobots. In vehicle mode, Swerve can reach speeds of 120 mph and has a range of 500 miles. Considering his careless driving habits, he luckily is extremely resistant to damage.

Weaknesses:

Swerve's frequent lapses of concentration result in many accidents no one of which is usually severe. But the accrued effect of all of them often leaves him a walking (or driving) wreck.