Transformers G2 recolors fanfic tech specs (11) Powerdashers, Go-Bots, Cyberjets By M Sipher Posted to alt.toys.transformers, 23-aug-1995 And now, the second round of new personalities for recolored Transformers, plus a few extras. For those who don't like the fact that Hasbro's slapped old names on recolored current toys, but buy them anyway.... So there they be. Hope ya like them. These guys'll show up again if I ever get off my duff and do up that fanfic I keep adding to in my mind... If what I heard at BotCon is true, then it looks like I might not have any recolors with established names to re-do for future characters... hmmm. I wanna see Kenner do a Laser Rod Grimlock... Actually, I think I'll try to pin personalities on the "Robo-" series from Tek Toys... (The Robo-Bugs, Robo-Kats, and Robo-Dinos... one of the better cheap Transformers knockoffs.) Oh yes, the legal crap... Transformers, Go-Bots, Cyberjets, and others are trademarks of Hasbro (or is it Kenner now?) The characters featured in this fanfic were created by Greg "M Sipher" Sepelak at National Local Color Black & White Comics, and based on existing Transformers toys. All of these characters are public domain and can be used in fanfics by anybody who wants to, and please give the credit. And on that note, Nightracer was created by Raksha. Thanks for the really cool character and toy! ---- Double Rush - Autobot - Powerdasher Physical Model : Powerdasher car Function : Messenger "Hey! I'm drivin' here!" A tough, bitter young Autobot, Double Rush is at his best under extreme pressure and a short deadline. He's more than ready to take the most insanely dangerous missions. A lightning-fast messenger with a lightning-quick temper. When he's not tearing up the pavement (both street *and* sidewalk), he can usually be found trading insults with his teammates. Some Autobots feel he needs a major attitude adjustment, but admire his bravery and tenacity. In car mode, Double Rush moves at 300mph with incredible agility. He can turn on a dime, travel for miles on only two side wheels, and can even boost his speed to 400 MPH for short bursts using the jet thrusters on his spoiler. He can shift from car to robot mode in a second and back, and often does to pass obstacles he can't drive around (or through). He's fairly adept in hand-to-hand combat, but usually will fight only enough to leave his enemy behind him. Double Rush's lack of offensive weaponry keeps him off the front lines, which annoys him a little. He's not very well-armored, mostly in order to keep his weight down and speed up. While he usually will not allow himself to be distracted from a mission, someone with a large enough list of insults can goad him into a put-down contest. (He has yet to loose one, though.) Eyesore - Decepticon - Go-Bot Physical Model : Go-Bot Soundwave Function : Diversionary Tactics (Decoy) "Look good, own the road." There is just loads of irony in his motto. Eyesore defines the word "geek". He has no idea that the other Decepticons think he's an obnoxious little twerp, he just keeps on yakking, telling lame jokes, and generally getting on everybody's nerves. His paint job is self-done (some would say "self-inflicted"), because no other Decepticon would want the credit for his color schemes, which change quite often. And not a one of them isn't tacky. The only reason his squad leader Nightracer hasn't slagged him yet is because she realizes that as long as he keeps the Autobots distracted, the rest of the team can do their job with less interruption. Eyesore is perfectly suited for the job of distracting the enemy. He uses a special paint coating that drives most standard sensor arrays crazy. In robot mode he carries a disorienting light-flash gun that leaves blurred images and light patterns on unshielded optics. He's fairly quick in both modes, and has a voice that makes audio feedback sound like the Philharmonic Orchestra. Eyesore's biggest liability is the fact that everybody hates him. Every attempt to change his behavior has failed miserably. He's not too strong or well-armored, his weaponry has very little power, so if somebody gets past the visual and audial assault, he's in deep trouble. And since he thinks all the Decepticons are his close friends, he'd never see an attack from one of his "friends". Filch - Autobot - Go-Bot Physical Model : Go-Bot Bumblebee Function : Thief "Just try to keep me out!" Back on Cybertron, Filch was desperate to join the Gear Grinders, the most notorious street gang on the planet. Despite his every attempt to impress their leader Switchblade, the gang was not sure if they wanted him in their ranks. But when the Gear Grinders were wiped out by a Decepticon raid, Filch joined the Autobots in revenge. He was delighted to find that Switchblade had survived the attack and also joined the Autobots, even more so to find that he'd be in the same squad. He's managed to keep a tight leash on his thieving tendencies while he's at Autobot HQ, but once he's on a mission, it's almost impossible to keep him from swiping stuff from Decepticon encampments, or just about anywhere else he ends up. Filch is extremely crafty and streetsmart, and so far has eluded capture for his theft. He's an expert thief, capable of lifting virtually anything he has is optics on. He can siphon fuel from almost any vehicle, which vastly decreases his fuel needs. He carries a Grinder Gun which causes the internal mechanisms of its target to grind together and wear down, freeze up or even shatter altogether. He is constantly making new improvements to his body with the stuff he's lifted. Filch is easily distracted by anything expensive. If it looks important, he'll take a shot at stealing it. He's still got a few zealous victims after him who want their property back. However, he's got Switchblade watching over him, whose reputation is enough to make most reconsider any revenge plans. Hiway - Autobot - Go-Bot Physical Model : Go-Bot Frenzy Function : Long-Range Recon "Open road is where the true adventure lies." Hiway is the type to disappear for months, wandering the roads of whatever planet he happens to be on. His love of exploration knows no bounds, and his teammates appreciate his dedication to his job. They just wish the information he brings back wasn't so full of worthless data. Hiway is simply fascinated by roadside attractions. Reptile farms, vegetable stands, whatever. He knows the location of every Stuckey's on Earth. Sifting through his lists of mini-golf courses, wax museums and rest stops for any important data is a mind-numbing activity, but once his comrades find the needed info, it's in perfect detail. And they can't complain about that. Hiway's engine is a special variation of the PowerMaster component engine... meaning it can run not only on standard Energon and petrochemicals, but on most substances that carbon-based life forms use for nourishment. Basically, he can refuel on humans' food. Even though standard fuels last much longer, certain foods provide temporary boosts in his speed and strength, especially sugar-based foods. This further decreases his already low fuel consumption rate. In robot mode, he carries a rapid-fire laser rifle. He's extremely fast and has an excellent sense of direction, enabling him to lose almost anybody following him. Obviously, his inability to pass a roadside attraction without stopping is a big problem. He could wrap up a mission in half the time if he didn't stop at every opportunity. Also, his engine needs frequent cleaning and maintenance; the more non-standard fuel he consumes, the more work it requires. Sidewinder - Decepticon - Go-Bot Physical Model : Go-Bot Sideswipe Function : Saboteur "I'd like ya to meet my friends... Chaos and Destruction!" A sneaky, unscrupulous villain who revels in being low. To him, cruelty is the highest form of amusement. He never does anything quick and easy, he enjoys slowly wearing down his foe, frustrating and injuring them at every turn. Only when his victim has been worn down completely, his will crushed to dust, does he finally finish the job. His sabotage jobs on inanimate objects are much the same : a series of malfunctions and structural damage, all set to go off at different times, so that nobody can catch them all. He fully enjoys his work, and enjoys the praise his work elicits from his teammates. In vehicle mode, Sidewinder's tires allow him maximum grip on virtually any substance. He can travel over sand dunes better than most normal dune buggies can. He also carries a large variety of tricks and traps on vehicle mode : oil slicks, mini land mines, smokescreens, and tire-slashing spiked balls. In robot mode, he moves with the stealth and grace of his namesake, silently and swift. He carries an impulse rifle, which fires packets of electrical energy that cause its target to malfunction in highly unpredictable ways. Some opponents even self-destruct once the gun takes effect. Sidewinder's insistence on playing with his victims often causes him to lose sight of his true mission. During these times, it's not too hard for someone to blindside him. Aside from that and his rather light armor, he has no real weaknesses of note. Skybolt - Decepticon - Cyberjet Physical Model : Cyberjet Jetfire Function : Backup "My freedom means nothing if others are subjugated." Skybolt and his friends Snare and Trickshot used to live on a small planet on the outer edge of explored space, living in peace with the inhabitants. But the Decepticons raided the planet and enslaved its people. Snare and Trickshot managed to get away, Skybolt wasn't so lucky. He was then given the choice to either join the Decepticons or die. He chose to join the Decepticons, but decided to actually work for the Autobots. His squad leader Dreadwing usually leaves him behind to guard the transport ship when the Cyberjets are on a mission. This suits Skybolt just fine. He manages to stay off the front line, and usually has the privacy to coordinate information leaks and sabotage. So far, he's only been caught once... luckily, it was by the Autobot's deep cover agent Counterpunch, who managed to get information of Skybolt's situation to Snare and Trickshot. Those three are the only ones who know of his secret actions. One of the fastest fliers in a normal atmosphere, Skybolt routinely breaks the sound barrier. His incredible speed allows him to reach his teammates on the front lines in record time. (Even though he usually takes his time when Dreadwing calls.) He carries a powerful missile launcher in both modes capable of leveling a city block. Unknown to his teammates, Skybolt has quickly learned how to create trouble from the inside and cover his tracks. Skybolt's reluctance to destroy, and downright refusal to kill, has put him at odds with many of the other Decepticons. Also, since only three Autobots know that he's really working for them, he's in the very real danger of being destroyed by the very army he's secretly helping. Snare - Autobot - Cyberjet Physical Model : Cyberjet Strafe Function : Trapper "Once I getcha on the ground, you're mine!" Snare would much rather walk than fly. It's not that he's afraid of heights or anything, but as he says, "There's jus' so much *nuthin'* up there!" In the sky, Snare feels like he's in limbo. He likes the feel of ground beneath his feet and to see cliff walls and trees all around, so he usually stays in his non-flying robot mode. You might say he's reverse claustrophobic. He loves luring a foe into a canyon or thick wood, where he's usually got a number of traps set. No high-tech laser encampments or the like. He prefers designing traps that would put Wile E. Cyote to shame. Luckily, he has a lot better success ratio. He knows exactly how to use his surroundings to best aid his fight. Snare's greatest advantage is his knack for designing and implementing complicated traps using little more than the surrounding countryside. In jet mode, Snare can reach mach 2. Despite the fact that his design allows for some impressive aerial maneuvers, he's never really taken the time to practice them. Instead, he has trained himself to be a perfect ground warrior. He simply uses his jet mode to transport himself to the battle scene. He can change the green in his paint job to various shades of brown and green to blend into most scenery. As with all Cyberjets, he carries a missile launcher with unbelievable destructive potential. If trapped in the air, Snare is at a severe disadvantage, mostly due to his lack of flying experience. His frame doesn't allow him the feats of strength he would like in order to pull off some of his more complicated traps. And there's the obvious danger that one of his setups could backfire, with less than humorous results. Specter - Autobot - Go-Bot Physical Model : Go-Bot Mirage Function : Espionage "Out of sight, out of mind... just how I like to be." Specter is almost wholly forgettable. He almost never speaks, he doesn't socialize at all. In fact, the only reason most Autobots know he even exists is his impressive record of espionage missions. He doesn't even wait for orders form Autobot HQ... as soon as he feels he needs to know what the Decepticons are up to, he's off without a word. And he's back before anybody ever realizes he's left, with a load of information on the latest Decepticon plan. His reports are almost always invaluable, and his commanders have nothing but high praise for him. Well, those commanders who remember him, anyway.... Specter defines the word "stealth." He is built out of the same stealth armor that Dreadwing is constructed from, making him invisible to most conventional detection techniques. His vehicle mode runs with almost no noise, and minimal exhaust. His robot mode is just as quiet. He carries a "Blank Gun", which causes temporary memory lapses in its target. Mostly, he uses it to disorient anybody who actually manages to discover him. Hopefully, the victim won't even remember Specter at all. Lack of firepower is Specter's only real weakness. However, he's rarely in a position where he'd need any real firepower. If he ever got in any real trouble, chances are he'd be completely without backup, due to the fact that nobody would be aware that he's even out there. Switchblade - Autobot Physical Model : Yellow Cliffjumper (using a pair of those G.I.Joe ninja claws...) Function : Street Warfare "Outta my way, you prick! I got Deceps to rip up!" During the peacetime, Switchblade was the leader of the Gear Grinders, the most notorious street gang on Cybertron. They spent most of their time in the Dead End, occaisionally venturing into the higher-class areas to terrorize the inhabitants. When the war between the Autobots and Decepticons started up again, many thought the Grinders would join up with the Decpeticons. And they probobly would have, if a raid on the Dead End hadn't resulted in the deaths of all of Switchblade's gang brothers. Wounded and bitter, Switchblade crawled his way to Autobot HQ and signed up for service immediately. Contemptuous of the "upper crust", Switchblade tolerates orders from his commanders only because he knows it was his best shot at revenge. He's tough, intense, and extremely street-smart. Lately, he can usually be seen with Filch, a former street theif who aspired to be one of the Gear Grinders before their end. The fairly easy-going Filch has managed to make Switchblade a little more approachable by his fellow Autobots. Switchblade's claim to fame are the retractable blades in the hubcaps of his front wheel assembly. These blades are available to him in both robot and vehicle modes, and are capable of cutting through all but the thickest armor. His tires also contain small retractable spikes that not only allow him maximum grip on rough surfaces, but aid him in hand-to-hand combat. He's quick and agile in vehicle mode, and has moderate strength in robot mode. Aside from his smaller size and his general loathing for authority, Switchblade has no notable weaknesses. Trickshot - Autobot - Cyberjet Physical Model : Cyberjet Air Raid Function : Surgical Striker "Why kill them when you can scare them straight?" Trickshot developed his incredible aim mostly to impress people at parties. A light-hearted being, he had absolutely no desire to use his abilities to destroy. That is, until the Decepticons raided the planet he and his friends Skybolt and Snare were living on. Now a member of the Autobots, Trickshot has vowed to protect all life... even Decepticon life. He won't kill, plain and simple. Instead, he uses his incredible aim and powerful rocket launcher to frighten his foe into retreating. If that doesn't work, he'll start dealing out crippling but non-lethal injuries. And if that doesn't work... well, he gets somebody else to finish the enemy off. Despite the fact that Trickshot's weapons system is designed for mass destruction, he's fine-tuned and made it into a pin-point demolition device. While he still has the ability to blow up half a mountainside, he can now hit a quarter from 500 yards and leave it intact. His stealth armor defletcs most radar beams. In jet mode, he can fly at subsonic speeds and is capable of outmanuevering most other jets (at least those of conventional Eatrh design.) Trickshot is neither strong nor well-armored. His robot mode is slightly top-heavy, restricting his agility in that mode. Due to his "scare or subdue only" fighting techniques, Trickshot is in great danger against foes who don't respond to pain. Wrench - Autobot - Go-Bot Physical Model : Go-Bot Ironhide Function : Paramedic "Patch 'em up and move 'em out!" Sometimes the wounded can't make it to the back lines to the medics. In these life-or-death situations, Wrench shows no fear as he barrels forward into enemy fire to aid his teammates. It's his job to get the wounded running again as fast as possible, so that they can continue the fight, or at least defend themselves as they head back for a full repair job. His repair methods are often quick and dirty patch jobs, nothing that can be used as a permanent fix. In fact, he approaches everything with that mentality. Just get it done, and done quickly. He has little patience, and feels that if it really needs to be done completely, there will always be someone there to pick up where he left off. His bedside manner with his patients may not be the best, but his repair jobs have saved numerous lives, and many battles. Wrench carries numerous laser scalpels, armor patches and fuel line clamps, enabling him to repair most common battlefield wounds. In vehicle mode, he can carry smaller patients in his truck bed, and uses an antigrav stretcher for larger patients which he tows behind him. He is fairly well-armored, and carries a pulse rifle in robot mode. Most of the dangers in Wrench's job affect his patients more than Wrench himself. His patch jobs are only temporary fixes, and often won't stand up to heavy stress. The more wounded Autobots Wrench has to deal with, the less time he spends on individual cases. Often, this leads to improper fixes that could potentially make the injury worse. He also gets frazzled a little too easy for one in his position.