**Firepower**

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**Firepower**

Post  Dream Weaver on 6/2/2010, 11:29 pm

Here are weapons that you may use. Depending on the size of your transformer, you may not use an overwhelming amount of weapons. You may add explosives like missiles, but most shields highly protect against them. If there are any you would like to add please contact a moderator. If you have a unique weapon that your character uses, notify a staff member and ask them permission. You may use Only the following:

Blaster

Light Blaster: Mainly for defense or by espionage agents due to their small size being easy to conceal, not high on offense. Packs a punch but won't cause high damage. Chain gun capability.

Medium Blaster: Strong enough for assault missions, can take a Transformer off their feet with damage unless its against one with heavy armor or leader class and up. Chain gun capability.

Heavy Blaster: The heaviest of them all, operated by using both hands. A victim will definitely sustain damage/injury from a blast from this.

Transformable Arm Blaster: The area of a Transformer's hand, wrist and upper forearm can revert into a blaster. Chain gun capability.

Arm Canon: Like a Decepticon seeker's rifle. Attached to the arm.

Heavy Arm Canon: Like Ironhide's arm canon in the live action TF movie. Attached to the arm.

Shoulder Blaster: Fires powerful laser bolts, good for long distance attacks or is used as anti-aircraft defense.

2 Shoulder Blasters: Fires laser bolts, good for assault, defense and anti-aircraft attacks and fires faster then single shouldered blasters.

Shoulder Chain gun: Classified as a Shoulder Blaster. Super heavy weapon with rapid fire option included. Fires laser bolts. Good for inflicting heavy damage on assault or defense.

Shoulder Sniper Rifle: For Snipers only. Fires laser bolts and is fixated to a Transformers body for maximized stability. Long range weapon for distance targeting.

Shoulder Flamethrower: Causes fast damage to a Transformer, subject to refueling.

Weapon Attachments

These extras are attachments that go on certain types of blasters and shoulder blasters. They can be attached to the underside of a weapon or the weapon can merely activate the added attachment and the blaster will then fire it's secondary ammo.

Electro Blast. Fires circuitry. Drains a blaster's battery faster. Available for Small, Mediums, Heavy Blasters, Arm Blasters, Arm Canons and Shoulder Blasters.

Electro Scrambler. Can overload a Transformer's body, drains Blaster battery charge faster when used. Available for Small, Mediums, Heavy Blasters, Arm Blasters, Arm Canons and Shoulder Blasters.

Plasma Blast. A very power energy charge that burns more then a regular laser bolt. Limited firing due to over heating issues.

Particle Beam. Powerful stream of energy used to cut through armor or enemy defensive's. Limited firing due to over heating issues.

Steel Net: For tangling up opponents or escaping prisoners.

Ion Disruptor/Null-Ray: Can freeze the average Transformer for a short time, drains Blaster battery charge faster when used. Available for Small, Mediums, Heavy Blasters, Arm Blasters, Arm Canons and Shoulder Weapons.

Spikes: 3 spikes are fired for a maximum of 5 shots. Causes much pain and deep penetration. Available for Medium, Heavy Blasters, Arm Blasters, Arm Canons and Shoulder Weapons.

Stars: 4 sharp metal stars are fired for a maximum of 5 shots. Causes much pain as they stick themselves in armor. Available for Mediums, Heavy Blasters, Arm Blasters, Arm Canons and Shoulder Weapons.

Chainsaw: Can crack average armor, attached to the underside of a weapons. Available for Heavy Blasters

Blade: Attached to the under side of a Heavy Blaster for defense against swords and other blades or to make short work of opponent in melee combat. Heavy Blasters

Smoke Bombs: Causes smokescreens. Available for Small, Mediums, Heavy Blasters, Arm Blasters, Arm Canons and and Shoulder Blasters.

EMP Grenade: Stops the electric flow in average transformers and other electronic equipment. Heavy Blasters, Arm Blasters, Arm Canons and Shoulder Weapons.

Acid Pellets: 200 small pellets. Use to melt armor, its corrosive touch is extremely painful as it burns for a long time. Available for Small, Mediums, Heavy Blasters, Arm Blasters, Arm Canons and Shoulder Weapons.

Flak Canon: 10 shots. Fires steel buckshot. Will knock the average Transformer off their feet, great for breaking down armor. Available for Mediums, Heavy Blasters, Arm Blasters, Arm Canons and Shoulder Weapons.

Incendiary Canon: 5 shots. Fires explosive round that releases flammable material on impact. Available for Mediums, Heavy Blasters, Arm Blasters, Arm Canons and Shoulder Weapons.

Shrapnel Burst: 5 shots. Much like the stars, very painful weapons that sticks in armor. Available for Mediums, Heavy Blasters, Arm Blasters, Arm Canons and Shoulder Weapons.

Explosive Darts: 20 shots. Would be more powerful if bigger, designed to be fired silently. Available for Small, Mediums, Heavy Blasters, Arm Blasters, and Sniper Shoulder Blaster. Perfect weapon for assassins.



Melee Weapons


Blades can transform and fold up to be stored away on a Transformer's body. Thermo energy then activates around the blade, causing any contact with the blade to burn who it touches. Blades that are attached to a Transformer's body, such as arm blades and buzz-saws, do not have thermo energy charges due to the fact that it would burn the Transformer who its attached to.

Thermo weapons burn at 5000 degree Celsius.
Energon weapons use energon to power a shaped energy field that significantly enhances the cutting and blunt-impact properties of the weapon.

Thermo/Energon Energy Dagger

Thermo/Energon Energy Short Sword

Thermo/Energon Energy Long Sword

Thermo/Energon Energy Ultra Sword: For Leaders and Ultra size Transformers only

Thermo/Energon Energy Axe

Thermo/Energon Energy Ultra Axe: For Leaders and Ultra size Transformers only

Buzz-saw: attached to arm with concealable option, a non-Thermo Power weapon

Arm Blades: Two blades for each arm, a non-Thermo Power weapon

Thermo/Energon Energy Whip

Thermo Energy Mace on a chain

Electro Staff: Ends of staff give off an electrical shock on contact

Thermo/Energon Resistance Energy Shield Attachment

Nucleon shock gauntlets: Strength and punching power are immensely magnified.



Powers/Special Abilities/Tools/Equipment
(Limited to three when you start. And you are allowed one special ability that is unique, a moderator will tell you if it is acceptable, Must have a consequence))

Triple Changer: For extra alternate mode.

Pile Drivers: Arms fold into a armored fist to deliver a strong punch or to break down enemy fortifications. Does not cause earthquakes.

Chameleon Power: Near invisibility. For by spies, recon agents, assassins, snipers and scouts.

Energon Shield: Deflects most energon attack except heavy ones or missile attacks. Has a time limit and range, can cover 2 other Deluxe sized Transformers.

Rocket Pack: Limited speed and duration. (10 Minutes)

Super Armor: Makes your armor near impenetrable. (10 Minutes)

Extra High Jump: Springs in the legs for higher jumps, taking a deluxe sized Transformer about 40 feet of distance.

Long Range Scanner/Early Warning System: See and detect things further away then normal, for scouts and recon agents and assassins.

Drill: Tear through enemy armor or fortifications. Great for digging tunnels.

Blow Torch: Cut through steel or reattach metal components.

Surgical Attachments: Repair wounded robots. For doctor, surgeons and medics. Located and attached to the forearms, hands and fingers of a Transformer.

Target Master: Raises combat skill for better aim.

Glider Wings: Used in robot mode, wings carry Transformer across the sky, gliding on the wind with a small rocket booster to assist. Not faster then most flight capable Transformers. (Only for transformers who have an alt. form that can fly)

Hook and Grapple: Scale walls or pull up comrade and equipment to new heights. Installed in the chest area so it maybe used in both robot and vehicle mode.

Electric Magnetic Cloak: Can hide a Transformer from most monitoring devices but won't turn them invisible. For spies, scouts, recon agents, snipers and assassins only.

Frequency Disruptor Grenade: Used to short out most energon fields by scrambling the rhythmic flow of energon that powers the field.

Communications: Intercept radio signals of all frequencies, broadcast capabilities superior to average Transformers. Mainly for communication officers.

Holograms: Used for disguise by spies and by strategists to show plan of action

Collision Armor: Resistance against high impacts. Can be used by Transformers who transform into jets or cars.

Battle Platform: Separates from a Transformer and is operated like a gunner station. Can be programed to fire on it's own and provide extra cover.

Large Battle Platform: Similar to Optimus Prime's trailer. Provides firepower and protection.

Repair Platform: Similar to G1 Ratchet's platform. Separates from a Transformer, acting as a field repair bay, providing extra cover.

Extra Sensory Perception: Great for, but not limited to, scouts to see things better from a distance.

Flame Suppressing Foam: Used mainly by, but not limited to, search and rescue crews to put out fires.

Lock Hacking Modulator: Used mainly by spies, infiltrators, and saboteurs. In the hand of a expert, most locks can be deactivated and allow a door to be opened.

Explosives: Used mainly by saboteurs and demolition experts, explosives can be attached to most surfaces and timed to go off at a certain moment or detonated by radio waves. Strength of explosives may rise as more explosives are combined together. Explosives are extremely dangerous as enemy frequencies can set them off.

Hero: Allows transformer to conjure up courage and strength for his team mates while they fight on the battlefield.

Space Pilot: allows you to fly through space without a ship, cannot go into hyperspace, but can travel through gates to get to other galaxies.

Thank You,
Management...
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Dream Weaver
Decepticon Commander
Decepticon Commander

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Join date : 2010-04-30
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