Transformers-themed pub could be Britain’s Best Home Bar
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TFNation 2019 Transformers Convention Review
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Annual Transformers Forum Meet Tour
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Our 2019 Forum Meet took place this weekend, in Cardiff
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Video Footage from Transforce in 2001
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Spinister
ALLEGIANCE: DECEPTICON
SUB-GROUP: TARGETMASTER
HUMAN COMPONENTS: SINGE AND HAIRSPLITTER
FUNCTION: AERIAL ASSAULT
FIRST APPEARANCE: TRANSFORMERS # 62
“Respect your foes’ abilities as you would your own.”
Profile: Spinister is as mysterious to his fellow Decepticons as he
is to his enemies. He says little about himself and reveals even less. But in
action he is as deadly as a computer virus. “I don’t care if he never utters
another word, as long as he keeps scrapping Autobots,” says Decepticon
Commander Megatron of this eerie aerial adventurer. “We have enough big-talk,
small-results types here already.” Spinister’s favorite and most effective
battle tactic is to sneak up on unwary Autobots, scare them, fly away… and
then return to destroy them while their guards are down. How this loner manages
to surprise as many opponents as he does is a secret to which not even his commanding
officers are privy. But the suspicion among many Decepticons is that Spinister
has developed a “cloaking” system – a technology that allows him to
turn invisible and avoid detection – that he refuses to share with his comrades…
just in case he should decide to one day use it against them.
Spinister is binary-bonded to two Nebulans, Singe and Hairsplitter. Singe was
the playboy son of one of Nebulos’s leading families. He signed up with the
Decepticons soon after he publicly declared his sympathies were with Lord Zarak
in his struggle against Zarak’s Nebulan rival, Galen, and the Autobots. Singe
was motivated by his feelings for Zarak’s daughter, Llyra, whose affections
he had lost years earlier to Galen. He saw the opportunity to destroy Galen
as his chance to win her back. But once he went into exile with his fellow Decepticon-allied
Nebulans he had no opportunity to put his theory into effect, leaving him a
bitter, lonely hate-filled warrior.
Hairsplitter is just happy to be in an organization in which he feels wanted.
On Nebulos he was an ecological efficiency expert whose job primarily consisted
of writing memos that pinpointed waste in the Nebulos Department of the Environment
and assigned blame to those bureaucrats responsible for the waste. He was not
very popular among his co-workers. He agreed to undergo the bio-engineering
process that would binary bond him to Spinister when Lord Zarak told him that
his talent for spotting slackers would be welcomed by Scorponok, commander of
the contingent of Decepticons on Nebulos.
Abilities: Spinister transforms into an assault helicopter equipped
with two batteries of automatic particle beam cannons and two remote control-guided
fusion bombs. His maximum speed is 520 miles per hour and his range is 1300
miles. Singe converts to a double-barrelled nuclear-powered flamethrower. He
can adjust the heat in his flame so that he can do anything from lightly toasting
a target at temperatures in the 140 degrees Fahrenheit range to melting an enemy
Autobot into a pool of slag at temperatures up to 3200 degrees. Hairsplitter
converts to twin lock-target laser rifles. He is renowned for his accuracy and
has been known to etch his name on a microchip positioned two miles away with
his laser beams. Spinister can use both weapons in robot and helicopter modes.
He can also combine the two Nebulans to form one super-weapon, which retains
the offensive features of its component parts.
Weaknesses: Spinister’s rotor blades are prone to stress fractures after
12,000 miles of continued use. The blades require a vigilant maintenance schedule
to avoid inflight failure.
Sharkticons
ALLEGIANCE: QUINTESSON
FUNCTION: EXECUTIONER
FIRST APPEARANCE: THE TRANSFORMERS: THE MOVIE # 2
“Everything is prey.”
Profile: Massive, rotund, powerfully built and virtually brainless,
Sharkticons are the perfect killing machines and thus the ideal enforcers to
carry out the Quintessons’ verdicts. The jaws and teeth of the Sharkticons are
so powerful and strong that they can snap a six inch-thick titanium steel rod
in .023 of a second. Their spiked tails can crush the heaviest armor plating.
But the real reason for their invincibility lies in their overwhelming numbers.
Like piranhas, Sharkticons attack their prey en masse and are totally oblivious
to the casualties the target might inflict. They know how to do only one thing,
and that is to destroy. They perform that function perfectly.
Weaknesses: Because they are so lacking in intelligence, they can suffer
frightening losses before they even realize it. This is not a problem when they
are facing one foe, but against a powerful force, even their destructive ability
can be diminished.
Rollbar
ALLEGIANCE: AUTOBOT
SUB-GROUP: THROTTLEBOT
FUNCTION: TRACKER
FIRST APPEARANCE: TRANSFORMERS # 30
“When the going gets tough, the tough get driving.”
Profile: Many mistake Rollbar’s impulsive bravado for foolishness. But
the truth is he’s just a rough-and-tumble kind of guy who thrives on taking
chances and putting his life on the line. He enjoys competition in any form
– from watching a football game on television to being an active participant
in an all-out war. He has a penchant for spouting somewhat cornball, macho cliches,
particularly in the heat of battle, such as, “Let’s show ’em what we’re
manufactured of, Autobots,” or, “When the going gets tough, the tough
get driving.” More often than not, Rollbar’s pronouncements elicit laughter,
not greater bravery, from his comrades. But he doesn’t seem to be bothered by
their reactions one bit. He either doesn’t hear them or chooses to ignore them.
He just plunges on, allowing no deadly danger or looming obstacle to deter him
from completing his appointed task.
Abilities: In jeep mode, Rollbar has tremendous agility. When necessary,
he’ll launch himself into a series of flips and rolls with hardly any loss of
speed. He can traverse most terrains, no matter how treacherous. Built-in chemical
sensors, radiation detectors, and an array of aural and visual recording devices
make him an ideal tracker.
Weaknesses: In jeep mode, Rollbar has a less than average sense of balance.
His design makes him prone to flipping over, particularly on sharp, fast turns.
His agility usually, but not always, spares him any serious injuries.
Punch / Counterpunch
Punch
ALLEGIANCE: AUTOBOT
FUNCTION: DOUBLE AGENT
FIRST APPEARANCE: –
“In my business, there are no friends, only suspects.”
Profile: On the surface, Punch is as cool-headed and well-adjusted a
character as you could wish to meet. At times of crisis, he keeps his head and
takes command, his authoritative nature and imposing presence helping to calm
those around him. Many are the Autobots who have admired his tight-lipped, stoic
attitude. But Punch fools himself almost as completely as he fools others. He
likes to think that he is a robot of few words because, in his business, to
say too much is to invite death. In truth, Punch says little because he distrusts
absolutely everyone! His role as double agent, constantly switching his appearance
to Counterpunch so as to blend in with the Decepticon forces, has left him a
paranoid bundle of neuro-circuits. He hides it well, but Punch is constantly
on edge, guarding against possible betrayal (from his fellow Autobots) and discovery
(by the Decepticons). Only Autobot leader Optimus Prime suspects that Punch’s
long undercover operations, taking him into the dark heart of the Decepticon
camp, may be having an adverse effect. He sees not the calm, aloof warrior others
see. He sees a powder keg, about to explode. Knowing how easily and confidently
he walks with the Decepticons, Punch looks at his fellow Autobots, wondering
if one of them is actually a Decepticon double-agent. Despite all of this, there
is no doubting Punch’s courage and dedication. Each time Punch receives another
infiltration mission, Optimus Prime gives him the chance to back out with absolutely
no loss of face. And each time, Punch remains silent.
Counterpunch
ALLEGIANCE: DECEPTICON
FUNCTION: DOUBLE AGENT
FIRST APPEARANCE: –
“In my business, there are no friends, only suspects.”
Profile: When Punch becomes Counterpunch, he not only changes his outer
appearance; his whole personality changes as well. The bizarre fact is, neither
Punch nor Counterpunch are aware that there is any mental change. A psychomechanic
could make a fortune out of him, because Punch/Counterpunch is one of the best
examples of schizophrenia (or split personality). Though, as Counterpunch, he
retains his Autobot sensibilities (and carries out his double-agent duties;
infiltrating and reporting on Decepticon troop movements and capabilities),
he becomes more Decepticon than Autobot. Like Punch, he is tight-lipped and
resolute, but where Punch uses mercy and restraint, Counterpunch can be every
bit as ruthless as other Decepticons. Even his ‘fellow’ Decepticons give him
a wide berth, knowing him to be volatile and bad-tempered. A casual, jokey remark
is often seen as a savage personal attack by Counterpunch, and rarely passes
without some form of retribution from him. It can be theorized that perhaps
the constant knife-edge pressure has gradually gotten to Punch, and that part
of him has been lost, possibly irredeemably. So convincing is Punch’s Decepticon
alter ego that he was put in charge of the Decepticons’ intelligence network,
gathering information on the Autobots and controlling the many Decepticon field
operatives. This role presents Punch/Counterpunch with a unique problem. How
can he maintain his cover and get results, without compromising his fellow Autobots?
The great fear is that one day, Counterpunch will take full control of the shared
mind, spelling disaster for the Autobots!
Abilities: As both Punch and Counterpunch, he can transform into a sleek,
aerodynamic car capable of reaching a maximum speed of 160 miles per hour, with
a range of 1200 miles. In Autobot mode, he uses a twin mortar launcher capable
of firing its highly-combustible firebombs a distance of 3000 yards. In Decepticon
mode, he wields a photon cannon, which emits a high-density stream of circuit-scrambling
energy, destroying enemies from the inside out. In order to maintain Punch’s
cover, all Autobots are fitted with a damper device that reduces the cannon’s
effect but produces enough fireworks to convince the Decepticons that they have
been destroyed. All the Autobots have to do is remember to fall down!
Weaknesses: All of Punch’s weaknesses stem from the mental split between
him and his alter ego, Counterpunch. He is in constant danger of slipping too
fully into his Decepticon role and turning on his Autobot comrades. Should this
ever happen, the Autobots would have little option but to stop him. Whether
they could do this without harming him remains to be seen. All that is held
in check as Punch finds savage release as Counterpunch.
Onslaught
ALLEGIANCE: DECEPTICON
SUB-GROUP: COMBATICON
FUNCTION: COMBATICON COMMANDER
FIRST APPEARANCE: TRANSFORMERS # 24
“The mind is the greatest weapon.”
Profile: Perfection is what Onslaught seeks. He believes the key to
a mission’s success lies in its planning, not in its execution. Thus, a perfect
plan virtually guarantees a victory. Onslaught prefers the intellectual battlegrounds
of the mind, where he can carefully devise and polish his sinister schemes,
to the physical battlegrounds of the war, where events don’t always unfold as
expected. The four Combaticons under his command consider him aloof, even dreamy,
but a brilliant tactician. Typically, Onslaught takes a backseat role in the
assaults he plots, choosing to observe and re-evaluate his strategy rather than
actually engage in combat. But, when stirred to action, he is a relentless,
furious fighter, a terrifying contrast to the reserved thinker he is otherwise.
This side of Onslaught’s personality comes as a surprise to most of the other
Decepticons, but those who understand him know his violent behavior is born
out of frustration that his plan didn’t work, forcing his involvement, rather
than any suppressed lust for battle hidden in his character.
Abilities: In missile trailer mode, Onslaught can reach speeds of 100
mph. His range is 2400 miles. He can launch photon missiles, with a range of
6500 miles. Each missile contains three independently targetable shells, each
of which has an explosive force equivalent to 3000 tons of TNT. In robot mode,
he uses a sonic stun-gun, which is capable of crumbling a hillside with one
blast. He combines with his fellow Combaticons to form the giant robot Bruticus.
Weaknesses: Onslaught often puts too much faith in his plans and winds
up going along with them longer than he should. Consequently, he doesn’t get
personally involved as quickly as changing situations might warrant. Electromagnetic
interference can impair the accurate targeting and delivery of his missiles.
Kup
ALLEGIANCE: AUTOBOT
FUNCTION: WARRIOR
FIRST APPEARANCE: THE TRANSFORMERS: THE MOVIE # 1
“The past is the greatest teacher.”
Profile: Kup, as in Pickup Truck, is an old warhorse. A grizzled Autobot
veteran with ten thousand tall tales from his one thousand adventures and a
motto or word of advice for any situation. He is as brave as they come and as
loyal, and sometimes as crotchety as a wet hen – especially when Hot Rod’s adolescent
thoughtlessness propels them into dangerous areas. Kup loves the Dinobots because
they love hearing his tales of glory. When he transforms, Kup’s vehicular mode
is somewhat squarish and “old-fashioned” compared to some of the sleeker,
“later model” Autobots, but he has no complaint about that. He sees
himself as a seasoned campaigner with much knowledge to impart and he imparts
it whether or not anyone has asked for it. He is sort of the Falstaff to Hot
Rod’s Prince Hal and he likes the role.
Abilities: In robot mode, he carries an old-style musket laser that
shoots bursts of metal-corrosive hydrochloric acid. Range: 5 miles. Speed: 100
mph.
Beachcomber
ALLEGIANCE: AUTOBOT
FUNCTION: GEOLOGIST
FIRST APPEARANCE: TRANSFORMERS # 17
“Know the conflict within before facing the conflict without.”
Profile: Warfare holds no interest for Beachcomber; he much prefers
to take long, lone journeys into the vast expanses of desert wilderness and
along the rugged coastal shores that occupy so much of the American landscape.
Only in these places of such stark, natural beauty does he feel he can completely
escape the conflict between the Autobots and Decepticons. Only in these places
can he purge himself of the tensions that sometimes interfere with his operating
efficiency, and relax. He’s cool-headed, low-key, personable; he’s what Earthlings
would refer to as “laid back.” But despite his feelings to the contrary,
he never shirks his responsibility to fight for the Autobot cause when called
upon. Deep down he knows that until his side wins there is no true escape, no
matter how far he travels into the desert.
Abilities: In vehicular mode, Beachcomber has a range of 800 miles and
is capable of traveling over very rugged terrain. He’s equipped with various
magnetic, ionic, electrostatic, infrared, and sonic sensors, among others, which
enable him to accurately determine the chemical composition of any terrain he
visits, and he uses this ability to locate vital resources for the Autobots.
In robot form, he has an unusually high agility, which makes him an elusive
target.
Weaknesses: Mental stress can interfere with Beachcomber’s performance,
often making him vulnerable in combat situations. He’s neither too strong as
a robot nor too fast as a vehicle.
Highbrow
ALLEGIANCE: AUTOBOT
SUB-GROUP: HEADMASTER
HUMAN COMPONENT: GORT
FUNCTION: ELECTRONIC WARFARE
FIRST APPEARANCE: HEADMASTERS # 1
“War is the playground of the ignorant.”
Profile: Highbrow considers warfare a barbaric solution to problems,
worthy of only the most primitive sentient creatures. He believes civilized
folk should talk about their differences, a talent for which he seemingly has
an endless capacity. Hardhead claims that Highbrow’s voice box burns enough
fuel by itself to power all the Nebulan Autobots for a year. Although that is
doubtful, Highbrow does talk a lot and uses a lot of words that nobody understands.
Even Chromedome often finds himself fruitlessly searching through his extensive
vocabulary. Highbrow considers himself intellectually superior to the Nebulans
and other Autobots. They think he’s a self-righteous snob. Highbrow’s biggest
disappointment in life is that circumstance has forced him to lower himself
to participate in the very activity he most loathes – fighting.
Gort, Highbrow’s Nebulan partner, is quite a contrast. He’s a cheerful young
man with never an unkind word for anyone. Spurred by concern for protecting
his planet, he overcame his working-class origins as a stable boy for an exclusive
Nebulan country club that catered to the aristocracy to join the elite ranks
of the Headmasters. He is much admired by his comrades for his earnestness,
common sense and courage – except for Highbrow, who finds it a humiliating,
humbling experience to be binary-bonded to such a commoner. Young women all
over Nebulos are attracted to the boyishly handsome hero, but Gort remains steadfastly
faithful to his long-time girlfriend, Marita. Gort is the All-American boy of
the Nebulan Autobot Headmasters.
Abilities: In helicopter mode, Highbrow has twin three-bladed rotors
that enable him to lift up to 22,000 pounds of cargo, and, with the help of
two small vectored-thrust turbofan engines, reach a maximum speed of 1200 mph.
More accurately, Highbrow’s designation is a jet helicopter. He’s packed with
equipment designed to detect, monitor and record enemy communications; target-indicating
radar whose signals can be relayed to ground stations; magnetic, infrared and
audio sensors for detecting enemy robots and vehicles; and a variety of anti-detection
systems to protect himself. His range is 800 miles. In robot mode, Highbrow
uses two acid rainmaker rifles, which shoot streams of highly corrosive acid.
Weaknesses: Sometimes the thrust of Highbrow’s jet engines overpower
his rotors, sending him spinning out of control when in helicopter mode. Also,
Highbrow’s deep resentment of being controlled by Gort makes him less than cooperative
at times.
First Aid
ALLEGIANCE: AUTOBOT
SUB-GROUP: PROTECTOBOT
FUNCTION: DOCTOR
FIRST APPEARANCE: TRANSFORMERS # 24
“An ounce of maintenance is worth a pound of cure.”
Profile: First Aid hates seeing a machine in pain – even if the machine
itself is unaware that it’s hurting. He’s been known to fix broken street lamps
and administer water to overheated cars on his travels. This often delays him
in performing his normal duties, but his fellow Protectobots rarely take him
to task over it. He’s simply too compassionate! He’s also overly cautious –
he’ll restrict an Autobot to the repair bay for a mere faulty directional signal.
Although his comrades sometimes take issue with First Aid’s judgment in such
cases, they know the quiet, hard-working doctor is only looking out for their
best interests, and that is a comforting thought.
Abilities: In vehicle form, First Aid can travel at 140 mph with a range
of 500 miles. He carries a dual-barreled decrystallizer cannon, which disrupts
the crystalline structure of most metals, reducing their tensile strength and
making them vulnerable to fracture. In robot mode, he carries a photon pistol
that shoots light-bursts with the equivalent brightness of 5,000-watt light
bulbs, enough to temporarily blind all but those whose optical sensors are the
most heavily shielded. Each of his fists can emit a high-temperature, narrow
laser beam, which he uses for welding during surgical procedures. He combines
with his fellow Protectobots to form the giant robot known as Defensor.
Weaknesses: Other than the aforementioned tendency to be distracted,
First Aid occasionally suffers from electrical system breakdowns, particularly
when he uses his decrystallizer cannon. This sometimes leaves him unable to
perform simple functions, such as turning on his lights, or worse, leaves him
completely immobilized.







