W.A.R.S.

Melee
RV 40
Coordination
RV 50
Brawn
RV 30
Fortitude
RV 75
Intellect
RV 30
Awareness
RV 40
Willpower
RV 75
Lifestyle
RV 20
Repute
RV +10 *

Health:
Fortune:
195
145

* Amongst humans, at least. RV +40 to fellow Autobots, RV -40 regarding Predacons / Decepticons / Vehicons.

Origin:

Like his fellow Spychangers, as well as the other Autobots on earth, W.A.R.S. is an electromechanical being from Cybertron, a robot that strives to prevent Decepticon dominion of the universe. This alien may also be from another time period, making him doubly out of place on earth.

Known Powers:

Cybertronian Physique: like his fellow Autobots, W.A.R.S. is a robotic entity of Cybertronian design and origin. As such, this trigger-happy combatant has, by his very nature, several abilities that reflect this. His very body gives W.A.R.S. these super-human powers:

* Body Armor: made (or formed) from primarily metallic materials, W.A.R.S. is considerably durable. His sturdy, inorganic composition affords him rank value 20 protection from attack, enough to shrug off most basic human assaults. W.A.R.S.'s armor breaks down as follows:

RV 20 / RV 6 / RV 2 / RV 0 / RV 0

* Growth: Cybertronians come in all manner of sizes, few of which align with the human norm. W.A.R.S., for instance, generally stands at around twelve feet tall in his humanoid mode, which grants him this power at rank value 4 as a general matter of course.

As such, this Autobot gunner possesses a +1 size factor. He thus suffers a -1 RS when targeting human-sized foes, but gains a +1 RS on any damage he inflicts against them, as well as 1 RS of damage reduction against any attacks they, in turn, launch against him.

* Microscopic / Telescopic Vision: all Transformers have the ability to alter their visual sensitivity where distance is concerned. Functioning at rank value 2, these powers let W.A.R.S. see objects up to a mile distant with ease, as well as allowing him to read items on microfiche.

* Radio Transceiver: as are most Transformers on earth, W.A.R.S. is equipped with an audio / video transmission system. This communications rig allows him instant contact with any other nearby Cybertronians, having rank value 20 range (100 miles).

* Resistance / Invulnerability to Disease and Poison: as an inorganic life form, W.A.R.S. possesses complete immunity to poisons and organic diseases. He also possesses rank value 100 resistance to more chemically creative forms of disease.

Headlights: to better emulate earthen vehicles (and since they come in handy in the dark), W.A.R.S. is equipped with a set of convenient headlights. These twin lamps can be used to generate rank value 20 illumination, which make driving at night no problem.

Shape Change: W.A.R.S. can transform between his humanoid and Ford Thunderbird NASCAR stock car mode at will, and often does so quickly in battle for tactical purposes. This power is voice-activated, however ('W.A.R.S., Transform!'). His stock car mode has these characteristics:

Handling
RV 40
Velocity
RV 50
Durability
RV 75
Protection
RV 20

Spark Engine: supercharged like the Autobot brothers were via the Matrix, the six original Spychangers were subsequently given new spark engines to handle their increased power. After this event, each of these Autobots developed enhanced, mysterious powers.

When activating his spark engine, W.A.R.S. will develop a gray and dark blue coloration. This signifies an increase in the protection from injury W.A.R.S. possesses, his body armor ultimately increasing to rank value 40, and allowing for devastating charging attacks.

Spychanger Powers: as a member of the elite Autobot Spychangers squad, W.A.R.S. has acquired access to a series of special abilities that most Autobots - heck, most Transformers, really - lack. These rather handy, versatile abilities include the following super-human powers:

* Blending: important to their roles as the Autobot spies, this power augments the Spychangers' disguise abilities considerably. It allows them to disappear into their surroundings with little or no assistance from any props or other accessories, and they can do so with rank value 40 skill.

* Clinging: curiously, the Spychangers have the ability to defy gravity. While they cannot fly, per se, they can drive along any surface in their vicinity, regardless of either its horizontal or vertical relation to the local plane of gravity, doing so with rank value 40 skill.

* Inferno Blast: when acting in concert, the Spychangers can combine their energies. One use of this ability allows them to generate rank value 100 heat, inflicting like Energy damage on contact - this is great against very large foes, or when making their own roads!

* Intangibility: an interesting power that the Spychangers have demonstrated here and there is their ability to pass through solid matter as if it wasn't there. They use this ability rarely, suggesting that it requires a lot of power to work. Regardless, this is a rank value 40 power.

* Jelling: this power allows W.A.R.S. to temporarily solidify the surface of liquids beneath him, letting him drive on fluids with rank value 40 ability. This primarily works in his vehicle mode, but if he transforms at high speed, W.A.R.S. can 'skid' on water for some time.

Limitations / Enhancements:

(none)

Equipment:

Machine Gun: W.A.R.S. is armed with a heavy-duty machine gun that he always carries plenty of ammunition for. This gun can be fired semi-auto to inflict rank value 20 Piercing damage, increased by +1 RS in an ammunition-depleting, fully automatic burst of lead.

Quirks:

(none)

Skills:

Detective / Espionage: common to the Spychangers, this skill represents their ability to blend into their surroundings, collect information, and even solve mysteries if they find it necessary. It grants them a +1 RS to the applicable traits in ACTs of these kinds.

Guns: while it may go without saying, W.A.R.S. loves shooting things. When wielding any standard, semi-automatic, or fully automatic firearm, he may do so at his Coordination score +1 RS. He may have advanced gun skills as well, but has yet to demonstrate them in battle.

Military: W.A.R.S. is one of the most pro-war Autobots out there, wanting nothing more than to crush the Predacons utterly. His combative beliefs and disciplined, warrior nature is demonstrated by this skill, which gives him an understanding of essential martial procedures.

Contacts:

As a member of the elite Spychangers, W.A.R.S. can naturally rely on his close-knit teammates for assistance should he need it, not to mention the other Autobots. After all, he and his friends must stick together, lest they be ripped to shreds by their Predacon / Decepticon / Vehicon foes.

Likeness:

In his vehicle mode, W.A.R.S. resembles a red Ford Thunderbird NASCAR stock car, decorated with yellow and silver trim, silver hubcaps, and blue-tinted windows. In his humanoid form, W.A.R.S. resembles a red and yellow robot built from spare, high performance car parts.

Personality:

A daring warrior, W.A.R.S. is covered in thick armor, and specializes in body-slam-type attacks (when not blasting away with his hand cannon). One of the rare pro-war Autobots, his violent actions frighten and appall friend and enemy alike. He has a machine gun, which he's forever firing.

Real Name: W.A.R.S. (Wicked Attack Recon Sportscar)
Occupation: warrior, spy
Legal Status: citizen of Cybertron with no known criminal record on earth
Marital Status: inapplicable
Alias(es), if any: none
Group Affiliation: the Spychangers, the Autobots

Height: 12'
Hair: inapplicable
Eyes: purple
Weight: 1.25 tons
Other Distinguishing Characteristics: W.A.R.S. is composed of a strong alien metal that is primarily red in color, with bits of yellow and silver steel in places - regardless of which mode he currently wields.

Story:

The exact origin of the Autobot called W.A.R.S. isn't exactly known. You see, he comes from Cybertron, as does his fellows, but it isn't known if this is the Cybertron of a parallel earth, or the Cybertron of the future; this makes things regarding his background rather complicated.

However, he and his Autobot allies learned of the evil Megatron's designs for the planet earth, and subsequently hoofed it to beat the vile Predacon to that world. Arriving literally years before the would-be master of the universe, W.A.R.S. and company had plenty of time to prepare.

Blending into human society by taking on the forms of earthen vehicles, the Autobots acted to help humanity as they prepared for the Predacon onslaught, at the same time building a powerful, global space bridge network that would allow them to drive anywhere on earth within minutes.

In addition to this, a team of Autobots trained relentlessly to become an elite intelligence-gathering force for Optimus Prime. This team, led by Prime's own cousin, Hot Shot, is known as the Spychangers, though most of the Autobots didn't even know who they were at first.

After all, they began training together the instant they arrived on earth. And this training has paid off, as W.A.R.S. and the Spychangers have helped their fellow Autobots turn defeat into victory on numerous occasions when they weren't busy with their espionage missions.

With the aid of W.A.R.S. and his fellow Spychangers, the Autobots drove the Predacons (and the Decepticons and Vehicons, as well) from the earth. After most of the Autobots left earth however, W.A.R.S. and company became aware of a new threat to this world.

Lacking backup outside of their team, the Spychangers were all outfitted with enhanced spark engines, which granted them incredible powers! W.A.R.S., in addition to his new, gray and blue hue, has dramatically enhanced protection from injury when invoking his super spark engine!

Which should come in handy in the Spychangers' fight against this new, mysterious foe of theirs!

Extra Goodies:

W.A.R.S. 4C System: Edition 13 Text File Download

W.A.R.S. Imagery

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