W.A.R.S.

Strength
11x
Agility
13d
Intellect
11d
Willpower
15d

Hand Size:
Edge:
3 (17)
1

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.

Powers:

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

* Body Armor (s): made (or formed) from primarily metallic materials, W.A.R.S. is considerably durable. His sturdy, inorganic composition affords W.A.R.S. intensity 8 (+2) protection from attack, enough to make him strongly resistant to most basic human assaults.

* Growth (a): Cybertronians come in all manner of sizes, few of which align with the human norm. W.A.R.S., for instance, generally stands at about twelve feet tall in his humanoid mode, which grants him this power at intensity 2 as a general matter of course.

As such, this Autobot firebrand possesses a +2 size factor. This grants him a +2 bonus to the damage he inflicts on normal sized foes, while theirs suffers a -2 against him. Conversely, he suffers a -2 penalty to strike standard sized enemies in the first place, while they gain a +2 to hit him.

* Microscopic + Telescopic Vision (w): all Transformers can alter their visual sensitivity where distance is concerned. Functioning at intensity 2, these powers let W.A.R.S. see objects up to a mile distant with ease, and allow him to read items on microfiche.

* Radio Transceiver (i): as are most all Transformers, W.A.R.S. is equipped with an audio / video transmission system. This communications rig allows him instant contact with any other Cybertronian within a wide radius of his person, having intensity 7 range (100 miles).

* Resistance / Invulnerability to Disease and Poison (s): as an inorganic life form, W.A.R.S. possesses complete immunity to poisons and organic diseases. He also possesses intensity 30 (+7) resistance to more chemically creative forms of disease.

Headlights (i): to better emulate earth vehicles (and since they come in handy in the dark), most automotive Transformers on earth are equipped with a convenient set of headlights. These twin lamps can be used to generate intensity 8 illumination, which make driving at night no problem..

Shape Change (a): W.A.R.S. can transform between his humanoid and Ford Thunderbird NASCAR stock car mode at will, and does so often in battle. This power is voice-activated, however ('W.A.R.S., Transform!'). W.A.R.S. moves with intensity 6 speed in his vehicular mode.

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 intensity 16 (+4), 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 (a): 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 intensity 14 skill.

* Clinging (a): 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 intensity 14 skill.

* Inferno Blast (i): the Spychangers have the ability to shape their collective energies. One such use allows them to generate intensity 20 heat, inflicting like energy damage to whatever they drive into / through - this is great against very large foes, or when making their own roads!

* Intangibility (a): 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 an intensity 14 power.

* Jelling (a): this power allows W.A.R.S. to temporarily solidify the surface of any liquid beneath him, giving him the ability to drive on water with intensity 14 power. 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.

Hindrances / Augmentations:

(none)

Equipment:

Machine Gun (a): 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 his Agility +5 in piercing damage, raised to +6 in an ammunition-depleting, fully automatic burst of lead.

Skills:

Detective / Espionage (i): common to the Spychangers, this talent represents their ability to blend into their surroundings, collect information, and even solve mysteries if they find it necessary. It grants them a reduced difficulty on actions of these kinds.

Guns (a): while it may go without saying, W.A.R.S. loves shooting things. When wielding any standard, semi-automatic, or fully automatic firearm - or even esoteric weapons like shotguns - he may do so at one difficulty level lower than is usually necessary

Military (w): 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 talent, 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.

Calling:

Soldier: the veritable opposite of R.E.V., W.A.R.S. thrives on conflict, actively cheering on the notion of preemptive strikes. While most Autobots regret their eternal war with the Predacons and the Decepticons, W.A.R.S. is more than happy to wade into a firefight against them.

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. Saga System 13 Text File Download

W.A.R.S. Imagery

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