Wheeljack
May 28, 2020 18:03:32 GMT -5
Post by Deleted on May 28, 2020 18:03:32 GMT -5
W H E E L J A C K
wreck 'n rule
Player Alias: Jazz || Discord: Jazzzy#8581
Age: Mid to late 50’swreck 'n rule
Player Alias: Jazz || Discord: Jazzzy#8581
Name: Wheeljack
Gender: Mech
Species: Cybertronian
Faction: Autobots
Original Occupation: Mechanical Engineer and one of the original founders of the Wreckers
Occupation/Specialization: Wrecker specializing in melee fighting and things that go boom.
A P P E A R A N C E
⌭ Root Mode ⌭
Wheeljack surely isn't built any different than your standard mech so there's nothing special to see. He's stocky, about head-height to Optimus’s midriff, with densely packed panels that overlap one another to protect vital regions. He's mostly white and grey, with bits of red and green here and there and bright blue optics. The most interesting look he has is probably his helm, where he has a solid piece of metal jutting straight out at the forehead that he uses as a battering ram against any opponent that makes the mistake of getting lock-handed with him- and that sucker definitely leaves a mark. At the sides are a pair of finnels that have a look like a fanned out look like a hammerhead shark. His helm is set slightly under his shoulders, similar to that of a turtle. A reminder of a past battle is permanently scarred into the left side of his lower lip in the form of two long slashes that went unhealed.His chassis is a white mass with a red chevron band pattern at the middle, and right at the center is his Autobot insignia, stamped on an attached raised section. The same chevron pattern is mirrored on his back in both red and green. These same corresponding red and green stripes also decorate his lower legs against their otherwise stark white paint. Single red stripes also run the length of his forearms from wrist to elbow. Attached at his back are a pair of grey wing-like panels, and his lower back sports three luminescent blue bands. In the space between the panels and his helm is a slight gap that contains two inset sheaths for the swords he uses in combat. When not in use, the hilts are visible just over his collarbone.
His alt mode's tires are positioned at his shoulders and the back of his calves and freely spin on their rotors when he is on the move. He has a retractable battlemask that he utilizes during combat that covers the lower half of his faceplate, leaving only his optics visible.
⌭ Altmode ⌭
Wheeljack transforms into the base model of the 2005 Lancia Fenomenon Stratos ( pictured here )with some modifications, such as the slightly more chiseled front end and lack of side doors with a windshield entry. The interior is heavily constructed and aimed to protect the passenger. Though he has the circular design windshield of the Fenomeon, he lacks it’s center dividing line and takes on the single, uninterrupted design. The alt mode is beefed up, a reflective aspect of his bot mode, with added layering in the wheel wells that up the protection of his short wheel base and makes it more difficult to have his tires shot out.H I S T O R Y
⌭ Wrecker Roots ⌭
Sometime during the Age of Origins, while survivors of the previous Age scrambled to rebuild their damaged homeworld by building small settlements across Cybertron, Wheeljack emerged from the Well of Allsparks. Surrounded by scholars and philosophers ahead of their time who sought knowledge among the stars, Wheeljack’s own mind was allowed to flourish and he dove into the field of engineering- particularly in things that could go ‘boom’. This was not a time for lavish teachings and laid back attitudes, and there were those who believed their deities would not let them fall to danger. Wheeljack was not one of those mechs so inclined to sit back and be ignorant to the dangers knocking at their doors.⌭ Wrecker Roots ⌭
While civilizations were being established and in need of protection from invading barbarians, gangs and other marauders, Wheeljack, along with several others, organized a freelance group of peacekeepers called the Wreckers in order to keep these settlements safe. When the Quintessons took over during the Age of Wrath and began to sell probe-controlled Cybertronians into slavery, the Wreckers refused to fall in line and joined the uprising against them. Later they became the official peace officers during the Golden Age.
When the Great War broke out, the Wreckers became one of the elite groups of fighting forces for the Autobots. They usually operated on their own to participate in the more dangerous- often suicidal- missions, in which many did not return from. Wheeljack remained serving as a Wrecker for much of the Great War, though he left once Ultra Magnus was assigned as the group’s Commander, citing some ‘leadership disagreements’- mainly on the part of Wheeljack refusal to fall in line with his authority. During his time as a Wrecker, he had grown accustomed to being able to handle things at his own discretion, which clashed heavily with Ultra Magnus’s forthright protocols and highly disciplined leadership style.
He remained behind on Cybertron when Optimus called for the Exodus, both part-taking in battling Decepticons who had missed the boat, and tapping into his inventor's mindset to create new equipment and devices to the resistance that remained behind. It wasn’t until when the planet finally went dark that he boarded his ship, the Jackhammer, and left his homeworld behind to begin exploring the stars in search of any other Wreckers that may have survived.
⌭ Arrival To Earth ⌭
His journey eventually found him within the Earth’s Solar System where his signal was picked up by Ratchet at Omega Base. Unknown to him, his transmission was also picked up by the Decepticon’s Communications officer- Soundwave- as well as the coordinates that had been provided to him by the Autobots to meet the rendezvous team. Wheeljack’s ship was shot down as he came in for a landing by awaiting opposition forces, and was eventually overpowered and captured and brought to the Nemesis. There he was informed of the Decepticon’s plot to send in their shapeshifter, Makeshift, in his place disguised as the Wrecker as a mole to uncover the location of the Autobot’s base. In spite of the situation he found himself in, he insisted on taunting Starscream and nearly got himself killed over it. Instead he received a couple deep gashes in his chest punishment.Imprisonment would not last long. Seeing an opportunity to rile up a Vehicon guard to get him close enough, he was able to kill the guard and freed himself of his bonds. He scaled the ship, meeting up with Starscream and an army of Vehicons who were awaiting Makeshift to open a portal within the Autobot base. He managed to take down a good chunk of the forces and land an assault on Starscream before making his way through the opened portal. He faced down and defeated Makeshift, who was still disguised as Wheeljack, and Bulkhead hurled him back through the reopened groundbridge with an active grenade attached to his hip as a parting gift, which took out the remaining Vehicons that Wheeljack had not destroyed in his wake.
Though welcomed to Team Prime, Wheeljack instead chose to return to space after the Jackhammer was repaired, holding onto hope that there may still be other Wreckers or Autobots out there that he could redirect to Earth to meet up with the team. His offer for Bulkhead to join him was turned down, as the Wrecker was too attached to his friends to leave them behind. So is the path of a space nomad.
P E R S O N A L I T Y
Putting it simply, Wheeljack does not play well with others and he’s his own worst enemy. Unruly, rash, headstrong, and abrasive to a fault, Wheeljack can be an infuriating mech to deal with. In spite of having left the Wreckers a long time ago, he still carries their values with him and remains loyal to the crew and their values, as well as to the Autobots in his own way. He doesn’t like to be restricted to someone else’s guidelines which plays a factor in his tendency to pay little mind to authority or the chain of command. With this, he prefers his lone-wolf path where he doesn’t have to answer to anyone for his actions. He’s overly confident in his skills and abilities and is a strong believer in the ‘we don’t call for backup, we call for cleanup’ motto of the Wreckers. He questions Optimus’s capabilities as a Leader and perceives him to be nothing more than a figurehead to flash in front of the masses instead of a warrior deserving of the position. In some situations he can also be carelessly ruthless, especially when having to make tough decisions no one else is willing to make.Likes
⌭ The old Wrecker crew, especially his old buddy Bulkhead.
⌭ Anyone with the heart and fight of a Wrecker.
⌭ Building weapons and explosives.
⌭ The Jackhammer.
⌭ Reintroducing Decepticons to their maker.
⌭ Anything that goes boom.
Dislikes
⌭ Decepticons in General, but that’s almost all Autobots.
⌭ Wreckers who have gone soft.
⌭ Failed explosives.
⌭ Wasting perfectly salvageable parts.
⌭ Authoritarian figureheads.
⌭ Anyone who is all bark and no bite.
W E A P O N S // S T R E N G T H S
⌭ Weapons ⌭
Twin EX Blades
His primary type fighting is close combat with his dual welded swords.While there’s nothing particularly special about these, a skilled swordsman such a Wheeljack knows right where to aim his weapons to cut through vital locations. These can certainly go right straight through lightweight armor and do some nasty damage to medium weight, but heavyweights have a leg up with merely scratches here and there. Energy Cannons
If he needs the extra firepower, both of Wheeljack’s servos convert into energy cannons. While these are useful as a secondary distance weapon, they are limited in fire power. Light-medium armor would be mindful to avoid being hit, medium armor stands a better chance of escaping with just some burns and a story for the next day. Heavier armored opponents aren’t going to have a hole blasted through their frames either, though they’re certainly enough to burn some paint. These are able to be shot repetitively with a minor 2 second delay, though they overheat after 6 rounds each which forces him to stop firing until they cool down, which can take at least two to three minutes. They are mainly used as a last ditch effort or to serve as a distraction.Grenades
These little beauties are Wheeljack’s personal creations. He keeps a stockpile of grenades in a chest on the Jackhammer, though he only carries one at a time as his trademark ‘one grenade, one shot’ strategy. These grenades are made up of a highly explosive energon with a removable chamber device at the center where the chain reaction begins. Once the safety pin has been removed the striker pin is engaged, there is a five second delay before the detonator is activated, which causes a spark and ignites the combustible energon within. They have a blast radius of roughly 100 feet. The closer to the grenade you are, the stronger the impact damage- even to the heavier armored opponents. Light armored opponents are in imminent danger within the 15 foot ‘kill zone’. ⌭ Physical Strengths ⌭
A small-stature Powerhouse ( Skilled hand to hand combatant )
Fighting Style
Speaking of dents- what’s better than a good old punch to the face? Simply because he's disarmed doesn't mean he's down for the count. Wheeljack can pack a powerful punch with his bare fists alone. Paired with his agility and speed, he's a gift that keeps on giving in hand to hand combat. Physically, his style of fighting can be visually described as similar to Arnis. The martial arts fighting style centers around the use of weapons in combat, but also an open-handed technique that doesn’t require anything other than the use of their own two hands. This style has primarily offensive techniques, but also defensive means of disarming and disabling an opponent with swift hand movements to delicate regions of the body such as the neck, elbows, and shoulders. Though he’s not going to pick up a bow and suddenly be proficient in using it like a trained expert, unless you count cracking it over someone’s head.
Take the Licks
Wheeljack is able to take a lickin’ and keep on tickin’. His medium-heavy armor is densely packed in several overlapping layers which provides him with a fairly decent level of protection. Even his face is protected, with a protruding hammer-like crest at his forehead that can deflect a punch to the optics, and a battlemask that slips into place to cover his mouth. Cat-like Reflexes
His reflexes are on par, which is needed when having to counter a blow in a close-quarter combat situation. While he’s no speed demon, he does have a swiftness to him that allows him to fluidly move from one action to another.⌭ Mental Strenghts ⌭
Sharp as a Tack ( Astute )
Wheeljack may be a brash fool, but don’t mistake him for an idiot. He’s a mechanical engineer who was allowed to develop his skills and mindset among the scholars of Cybertron, and he has only honed those skills as time has gone on. He can access the situation around him and develop a strategy in an instant, even if it isn't the most favorable outcome. Whether it’s hatching a plan to escape from a Decepticon holding cell or throwing a bomb in a smelting pool to cause an eruption, Wheeljack’s got it covered. As long as he and his team get out of it alive, it’s a winner in his book. Living Off Myself ( Prowess )
As an engineer, Wheeljack has been able to maintain his own ship from the wreckages he finds in his travels among the solar systems. He’s able to move freely and doesn’t have to rely on anyone, which has allowed him to survive this long without having to put his cards in someone else’s hand and hope he doesn’t get back stabbed.I Can’t Stand To Wait Around ( Ambitious )
Always one willing to get his hands dirty without question, Wheeljack isn’t one for sitting down and waiting for opportunity to come knocking. He’s a very driven individual and will take on situations head on- sometimes literally. He’s guaranteed to get a job started and finished, no matter how long it takes or what he has to do to accomplish the feat.W E A K N E S S E S
⌭ Physical Weaknesses ⌭
Weaponry Limitations
Wheeljack would much prefer to use his swords or fists when in combat rather than his cannons, and though they are useful for keeping opponents at a distance, they work better for him in two situations: A spray and pray scenario where he can just fire at random without needing to aim, and close quarters where he’s not likely to miss. These also require a couple seconds to recharge before he can fire again, which is ample time for someone to avoid the shot and take one of their own. They also overheat after six or seven rounds a piece, of which he needs to power them down to cool off. Poor Aim
Wheeljack is a hand-to-hand specialist, and, though he has a long-ranged weapon, he is not as well versed in that sort of combat. but it’s hardly his choice in combat style. He can hit a target that’s standing still but if it’s moving it ups the ante and makes it much more difficult to land a direct hit. Physical Exhaustion Before Mental Wear
Just because he believes he can take on the entire Decepticon army on his own doesn’t mean he actually can. Wheeljack doesn’t understand his own limitations even when they’re staring him right in the face. He’ll take on the biggest, baddest brawlers head on and rely on his abilities alone to help him come out ahead. However, he is not invincible. His stamina will give out before his armor does, so if he doesn’t engage quickly and take down an opponent who can go for longer than he can, he will eventually succumb to his own exhaustion.Can’t Stop ( Won’t Stop )
Wheeljack can be quite quick on his feet, but it takes a bit of time to work up to that. This wind up can be problematic. Momentum works against him in this, as while he can pretty much barrel himself through obstacles, he’s also not going to stop on a dime and will just keep going forward until he’s able to physically slow down or something solid stops him in his tracks. Wheeler Shoulders
While Wheeljack may be densely packed, he does have two crippling weak points. While the wheel well of his alt mode does provide him with protection around the frontal and back of his shoulders, a well placed shot through the rims of his wheels from the side would damage the pivoting joint which lays just within the center. The stronger the shot, the more damage possible, including complete loss of use of his arms.Blind Spots
Though able to see things directly in front without a problem, the combination of the fins at the side of Wheeljack's helm as well as his higher positioned shoulders create a blinder situation. This prevents him from being able to see beyond a 60 degree peripheral radius without turning his body to either side, let alone what’s coming up behind him. He lacks a built in proximity sensor, so a stealthy opponent can easily sneak up on him and he wouldn’t see it coming.⌭ Mental Weaknesses ⌭
Just Because You Think You Can
Self-assuredness and rash decision making can blind one to whatever is thrown one’s way, and while not short in either of these departments, it means that he puts himself in some pretty sticky predicaments. He’s never one to back down from a fight and often hurls himself into situations where he’s outnumbered and outgunned, per his ‘shoot first and ask later’ thought process. This, coupled with his mental sharpness, can be a dangerous combination since he’ll just act on an idea that he feels will work without weighing out the consequences of his actions- such as blowing an energon mine sky high.Lone Wolf
Teamwork is not a foreign concept to the Wrecker, but finding the right one has been an arduous process. Since leaving the team he knew, he has found that going it alone is the closest thing he has gotten to the old days of the Wreckers when he was just able to do things as he saw fit without answering to anyone- and he likes it that way. Working by oneself can have its advantages, but also its downfalls. He lives by the motto of ‘Wreckers don’t call for back-up, they call for clean-up’, so even if he finds himself alone and outgunned, he’ll fight until the last breath before he bends. Putting Others At Risk
Perhaps it’s Wheeljack’s own lack of general self preservation that does it to him and the thrill that comes with each successful mission, but somehow the Wrecker seems to have a knack for allowing others to tag along with him as long as they can keep up, in spite of whatever they may get themselves into. Anyone foolish enough to come along for the ride and doesn’t know it’s not going to be just routine patrol can be a fatal mistake, and he just can’t say no to a simple ‘can I come along?’What Filter?
Wheeljack’s wit has gotten him out of some sticky situations, but he seems much more prone to acting on this when it’s uncalled for. He’s the comeback kid with retorts usually pertaining to a situation he finds himself in. It can be fun at times ( at the expense of others for his own amusement, of course ) he also doesn’t know when to stop and it has put him in a few more hazardous situations than he can count. Whether it’s giving someone a relative nickname or making a snide comment, he’s gotten himself in trouble with both ranked personnel and enemies alike. He’s come close to saying the wrong thing to the wrong mech before, but that hasn’t stopped him. Afterall, they always say there’s more than one way to skin a cat… and maybe this is just Wheeljack’s strange form of manipulation to weasel his way out of something he can’t otherwise escape from, but the lack of filter between friend and foe will always be a downfall and strike a sour cord for someone not as willing to be on the receiving end of his commentary.Learning Curve
Old and set in his ways, the Wrecker knows what he knows and he’s good at those things, and he has no desire to learn anything else. His arsenal has kept him alive all this time, and he believes that it will continue to do so. You can’t teach an old dog new tricks, especially if they don’t care to fix what he feels isn’t broken.Wanderers Spark
Wide open spaces have always been where Wheeljack feels the most comfortable, so the enclosed walls of the base make him feel like he’s being caged in and his fidgeting discomfort starts to show after a while. He regards the protective walls in the same way he does the chain of command- restrictive and confining. Pacing around the base won’t diffuse his anxiousness for long before he feels the call for release from He can’t just wait around for things to happen and actively needs to seek out things to do or else he begins to feel stir-crazy and this can trigger spurts of short-fuse irritation until he can get out to the open air again.Difficulty Communicating
Communication is key to a healthy workplace. Though the very loud and ‘say what’s on his mind’ Wrecker is never at a loss of word when it comes to nicknames or a snide remark, he does seem to lose the ability to do this when he’s angry or frustrated at something. Wheeljack is a lot better at talking with his fists, but verbalizing what has him annoyed is a lot more difficult and instead of sitting down to discuss things he becomes passive aggressive, shuts down, and high-tails it out of there with hopes that it just blows over or works itself out. Along with not knowing how to really verbalize things that anger him, he can’t seem to deal with an excessive amount of bodies for an extended period of time. Even though he maintained a team among the Wreckers, he’s been traveling on his own for a long time so he needs time to integrate himself into that sort of mentality again. Finding the balance is difficult since he doesn’t seem to stick around long enough to find out where he falls within the chain of command outside of what he’s used to as a free-roaming agent, but he’s willing to try- just probably not with everyone all at once for weeks unend.S P E C I A L S K I L L S
⌭ Combat Veteran ⌭
Wheeljack has been around for a long time, fighting from almost the beginning, and with that comes experience for the ages and skills to boot. As a mech who’s been around and gotten into a lot along the way, through engaging in this life-long war on Cybertron he’s gained a unique adaptability for whatever combat situation he finds himself in. He’s got the stories to prove it.⌭ Skilled Pilot ⌭
Ever since Cybertron went dark, Wheeljack has been cruising the stars at the pilot seat of his ship, the Jackhammer. In this time he has tested it to the brink of it’s limitations of maneuverability and functionality and made several upgrades along the way to make it functional to his liking. He’s never done in this task, and still finds salvaged parts that he can use on it to further advance it.⌭ Demolition and Explosives Expert ⌭
Being self taught in these fields and perfecting them over his lifecycle, Wheeljack can demolish things by making them go boom. If you need something leveled, he’s your mech.⌭ Mechanical Engineer ⌭
With this skill, Wheeljack is able to apply it to a slew of things, from repairing Jackhammer to building bigger and badder grenades or weapons. He’s been blowing things up since he started with the Wreckers, and the time has only made him better at it. His skill is limited to upgrades and creating new items from already existing technology.E X T R A I N F O
So… uh. He’s got a ship.
And it flies.
And no, he will not fly everyone back to Cybertron.
J A C K H A M M E R
⌭ Type || Attack Fighter ⌭
Small in size with exceptional handling and speed capabilities with capable weapons but lacking in defense. The ship is small, both in structure and capacity.⌭ Overview ⌭
The Jackhammer is Wheeljack’s own little treasure straight off of Cybertron. He’s had her since before the Exodus, and she’s been the most reliable and faithful partner since leaving the current Wrecker team. She’s flown him around several systems before finding Earth, and though she’s been shot down and grounded several times, he’s always been able to fix her up and get her working like new again with salvaged parts he finds laying around. There’s little defense hull wise and there is a lack of a shield, so a shot from even a low strength weapon can cause damage. What she falls short of in defense she more than makes up for in speed and maneuverability. Even for a clumsy clunker looking ship like the Jackhammer, she is more than capable of outrunning bogeys and keeping up with Seekers. Taking a tight corner or suddenly going completely vertical is a breeze, even at those high rates of speed.
Doesn’t mean the unfortunate passengers are going to enjoy the ride, but Wheeljack won’t complain. He may even crack a smile at the screaming.
⌭ Interior ⌭
It’s a small, quaint little piece of home for Wheeljack that’s a perfect fit for him, but probably not for the average mech. Anyone around Wheeljack’s height can easily clear the ceiling with little issue, but give it a few feet and one will need to lean over to avoid scraping it- and even he needs to turn slightly sideways to slide into the pilot seat.Just because it seats two at the front doesn’t mean he’s down for a copilot. As a passenger on his vessel, that’s exactly what you are- a passenger. There’s no controls on the second seat, so the only thing you’re going to be able to do is sit back and enjoy the ride. A smaller mech could fit into the back, but there’s nowhere to sit but the floor and it’s a bumpy and not very enjoyable ride. It’s also where Wheeljack stashes his supplies he finds in his travels as well as his crate of explosives.
⌭ Exterior ⌭
The Jackhammer is nothing special except to the one who pilots her. She’s painted a light silver-grey with red rectangular accents scattered throughout the exterior. Her landing gear is always exposed, which are just four panels that point down like little legs and look like they are just a part of the ship when airborne. The ship rests on these when landed. At the rear just to either side of the bay door are four red winglet-like panels that seem to serve no purpose outside of being purely cosmetic. Entry points to the cabin are through a hatch in the roof, which is accessible inside by a drop-down ladder, and at the rear. The round, darkly tinted cockpit canopy sits center mass to the front of the ship and is distinctively seen in both color and location. The ship has several blind spots at the sides and sightlines are limited, with the main view being straight ahead with 90 degree peripherals and a camera above the bay door at the back which can be viewed at the console to see what’s coming up at the rear.⌭ Speed ⌭
The standard cruising speed for the Jackhammer is roughly 500-600mph for standard sustainable cruising speed. While able to kick in the thrusters to speed in excess of this, it is at risk to the possibility of critically damaging the engine and compromising the hull integrity.
⌭ Refueling ⌭
If the cruising speed is maintained without use of weapons or excessive speed increases, the Jackhammer can travel upwards of 8-10 hours without refueling. If slowing to the minimum movement speed without use of weapons or excessive speed increases, the Jackhammer can travel upwards of 16-18 hours without refueling.⌭ Weapons ⌭
Guided Missiles
Energon Laser Cannons
These are the primary weapons which are located just to the side of the cockpit.These can rapidly fire in short succession, though the guns will overheat after two minutes of continuous fire. Each gun is connected to the main power supply of the ship and will automatically charge as long as the Jackhammer is online and the battery works, though if the battery power is cut they will only be as operational as long as the charge pack is good for which depends on the usage amount during this time. They are enough to take down a seeker or other small aircraft if hit directly, though taking down anything larger such as a flagship would depend on the hull integrity, shields and the ability to fire in a single exact location over an excessive period of time. An unguarded ship or a direct hit to the loading bay would be easy pickings , but a ship like the Nemesis would easily go unaffected.
⌭ Extras ⌭
Auto Pilot
The ship is equipped with an autopilot system that can either follow a specified trajectory, or be programmed to go to a particular location such as Autobot base. This command button is located at the center bottom of the control yoke, just to the right of the missile launcher. Since it’s just a button that doesn’t have a fingerprint signature, it can be pressed by anyone who has the physical ability to push buttons.Though there is a fail safe against anyone who meanders onto his ship and thinks they can just auto pilot themselves to Omega base.
Command Prompt and Auto-idle
While there’s no lock on autopilot, there is a main command prompt that is required to be punched in before the Jackhammer will reboot. When the Jackhammer is turned off or slips into idle, the keycode needs to be entered into the console before any of the controls can be activated. The ship’s auto-idle is triggered when the ship lands and the pilot leaves the seat, as the sensors will recognize that there is no one at the operating station. This command can be overrode by a master code that will prevent the ship from going idle if it’s left on and Wheeljack needs to step away for a moment.