Dave's Game Rant Transformers 3D Battle-Card Game (Constructible Strategy Game) Wave 2 - Energon Wars Permalink: http://www.eyrie.org/~dvandom/BW/Artifacts/CSG2 For details on the game rules, pack distribution, et al, see my review at: http://www.eyrie.org/~dvandom/BW/Artifacts/CSG1 Update 1/30/08: Added Quickstrike, who I got in a trade. CAPSULE TFCSG: Simple but not TOO simple system, but doesn't really need the figures to play...more of a CCG with toys included. Reasonably sized initial set, good "one pack tryout" potential. This expansion brings in some Classics and AEC, but also a lot of versions made up specifically for the game, to make them fit the "molds". $3.99 a pack, which includes an Autobot, a Decepticon, counters and rules. RANT The cards come in foil "2-player combat packs" with a vaguely Classics trade dress and coloring. Characters featured on the fronts are Classics Starscream, Predacon Megatron (in shades of brown, oddly), G1 Inferno, and Optimus Primal (having a bit of a bad fur day in robot mode). Inferno is on the cover of the rules, which are 14 panels to a side, up from 12. The stat card and credits/questions are each reduced to a single panel each, to make room for two pages of new rules, and there's 16 panels of blueprints instead of 12. Rules are the same aside from the new mechanics. Because I am obsessive, I will note that while the wave 1 rules fold short way first (i.e. the two-panel-tall creases first), the wave 2 rules fold long way first (the seven-panel-wide crease first). The card with energon cubes and clips have a roiling orange/brown background, pre-Movie faction symbol clips in red and purple (rather than steel), and a new energon cube design. The control cards use the pre-movie symbols and new energon cubes, but otherwise have the same graphic design as wave 1. As with the initial wave, there's 26 characters (13 of each faction) with numerous "molds" used multiple times. 14 molds see use here, although a lot of them are reused versions of wave 1 molds. 01: Sky Lynx (reused wave 1 Megatron) 02: Trailbreaker (reused wave 1 Payload/Ratchet) 03: Whirl, Vortex (reused wave 2 Blackout, Evac) 04: Classic Starscream, Ramjet, Skywarp (reused wave 1 jets, so now there's 7 figures with this mold) 05: Prowl (reused wave 1 Barricade, Bumblebee, Mirage, Swerve) 06: Quickstrike (reused wave 1 Scorponok) 07: Blurr, Hot Rod (reused wave 1 Jazz, Cliffjumper, Smokescreen) 08: Warpath, Blitzwing (reused wave 1 Brawl, Wreckage) 09: Skids (reused wave 1 Ironhide, Dropkick) 10: Classic Bumblebee, Side Swipe, Blackjack (new mold) 11: Cheetor, Ravage, Rampage (new mold) 12: Optimus Primal (new mold) 13: Grimlock, Cruellock, Predacon Megatron (new mold, all use the same beast mode, but Megatron has a different robot build) 14: Inferno, Classic Bonecrusher (reused wave 1 Longarm, Bonecrusher. Inferno has a third way of arranging the mineclearing arm pieces, Classic Bonecrusher uses the Bonecrusher method) So, three new beast molds (plus one variant), one new vehicle mold, plus we get a new variant vehicle build on an existing mold. All the overused car molds get used some more, and the only old molds not reused are the protoform pattern and Optimus Prime. So I don't get a second shot at Prime's mold. Unlike in wave 1, the two builds of models with alternate versions get their own instruction pages, so you don't have to guess at it like with Longarm. The instructions are in a blue monochrome evocative of blueprints, but this makes them a little harder to read than the black and whites of wave 1. Here's the rarities and how many I got of each in 20 packs: AUTOBOTS: Blurr (Uncommon): 1 Cheetor (Common): 3 Classic Bumblebee (Rare): 0 Grimlock (Rare): 0 Hot Rod (Uncommon): 1 Inferno (Rare): 1 Optimus Primal (Rare): 3 Prowl (Uncommon): 1 Side Swipe (Uncommon): 1 Skids (Common): 2 Trailbreaker (Common): 4 Warpath (Common): 2 Whirl (Rare): 1 DECEPTICONS: Blackjack (Common): 4 Blitzwing (Uncommon): 2 Classic Bonecrusher (Rare): 2 Classic Starscream (Rare): 1 Cruellock (Common): 2 Predacon Megatron (Rare): 1 Quickstrike (Rare): 0 Ramjet (Common): 1 Rampage (Common): 2 Ravage (Uncommon): 2 Sky Lynx (Rare): 0 Skywarp (Rare): 2 Vortex (Rare): 1 CARD BY CARD When listing attacks, here's the notation I'll use. Name (Color/Target Color: Automatic effect and damage : effect if successful). R is red, G is green, B is blue. TF means you may transform, CR means change range, SR means short range, LR means long range. CR(S) is just change to short, CR(L) is just change to long. A "-" means that the attack has no automatic effect. So, "Spin Turn (R/G : TF : 20)" means that Spin Turn is a red attack, hits if the opponent is green, lets you transform regardless of whether it hits, and does 20 damage if it hits. There's two new powers/effects in Energon Wars, Stun and Grapple. The "Stun" power puts the target into a state where they take extra damage every time they're hit until they shake off the stun somehow (either by changing modes, or having it removed by a special power). So Stun 20 would make every attack do 20 more damage. Stun is cumulative too, so if you're hit by two Stun 20's and survive, you take an extra 40 from the next thing to hit you while Stunned. And odds are I will miss at least one of the times I type "Srun" by mistake as I type up the card-by-card. "Stun Movement" is a special case. Rather than causing damage, it prevents the target from changing range until it changes form. "Grapple" is like Stun, but worse. It does its damage every round regardless of whether you're hit, and you have to change range to recover. They do specify that for multi-unit fights, a grappled figure only takes damage on rounds it fights. Grapple is also cumulative, and lists the same way, i.e. Grapple 10 does 10 per round. Of the two, Grapple is generally nastier, but Stun has greater hose potential against one class of opponent: Protoforms. They don't have the ability to transform back to vehicle mode, so if you stun them in robot mode they're hosed. If either power is preceded by LR or SR, that means it only kicks in if your opponent is at Long Range or Short Range, respectively. While I call it "Beast Mode" where appropriate, the cards call it "Vehicle Form" regardless of what the altmode is. 01/26: Blurr Rarity: Uncommon Points: 28 Vehicle Mode: HP: 80 Attacks: Melt Pavement (R/G : - : 20, +10 LR, +10 vs. Vehicle) Sonic Boom (G/B : - : 30) Catch Air (B/R : TF : 10, CR) Critical: 20, +20 vs. Vehicle Robot Mode: HP: 70 Attacks: Paralyzer (R/G : - : 10, LR Grapple 10) Swatrockets (G/B : - : 20) Speed Blitz (B/R : TF : 40, +10 vs. Vehicle) Critical: 40, +20 vs. Vehicle Comments: Not only does he use the movie Jazz mold, he looks to be another Pontiac Solstice, which makes me wonder if we're going to see this as a Jazz recolor (just as the Evac card presaged the Blackout recolor for AllSpark Power). On the other hand, he has some Cybertron Blurr elements of design in his vehicle mode too, and a head that's reminiscent of that one. Tactically, he's fairly balanced, but obviously best against vehicles. 02/26: Cheetor Rarity: Common Points: 31 Beast Mode: HP: 70 Attacks: Talon Slash (R/G : - : 10, +20 at SR) Mega Speed (G/B : - : 20, CR) Ambush (B/R : TF : 20, Stun 20) Critical: 20 Robot Mode: HP: 80 Attacks: Saber Slash (R/G : - : 20, +20 at SR) Laser Claw (G/B : - : 10, Stun 20) Rocketpack (B/R : TF : 40) Critical: 40, Stun 20 Comments: Pretty much every iteration of this mold has a beast head that's way too big, and rather chunky proportions overall. I got Ravage first, see that entry for more notes on the mold. By looks, this is Transmetal II Cheetor, and the power mix is consistent with that. 03/26: Classic Bumblebee Rarity: Rare Points: Vehicle Mode: HP: Attacks: Critical: Robot Mode: HP: Attacks: Critical: Comments: Don't have this one, and odds are I won't...no one seems interested in trading, and 20 packs is more than I should've bought, especially since I paid Target's price and not my game store's lower price (plus frequent customer discount). 04/26: Grimlock Rarity: Points: Beast Mode: HP: Attacks: Critical: Robot Mode: HP: Attacks: Critical: Comments: See Classics Bumblebee. 05/26: Hot Rod Rarity: Uncommon Points: 28 Vehicle Mode: HP: 70 Attacks: Flameout (R/G : - : 30, CR) Burn Rubber (G/B : - : 10, +10 SR) Heat Wave (B/R : TF : 10, opponent takes 40 if picks B, R the next round he fights) Critical: 30, same special as Heat Wave Robot Mode: HP: 80 Attacks: Firebolt (R/G : If you tie, take 20 : 50) Exhaust Blaster (G/B : Next round you fight, neither player can choose G : 10) Pipe Rockets (B/R : TF, if you tie opponent takes 20 : 10) Critical: 50, same special as Heat Wave Comments: While Hasbro has lost the "Hot Rod" trademark for toys, they still have it for other purposes, such as games. Another Jazz mold, but not painted to look like a Jazz recolor toy. More of a Dodge Viper sort of car, although not exactly that either. Definitely a movie-style robot mode. Hot Rod isn't really about the raw power, he's more about restricting choices and makeing ties REALLY painful. 06/26: Inferno Rarity: Rare Points: 36 Vehicle Mode: HP: 90 Attacks: Thrills & Chills (R/G : Next time you'd take a critical, inflict it instead : 10) Make Way (G/B : - : 20, CR, +20 vs. Vehicle) Five Alarm (B/R : TF : 20, Next round you fight, if you choose red and your opponent doesn't, change it to red) Critical: 40 Robot Mode: HP: 90 Attacks: Watercannon (R/G : - : 30) Foam Rifle (G/B : - : 20, for the rest of the game double all damage done by critical hits) Negator Beam (B/R : TF : 20, +20 vs. Vehicle) Critical: 40 Comments: A rather awkward kludge of the Bonecrusher mold, to be honest. A lot of pieces that don't mesh on the slots, and the front grille is actually printed upside down, so you can't push the diamondplate bumper all the way in without popping the grille piece off (unless you install it upside down). It might have been better to try to use the Optimus Prime mold for Inferno instead. Annoyingly, the front bumper piece is printed upside down on both faces, so the feet in robot mode can't be made to look right. As an aside, I'd recomment ignoring the instructions and putting the feet-wheel pieces on the outsides of the legs rather than the insides. It doesn't affect stability, and it makes things look a little more G1-ish. Tactically, Inferno's all about the crits. Forcing them, making them nastier. Note, his Foam Rifle attack doesn't just make HIS criticals worse, it makes everyone's double for the rest of the game. That could get really evil in large multiplayer (should such an environment actually exist anywhere). 07/26: Optimus Primal Rarity: Rare Points: 52 Beast Mode: HP: 100 Attacks: Choke Hold (R/G : - : 10, SR Grapple 40) Rip Apart (G/B : - : 20, for the rest of the game, whenever the opposing figure uses the attack it used this round, it takes 30) Charge (B/R : TF : 30, CR) Critical: 30, repair 30 from this figure Robot Mode: HP: 110 Attacks: Power Surge (R/G : - : 20, Stun 20 all opponent figures) Primal Rage (G/B : Each opposing figure that's stunned or grappled takes 20 and can't end the effect this turn : 50) Call to Arms (B/R : TF : 30, CR) Critical: 40, repair 30 from this figure Comments: Decent enough in both modes, although his ape face is on his crotch in robot mode. The look is pretty faithful to the first season of Beast Wars, no weird movie-inspired redesign. Odd how his transformation and range change are bound together on the same attack in both modes. Power Surge is truly nasty...if it works, you can just keep Primal Raging for automatic damage on everyone! 08/26: Prowl Rarity: Uncommon Points: 25 Vehicle Mode: HP: 70 Attacks: Hot Pursuit (R/G : - : 10, +20 at LR, +10 vs. Decepticon) Code 505 (G/B : - : 20, CR) Roadblock (B/R : TF, Stun Move : 10) Critical: 30, +10 LR Robot Mode: HP: 80 Attacks: Acid Rifle (R/G : - : 10, +20 LR) Incendiary Missiles (G/B : - : 20, +10 vs. Decepticon, +20 LR) Energy Beam (B/R : TF, Stun Move : 30) Critical: 30, +20 LR Comments: G1 style color scheme, but the robot mode is very much a movie design. It almost looks like an attempt at slightly remolding Barricade for a toy version, Prowl's all about keeping Decepticons at arm's length and sniping. His Stun Movement helps with that, although he can only change range himself in vehicle mode. 09/26: Side Swipe Rarity: Uncommon Points: 24 Vehicle Mode: HP: 60 Attacks: Rolling Thunder (R/G : - : 20, +20 LR) Redline (G/B : - : 20, CR) Dodge & Weave (B/R : TF, next round Laser Drill does +30 : 10) Critical: 30, TF, next round Rolling Thunder does +30 Robot Mode: HP: 80 Attacks: Laser Drill (R/G : - : 30, +10 LR) Headlock (G/B : - : 20, Stun 20) Rocket Pod (B/R : TF, next round Rolling Thunder does +30 : 10) Critical: 30, TF, next round Laser Drill does +30 Comments: This one's blue, not red. Oversized sideways head deal also seen on moldmate Blackjack. His torso almost looks like a face. Side Swipe tends to telegraph his attacks a bit...so many places where he's got a benefit from using a specific attack next time. 10/26: Skids Rarity: Common Points: 26 Vehicle Mode: HP: 70 Attacks: Bootlegger Turn (R/G : - : 20, CR, +20 vs. Robot) Find A Weakness (G/B : - : 30) Switcheroo (B/R : TF : 10) Critical: 20, +10 vs. Robot Robot Mode: HP: 70 Attacks: LN2 Cryo Rifle (R/G : - : 10, LR Stun 20) Electron Blaster (G/B : - : 20) Rocket Launcher (B/R : TF : 40) Critical: 30, +20 vs. Vehicle Comments: Odd how they made him a pickup truck here. I mean, he's got the G1 version's general power set and wimpiness (also odd that Find A Weakness has no special game effect, though). On the other hand, he really doesn't look Skids-like in robot mode either, even allowing for the "Movie Skids" style of design. Generally a utility sort, though. Some decent attacks, one oddball power, and a bit of flavor in his "best against whatever he isn't" criticals. 11/26: Trailbreaker Rarity: Common Points: 26 Vehicle Mode: HP: 80 Attacks: Plow Through (R/G : - : 30) Electrostatic Beam (G/B : Remove all grappled and stunned effects from one figure : 20) Radio Jammer (B/R : TF : 10, CR) Critical: 30 Robot Mode: HP: 80 Attacks: Power Punch (R/G : - : 30) Invisible Force Field (G/B : Repair 20 any figure's face-down : 10, +20 at SR) Rocket Launcher (B/R : TF : 30, +20 at SR) Critical: 30 Comments: Very much a movie redesign of the character in robot mode, with a Dropkick-like chest and a very movie-ish new head. He's squatting down on digitigrade legs. Despite using the Ratchet/Payload card mold, he's clearly inspired by the idea of putting a camper shell on Dropkick, which would be a cool AllSpark Power toy. No yellow/orange/red stripe on the vehicle mode, but otherwise a proper camper-shell pickup truck. It has the same "head pokes up in back" exhibited on the Ratchet version of the mold. It's appropriate I got this and Ravage in the same pack...Ravage has Stun, and Trailbreaker can remove Stun. Of course, I also got this in the same pack as three other characters...this one is Common wiht a vengeance. 12/26: Warpath Rarity: Common Points: 35 Vehicle Mode: HP: 90 Attacks: Thermic Shell (R/G : - : 20) Acidic Shell (G/B : - : 30, CR) Cryonic Shell (B/R : TF : 10, SR Grapple 20) Critical: 30 Robot Mode: HP: 80 Attacks: Mega Shot (R/G : - : 50, take 20) Sharp Shot (G/B : - : 30) Smash (B/R : TF : 10, +20 SR) Critical: 30 Comments: A red version of Brawl, but with a G1-inspired head on an otherwise movie style robot mode. Pretty vanilla blaster, although a little grapple flavoring. 13/26: Whirl Rarity: Rare Points: 30 Vehicle Mode: HP: 70 Attacks: Crazy Charge (R/G : If you're at LR, opponent takes 10 : 20) Null Ray (G/B : Next round opponent fights, his attacking figure takes double damage : 20) Attack Spiral (B/R : TF : 30, CR) Critical: 30 Robot Mode: HP: 70 Attacks: Photon Beam Rifle (R/G : - : 20, +10 LR) Paralyzo Box (G/B : same as Null Ray : 20) Incendi-Cannon (B/R : TF : 40, CR(L)) Critical: 40 Comments: This version of the helicopter mold avoids the "rotors look weird" problem by simply having the legs look like rotors. Oddly, he's almost exactly the same in both modes, tactically speaking. The red attack is a little better in vehicle mode (auto damage 10, but both do 30 vs. LR if successful) while the blue attack trades damage for movement versatility. 14/26: Blackjack Rarity: Common Points: 24 Vehicle Mode: HP: 70 Attacks: Double Down (R/G : - : 30, CR) Reflector Shield (G/B : transfer stun or grapple from one figure to another : 10) Blackfire Missiles (B/R : TF : 10, +20 at LR) Critical: 20, +20 at LR Robot Mode: HP: 70 Attacks: Particle Beam (R/G : - : 20) Reflector Shield (G/B : same as Reflector Shield : 30) Atomic Smash (B/R : TF : 20, LR Stun 20) Critical: 30, +20 LR Comments: First use of this name since the Micromaster Decepticon. Odd design bit, his head is built into the shoulderpad pieces sideways. Another sniper type. The Reflector Shield is a VERY nice power to have around in multi-figure play, though. After all, nothing says you have to transfer the effect onto one of your own units. However, since Grapple happens at the start of the round, Reflector Shield is less useful against it in a defensive stance. Another of my quadruples, I'm tempted to figure out a way to kitbash these. 15/26: Blitzwing Rarity: Uncommon Points: 30 Vehicle Mode: HP: 80 Attacks: Grind to Dust (R/G : Next round you fight, prevent any damage this figure would take from G (including Energy Mortar) : 10, +30 SR) Energy Mortar (G/B : Take 10 : 40) Rift Rockets (B/R : TF : 20, CR) Critical: 20 Robot Mode: HP: 80 Attacks: Electron Scimitar (R/G : - : 20, next round you fight opponent also takes any damage you do) Laser Cannon (G/B : - : 40) Commando Strike (B/R : TF : 10, +20 SR) Critical: 30, same power as Electron Scimitar Comments: A brown and purple Brawl mold. It would've been cool to have two Blitzwings, one using the jet mold. His head is huge, and looks like it belongs more on Metroplex...a very G1 head on a body that's neither G1 nor particularly movie-like (aside from the arms). Grind to Dust and Energy Mortar combine to make for a somewhat predictable opening gambit. 16/26: Classic Bonecrusher Rarity: Rare Points: 38 Vehicle Mode: HP: 90 Attacks: Trample (R/G : - : 10, CR) Claw Blade (G/B : - : 40, Stun 10) Crushing Blow (B/R : TF : 0, next round do +60 if you hit) Critical: 60 Robot Mode: HP: 80 Attacks: Neuro Pistol (R/G : - : 0, next round do +90 if you hit) Haymaker Punch (G/B : - : 10, next round do +70 if you hit) Flying Head Breaker (B/R : TF : 20, next round do +80 if you hit) Critical: 80 Comments: Well, comes as close as this mold can get to the G1 style, I suppose. Has one of the smallest heads of any of these CSG characters. Tactically, this is all about "kill him before he can attack again," especially in robot mode. Pretty much EVERY option in robot mode leads to an insta-kill against anyone but the biggest opponents, and no one is immune to a Neuro Pistol/Flying Head Breaker combo...except Predacon Megatron. 17/26: Classic Starscream Rarity: Rare Points: 42 Vehicle Mode: HP: 90 Attacks: Plasma Bomb (R/G : - : 10, CR, +30 vs. injured foe) Treachery (G/B : If you don't hit this round, your figure with the most HP takes 20 : 60) Flyby (B/R : TF : 10, +20 LR) Critical: 40 Robot Mode: HP: 100 Attacks: Null Ray (R/G : - : 20, +30 if opponent at 50 or less HP) Electrolasers (G/B : - : 30, +30 if opponent's starting HP is 70 or less) Neutron Grenade (B/R : TF : 40) Critical: 40, +20 vs. Decepticon Comments: It may be called Classic Starscream, but it's very much a movie style design...and not the movie Starscream either. Weird. Nice flavor on Treachery and his robot mode Critical. I do wish they'd settle on a single power for Null Rays, though...everyone's Null Ray does something different. 18/26: Cruellock Rarity: Common Points: 32 Beast Mode: HP: 90 Attacks: Power Jump (R/G : - : 20, +30 vs. uninjured opponent) Bionic Bite (G/B : - : 20, SR Grapple 10) Razorclaw (B/R : TF : 10, +20 vs Grappled foe, CR) Critical: 30 Robot Mode: HP: 80 Attacks: Sudden Strike (R/G : - : 30, +30 vs. uninjured opponent) Energon Blade (G/B : - : 30) Point Blank (B/R : TF : 10, +20 at SR) Critical: 40 Comments: More like Doomlock or the magma Cruellock, with a reddish color scheme. Strictly speaking, a foe who was injured and healed up is also vulnerable to Cruellock's special power. I just used terseness above. :) Another character with some obvious combos and tactics. 19/26: Predacon Megatron Rarity: Rare Points: 52 Vehicle Mode: HP: 120 Attacks: Megabite (R/G : If you tie, opponent is Stun 10 : 20, Stun 10) Savage Attack (G/B : - : 30, CR) Raving Insanity (B/R : TF : 20, +20 vs. Stunned) Critical: 30 Robot Mode: HP: 100 Attacks: Megalaser (R/G : - : 40, CR, +20 vs. Stunned) Cyber Claw (G/B : 20 vs. Stunned : 20, +30 SR) Thermoflash Rocket (B/R : TF : 30, Stun 10) Critical: 60 Comments: Uses the same pieces as Grimlock and Cruellock, but arranges them differently in robot mode. Not that it looks much better. Primal's opposite number, even in points. All about the stunning and taking advantage of stunned foes...a team-up of him and Primal would be very very nasty. Of course, a 100 point team can't have both. 20/26: Quickstrike Rarity: Rare Points: 33 Vehicle Mode: HP: 80 Attacks: Cobra Strike (R/G : If opponent chooses R, Grapple 10 : 20) Quicksnap (G/B : - : 20) Speedslash (B/R : TF : 10, CR) Critical: 40 Robot Mode: HP: 80 Attacks: Laser Blast (R/G : - : 20) Tangle Claw (G/B : - : 20, Grapple 10) Charge! (B/R : TF : 20) Critical: 40, Grapple 10 Comments: Same construction as series 1 Scorponok. They do a decent job of making the beast mode look correct, but the robot mode is a totally new version, since the claws can't become feet, etc. The stinger is a bit too narrow for a proper cobra head, but they make a game effort. Pretty vanilla, overall. Okay, he's a grappler, but not a lot else. Kinda durable, considering how he was second only to Waspinator in getting beat down. 21/26: Ramjet Rarity: Common Points: 34 Vehicle Mode: HP: 70 Attacks: Cluster Bombs (R/G : - : 30) Full Speed Crash (G/B : Take 10 : 0, each form of opponent loses half remaining HP, rounded up) Autoguns (B/R : TF : 10, CR) Critical: 0, as per Full Speed Crash Robot Mode: HP: 70 Attacks: Double Strafe (R/G : - : 20, +20 at SR, +10 vs. Vehicle) Shoulder Slam (G/B : - : 30) Take Down (B/R : TF, repair 30 from vehicle : 40) Critical: 0, as per Full Speed Crash Comments: More or less the Classics look, complete with conehead. Unlike a lot of uses of this mold, the face is on the wing piece, not the sides of the cockpit. Given how Criticals work, that's a nice effect. 22/26: Rampage Rarity: Common Points: 32 Vehicle Mode: HP: 90 Attacks: Killing Bite (R/G : - : 10, SR Grapple 10) Predator Pounce (G/B : - : 20, +20 if this figure is at 60+ HP) Deadly Frenzy (B/R : TF : 20, CR) Critical: 30 Robot Mode: HP: 70 Attacks: Nanosharp Saber (R/G : - : 30, +20 if this figure is at 40+ HP) Pulverize (G/B : - : 20) Magnum Blaster (B/R : TF : 40) Critical: 40, Next round you fight your attacking figure does +20 if it hits. Comments: G1 Rampage looks, another huge head in beast mode. See Ravage for more on the mold. Definitely seeing a pattern here...TF and CR are almost always dumped into the blue option. 23/26: Ravage Rarity: Uncommon Points: 23 Beast Mode: HP: 60 Attacks: Stealth Strike (R/G : - : 10, Stun 20) Killing Blow (G/B : - : 20, +20 if target is at 50HP or less) Pounce (B/R : TF : 10, CR) Critical: 20, +20 if opponent at 40HP or less Robot Mode: HP: 60 Attacks: Shadow Walk (R/G : - : 10, +10 at SR, +20 if opponent down at least 30HP from starting) Prey on the Weak (G/B : - : 10, +20 if opponent down at least 30HP from starting) Proton Bomb (B/R : TF : 40) Critical: 30, +20 if opponent HP 60 or less Comments: All about taking advantage of wounded foes. Starts slow, but once that first hit gets in, things ramp up fast. The beast mode model is...pretty weak. It'd be more appropriate for B'Boom than any sort of feline. And because the slots aren't the same length where the rear hips connect, the model is unstable in back. The one thing in its favor is that it's more or less poseable, with all the hips being swivels. Of course, experience tells me that this sort of connection is the easiest to break on a card-model. Robot mode, which is more like BW2's Jaguar X-9, isn't that impressive either. And as far as I can tell, it doesn't even use the rear hip piece from beast mode. 24/26: Sky Lynx Rarity: Rare Points: Vehicle Mode: HP: Attacks: Critical: Robot Mode: HP: Attacks: Critical: Comments: An evil Sky Lynx. Sadly, I didn't get one. Nice to see them reusing the Movie Megatron mold, though. 25/26: Skywarp Rarity: Uncommon Points: 25 Vehicle Mode: HP: 70 Attacks: Laser Barrage (R/G : - : 30, +10 SR) Teleport (G/B : If damage would be done to this figure this round, that damage is done to another figure of your choice instead. You can't choose this attack again until after you change form. : 20) Flashrockets (B/R : TF : 10, CR) Critical: 30 Robot Mode: HP: 80 Attacks: Sneak Attack (R/G : - : 40) Bouncer Bomb (G/B : - : 10, name a color, for the rest of the game whenever a figure attacks with that color, it suffers a Stun 20) Triple Punch (B/R : TF : 20, +20 SR) Critical: 30 Comments: Pretty standard G1 style color scheme. Has the face on the wing piece like Ramjet does. And yes, the Bouncer Bomb doesn't specify opponents. ANYONE who uses that color gets zapped. 26/26: Vortex Rarity: Uncommon Points: 27 Vehicle Mode: HP: 80 Attacks: Cyclone (R/G : - : 20) Minigun Cannons (G/B : - : 20, CR) Neutrino Pulse (B/R : TF : 10, +20 vs. Robot, +20 SR) Critical: 30 Robot Mode: HP: 70 Attacks: Triple Blaster (R/G : - : 10, name a color, for the rest of the game each attack this figure makes of that color does +20) Sonic Saber (G/B : - : 30) Fist of Destruction (B/R : TF : 30, +20 SR) Critical: 40, CR(S) Comments: Actually Stormcloud from Energon, by appearance. Like Whirl, it avoids the issue of having the rotor pieces look unequal, but it's solid leg instead of solid rotor. At last, someone who doesn't always change range on blue. :) Dave Van Domelen, still interested in trades.