Profile: Fearless, powerful and unwilling to show mercy to any that may fall in his path, DREADWIND is an airborne one-robot juggernaut. Assisted by the uncanny skills of his partner, SMOKEJUMPER, DREADWIND rains unerringly accurate - and destructive - munitions down on his foes with a fastidious, discriminating passion taht one might otherwise expect to find in a collector of rare objects. DREADWIND is constantly in search of new and intersting targets for his munitions, eager to turn his weapons of war itno an utlet for his own pathological tendencies. As a rule, DREADWIND considers himself quite the coletists, and is totally unwilling to commit to a new objective until he is absolutely certain his current target is no more. He is well respected by his DECEPTICON comrades for his sheer power and skill, but in truth many of them would rather bow out of missions with which DREADWIND is directly involved. His zeal for destruction at times outpaces that of even the most ruthless DECEPTICON warriors.
Abilities: DREADWIND is capable of directly tracking over five hundred individual targets at once, allowing him to act as a virtual flying command and control center. In bomber form, DREADWIND can execute high-altitude ordnance drops from dozens of miles above a battlefield, making his weapons appear to have no direct origin and causing his enemies to question whether the very skies above them have turned against their plight. His missile cannon is one of the most advanced weapons ever developed by DECEPTICON science, and is directly intergrated into DREADWIND's advanced tracking and targeting systems. His bomb payload is only limited by the depravity of his leaders' imaginations, and can feature a mix of warheads of various types and destructive effects. In robot mode, DREADWIND possesses impressive physical strength, and will more often than not choose to crush his enemies in hand-to-hand combat rather than wasting his missile cannon what he otherwise beleives to be easy targets.
Weaknesses: DREADWIND's unceasing desire to destroy each and every target of his own choosing often puts him at odds with the needs of the mission. His habits are at their most problematic during hit-and-run raids; while his fellow DECEPTICONS are quick to compelte their tasks and withdraw, DREADWIND will often remain behind to attack targets of little or no tactical value. If forced to break off his assault before he feels he is "finished," DREADWIND can become violently unhinged, posing a threat to friend and foe alike.
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