Transformers Generation 1 Punch-Counterpunch
Function: Double Agent
Motto: “In my business there are no friends, only suspects.”
Punch has a dark side hidden from fellow Autobots and even himself. Although fully aware of his alternate Decepticon mode and the role he plays with it, Punch is not aware that when he becomes Counter Punch, he not only changes his outer appearance his whole personality changes as well. He maintains the quiet, keep-to-himself nature, but is more ruthless, volatile and bad-tempered. The bizarre fact is, neither Punch nor Counter Punch are aware that there is any mental change. Though even as Counter Punch, he retains his Autobot sensibilities and carries out his double agent duties infiltrating and reporting on Decepticon troop movements and capabilities… The great fear is that one day, Counter Punch will take full control of the shared mind spelling disaster for the Autobots!
Abilities: Punch/Counter Punch can transform into a sleek, aerodynamic car capable of reaching a maximum speed of 160 mph with a range of 1,200 miles. In Autobot mode, he uses a twin mortar launcher capable of firing its highly combustible firebombs a distance of 3,000 yards. In Decepticon mode, he wields a photon cannon, which emits a high-density stream of circuit-scrambling energy, destroying enemies from the inside out. In order to maintain Punch’s cover, all Autobots are fitted with a damper devise that reduces the cannon’s effect but produces enough fireworks to convince the Decepticons that they have been destroyed. All the Autobots have to do is remember to fall down!
Weaknesses: Punch isn’t overly strong, fast or smart but certainly enough to get by. Most of his apparent weaknesses stem from the constant danger that his cover will be blown and the Decepticons using this to their advantage.