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R P G

This is the rule book for a map-based table-top bat-


tle role playing game based mostly on the Trans-
formers universe of Primax, and encompasses
the Transformers American cartoon, Japanese car-
toons, American comic book, UK comic book, the
motion picture, Animated series, and the Beast
Wars and Beast Machines Canadian-produced car-
toons, as well as their Japanese spin-offs.
Written & developed by James Kerr
Disclaimer
Disclaimer: This game is in no way sponsored
nor endorsed by Hasbro, or any afliates. The
content on this booklet are for the exclusive use
of the good fun times, and should not be sold,
rented, or used for any commercial enterprise in
any way, shape, or form. This game is created by
a Transformers fan, for Transformer collectors. It
is not meant to step on Hasbro/Kenner/Takaras
toes but designed to respect their creations. The
Transformers is a registered trademark of Hasbro
(along with a schwack of separate trademarks on
character, planet, vehicle, and creature names
from the Transformer universe)
Key Volunteers
Game Design James Kerr
Creative Consultants Kevin OBrien
Eric Palermo
Play Testers Chris Challace
Brandon Whitworth
Contact Information
If youve confused about some rules, have questions, or
just want to know the latest updates, please contact James
Kerr at TransformersRPG@gmail.com
Introduction
The Transformers Roleplaying Game is more than meets the eye. Most of its rules involve
combat between warring factions, but the system is not a combat simulator. The Map-
based combat of the system only services to ground the game in its source material. You
will notice early on that there is great ambiguity in the system. How tall is a Size 3 robot?
Well, the important part is that it is taller than Size 2 and not as tall as Size 4. The size of
the Robots is signied by a number, rather than a measurement, just as the Statistics like
Strength are graded according to probability, not according to what the robot could lift
in measured weight. This is intentional, and meant to embrace the colourful descriptive
qualities in classical Transformers storytelling. What you hold in your hands is the most
accurate roleplaying experience of a Transformers television show or comic book from the
1980s. It has the same strengths but also the same aws of scale, distance and probability,
amounting ultimately to the same avour and fun of the source material. Remember to
temper the action-lled content with morally upstanding and politically correct public
service announcements, dramatic speeches, and either gosh-gee-wiz observations or
maniacal laughter, then youll be playing in a way that is beyond good, beyond evil; beyond
your wildest imagination.
James Kerr
September 23rd, 2011
Based on the Universe of Transformers
2nd Edition, last updated September 2013
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3
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Gameplay
Rules
This is everything anyone playing needs to know in order to
participate in the game.
Rule # 1 One Action per Turn. The game is governed
by a series of Actions, done in the order of each players
Turn.
Rule # 2 The objective of the game is to drive the
opposing team off the planet, or at least off the board, and
ultimately to win the Cybertronian War. Battles are won
by the elimination, surrender or the retreat of all enemy
players and by accomplishing a predetermined objective.
Generally, Decepticons seek to capture Earths resources
through evil plans and Autobots seek to thwart them. Each
faction has a home base and most often the game consists
of battles occurring on a series of Maps between these
two areas, driving closer to or farther away from enemy
territory.
Rule # 3 Cartoon and Comic Book logic applies.
Real World Logic need not apply. The GM decides all ties
based on good ideas or in the interests of balancing the
game, and is the one who should be referred to if a roll
is rounded up or down, based on the same criteria. Rules
should not get in the way of a good idea. Cheese. It. Up.
The GMs decision, however, is ultimate and nal.
Rule # 4 Statistic use and their Actions (including
attacking) are accomplished by rolling 1d10 (one ten-sided
dice). The action is a success if the number rolled is below
the number of the Statistic. Since no Statistic is higher
than 10, this creates a simple probability matrix between
10% probability and 90% probability. Success is required
to do almost anything - activate a computer terminal,
communicate, espionage, etc..
Rule # 5 Against the environment and static
elements only a simple success is required, which can be
attained by at least rolling the number of your statistic,
and not over it.
Rule # 6 If the roll is against some opposition,
usually an opponent, then the number of successes must
be greater than their number of successes. Successes are
the difference between the number rolled and the number
of the statistic, for example - with a statistic of 10, rolling
a 2 would give you 8 successes, but rolling a 9 would give
you only 1. Rolling on the statistic number is still a success,
but grants you no successes.
Rule # 7 - Rolling a natural 1 (the dice turns up 1) is
always a success. The only thing that can beat a natural 1
is another natural 1.
This is what the Game Master (GM, the person running /
refereeing the game) needs to know to run the game. The
following steps occur before combat:
Step # 1 - Divide players into teams based on
Allegiance. This game is in all cases adversarial, ex. Autobots
(acted out by player characters) vs. Decepticons (acted out
by player characters). If the number of players is odd, then
the extra player is an Autobot. If only 3 people are playing,
the GM may assume the roll of a Player Character.
Step # 2 - Generate characters based on their
Allegiance. Teams may scheme together, but must not
know the Map.
1. Allegiance: Divide into teams, usually Autobot vs. Decepticon.
2. Statistics: Roll 10 x 1d10, choose the best 8, make sure it totals
more than 40, then assign one for each Statistic in Robot.Mode.
3. Function: Choose from among: Warrior, Gunner, Engineer, and
Scout.
4. Alt.Mode: Choose from among: Vehicle, Machinery, Weapons,
and more, then generate new 1d10 Statistics for the Alt.Mode.
5. Spend Points: Spend character points among Technology, Sub-
groups, and Weapons. None are required.
6. Size: Choose Size, from 1-7 (Human Size to Citybot Size).
7. Personality Programme: Quote, Name, etc.; nishing touches.
Step # 3 - Have players roll for their weapons
charges. Most Weapons have a certain number of charges
that must be rolled for before each battle.
Step # 4 - Teams are usually given specic tasks by
the GM given the scenario. Ex. Decepticons: Gather three
Energon Cubes from the energy of this windmill! Autobots:
Defend the windmill at all costs!
Step # 5 - Turn order is determined by all characters
in play rolling for Speed, then generating a list of who
goes rst based on best to worst results. This Turn order
is maintained throughout combat. Ties favour PCs with a
higher Speed Statistic. Characters must act on their Turn.
Step # 6 - If there is no special objective for the
Decepticons, then the Autobots are placed on the Map rst,
deciding which side of one half of the Map will be Autobot
territory and which Decepticon, and who of their team will
be placed where according to their Speed roll. There must
be at least a two square wide non-combat trench in the
middle of the board. This is under the assumption that the
Decepticons are randomly attacking the Autobots. If there
is a special objective for a team, then one or the other
faction may get a few rounds head start.
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Page
01. Allegiance
The rst task in character creation is to divide players into teams. Each team is given a specic goal by the GM before
gameplay begins. Ex. Decepticons - capture 3 Energon cubes and leave combat with them to bring back to Megatron!
Or, Autobots: steal back the captured Huffer from the Decepticons before he can be used to power a solar dish that will
destroy the rings of Saturn!
Sample Decepticon Objectives
Zap humans with a mind control ray and send them against
the Autobots who cannot ght back.
Kidnap an old scientist / secret plans / an Autobot in order
to force him . them / it to build a female robot ninja or
some other superweapon.
Hold Spike Witwicky or his family ransom.
Activate a doomsday weapon that will harvest the sun for
energy before the Autobots can stop it from happening.
Bwahahahahaha!
Steal valuable Earth resources before the Autoboats can
prevent it.
BDecepticon (G1): Feel the call for expansion and
conquest. You seek Energon from Earths natural resources
to fuel and recharge your home planet Cybertron, and
conquer space, no matter what sentient life stands in the
way!
AAutobot (G1): Wage a battle to destroy the evil forces of
the Decepticons on modern day Earth, prevent them from
harming sentient life, and create peace in the galaxy.
Sample Autobot Objectives
Stop the Decepticons from completing construction on a
Space Bridge that will bring them reinforcements from
Cybertron.
Inltrate Decepticon headquarters to rescue a hostage /
plant a bug / revive downed troops / otherwise disrupt
their plans.
Prevent a natural disaster, like a volcano, ood, or
earthquake.
Attempt friendly contact with the natives of the planet
(this will not work, obviously, because its a Drive in
Movie and theyre cars).
Prevent the Decptircons from stealing valuable Earth
resources.
The rules of this book centre around The Great War Era (mostly G1), but can accommodate other Eras.
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Statistics Example Use Notes
Strength
Grapple, Lift, Push,
Throw
Physical measures of your construction and density of gears. For Melee Attacks
Intelligence Processor Speed Information stored in memory banks and the use of it. Also affects Energon
Speed Move, React Correct alignment of gears in the body allowing for greater movement
Endurance Hardness Plating of armour around the gears; affects HP. For defensive rolls
Rank Transform Chain of command, as dictated by programming. Affects Transformation scheme
Courage Internal Functions Bravery of circuits under re. A catch-all for internal process rolls. Affects Points
Firepower Ranged Attack Extrapolation of trajectories for long range ring. For Ranged Attacks
Skill External Functions Physical actions not otherwise covered by Strength or Speed. Affects Points
Statistics are a number between 1 and 10 that determine your characters capability in different areas. No Statistic
can be higher than 10. Roll a ten-sided dice (1d10), ten times, then choose the best 8 numbers and assign one number
for each Statistic (or Stat) listed below. If all 8 rolls are less than a total of 40, that character was already killed
by Megatron, make a new one. After, new rolls are made for the characters Alt.Mode (Alternative Mode), generating
different Statistics that are similarly between 1 and 10. Transforming between these two sets of Statistics (Robot.Mode
and Alt.Mode) alters the probability of different Actions, which at best have a 90% chance of success, and at worst have
a 10% chance of success.
Universal Statistic Roll Turn Explanation
Grapple Strength Yes Yes
In one Action, roll Str vs. Str to Grapple, then Push (& move) or Lift
(& Throw). Grapples can be escaped by opposing Strength or opposing
Transform. Melee attacks possible while grappled only for the losing side.
Hardness Endurance Yes No
When attacked, roll 1d10 for Endurance, hoping to get the lowest
number possible. If the difference between your roll and Endurance roll
success is greater than the attacks result, you are unscathed. Note:
If your character has the Defence Action, you get to roll twice and
take the better result. Hardness also stands in for ducking, dodging, or
avoiding.
Information Intelligence No No Assess statistical and observational information about data and events.
Lift Strength No No # Success = Size of Object able to raise above the Transformers head
Movement Speed No Yes
Movement is 3 squares, unless you have the Dash Action, then you can
roll for it and take the better result. If you wish to attack and move,
then you can only move 1 square or the Dash roll, rounded down.
Characters ying must move at least 1 square per Turn. All movement
and range on weapons is x2 on diagonal squares.
Perception Intelligence No No
Optical sensors detect basic movement and events. All Transformers
known Allegiance by sight, unless confused by technology.
Pull / Push Strength Yes No
In successful Grapple, advance (Push) or retreat (Pull) opponent
squares = 1/2 Success. Requires movement to move with opponent.
Talk / Yell Courage No No
Converse up to 5 squares away on your Turn or theirs. Taunts and jeers
are Map-wide, but must contain no vital information.
Throw Strength Yes Yes
Object (or Robot) is tossed a distance equal to the Success of the Strength
roll. If combined with Grapple, does not take a full Turn.
Transform Rank No No As a free Action once per Turn, change from one Mode to another.
Actions
In battle and outside of battle, everything possible in the game is represented by a series of Actions. Universal Actions
are available to all Robots, including Partner Units. These are Actions based on Statistics and therefore open to every
Function.
02. Statistics
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Page
Statistics Gunner
Strength Demolition
Intelligence Assist
Speed Support
Endurance Defence
Rank Transform
Courage Trooper
Firepower Assault
Skill Accuracy
Statistics Warrior Gunner Engineer Scout
Strength Lift, Grapple, Throw Melee Attack Demolition Melee Attack Melee Attack
Intelligence Information Strategy Assist Data Surveillance
Speed Move, React Dash Support Fortify Dash
Endurance Hardness Defence Defence Construction Sabotage
Rank Transformation Options Transform Transform Transform Transform
Courage Internal Functions Intercept Trooper Salvage Espionage
Firepower Attack Ranged Assault Assault Assault Assault
Skill External Functions Acrobatics Accuracy Repair Communications
Make sure to write down your Functions Actions on your character sheet.
(This is probably the most important chart in the game)
Function is the programming of the Robot, dictating its available Actions. This works similarly to the structure of class
in other RPGs. Out of the 283 Robots in the Generation 1 (G1) Continuity, all of them conform to four basic Functions:
Warrior, Gunner, Engineer, or Scout, although sometimes they will take on a different title, such as Medic instead of
Engineer. These titles are arbitrary, and are usually just a deviation from the basic name, or drawing from a favourite
Action such as Espionage or Interceptor. Feel free to give your Robot an appropriate title, but they still must
conform to the structure of either Warrior, Gunner, Engineer or Scout.
Warrior
The Warrior is the bedrock of
both Robot armies, comprising
43% of G1 Transformers. This
is the standard, dependable
Function, the easiest to use,
most understandable, and well-
rounded. With the right Stats, it
can also be the most versatile.
Warrior is the only Function that receives both Dash and
Endurance, two of the most useful Function Actions in the
game. Also, Acrobatics should not be underestimated. Either
Strength or Firepower will need to be high, depending on if
the Warrior wishes to ght in close or ranged.
03. Function
Statistics Warrior
Strength Melee attack
Intelligence Strategy
Speed Dash
Endurance Defence
Rank Transform
Courage Intercept
Firepower Assault
Skill Acrobatics
Gunner
Comprising 19% of all G1 Transformers,
Gunners are the main support Function.
Support and Attention make them
great for team situations, and Trooper
makes them excellent to strike off on
their own. Gunners are slow because
they are without Dash, but are the only
other Function other than Warrior to
have Defence, making them tough.
Traditionally the most
dependable of the
Transformers, the Gunner
has staying power in
the ght because of the
Trooper Function Action,
the only Action that
allows rejuvenation of
Energon.
Examples: Ironhide, Brawn, Bluestreak, Omega Supreme, Ultra Magnus,
Galvatron, Red Alert, Inferno, Swindle, Swoop, Twin Twist
Titles: Gunner, (Noun) + Support / Trooper / Soldier / Infantry (ex. Shock
Trooper, Ground Infantry), Demolitions, Search & Rescue, Security
Examples: Optimus Prime,
Grimlock, Prowl, Starscream,
Hot Rod, Shockwave, Tracks,
Cliffjumper, Kup, Pipes,
Powerglide, Sideswipe,
Sunstreaker, Windcharger,
Warpath, Thundercracker,
Skywarp
Titles: Warrior, Aerial Warrior,
Martial Arts Warrior, Strategist,
Enforcer, Protector
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Choice Explanation G1 Example Titles
Warrior Offensive/Defensive balanced. The Fighter 122 Optimus Prime (Noun) + Warrior
Gunner Diverse attack methods and increased support 053 Brawn, Bluestreak (Noun) + Trooper
Engineer Repair, Construction and creativity. The Healer 039 Ratchet, Wheeljack (Noun) + Engineer
Scout Spying, stealth, and inltration. The Rogue 069 Ravage, Hound (Noun) + Scout
Engineer
As the least combat-oriented of the Functions, the Engineer
is in the minority at only 18% of G1 Transformers. However,
what Statistics are high for the Robot drastically affects
the direction of an Engineer, and is the reason why Ratchet
(with a high Repair), Mixmaster (with a high Construction)
and Megatron (with a high everything) co-exist in this
Function. Engineers have the capacity for combat, but
need to be supplemented with a wise Alt.Mode choice to
facilitate that goal.
Without Dash or Defence the
Engineer has to rely on other
Function Actions to survive.
Repair is the most obvious, as
the only way to recover HP (Hit
Points) in or out of combat. But
remember, an Engineer with a
good Assault can shoot just as
well as any Warrior!
Scout
Where the Engineer forces creativity on the Map, Scouts have
creativity in the eld. They are 24% of all G1 Transformers,
the second most popular after the Warrior. This is because
of their wide range of Actions and the availability of Dash
helps them get into situations without being detected, do
whatever needs to be done, and get out quickly. Scouts
are a combat-alternative that is still capable of front-line
combat, although to a lesser extent than
the Warrior or Gunner.
Dash makes the Scout fast, and is the
only Function other than Warrior to have
it. The Function Actions specic to the
Scout: Surveillance, Sabotage, Espionage
and Communications, are opportunistic
Actions that when appropriate are
innitely useful. A Scout works best
when played as a sneak, a spy, a rogue,
a lone wolf stalking
in the night to get
behind enemy lines.
Just as the Engineer,
the Scout has as much
power of Assault as
a Warrior, but a good
Scout remembers that
the combat path is
not always the right
one. There are many
ways to accomplish
a mission that do
not require any of
the opposing forces even knowing you were in their base
(Espionage) watching them (Surveillance) and planting a
bug (Sabotage).
Examples: Megatron, Ratchet, Wheeljack, First Aid, Grapple,
Mixmaster, Huffer, Octopunch, Rewind, Chromedome, Tantrum,
Perceptor, Skids
Titles: Engineer, Mechanical Engineer, Surgical Engineer, Weapons
Engineer, Data + (Verb), Chemist, Doctor, Scientist, Maintenance, Medic,
Construction
Statistics Engineer
Strength Melee attack
Intelligence Data
Speed Fortify
Endurance Construction
Rank Transform
Courage Salvage
Firepower Assault
Skill Repair
Statistics Scout
Strength Melee attack
Intelligence Surveillance
Speed Dash
Endurance Sabotage
Rank Transform
Courage Espionage
Firepower Assault
Skill Communications
Examples: Soundwave, Blaster, Hound, Bumblebee, Blurr, Jazz,
Mirage, Ravage, Laserbeak, Nightbeat, High Brow, Sky Lynx, Bombshell,
Ratbat
Titles: Scout, Fuel Scout, Warfare Scout, Lookout, Messenger,
Reconnaissance, Interrogation, Detective, Gunslinger, Tracker, Terrorist,
Thief, Spy, Covert Operations, Communications, Electronic Warfare,
Vanguard
Functions Summary
When beginning a game it is important that players organise among themselves and divide the responsibilities of different
Functions. Just like the proportions of G1 characters, you can have as many Warriors as you like, but you need some
Engineers, you need some Scouts, and you need some Gunners in order to make the team work. In a smaller group, one of
each is preferable, but many teams have been entirely successful with no Warriors, or with differently focused Scouts and
Engineers. Just remember, theres nothing worse on the battleeld than coming up with an amazing plan, then realising
you dont have the Function Action to carry it out.
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Function Actions
Each Function can do something different with the same Statistics. Only a Warrior can plot Strategy, and only an Engi-
neer can Repair. Actions not included in your Function (such as a Warrior using Espionage) are NOT possible, because
they are simply outside your characters programming. (R) is Roll required. Turn can happen and also move 1 square.
Action Stat Action Use
Accuracy Skill
Target a specic range, object, or area of attack within one square. Example: held item blasted out of the
enemys hand. (R) Any one body part has HP:6, an object has HP:5
Acrobatics Skill
Jumping, leaping, tumbling, balance, reexes, and landing without taking damage. Situations of great
agility. Does not take the place of Defence. (R) Ex: Jumping hurdles but keeping pace with normal movement
Assault Fir. Fire at a distance using an equipped weapon, attached, mounted or held
Assist Int.
Free: Distract the enemy. On a full Turn of Assault, without moving, roll a check to give 1 ally in Short
Range a +1 Success to their next Action. Action must happen after suppressing re starts. (R)
Communica-
tion
Skill
Free: Broadcast to all allies on the battleeld / Detect Espionage (Stealth) (R) Turn: Break jamming signal
/ Contact home base or another planet with a computer terminal
Construction End.
Free: Draw from applicable Salvage to create designs for new weapons, items, tools, gadgets, and do-dads.
Example: a Gun that shrinks you down to a fraction of Size 0. (R) Turn: Creation of structures, machinery
and complex devices from invented designs. (R) Examples: Construct a bunker to use for cover, or a ray
gun from plans
Dash Spe.
Free: Theorise Movement. (R) Turn: Roll for movement, with Success equal to the maximum number of
squares moveable in a full Turn move, or 1/2 that and Act. If < 3, can still use basic movement of 3 squares
or 1 square and an Action (R)
Data Int.
Free: Know HP, Energon, History, Salvage, Function, of one visible target. (R) Turn: Download all information
from a computer bank, or reprogram a drone or turret by beating Map squares HP: 5 (R)
Defence End.
Free: Roll an additional dice for Endurance, and take the better result to block, endure, or otherwise not
be hit or damaged (R)
Demolition Str.
All normal Melee Attacks, plus the ability to do 1d6 / 2 per square damage when Pushing if there was at
least 1 square movement before reaching the target of the Push. Success = Max Squares able to Push
Espionage Cur. Free: Stealth, to be undetectable by unfriendly sensors. (R) Turn: Interrogation
Fortify Spe.
Free: Know the HP of an object or Map Square. (R) Turn: Increase the maximum HP for objects,
Inanimate structures and Map Squares. Does not apply to Robots nor Alt.Modes. HP + = Success rolled. (R)
Grants more HP as it raises the limit, but will not Repair lost HP if below maximum
Intercept Cur.
Free: Gain one additional square's move to catch up with a story-goal, head off an opponent, get away, or
generally out-run someone (R)
Melee
Attack
Str.
Turn: Attack one adjacent or diagonal square distance by punching (1d6/2 DMG) or using a Melee Weapon
such as a Sword, claws, teeth, or foot stomping (R)
Repair Skill
Free: Know the extent of damage upon a Robot. Turn: Restore HP to anything metal or to one Statistic. HP+
= Success # rolled. Major Repairs require Salvage for parts. Repair auto-cancels most Weapon Effects (R)
Sabotage End.
Free: Check for traps. (R) Turn: Affect a map item, computer, or other technological situation in play to
set a trap for activation, overcoming its HP: 5. Example: Rig a communications console to explode when
activated (R)
Salvage Cur.
Turn: Interact with an applicable Map square to gain the components for Construction, major Repairs, or
Espionage. (R) Example: nd a discarded Med Pack in Wreckage
Strategy Int.
Free: For that round, personal initiative can be up to 1 Turn later for every Success rolled. (R) Player must
call out on their regular Turn when they wish to go instead.
Support Spe.
Turn: Roll to aid in anothers Action or repeat it for yourself. (R) Example: Roll Support to help Repair when
an adjacent Engineer did just that on their Turn
Surveillance Int.
Free: Visual, audio or other receptors identify or clarify sensory events and relevant information. Overcomes
Espionage. (R) Also used for between-battle scouting missions
Transform Rnk. Once per Turn, switch between Modes. May Transform out of a Grapple with a roll (R)
Trooper Cur. Turn: Summon the vigor to restore Energon for yourself only. Energon+ = Success # rolled +4 (R)
For more on Function Actions, see the expanded section in the Gamemasters Guide
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All Robots choose 1 Alternate Mode (Alt.Mode). This Alt.Mode has new Statistics (Stats), derived from the Robot.
Mode Statistics. Rolls is the number of rolls, greater or lesser, the player makes to generate the new Alt.
Mode Statistic, then compares them to their Robot.Mode Stats and takes the higher + or lower - result. (+) means
to roll that many more dice and take the highest Stat number for the Alt.Mode. When represented by a negative
value (-) means roll that many dice, taking the lowest number for the Alt.Mode Statistic. The dash alone (-)
represents no change from Robot.Mode. Rolling for a positive value cannot force a negative value and vica versa.
04. Alt.Mode
Use this chart to see the number of dice you roll to nd your Alt.Mode Statistics,
based on your Robot.Mode Statistics.
Choosing an Alt.Mode
This is perhaps the most important step in creating your
Transformer. What do you want them to transform into?
Here is the legend for the tables that follow:
Alt.Mode: The chosen transformation scheme for your
robot. This is what makes you a Transformer.
Size: Required Size of both the Robot.Mode and the Alt.
Mode in order to be able to transform.
Restriction: What the Alt.Mode cannot do regardless of
its Function. While in the Alt.Mode, this is impossible.
Gain: What the Alt.Mode can do regardless of Function
or Alt.Mode restrictions while in the Alt.Mode. If it is
normally restricted then the Action simply becomes
available. If the Action is already available then adds that
may more dice (+d) to rolling for success.
Bot / Con: Required Rank for an Autobot (Bot) or
Decepticon (Con) to choose. Rank assumes that any Era
could be in play. Rank may need to be adjusted by the GM
to focus the situation on a particular Era.
Notes: Additional information and Special Actions - the
additional Actions available while in the Alt.Mode
.
Alt.Mode Automatic Gain
Machine +1d Defense
Object Human Aid, Mass Displacement, Tiny
Primitive +1d Melee Attack, Wild
Structure +1d Fortify, Immovable
Vehicle +1d Dash, Wheels
Weapon +1d DMG, Best Shot
Alt.Mode Machine Object Primitive Structure Vehicle Weapon
Strength 2 rolls + 3 rolls - 3 rolls + 3 rolls - 1 rolls - 2 rolls -
Intelligence 3 rolls + 3 rolls + - - 1 rolls + -
Speed 1 roll - - 2 rolls + 2 rolls + 4 rolls + 2 rolls -
Endurance 2 rolls + - 1 roll + 4 rolls + 2 rolls - -
Rank - - - - - -
Courage - 2 rolls + - 4 rolls - 1 roll + 1 roll +
Firepower 2 rolls - 3 rolls - 2 rolls - - 2 rolls - 2 roll +
Skill 3 rolls - 2 rolls + 3 rolls - 2 roll + - 2 roll +
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Page
Rank Requirements Autobots
Rnk Machine Object Primitive Structure Vehicle Weapon
1
Data Storage
Device
Mammal
Herbivore
Car, Small
Vehicle
2
Analysis
Equipment
Stationary Misc.
Race car, Sports
car, Pickup
Truck
3
Computer
Hardware
Mammal
Carnivore
Dune Buggy,
Jeep, Van
Explosive
4
Tele-Com. Bird
Ambulance,
Hovercraft,
Motorcycle, Tow
Truck
Platform
5
Farming
Implement
Surveillance
Equipment
Dinosaur,
Monster
Fire Truck,
Helicopter,
Naval Vessel,
Plane, Transport
Truck
Cannon
6
Industrial
Vehicle
Media Player
Amphibian,
Insect, Reptile
Satellite
Train, Monster
Truck
Melee Weapon
7
Construction
Vehicle
Arachnid
Laboratory,
Mechanic Shop,
Power Station
Armoured /
Military, Jet,
Submarine
Cannon
8
Moon Buggy Flying Insect Base
Blimp, Camper
Van
Hand Gun
9
Sea Creature Space Station Space-ship
10
Myth City Camper Van Trap
Page
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Rank Requirements Decpticons
Rnk Machine Object Primitive Structure Vehicle Weapon
1
Data Storage
Device
Insect Jet Explosive
2
Surveillance
Equipment
- Hand Gun
3
Mammal
Carnivore
Small Vehicle
4
Computer
Hardware, Tele-
Com
Amphibian,
Flying Insect,
Reptile
Stationary Misc.
Car, Sports car,
Jeep, Pickup
Truck
Cannon
5
Construction
Vehicle
Media Player
Arachnid,
Monster
Arm / Military,
Motorcycle,
Train, SUV
Melee Weapon
6
Analysis
Equipment
Sea Creature
Car Wash,
Laboratory,
Power Station
Race car,
Helicopter,
Submarine, Tow
Truck, Van
Trap
7
Farming
Implement,
Industrial
Vehicle
Bird, Mammal
Herbivore
Mechanic Shop
Hovercraft,
Naval Vessel,
Plane, Monster
Truck, Transport
Truck
Platform,
Space Gun
8
Dinosaur Base
Blimp, Space-
ship
9
Moon Buggy
Satellite, Space
Station
Fire Truck
10
Myth City Swarm
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Page
Machines EB
While in their Machine.Mode, Machines are granted +1 Defense, plus what is listed under Gain and Notes. Construction
and other heavy work vehicles are listed here rather than under Vehicle because moving is not their primary attribute,
working is. Construction Equipment can be used in place of any other moving machinery Alt.Modes.
Alt.Mode Size Restricted Gain Bot Con Notes
Construction
Vehicle
2-5 Espionage
(+2d) Construction,
Demolition
7 5
Wheels. Additional Action such as Circuit Rage and
Forward Push (Bulldozer), Grappling Hook Med. Range
(Crane), Salvage (Dump Truck), Glue Effect attack
as cement (Mixer). Usually the Additional Action is a
Map-based circumstantial bonus
Farming
Implement
3-5 Espionage
Demolition, (+2d)
Salvage
5 7
Off-Road. Additional Action such as Auto-Success Pull
and Wheels (Tractor), or Auto-Demolition as it moves
forward (Combine / Harvester)
Industrial
Vehicle
3-5 Espionage
Demolition, (+2d)
Salvage
6 7
Off-Road. Additional Action such as Auto-Demolition
and Gain Buzz-saw (Deforester) or the same and Drill
Cannon (Drill).
Moon Buggy 2 -
Communications,
Data, Salvage
8 9 Off-Road. Auto-sends transmissions between planets.
Hand-held Object Alt.Mode EB
An object is an Alt.Mode the Transformer assumes that is Size 0 - small enough to be carried by an average Human, but
is not a weapon. While in their Alt.Mode, Objects are granted Human Aid, Tiny, Mass Displacement (So your Robot.Mode
does not have to be Size 0, even if the Object.Mode is Tiny), plus what is listed under Gain and Notes.
Alt.Mode Size Restricted Gain Bot Con Notes
Analysis Equipment 0 Inanimate (+2d) Data 2 6
Additional Action such as Surveillance
(Microscope), Strategy (Scanner), or
Accuracy (Targeting System or Scope)
Computer Hardware 0 Inanimate Espionage 3 4
Additional Action such as Communications
(Personal Computer), Strategy (Military
Computer) or Data (Industrial Computer)
Data Storage Device 0 Inanimate
Data, (+2d) any
Robot.Mode Action,
or (+1/+1)
1 1
+ cannot apply to Rank. Additional Action
such as Chrome Weapon (Cassette Tape),
Data (Flash Drive), Data (CD, Record, Flash
Drive). Alt.Mode Stats are all 5
Media Player 0 Inanimate
(+2d)
Communications
6 5
Deployer Superiour. Additional Actions
such as Espionage (Cassette Deck),
Communications (Radio), Surveillance
(Digital Media Player)
Surveillance Equipment 0 Inanimate Surveillance 2 5
Additional Actions such as Data (Film
Camera), Surveillance (Photography
Camera), Espionage (Listening Device), or
Gain Radar (Tracking Device)
Tele-communications 0 Inanimate Communications 4 4
Additional Actions such as Support
(Telephone), Strategy (Cellphone), or
Assist (Walkie-talkie)
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RPG
Primitive Alt.Mode FAIJP
While in their Alt.Mode, Primitives are granted +1d Melee Attack, Wild, and what is listed under Gain and Notes. If the
Beast.Mode is capable of Fight then it does not also get Wild. The Rank requirements listed for Autobot and Decepticon
work equally well for Maximals and Predacons. Note that Size is almost entirely variable - a Transformer turning into a
frog does not have to do so at the Size of a Frog (0), but can be almost any Size.
Alt.ModeSize Restricted Gain BotCon Notes
Amphibian 0-5 - Trooper 6 4
Waterproof. Additional Action such as Spring Legs (Frog),
Poison (Toad), Adhesive Tires (Newt), or Fire Breath
(Salamander)
Arachnid 0-5 - Acrobatics 7 5
Off-Road. Climb on any surface, even upside down. Additional
Action such as Web (Spider), or front-attacking Tail and
Poison (Scorpion)
Bird 0-5 - Surveillance 4 7
Flight. Additional Action such as Acrobatics (Hawk, Eagle or
Falcon), Data (Owl), Sabotage (Vulture), Espionage (Crow),
most others have Acrobatics
Dinosaur 4-7 Data
Melee Attack,
Demolition
5 8
Additional Action such as Defence (Brontosaurus), Flight
(Pterodactyl), Dash (Velociraptor), Bite DMG (T-Rex), most
others have Defence
Insect 0-3 - Salvage 6 1
Additional Action such as Spring Legs (Grasshopper),
Construction and Salvage (Ant), Dig (Centipede),
Communications (Cricket)
Insect,
Flying
0-3 - - 8 4
Flight, Hover. Additional Action such as Poison (Wasp),
Salvage (Bee), Surveillance (Fly), Sabotage (Buttery), most
others have Espionage
Mammal,
Carnivore
0-4 Construction Dash 3 3
Off-Road. Additional Action such as Defence (Bear) Espionage
(Tiger or Wolf), Acrobatics and Auto-Climb (Monkey), Salvage
(Dog) or Strength (Gorilla or Lion)
Mammal,
Herbivore
0-4 Construction Dash 1 7
Off-Road. Additional Action such as Demolition (Rhino)
Espionage (Rat) Acrobatics (Horse), Dig (Mole), Salvage
(Beaver), Size DMG (Elephant)
Monster 1-7 Data Strength 5 5 Alt.Mode can carry and wield Melee Weapons
Myth 3-6 - Melee Attack 10 10
Additional Action such as Fire Breath and Flight and Dash
(Dragon) Horns and Teleport (Unicorn), Hulk (Giant Citybot
Size Lizard)
Reptile 0-7 Construction Trooper 6 4
Waterproof. Additional Action such as Defence (Tortoise), 1/2
Repair and Poison (Snake), Melee Attack and Swim (Alligator)
Sea
Creature
0-7 -
Espionage,
Salvage
9 6
Swim, Waterproof. Additional Action such as Melee Attack
(Shark), Acrobatics (Dolphin), Salvage (Crab), Size DMG
(Whale)
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Structure Alt.Mode EB
While in their Base.Mode, Structures are granted Immovable, +1d Fortify, and what is listed under Gain and Notes. Most
structures are also Inanimate, which means they cannot perform any Action that is not listed under Gain or Notes while
in Alt.Mode. Fortify has some special qualities when applied to a Base.Mode. Normally Fortify cannot affect Robots nor
Alt.Modes, but it can affect a Base.Mode. Maximum HP is raised proportionate to the success of the Fortify roll. When
Transformed out of Base.Mode the temporary HP gained by using Fortify is set aside, and can be reclaimed only when the
Robot Transforms back into Base.Mode. Fortify does not apply to anything else inside the Base.Mode. Also, any Structure
can store inside it, while in Base.Mode,as many other Transformers in number as its Base.Modes Size.
Alt.Mode Size Restricted Gain Bot Con Notes
Base 6-7 Inanimate Assist, Repair 8 8
Repair also applies to all Robots within the structure.
Granted Primary Weapon for Missiles, Rockets and
Lasers. Additional Action such as 2x Missile or Rockets
(Assault Base), Defence (Defense Base, Battleeld
Fort), 2x charges Lasers (Battle Station), Deployer
Superiour for Micromasters (Micro-Base)
Car Wash 5-7 Inanimate - - 6
Primary Weapon for any water-based weapons. Also
produces the effects of the Subgroup Colour Changer
on any vehicle that passes through the Car Wash
City 7 Inanimate
(+2d) Defence,
Repair, Trooper
10 10
Repair also applies to all Robots stored. Granted
Primary Weapon for one of: Missiles, Rockets, or
Lasers. (Because of Immovable, may use Skill for
Trooper instead of Courage.)
Laboratory 5-7 Inanimate (+2d) Data 7 6 A stationary Transformer research facility.
Mechanic
Shop
5-7 Inanimate (+2d) Repair 7 7
A stationary Transformer repair base. Repair also
applies to any other Transformer inside the structure.
Power Station 5-7 Inanimate (+2d) Trooper 7 6
Trooper also applies to any other Transformer inside
the structure. (Because of Immovable, may use Skill
for Trooper instead of Courage.)
Satellite 3-4 Inanimate
Communications,
Surveillance
6 9
Landing, Orbit. When Transforming back into Alt.Mode,
rises up to orbiting height. Moves in Orbit rather than
independently. Does not have Immovable
Space Station 5-7 Inanimate
Communications,
Surveillance
9 9
Orbit. When Transforming into Alt.Mode may orbit
any height on the Map. Granted Escape Velocity,
Flight (in space only) and Primary Weapon for Lasers
(still cannot re from orbit)
Stationary
Structures,
Misc.
3-7 Inanimate Repair 2 4
Repair also applies to all Robots within the
structure. Additional Action such as Defence (Tanuki)
Communications (Telephone Pole), Surveillance (Street
Lamp), Deployer Superiour (Totempole), Trooper
(Tree), or Salvage (Commercial Ofce Building)
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RPG
Vehicle Alt.Mode SrU
While in their Alt.Mode, Vehicles are prohibited from using Assault, and are granted +1d Dash and Wheels. If the Vehicle.
Mode is capable of Fight then it does not also get Wheels. This is the most advantageous Alt.Mode for admittance into
Subgroups.
Alt.Mode Size Restricted Gain Bot Con
Notes
Ambulance 3-5 - Repair 4 - Can store 1 Robot of the same Size or lower
Armoured /
Military
3-5 Espionage Defense 7 4
360. Off-Road. Swap Endurance and Speed rolls for
Alt.Mode Gain Primary Weapon for Tank (Cannons,
Shells - also, the Tank is a Cannon, it just needs Shells
to re), Missile Truck (Missiles, Rockets), Anti-Mine
Vehicle (Mines and immune to Mines)
Blimp 7 Construction Assist 8 8
Flight. Hover. Can move up to 3 squares per Turn
without using up the Turns allowable movement
Car 2-3 - Dash 1 4
The standard Autobot, from VW Bug to Police Car.
Staple of the Autobot army.
Car, Race 2-3 - Dash 2 6 Move +1 in Alt.Mode
Car, Sports 2-3 Demolition Dash, Intercept 2 4 Expensive-looking fancy cars
Dune Buggy 2 Demolition Acrobatics 3 - Landing, Off-Road
Helicopter 3-5 Demolition Surveillance 5 6
Flight, Hover. Swap Speed and Courage rolls for Alt.
Mode. Additional Actions such as Search and Rescue
(Rescue Helicopter), Surveillance (TV News Copter)
or Primary Weapon for Cannons, Guns, Rockets or
Missiles (Military Helicopter)
Hovercraft 3-4 - Sabotage 4 7 Hover, Swim, Waterproof
Jeep 2-3 - Trooper 3 4
Off-Road. Swap Speed and Endurance rolls for Alt.
Mode. All Jeeps Gain Tracking
Jet 3-5 - - 7 1
Flight. Gain Primary Weapon for Missiles, Guns and
Lasers. Staple of the Decepticon army
Motorcycle 1-2 - (+2d) Acrobatics 4 5
Off-Road. Can be ridden by 1 Robot of 1 Size larger
or less
Notes on Futuristic-looking Vehicles
If you do not want your vehicle Alt.Mode to look like an Earth vehicle, but
instead have a crazy high-tech design, then look at the 1 point (minor)
Technology of Cybertronian Design, which has two variations:
For vehicles that still want tires: Extends the Wheels ability to Off Road and
Grants +1d Acrobatics. For vehicles that want to hover: Grants Hover.
For any other Alt.Modes, (such as ones that arent Vehicles) a Cybertronian
Design Grants +1d Acrobatics.
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Page
Alt.Mode Size Restricted Gain Bot Con
Notes
Naval Vessel 1-7 - Strategy 5 7
Swim, Waterproof. Additional Action such as Auto-
Success Pull (Tug-boat), Dash (Speedboat), Primary
Weapon for Cannons (Tall Ship), or Missiles and
Rockets (Aircraft Carrier)
Plane 3-6 Demolition Surveillance 5 8
Flight. Additional Action such as Waterproof
(Seaplane), Human Aid (Passenger Plane), or Gain
Primary Weapon for Guns (Fighter Plan), Bombs
(Bomber Plane) or Missiles (Drone)
Space-ship 5-7 - Surveillance 9 8
Flight, Hover, Orbit. All Space-Ships have Escape
Velocity, and can store inside them a number of other
Transformers equal to their Vehicle.Mode Size
Small Vehicle 1-2 Dash Trooper 1 3
Includes ATV, Skateboard, Golf Cart, Snowmobile, and
Riding Lawn mower
Submarine 6 Acrobatics Espionage 5 6
360, Swim, Waterproof. Gain Primary Weapon for
Missiles and Lasers
Train 4-5 - (+2d) Demolition 6 5
Swap Endurance and Courage rolls for Alt.Mode. +1d
damage during a Demolition attack
Truck, Pickup 3-4 - Demolition 2 4 Off-Road. Can store 1 Robot of the same Size or lower
Truck, Fire 4-5 Espionage Support 5 9
Gain Primary Weapon for any water-based or anti-
ame-based weapons, and a Ladder (grappling hook)
Truck,
Monster
4-5 Espionage Demolition 6 7 Off-Road. +1d damage during a Demolition attack
Truck, SUV 3-4 - Sabotage - 5
Off-Road. Slowly destroys the long-term sustainability
of the environment as it moves
Truck, Tow 3-4 - Salvage 4 6
Off-Road. Gain a Grappling Hook and can carry or
drag weight up to 2x the Size of the Alt.Mode
Truck,
Transport
4-5 -
Defence,
Demolition
5 7
Granted Trailer (See Technology). The Trailer
magically appears and disappears when Transforming,
and does not count as part of the Transformers Size
Van 3-4 - Defence 3 6 Can store 1 Robot of the same Size or lower
Van, Camper 4 Espionage
Defence,
Salvage, (+2d)
Support
10 -
Off-Road. Granted Trailer (See Technology) Youve
got the Touch.
Alt.Mode Dice Changes References
Alt.Mode Machine Object Primitive Structure Vehicle Weapon
Strength +2 -3 +3 -3 -2 -2
Intelligence +3 +3 - - +2 -
Speed -1 - +2 +2 +4 -2
Endurance +2 - +1 +4 -2 -
Rank - - - - - -
Courage - +2 - -4 +1 +1
Firepower -2 -3 -2 - -2 +2
Skill -3 +2 -3 +2 - +2
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Weapon Alt.Mode FErU
While in Alt.Mode, Weapons gain +1d DMG for one chosen Primary Weapon - all of them have at least one. However, the
actual weapon reected (a handgun turning into a blaster gun, for example) must be separately purchased in Points.
Inanimate Weapon.Modes do not re themselves, and must be wielded by another Transformer. See Best Shot for
more information about the advantages and disadvantages of being red.
Alt.Mode Size Rest. Gain Bot Con
Notes
Cannon 1-5 Inanimate
Assault (spec),
Assist
7 4
Can be pushed for 1/2 standard movement. Can only
be a Cannon type weapon. The Cannon must be red
by another Transformer
Explosive 2-3 Inanimate Assault (spec) 3 1
Landing. Can only be a Missile, Rocket, Mine or
Bomb. Takes 1/2 damage from selfs explosion.
Assault res upon Landing from > 3 squares height.
Cannot spontaneously explode
Hand Gun 0-1 Inanimate Assault (spec) 8 2
+1d charges. Gain Mass Displacement to Size 0. Can be
a Blaster, Cannon, Gun, Pistol or Rie type Weapon.
Cannot re yourself
Melee
Weapon
0-4 Inanimate
Acrobatics, (+2d)
Melee Attack
6 5
Swap Firepower with the Strength rolls for Alt.Mode.
Can be a Melee Weapon. Additional Action such as
Block with Endurance (Sword), destroy Map squares
automatically (Axe or Hammer), reach to the second
square away (Spear), or Salvage (Any working tools)
Platform 2-6 Inanimate Move 4 7
360, Hover. Movement is 1/2 standard. The at top
of a platform can support the weight of as many
Robots as the Weapon.Modes Size. All weapons on the
Platform.Mode or held by characters on the platform
get the damage increase
Space Gun 0-5 - Assault - 7
Flight. Gain Escape Velocity. Can be a Cannon, Gun or
Laser type weapon. Not Inanimate in Weapon.Mode,
but can be wielded for Best Shot anyway
Swarm 1-6 1/2 Move (+2d) Melee Attack - 10
360. Landing. Swap Strength and Firepower. Attacks
with Melee using any weapons DMG and effects. Any
successful hit is considered a winning Grapple
Trap 1-6 Inanimate
(+2d) Espionage,
Spring
10 6
360. Immovable. Spring: effect is that of any chosen
weapon and its effects, in a Blast effect range.
Designate condition for activation to the GM before
the Trap is sprung: Pressure, Heat, Proximity, Timed,
or some other Story Condition
Notes on Onus
A Weapon.Mode is a mixed blessing when the Alt.Mode has
Inanimate. On the plus side, you do massive damage. On
the down side, you still have to buy the weapon you are
going to be in points, and you do need someone else to
pull the trigger. With Best Shot both you and the person
wielding your weapon Alt.Mode both roll, and you get th
ebetter of the two rolls, which makes everyone feel like
theyre doing something. Also, to wield your Weapon Alt.
Mode does not take up a Turn for the other player. So,
mixed blessing. Weapon.Modes can be devastating if you
know you can work as a team, but if you want to be a loner,
this isnt for you.
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Page
Special Alt.Mode Abilities
Each Alt.Mode can do something different with their own Statistics. When in Robot.Mode these Actions are NOT pos-
sible, unless specied. These are usually things you do not roll for - a transformer simply has this ability by virtue of
their Alt.Mode, when they are in their Alt.Mode. However, when a roll is necessary it is listed here. If you are getting
something in your Alt.Mode and it is not listed under Actions or Function Actions, then it is listed here.
Action Action Use
360
The Alt.Mode is capable of aiming and ring at a full range all around them without having to turn around.
This is understandably limited by the logic of the Alt.Mode, and circumstance.
Best Shot
An Inanimate Weapon.Mode must be red by another Transformer. Both the Weapon.Mode being red and
the Transformer ring it roll an attack at their own Firepower Statistic, and the nal attack is made using
the better of the two. This does not take up the Turn of the Transformer who is only there to re, unless
both players agree that they want to attack twice in one Turn - in which case they may. The Robot with a
Weapon.Mode must be within melee distance (1 square) of the one who will wield them. The ring happens
on the Weapon.Modes Turn, and - if they agree - the second ring on the weapon wielders Turn.
Chrome
Weapons
One weapon purchased is doubled in quantity, and is entirely coloured silver or gold chrome. This is the
same as buying one weapon and getting another of the same free.
Dig
Move through the underground as though above ground to depth of 6 squares. Requires going at least 1
square down. GMs may have their own limitations on speed and depth based on what the Map is
Flight
Move through the air from 1 to 6 squares above the surface of the battleeld. Heights greater than 6 enters
Escape Velocity. Like Wheels, Flight allows Auto-Success for full movement to the maximum of the Robots
ability while in the sky or in the vast emptiness of space.
Hover
The Transformer is raised just above the ground. This allows movement across potentially any surface
including water and lava. This also allows ying Transformers to stay in place.
Human Aid
Humans will go out of their way to ignorantly aid the Alt.Mode in accomplishing its goal. Example:
Successful Espionage roll to be picked up and put inside the Power Plant.
Inanimate
Such Alt.Modes are prohibited from committing any Action of their own free will other than to Transform,
and the Actions listed in Gain. Inanimate objects can still Talk, and are always capable of Transforming
out of an Inanimate Mode. Inanimate Modes still roll Endurance and all applicable Defense when attacked.
Immovable Always stationary, cannot be Lifted, Pushed or Pulled, and uses the better of Skill or Courage for Trooper.
Landing
The Transformer can crash from any height into unoccupied Map squares and take no damage, and may
instantly Transform into Robot.Mode, if they wish. The surrounding Map is still damaged.
Off-Road Extends the use of Wheels to uneven ground, over rough terrain, but nothing jagged or sheer.
Orbit
Reach height 7, at a border square, and move automatically around the Map at 6 squares per round. No
characters are under any circumstances able to re a long-ranged weapon from the height or orbit.
Poison The Weapon Effects of Stall and Burn are added to the appropriate natural Melee Attack.
Primary
Weapon
Retain the one weapon the Robot likes best while in Robot.Mode as well as Alt.Mode. Usually this is xed to
the Robots arm, back or shoulder as an Attachment. The weapon must be able to attach to the Alt.Mode,
and so cannot be a pistol or sword. The weapon attacks in Alt.Mode using the Robot.Modes Firepower Stat
if it is higher than the Alt.Mode Firepower Stat.
Swim
Grants Waterproof, and allows Auto-Success for full movement to the maximum of the Robots ability while
underwater or in shallow water.
Tiny
Objects of Size 0 are literary off the chart, and they are considered too small to hit. A Tiny thing is
something smaller than human-sized. Something Tiny is not able to be targeted for Melee or Ranged attacks
other than by the Troopers Accuracy Function Action. Nearly all Tiny things are also Inanimate.
Waterproof Just as the Technology, in either Mode the Transformer is immune to water effects.
Web
An attack using Skill with the properties of the Glue Effect. Can also be used as a Grappling Hook at Medium
Range.
Wheels
Auto-Successful for full movement to the maximum of the Robots ability while on roads and similar at
surfaces. The course of movement need not be in a straight line.
Wild
Beast.Modes can use either Skill or Courage to determine their Acrobatics rolls, whichever is higher.
Like Wheels, Wild allows Auto-Success for full movement to the maximum of the Robots ability while in
wilderness and tree areas.
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19
RPG
07. Technology
Attachments: Types of Technology that are
separate from the Transformer in Robot.Mode, but
combine with them to form their Alt.Mode. The Size
of the Transformer in Robot.Mode and Alt.Mode is
therefore different. The Size of the Transformer
Alt.Mode must be offset by the Robot.Mode + the
Attachment, which is always 1/3rd the Robot.Mode
Size unless otherwise specied. There are also some
Attachments that switch the role of Robot.Mode and
Alt.Mode. For all Attachments the DMG is instantly
shared with the main Transformer if it is injured.
Attachments Reference
Armour Robot.Move Armour gives +8 HP
Battle-skiff Hovering weapons platform
Drone Mindless robot Partner Unit
Medical Pad Hovering Repair platform
Trailer / Side-
car
Extra storage and space for you
Turret
Stand behind weapon and shoot, or
let it re for itself
Vehicle Part of self becomes vehicle
Fields & Shields Reference
Deect-o-Shield
+1d Defence for guns, blasters
and pistols
Electric Field Disrupts couplers and bonds
Electro-Magnetic
Shield
Stealth shield for 4 rounds
Force-Field Pro-
jector
Negate all damage
Gravitational
Energy Field
+1d Defence for missiles, rockets
and grenades
Physical Shield +1d Defence directional
Shield Generator
+1d Defence all ranged attacks,
but higher Energon consumption
Sensors Reference
Circuit Reading
Sensor
Detect Robot thoughts
Full Spectrum
Beacon
+1d Communications
Infrared Visual
Sensor
See in the dark Med. Range
Radar / Sonar +1d Surveillance
Radio-wave Sensor Auto-Success Communications
Tracking Sensor Trail, footprints and marks
Fields & Shields: Considered activated at the
beginning of battle, except for the Electro-Magnetic
Shield, which requires a roll each Turn, and the Force-
Field Projector, which requires a Turn every time it
is used. Physical Shields and Energy-based Fields &
Shields stack with their bonus to Defence.
Sensors: Technology for detecting other characters,
events or relevant artifacts on the battleeld.
Considered activated only when the character wishes
to roll for it. The use of sensors is a free Turn, and
may sometimes be prompted by the GM.
Upgrades of Technology are modications to core unit
of the Transformer. Technology costs Points (calculated
by averaging a Robot.Modes Skill & Courage, rounded
up) just as Weapons and Subgroups do. Where it says
+1d, the ability is granted to the Transformer if they
are not capable of doing it, or it gives the better of
that many results to a Transformer who already has
the Action. It will specify when the Action is required
in order to gain an additional dice.
Popular Technology: Some Technology is more
popular than others. Here are the most often picked
technological upgrades for a Transformer:
Popular Reference
Combiner
Combine with other Robots to
form larger Robots
Cybertronian Design Alt.Mode looks futuristic
Hull, Trithyllium-
steel
More HP at the start of each
battle
Low Fuel
Consumption
More Energon at the start of
each battle
Sensor, Radar
+1d Surveillance, detects
things otherwise missed
Triple-changer Include a second Alt.Mode
Waterproof
Immune to Rust and
submersion
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Page
Technology Minor - 1 Point per
Ammo Capacitor +1d6 charges on one chosen weapon. Req: Having a weapon (not all Transformers do)
Attachment, Trailer
/ Sidecar
Vehicle.Mode has an attached section. Trailers can store as many Robots as the Alt.Modes
Size, so long as none of them are larger than Size 6. Sidecars can store one additional Robot of
one Size lower than the Alt.Mode. Both vanish when not in use through ancient Cybertronian
magic. Req: Vehicle Alt.Mode
Attachment, Drone
Part of your Alt.Mode transforms into a secondary unintelligent robot that can perform one
simple non-combat task each round. HP: 6, all Stats 5, just as a Partner Unit. Ex. Planting a
bug. Famous examples include Optimus Primes Roller
Brawn
+1d for Robot.Mode Melee Attacks (including Grappling and Throwing) and increases unarmed
damage to 1d6 rather than the Robot.Mode standard of 1d6 / 2
Circuit Rage
Auto-Success in Demolition to the maximum of the Robots ability. Applies to both Modes. Req:
Demolition. Or, +1d Demolition to those otherwise incapable of the Action. Maintains even if
restricted by Function
Cybertronian Design
Grants Vehicle.Modes that want to keep their tires Off-Road and +1d Acrobatics.
Grants Vehicle.Modes that would prefer to hover the ability to Hover, instead.
Grants all other Modes, as applicable, +2d Acrobatics
Electronic Couplers
Hand-cuffs that shut down attached and mounted weapons, Melee Attacks and Transformation.
Grapple to fasten. The wearer of Electronic Couplers is unable to make a Melee Attack,
Transform, or use any Weapons or Technology
Energon Cube
Production
Spend a Turn to create an Energon Cube. Energy source required at Melee Range. Energon
Cubes stored Energon = Success of Skill. Cube can then be consumed for Energon, or when
shot will explode for its the damage of its Energon vs HP + Blast
Energon Net 3 Nets, Thrown for Glue Effect in a Radius. Skill vs. opposing Strength to break free
Escape Velocity Twin scramjet modules allow speeds necessary to escape the planets gravity. Req: Flight
Field, Electric
Disrupts electronic couplers, bonds and electric doors. Skill vs. opposing Firepower (or if
against inanimate objects, 5) in Blast Effect Range
Flares 6 shoulder-mounted hidden or drawn magnesium phosphate ares visible Map-wide
Grappling Hook Short Range length and strong enough to Life the Size of Robot wielding it x2, or Drag x2.5
Hook Hand
The end of one of your Robot.Modes hands is instead a hook. +1d for Grappling, and Auto-
Success to climb
Human Companion Humans are terrible at doing anything, but if you want one see the section on Partner Units
Infrared Radiation
Collector
+1d6 Repair when being repaired. Incurs additional +1d6 / 2 DMG from Energon weapons
Light-matrix Data
Storage System
+2d Data. Record and store an almost innite amount of information. Recall from memory any
individual datum virtually instantaneously. Can also be focused into a bright ash once per
battle, Intelligence vs. opposing Endurance to Stall everything in Blast effect Range. Req: Data
Logic Center +2d Strategy, due to the sophistication of superiour circuitry. Req: Strategy
Low Fuel
Consumption
+1d6 Energon at the start of each battle and +1 Energon every 5 rounds
Magnetic Intercept
+1d Intercept in vehicle mode from magnetic bumpers. Made famous by Tail-gate. Req:
Vechile.Mode
Mass-Displacement Shrink or grow to different Size of set number when Transforming. Changes mass
Mechanics
+2d Construction, as your circuits are more aware of the structures of technology. Req:
Applicable Alt.Mode
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RPG
Med Pack Repairs 1d6 HP. No requirement for use, but subject must be within a melee range
Quad-changer Add a third Alt.Mode. Rank requirements still apply. Requires: Triple-changer
Rear-mounted
Ailerons
Grants Hover in Vehicle Alt.Mode, but unlike conventional Hover will allow straight line
movement off a drop for 3 squares. Req: Vehicle.Mode
Rocket Arms Flight and Hover for 6 rounds per combat in Robot.Mode. Makes use of both arms
Rocket Back-Pack Flight for 6 rounds in Robot.Mode. Usable once per combat. Made famous by Sideswipe
Rubsign
Hide your Energon signature, spark and transformation activation code, so that when rst
encountering you in a battle, the enemy needs to succeed Intelligence to know you are not on
their team. The Intelligence check is repeated whenever you do something suspicious.
Saboteur +2d Sabotage, due to advanced spy circuits. Req: Sabotage
Sensor, Infrared
Visual
Visual sensors are unaffected by lighting conditions up to Medium Range, granting Auto-Success
Surveillance to the maximum of the Robots ability against Espionage attempts to sneak or
hide. Req: Surveillance
Sensor, Radar /
Sonar
+1d Surveillance. Detect Medium Range material objects, test Salvage for strength, heat
resistance, elasticity, detect Energon Levels (quantity and intensity), detect Electronic, Ionic,
Magnetic, Sonic, or Chemical anomalies, know the density and composition of objects, tensile
strength, energy and perhaps Function
Sensor, Tracking
Auto-Success Surveillance to the maximum of the robots ability in Short Range to pick up on
the enemys trail, footprints, data-signatures at evidence. Surveillance not required
Shield, Physical
+1d Defence in Robot.Mode. Directional Defence regardless of Function. Must be held, but
could be used in a Beast.Mode or in another Alt.Mode with explanation (ex. Bulldozers shovel)
Single-Jet
Levitation Wing
Wings extend from under a Vehicle Alt.Modes sides, granting Flight for 3 rounds per battle in
Alt.Mode. Req: Vehicle Alt.Mode
Smoke Emissions
Emit thick black smoke in the wake of a Dash using Wheels while in full movement in Vehicle
Alt.Mode. Visual sensors will not operate through the smoke. The smoke dissipates 1d6 rounds
after emission. Req: Applicable Vehicle Alt.Mode
Terrain Support
+1d Support for situations in a particular environment, chosen among: Air Support, Ground
Support, or Air-to-Ground Support or Ground-to-Air Support
Two-Hand Grip Weapon held with both hands adds +2 damage, or one in each hand for +1 damage each
Two-Heads
You have two independently thinking heads. They argue. On a full round attack, can make two
separate Melee attacks, not necessarily on the same target. Req: Monster or Dragon Alt.Mode,
or an Autobot Pretender
Waterproof Immune to Rust effects, rust-damaging weapons, and effects resulting from submersion
Technology Minor - 1 Point per
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Technology Standard - 2 Points per
Adhesive Tires
Allows vehicle driving on sheer walls, but not upside down. Req: Vehicle Alt.Mode with
Wheels, and actually to have wheels
Attachment, Battle-skiff
Part of your Alt.Mode becomes a hovering board where up to 4 weapons and/or turrets
may be mounted and self and allies can stand upon. The skiff has Hover. The skiff is
effectively the same as a platform Alt.Mode. It can support the weight of as many Robots
as the Weapon.Modes Size. All weapons - except turrets - attached to the skiff (not just
held by a Robot on the skiff) get a +1d damage increase.
Attachment, Medical
Pad
Part of your Alt.Mode becomes a medical bed that provides +1d Repair. Made famous by
Ratchet. Requires a separate square and that the target be on the skiff. Grants Hover.
Can withstand Size 7 in pressure
Combiner / Gestalt 2 to 6 members form a powerful new Robot. See Combiner / Gestalt Rules
Comp. Air Cushion Boots Grants Landing to Robot.Modes. Map still takes damage normally
Ferro-cobalt Magnet
Short Range Radius effect to direct everything metal towards and stick to the magnet.
Acts as a mine. Skill or Strategy vs. opposing Strength
Field, Gravitational
Energy
+1d Defence roll vs. Missiles, Rockets and Grenades
Full-spectrum Beacon
+1d Communications. Shoots beacon up into the air to use communicate with team-
mates. Beacon can be shot down by enemy re, or even friendly re
Hologram Generator
Espionage roll vs. opposing Surveillance (or Auto-Success) to create a Short Range
convincing proton illusion. Must be within range of the robots visual sensors in order to
maintain. Any robot within 2 squares of the illusion gets an opposing Intelligence roll
Hover Feet Grants Hover in Robot.Mode, but only enough for the weight of the Robot itself
Hull, Armored Hide Bst. Immune to Blast and Radius Effect. Req: Beast.Mode, but applies to both Modes
Hull, Heat-shielding and
Ceramic-plated Armor
Withstand heat up to 8000 C. Immune to Burn and On Fire Effects in both Modes
Hull, Trithyllium-steel
Add the Best 2 of 3d6 to Robots HP at the start of each battle. At the end of the battle
this is retracted. Made famous by Brawn and Ironhide
Inanimate Magnetisation
In an inanimate Alt.Mode, stick to any other metal of choice. Skill vs. opposing Strategy
if challenged. Without Strategy, the magnet will not come off. Req: Applicable Alt.Mode
Magnetic Control
Subject targeted metal to Push effect. Skill vs. opposing Strength at Short Range. Auto-
Success if Inanimate. Success = the number of squares Pushed. Consumes I EN / use
Medical Tools
+1d Repair. Includes Laser Scalpel, Arc-Welder, Electron Microscope, Electron circuit
Sensors, and Fluid Dispensers (both lubricating and super-cooled). This is a full eld
repair kit. Requires Repair
Metalikato
The ancient forbidden robotic martial arts. +1d Melee Attack for Swords and melee armed
attacks in Robot.Mode
Natural Primitive
Instead of a Robot.Mode, the Transformer has a Beast.Mode as their standard form. Take
the Robot.Mode Stats and roll as though changing them to a Beast.Mode, creating new
Statistics, then replace the old Robot.Mode Stats. Remember that without a Robot.Mode
you cannot do human-like things, like hold a sword or type on a keyboard, but you do Gain
all advantages of the form (Gain and Notes as well) in trade of Human-form abilities. This
technology can also be applied to Partner Units at the cost of only 1 point, but Partner
Units do not get the advantage of the Stat change. All their Stats remain 5
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RPG
Oil Slick
Emit slippery black oil in the wake of a Dash using Wheels at full movement while in
Vehicle Alt.Mode. The slick is as long as the Wheels movement. Any contact with the slick
surface causes an automatic Fall unless the opposing Robot rolls a successful Acrobatics.
The oil stays on the Map all game. Req: Applicable Vehicle or moving Machine Alt.Mode
Optical Distortion
Projector
Espionage vs. opposing Intelligence at Medium Range to create illusions to cause
misdirection, interfere with sensors and confuse locations
Radio Jamming
Broadcaster
Espionage roll to jam all sent and received radio signals vs. opposing Communications
at Long Range. Stays in effect until the Map is resolved. Auto-Success if there is no
opposition. Req: Espionage
Rear Rocket Thrusters
Movement doubles once per combat in a tremendous boost of speed. Req: Vehicle Alt.
Mode or Transmetal II
Recon Circuit +1d Espionage for sneaking in and out of hostile territory. No requirement
Sharpshooter +1d Accuracy in Robot.Mode or applicable Alt.Mode, like a Weapon.Mode
Search & Rescue
Repair as a free Action for one Turn during a full Turn move, if the subject is on a Medical
Pad or inside an Alt.Mode (like a Van). Having the Repair function-Action is noticeably
not a requirement, but the Transformer effecting the Repair cannot crash
Sensor, Circuit Reading
Surveillance roll at Short Range to detect other Robots thoughts vs. opposing Courage.
If Stalled, opponent gets no opposing Courage roll. Any one question can be asked of the
victim that must be answered truthfully. Also Reads all computer data of more primitive
machines in range instantly. Req: Surveillance
Sensor, Radio-wave
Auto-Successful in all regular matters Communications to the maximum of the robots
capability. Detects all radio waves on the planet, and roll for intercepting unfriendly
transmissions. Made famous by Soundwave. Requires Communications
Shield, Deect-o-Shield +1d Defence roll vs. all guns, blasters, and pistols. Shield is always considered active
Shield, Electro-Magnetic
Espionage roll to be undetected by radars, electronic sensors or tracking devices vs.
opposing Surveillance (or Auto-Successful) each round. The robot is still perceivable by
ordinary visual and audio sensors. (You can still see and hear them.) Req: Espionage
Shield, Rotor
Held physical shield rotates to provide 1 / 2 chance to deect blasts that are not lasers
and a 1 / 6 chance to return them. Returning blasts has a Stat of 5
Solar Collectors
Bst. Large golden plates on spinal assembly increases Strength to 10 in direct sunlight.
If Strength is already 10, then grants Hulk, but all normal vulnerabilities of Hulk apply
Soundless Walk
Espionage and general stealth is assumed every round without need to roll until
challenged. Also incurs Light Sensitivity - must roll success of 2 vs. Stall when attacked by
weapons that emit bright lights or photons. Note that the robot is still perceivable by all
conventional sensors - this does not make you invisible, just quiet. Req: Espionage
Spring Legs
Robot.Mode jump to exactly as many squares away as Auto-Success Strength. Jumping
counts as 1 square of movement, but can only be done once per Turn
Steel Fangs +1d DMG to bites. Req: Beast.Mode or equivalent
Stereo Speakers /
Hypnosis
Use as though a weapon with no damage but the effect of Stall + Stall + Stall. 80 dB of
dazzling light and sound in Short Range. All subjects must succeed 3 rolls against Stall or
Stall next Turn
Triple-changer Add a second Alt.Mode. Rank requirements still apply
Vibration When inserted or conned in any space can take two turns to vibrate and destroy a radius
Technology Standard - 2 Points per
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Technology Major - 3 Points per
Attachment,
Armour
Part of your Alt.Mode becomes armour around your Robot.Mode providing HP +8. Robot.Mode Size
is increased by 1, but it retains the HP and Energon calculations of its original Size
Attachment,
Turret
Part of your Alt.Mode becomes an inanimate stationary rotating weapon stand that will re
automatically doing 1d6 vs. HP damage with unlimited charges, Medium Range, 360, HP of 6 and
all Stats of 5. If manned The damage increases to 2d6. Any attack made on a Robot manning the
Turret will instead affect the Turret. Turrets must remain stationary unless they are mounted on
a Battle-Skiff Attachment or a Platform Alt-Mode
Attachment,
Vehicle
Part of your Alt.Mode becomes a vehicle your Robot.Mode can drive. Increases Alt.Mode Size by 1
Deployer
Superiour
Gain 2 Deployer units + 1 for every additional point spent. The robot may only enlist a number of
Deployer characters equal to 1/2 Intelligence and store # Deployers no greater than the sum of
their Size = 1/3 Robots Endurance. Must have relatable theme. (Ex. Cassettes / Tape Deck.) See
Partner Units for more information
Hulk
Extreme and unnecessary strength. Auto-Successful in all matters Grapple, Lifting, Pushing,
Pulling and Throwing, to the extent of the Robots capabilities. Can Lift any Size without rolling.
Makes characters more vulnerable to energon damage, increasing it by x2
Hull, Tough
Polymer-steel
Resists artillery impact. Immune to Blast and Radius Effects
Low-frequency
Ground-wave
Hammers
Arms turn into hammers that pound the ground, causing a straight line Long Range rent in the
Map by 1 square width and 1d6 squares deep. Those in affected squares roll Acrobatics vs. the
attackers Strength or Skill to avoid being in the hole if on the line. Those on an adjacent square
to the hole roll Stall. This Technology has the charges of the Robot.Modes Courage Stat
Multiple
Functions
Choose a secondary Function. For all Function Actions of this new Function the Robot has a
Statistic of 5
Photon-
disruptor
Espionage vs. opposing Surveillance (or Auto-Succesful) roll to make one target (Self, Other or
Object) per round within visual sensor range effectively INVISIBLE, or alter physical placement or
appearance. Any robot within 2 squares gets an opposing Intelligence roll to see footprints
Robot.Mode
Flight Ability
Fly for no discernible reason. Also applies to Autobots only at the cost of 5 points
Shield, Force-
Field Projector
Deect all damage to yourself and any ally in Short Range. Must maintain eld every round as a
Full Action at 2x the Energon cost or it will collapse. (You can move, but you cant otherwise act.)
Made famous by Trailblazer
Shield
Generator
+1d Defence for all ranged attacks. Every 5 rounds drains 1 additional Energon. Can be shut off
Six-changer Add two more Alt.Modes for a total of 5. Must have Quad-changer
Teleportation
Teleport to squares instead of moving, avoiding all Map squares in-between. Teleportation costs
1 Energon per use
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RPG
06. Subgroups
Join a particular group of Transformers at the cost of 1 to
3 Points. Points are calculated by averaging Robot.Mode
Stats for Courage and Skill, and also spent among Weapons
and Technology. Membership to Subgroups sometimes has
limitations by Era, and sometimes by Allegiance.
Most Subgroups are mutually exclusive by design. A
character can only belong to one Subgroup, and must
renounce their allegiance to (and benets from) the
Subgroup in order to join another (thereby gaining back
their Points, too.) There are a few noted exceptions.
Subgroup
Minor
1 Point per
Actionmaster AB
Nuclean fuel pumps through the
Transformers veins, preventing
transformation, but granting
Damage Reduction of 1d6 / 2
rounded up. See Partner Units for
more options with Actionmaster.
For an additional Point, Gain
either a Primitive companion
(this can stack with Targetmas-
ter), a Battle Drone (capable of
combat), a Backpack (One GM
approved Alt.Mode Special Def-
inition), or a Helmet (Immune
to one Weapon Effect) with the
Alt.Mode of a Weapon
And/or, for three additional
Points, an Actionmaster can
be an Actionmaster Elite,
meaning they are capable of
Transforming, but not as a free
Action. If the Robot had an Alt.
Mode before becoming an Ac-
tion Master, they do not need to
choose that again as their new
Alt.Mode. Req: Actionmaster
Beast Shell IJP
Semi-organic shell provides
immunity to energy-based poisons
and halves all Energon damage
while in Alt.Mode. Req: Beast.
Mode, and a Robot.Mode of Size
1-3
Cobalt Sentry B
+1d Espionage from membership to
the Decepticon Secret Police and
Internal Affairs Investigation Unit.
Req: Primitive Alt.Mode, and both
colours must be Cobalt
Colour Changer CD
Can change colours as a free action
once per Turn. At the end of your
Turn, the colours change back
Constructicon B
2 full Turns of Construction in 1,
but can take no other Action. Req:
Construction, Machinery Alt.Mode
Duocon B
Robot mode splits into two Alt.
Modes, adding to the Size of the
Robot.Mode. The Alt.Modes share
sentience, so cannot both act on
the same turn. HP and Energon are
also shared. Be warned: they need
each other to transform back. This
is essentially for one player to
have two working characters on
the Map.
Insecticon BJP
Make a Melee Attack to drain 1d6
enemy HP from enemy; grants
the attacker equal Energon. Req:
Insect Alt.Mode
Horrorcon B
Grants the ability to Transform
once per round for each Alt.Mode,
and Headmaster gains the Function
of Gunner. Req: Triple-changer,
Headmaster
Jumpstarter / Battlecharger AB
Transform a second time in one
round on a successful Rank roll
Micromaster AB
+2d6 Energon at the start of each
battle. Req: Robot.Mode Size
1 (Suggest Mass Displacement
Technology to skirt requirements.)
For an additional Point,
a Micromaster can be a
Micromaster Combiner or a
Combi-Micromaster. These
are essentially for one player
to have two characters.
Micromaster Combiner: Two
Mircomasters form the front
and back end of a Vehicle Alt.
Mode, then split apart into
their own Robot.Modes. Req:
Micromaster, Vehicle Alt.Mode.
Combi-Micromaster: Two
Micromaster Alt.Modes
form one Robot.Mode. Req:
Micromaster.
If a Micromaster purchases a
Trailer (regardless of their Alt.
Mode) then it will be a futuristic
tractor-trailer and be driven
independently by a Drone.
Monsterbot / Firecon AB
+1d DMG to Fire Breath. Req: Fire
Breath
Mutant Head IJP
A Primitive-based rather than
Robot-based head grants the
ability to maintain consciousness
after Stasis Lock, but only to make
Legend
For some story-based games, it can be
important to know when a Subgroup began.
Symbols appear beside each Subgroup listed
indicating their rst instance of use in the
Transformers timeline. Where there is no
faction symbol, the subgroup is considered to
have always been in use.
AAutobot CAutobot (G2)
BDecepticon DDecepticon (G2)
IMaximal KMaximal (Future)
JPredacon LPredacon (Future)
PMutant
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curses about your bad luck. No
matter where or how the body was
destroyed it will always sneak off
the Map undetected and get back
to base to be fully healed before
the next mission. This must involve
some Why me? speach. But be
warned - you can still die from
spark death. Req: Beast Shell
Seeker B
+2d Acrobatics and +1d Intercept.
Req: Jet Alt.Mode
Spy Changer / Cyber-Ninja Force
A
+1d Espionage. A special team
of Autobot stealth ninjas. Req:
Vehicle Alt.Mode and Adhesive
Tires or equivalent
Throttlebot A
Move +1 and +1d Intercept. Req:
Land-based Vehicle Alt.Mode
Transmetal IJP
Gain a vehicle Alt.Mode that looks
like your Beast.Mode. Gain no
Actions of that Mode, but instead
either Gain Wheels or a Rocket Pack
for use in Vehicle.Mode. Selection
of new Vehicle.Mode form must
adhere to Rank requirements. Req:
Beast Shell, Beast.Mode
Turbomaster / Predator CD
Turrets increase range by one
increment, from Medium to Long
Range. Req: Turret
For 1 extra Point, grants a
Megavisor. Auto-Success in
Accuracy and Surveillance to
the maximum of the Robots
ability. Req: Decepticon
Vehicon D
You body is a mass produced
footsolider fame. +1 HP and
Energon when being Repaired
Subgroup
Standard
2 Points per
Axelerator C
Vehicle engine transforms into
a Blaster Gun (Gun, Blaster)
of unlimited charge with one
additional Weapon Effect of
choice. Req: Vehicle Alt.Mode
Brainmaster A
Robot.Mode head and bust is a
Partner Unit, conveying Brain
Power boosting one Robot.Mode
Stat to 10, of a choice between
Strength, Courage, Intelligence,
and Skill. Detaches in Alt.Mode.
See Partner Units
Dinobot AIJP
+1d6 Melee damage in both Modes.
Req: Dinosaur Alt.Mode
Double Agent AB
You are a spy for the opposing
faction. Generate another Robot.
Mode with all new Statistics, or
a new, faction-specic Alt.Mode.
Decide if the opposing factions
within the Robot are aware of each
other or not. Req: Rubsign
Fuzor IJP
Combine another Primitive form
and gain 2 Bonus Actions (either
Gain or Additional, your choice)
from that other form. Selection of
secondary Beast.Mode can be up to
one Rank higher than what would
normally be eligible. Req: Primitive
Junkion IJP
Member of a bizarre race of
patched-together Transformers.
Lifestyle grants +1d Salvage and
the ability to use those Salvage
for +1d Repair. Also, Demolition
is never prohibited. Req: Alt.
Mode looks kind of junky, or junk-
related, and about half of what the
Transformer says must be quotes
from television, lm or music
Headmaster AB
Robot.Mode head is a binary-
bonded Partner Unit. Provides
a +1, +2, and +3 Stat bonus to
Robot.Mode distributed among
Strength, Speed, and Intelligence.
(No Stat can be raised above 10.)
Partner detaches in Alt.Mode.
Autobot Headmasters are Vehicles
and Machinery. Decepticon
Headmasters are Primitives and
Weapons. See Partner Units.
For 1 extra Point, all
Headmaster Units are granted
the Function of Warrior and all
associated Function Actions
Mini-Vehicle A
Meet the Rank requirements for
any Vehicl.Mode or wheels-based
Machine Alt.Mode, regardless
of Rank. Also Grants Mass
Displacement to the Alt.Mode
Size. Does not conict with other
Sungroups. Req: Robot.Mode Size
2, Vehicle.M
Powermaster AB
Vehicle engine is actually a binary-
bonded transforming Partner Unit.
Partners do not need to detach
from Robot or Alt.Mode. They
Provide +1 Energon every 3 rounds,
halve all Energon damage, and
grant immunity to all energy-based
poisons. A Powermaster cannot
Transform without their Partner.
Req: Vehicle or vehicle-like Alt.
Mode.
Powermasters can have more
than one Engine. A second one
provides +2 EN / 3 rnds and
reduces Energon Damage by
75%
Quintonson Product AB
You are an experiment, by-product
or failure of the meddling alien
race the Quintonsons. Adjust
your Robot.Mode Strength and
Endurence by +1d. Reduce your
Robot.Mode Intelligence and Speed
by -1d. Examples: The Sharkicons,
Overcharge, the Predacons
(depending on continuity)
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RPG
Rotor Force CD
Melee Weapon spins, acting as a
defence, granting +1d Defence in
a forward direction when using it,
however it must be neon coloured.
Req: Melee Weapon, Vehicle Alt.
Mode
Sparkdash AB
Cold sparks shoot out of a
Vehicle.Modes exhaust, acting
as Fire Breath of unlimited
charge. An Autobot Sparkdash is
sometimes called a Sparkabot. A
Decepticon Firecon can sometimes
be mistakenly referred to as a
Sparkdash. Req: Vehicle Alt.Mode
Targetmaster AB
Weapon is a binary-bonded Partner.
+1d Assault and -1 cost to Weapon
and +1d6 charges. Inadvisable that
the weapon be something that
blows up and dies. See Partner
Units. Req: Vehicle Alt.Mode.
The Partner Unit in its Weapon.
Mode can be mounted on the
Vehicle.Mode of its Transformer
and red, but does not employ
the additional +1d Assault
Transmetal II IJP
Organic and metal aspects are
almost perfectly balanced,
inducing rage. Will Transform
whenever angered. Once per
combat, when not moving, gains a
second Melee Attack as though it
were a new round. If stacked with
Transmetal, loses Vehicle.Mode but
keeps Wheels or Rocket Pack. Req:
Beast Shell, Primitive Alt.Mode
W Cassettebots / W Cassettetrons
Two cassettes Combine into a Robot.
Mode with its own Stats and name.
Not subject to Combiner / Gestalt
restrictions, but they do share an
electronic-telepathic connection.
This is essentially for a player with
one cassette character to run two
characters. Req: Cassette Alt.Mode
For an additional Point the
Robot.Modes of both cassettes
can instead be their Cassette.
Mode, and their Alt.Mode can
be something else. HP and
Energon are based on the new
Cassette.Mode from new Stats
that the character generates
as though having a Machine Alt.
Mode. The Mass Displacement
technology gained for being a
Cassette can be considered to
stretch into whatever their Alt.
Mode is now. Rank requirements
still apply.
Subgroup
Major
3 Points per
Breastforce B
Grants a Partner Unit who is a
Natural Primitive with the Alt.
Mode of the main Transformers
armoured breastplate. Armour.
Mode grants +6 HP to the main
Transformer, and when detached
retracts 6 HP for its own use. The
Partners Beast.Mode is always
capable of ight regardless of the
Beast.Mode chosen, ex. a ying
tiger. See Partner Units
For an additional Point, the
Partner Unit gains another
Alt.Mode - a Weapon.Mode
that must be a Blaster, which
includes anything with Blaster
in its name
Clone
Your characters Robot.Mode is
copied. Clones have the same
Robot.Mode but have two different
Alt.Modes of the same type
(Vehicle, Weapon, etc.) Clones can
have different names but share
the same Stats and colours. The
clones may not make any Action
that will put them out of visual
range with each other. If they are,
one will shut down until contact is
resumed. This is essentially for one
player to have two characters of
which they can easily keep track.
Godmaster AB
Alt.Mode engine is a binary-bonded
Partner. Automatically Repairs 1
HP every 3 rounds when attached,
even to revive from inactivity. This
stacks with Powermaster. Req:
Rank 6, Vehicle Alt.Mode
Laser Cycle CD
+1d DMG to Assault, as the weapons
are given a special upgrade by the
wielder. Req: Motorcycle Alt.Mode
Laser Rod CD
+1d DMG to any Melee Weapon
that is specically a sword. The
sword glows and sparks and can
cut through nearly anything. Req:
Sword
Leadership CD
You are in charge of your own
Subgroup and have 3 identical
subordinates that follow 1 order
each per Turn. Leadership costs 5
points. See Partner Units for more
information
Lightformer / Trakkon CD
Turret can be mounted on top of
a Vehicles Alt.Mode, and will
auto-re, but does not employ the
damage bonus unless the Vehicle
does the ring. Req: Vehicle Alt.
Mode, Turret
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Powerdasher AB
You are a new form of Autobot
whose power is still growing.
After every mission, gain at least
2 Points. Req: Futuristic Vehicle or
moving futuristic Machinery Alt.
Mode
Pretender AB
Semi-organic shell wraps around
the Robot mode of the Transformer.
The main Transformer can step
in or out of the Pretender Shell
once per Turn freely.
Autobot Pretenders are
Human-looking, gaining newly
generated Robot Stats and +1d
Melee Attack.
Decepticon Pretenders are
Primitive-looking or Monster-
looking, gaining newly
generated Beast.Mode Stats.
The Primitive shell must be the
very same as the Alt.Mode the
Transformer has, or the Robot.
Mode comparable to a Mosnter.
When occupied the shell grants
+1d Defence and auto-repairs
the main Transformer 1 HP
each round if HP is less than
1/2 total.
When unoccupied, the Shell
responds to mental commands
from its owner, one command
per Turn. All its Stats are all 5,
and it has 6 HP.
Any damage done to the Shell
while not being worn by the
Transformer is repeated on
the Transformer immediately,
where ever they are.
Alternatively, the Pretender
can be a Double Pretender.
Inside the Pretender Shell are
two Robots, so long as their
combined Size equals the
Pretender Shell Size.
For two additional points,
the Pretender can be a Mega
Pretender, meaning the
Pretender shell can Transform
into an Alt.Mode. The Shell
can take the form of a Vehicle,
Human or Primitive.
For a further additional point,
the character can be an Ultra
Pretender, meaning the
Pretender Shell is wrapped
around a further, second
Pretender Shell, which is a non-
transforming Vehicle.Mode.
Skyscorcher D
Auto-Success on Surveillance to
the maximum of capability while
ying, and one weapon becomes a
Radar Sensor in Alt.Mode. Req: Jet
Alt.Mode
Technorganic / Techno-organic
KLIJ
The perfect balance between
machine and nature. Add an
additional Action per GM approval
to each Mode, maintaining one as
a principally Organic Mode and one
as Technological. Req: Beast Shell
and a Robot.Mode Size of 1-3.
The Beast.Mode cannot be
detected by electronic sensors.
When angered, frightened,
injured, stunned, or < 1 HP, will
automatically revert to Beast.
Mode and rise to 1 HP.
Transtech KLHGIJ
The benets of Technorganic for
Vehicle Alt.Modes at the cost of 4
points
Triggerbot / Triggercon AB
Vehicles can draw hidden Cannons
(or twinned Cannon) regardless of
Function or Alt.Mode restriction.
Roll Espionage to maintain
disguise. There are rumours of
Triggerbots called Omnibots who
can dimension hop. Req: Vehicle
Alt.Mode
Unaligned (N.A.I.L.)
This is an unaligned Cybertronian
robot, not part of any faction,
either a loner or part of another
(possibly secret) group altogether.
Start every battle positioned
away from either faction.
Upon choosing this a Nail may
choose again their Alt.Mode
using the Rank requirements of
either Autobots or Decepticons,
whichever they prefer.
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RPG
Weapons are an extension of the characters being, not some outside technology. Cost comes
from Points, (the average of Robot.Mode Stats for Courage and Skill) shared with Technology and
Subgroup. If the Weapon succeeds against another Robots Endurance, then damage is rolled. If
there is an Effect, it is put into play immediately and automatically unless otherwise stated in the
Weapon or effects description. If a characters Statistic (Strength / Intelligence / Speed) drops
to 0 or below, then that Statistic enters its own Stasis Lock and becomes unusable until Repaired.
Types of Weapons
Type Range Charges Pos. Explanation
Bombs /
Mines /
Grenades
Short 1d6 charges per battle
Set or
Thrown
Mines must be Set. Grenades must be Thrown.
Bombs can be either Set or Thrown
Cannon Medium 2d6 charges per battle Attached Can also be represented as hand-replacements
Blaster / Gun Medium 3d6 charges per battle
Held or
Attached
Standard issue Weapons of most factions
Laser Long 1d6 charges per battle Attached
Cutting tool creates beam of energy; nearly all of
them have the Line Effect
Missiles /
Rockets
Long 2 per battle Attached
Launched from an attached position on the Robots
body, usually the shoulders
Pistol Short Unlimited charge Held
Small damage Weapon, but reliable. Requires to be
grasped in Robot.Mode hands
Rie Medium 4d6 charges per battle Held
Staple of Robot.Mode weaponry, Ries must be
grasped in Robot.Mode hands to re
Shells Medium 1d6 charges per battle
Shot or
Thrown
Explosive cartridges in Cannons or Guns or Thrown in
Robot.Mode. In order to shoot them out of a Cannon
or Gun, a weapon of that type is required
Sword (and
other Melee)
Melee Unlimited charge Held
Swords and other melee weapons must be grasped in
the Robot.Modes hands. Two Weapons can be used
for Twin effects. All Melee Weapons count as swords,
even if they are not designed as weapons, such as
Buzzsaws and Arm Piledrivers
05. Weapons
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Attaching Weapons to the
Transformer: Use the Robot.Mode as a
reference, attaching weapons on the Robot
body in the following places:
Back-Attachment (Single/Twin)
Forearm-Attachment (Single/Twin)
Leg-Attachment (Single/Twin).
Shoulder-Mounted (Single/Twin)
As a Hand replacement (hand moves
aside and weapon replaces it)
Or Turret Mounted on another part of
the body
Shoulder
Mounted
Turret
Mounted
Back-
Attachment
Forearm-
Attachment
Leg-
Attachment
Hand Replaced
with Cannon
Weapon Positions
Type Stat Mode Use
Attached Firepower
Robot.Mode
or Alt.Mode
Can be added to the superstructure of the Transformer, transforming with
them to be usable in both Modes. Must identify Attachment location
Beast
Melee Att.
or Skill
Beast.Mode
A kind of weapon only usable in Beast.Mode, uses either Melee Attack or
Skill to attack. There will be notes with each weapon listed below
Dropped Skill
Robot.Mode
or Flight
Requires an Alt.Mode with Flight to create a height of at least 2 squares to
drop something from, or a Robot.Mode up high enough to drop it down
Held
Firepower or
Melee Att.
Robot.Mode Must be gripped in Robot.Mode hands to use
Set Skill Robot.Mode
The weapon will activate in 1 to 6 rounds after a Transformer in Robot.Mode
has activated it manually. If Skill roll is failed, it will go off in 1d6 rounds
Shot Firepower
Robot.Mode
or Weapon.M
Can be red out of another Cannon or Gun. If the Transformer does not
have a Cannon or Gun handy, and cannot get one, the Shell can be Thrown
Thrown Strength Robot.Mode
As with the normal rules for Throwing, a Strength roll is made and successes
are counted. The weapon is Thrown that many squares before landing
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Range Reference Table
Short Range
Medium Range
Long Range
Blast Effect
Range
Radius
Short Range
Arch: Rockets, Shells, and anything Thrown can be
curved over Map obstacles so long as that is factored
into the distance applied. All other weapons re in
a fairly straight line and cannot be, for example,
aimed to get over walls by ring a little upwards.
Twin: Any weapon can choose to be a Twin (that is
to say, two of them) for the ability to attack twice in
the round, each time for half the damage, rounded
up. The charge is actually coming from within the
Robot, therefore the effort put into damage is subject
to divided attention. To Twin does not cost Points,
and can apply to any weapon, Melee or Ranged.
Range in Squares
Range Squares Distance
Melee 1
Short 5
Medium 10
Long 15
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Effect Explanation
2x Map Twice regular damage is done to the environment or object squares on the Map
Burn Lingering effects on metal. For 1d6 rounds the subject loses 1 point of damage at end of Turn
Blast
The effects of the weapon spreads 1 square for every 2 DMG in every direction, rounded up. When
constructing custom weapons, the cost of the Blast Effect is greater than all other Weapon Effects by
1 Point. (Remember that diagonal squares count for 2 squares)
Cone
Effect occurs in a V-shape rather than a straight line. This is not a 45 Degree angle, but one square on
either side of the target and a V-shaped line back to the red weapon. If Melee, then the attack simply
extends to the 3 forward squares
Fall
Subject must succeed in a Skill or Acrobatics roll or lose their next Turn. Failing, they start next Turn
on the ground. Standing up is the equivalent of one squares worth of Move. If falling from a height
then upon hitting the ground or an equivalent surface, the subject suffers 1d6 HP damage for every
2 squares fallen, rounded up. Multiple checks may be made to see if the Transformer Falls, but they
will only Fall once. While fallen, the Robot still gets their Endurance and all applicable Defense when
attacked
Glue / Ice
The trapped robot is unable to make an Action until HP: 6 glue or ice destroyed. Glue and ice are
unaffected by unarmed Melee Attacks. The trapped robot is unable to use ranged weapons. Anything
that touches glue directly will be trapped instead. Ice can be broken from the inside with a Strength
roll at of 6 or greater success. Projectile weapons red on the Glue or Ice have a 50% chance to hit the
trapped Robot as well
Line All subjects in a straight line are affected, until an environmental barrier disrupts the line.
Object
All objects do 1d6 damage + Size of the object. Ex. Throwing a car at someone (Size 3, doing 1d6 +3
damage) will do more than an oil drum (Size 1, doing 1d6 + 1)
On Fire There is a 1 in 6 chance that the subject will catch ame and suffer 1d6 DMG / round until snuffed
Push
Moved in an opposite direction 1 square for every 2 HP damage +1 Square for every Size the attacker
is larger than the defender. If the attacker is smaller, then there is no bonus. If the push distance is
interrupted by an object then the subject suffers 1d6 damage for every 2 squares remaining in the
push, rounded up
Radius
1 square around the point of impact, both adjacent and diagonal, are also affected. If Melee, then the
wielder of the weapon is considered the point of impact, and they attack in a circle around them
Rust
Subject must succeed with a Couarge roll each Turn or at the end of their Turn suffer 1d6 DMG /
round. If submerged, damage is automatic at the end of every Turn while still submerged or affected
circumstantially. Rust can only be removed by a Repair or a Medkit
Size DMG For every Size larger is the attacker than the defender, 1 additional HP of damage is applied
Stall
Subject must succeed with a Courage roll or a Trooper roll or lose their next Turn due to circuit damage,
overloading or shock. A weapon may incur multiple Stall effects; this just means the defender has a
higher chance of Stalling next Turn, not that they will be stalled for multiple Turns. A Robot cannot be
Stalled again until they have recovered. Repair will break the effect. While Stalled, a Robot may still
use their Endurance and all applicable Defense dice when attacked
Weapon Effects
Some Weapons have additional effects that are game affecting, signied on the weapons tables as a + sign.
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Weapons Minor - 1 Point per
Weapon DMG Explanation
Arm Piledrivers
Best 2 of 3d6 vs. HP + 2x
Map
Melee. May also attack straight down on the same square. Only used
in Robot.Mode or applicable Alt.M. Charges of Robot.M Courage
Buzz saw
1d6 vs. HP + 2x Map +
Radius
Melee. Hand-replacement. Can also be Chainsaw
Cannon, Drill
Best of 2d6 vs. HP & Map
+ 2x Map
Melee. Robot.Mode or applicable Alt.Mode only
Cannon, Light 1d6 vs. HP + Line Long Range
Cannon, Water Push + Fall + Rust + Line Temp (Rust). Shoots water, which is wet and slippery
Chainsaw scales Best 2 of 3d6 vs. HP Bst. Scales rotate like a chainsaw. Attacks only in a grapple situation
Fire-extinguisher 6d6 vs. Flame + Blast Cannon with unlimited charge. Cancels On Fire effect and Burn
Grenade,
Magnetic
Best of 2d6 vs. HP + Push
(spec)
Push effect occurs directed towards the Blast
Gun, Adhesive Glue Unlimited charge. Cements target in place on ground or wall
Gun, Black Beam 1d6 vs. HP + Stall Shoot black light beams to temporarily blind enemies
Gun, Blaster 1d6 vs. HP + Burn +1 Dice for charges per battle
Gun, Mega-gun 1d6 vs. 1 Item Beam crumbles objects to dust (The HP of all objects if 5)
Gun, Scattershot 1d6 vs. HP + Cone -
Gun, Sub-
machine
Best of 2d6 vs. HP Standard Decepticon Seeker Weapon
Horns
Best of 2d6 vs. HP + Push
+ 2x Map
Bst. Must have a corresponding Alt.Mode
Jaw Strength
Best of 3d6 vs. HP + Size
DMG
Bst. With a successful hit the attacker may choose to make the bite a
Grapple, if they win in a contest of Strength vs. Strength
Laser, Musket 1d6 vs. HP + Burn Considered Rie. Old fashioned. Shoots acid pellets. +1d6 charges
Laser, Thermal
Beam
Best of 3d6 vs. HP + Burn Short Range
Mine, Sonic Land 2d6 vs. HP + Push Causes all Robots in a Blast Effect Range to fail hearing
Missiles, Laser 2d6 vs. HP + Radius Standard Cybertronian Missile
Pistol, Laser 1d6 vs. HP + Line Possibility of boring with focused beam
Pistol, Photon 1d6 vs. Energon Standard Autobot pistol. Bright lights dazzle opponent
Rie, Armor-
piercing
vs. HP Always do the DMG of the targets Size
Rie,
Compressed Air
1d6 vs. HP + Fall -
Rie, Hunting 1d6 vs. HP Automatically hit any NPCs
Rie, Laser Best of 2d6 vs. HP Optimus Primes Weapon, considered a Rie and not a Laser
Rie, Particle
Beam
1d6 vs. Energon + Line Line of photon particles
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Weapon DMG Explanation
Rie, Photon Best of 2d6 vs. Energon Small bursts of photon particles. Long Range, -1d6 charges
Rie, Torque 1d6 vs. HP + Push Basic training rie
Scream Cone + Radius + Stall
Short Ranged Courage Attack. Courage vs. Courage. Charges = Robot.
Mode Courage Stat
Shell, Acid Best of 3d6 vs. HP + Burn Standard issue Shell. Part of Warpaths arsenal
Shell,
Cryogenic
Best of 3d6 vs. HP + Stall Standard issue Shell. Part of Warpaths arsenal
Shell, Explosive
Best of 3d6 vs. HP +
Radius
Standard issue Shell. Part of Warpaths arsenal
Shell, Sonic Best of 3d6 vs. HP + Push Standard issue Shell. Part of Warpaths arsenal
Shell, Thermal
Best of 3d6 vs. HP + On
Fire
Standard issue Shell. Part of Warpaths arsenal
Shell, TNT
Equivalent
Best of 3d6 vs. HP + 2x
Map
Standard issue Shell. Part of Warpaths arsenal
Steel Beak Best of 3d6 vs. HP + Burn Bst. Cannot lead into Grapple like Jaw, but auto-grabs objects
Steel Claws Best of 3d6 vs. HP Bst. If successful >= 5 can freely issue a bite or Grapple
Sword, Thermal/
Thermo
Best of 3d6 vs. HP Basic metal/energy sword
Tail
Best of 3d6 vs. HP + Size
DMG + Radius
Bst. Can shatter 20 concrete cube or one Map square per round
freely. Attacks from behind only
Wrecking Ball 1d6 vs. HP + Size DMG
Short Range, from 2 to 5 squares away. Can be hand-replacement or
tied to applicable Alt.Mode
Example of Size Damage
Grimlock here up above is Size 5, much larger than Hot
Rods Size 3. Lets say Grimlock has Size Damage on his
Melee Attack Jaws. If Grimlock attacks and is successful
in his attack, he gets a +2 to his damage rolled.
Weapons Minor - 1 Point per
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Weapons Standard - 2 Points per
Weapon DMG Explanation
Blaster, Electro 1d6 vs. Transform Can disrupt transformation operations
Blaster, Ionic Best of 2d6 vs. Energon + (spc)
Disrupts electrical charges, stealing charges from
one weapon and giving them to your own
Blaster, Plasma-energy 1d6 vs. Energon + Push (spc) Reverse gravity Throws target forward
Blaster, Shatter Best of 2d6 vs. Surveillance
Pellets shatter into small shards that cause all
radars to go berserk and hurt their user. Target is
immune if they do not have Surveillance
Blaster, Slime Best of 2d6 vs. HP + Radius Shoots globs of disheartening gelatinous goo
Blaster, Tail 2d6 vs. HP + Size DMG Bst. Attack behind. Requires Alt.Mode with a tail
Bomb, Cluster Best 2 of 3d6 vs. HP + Blast + Stall Cluster bomb explosion shoots out in all directions
Bomb, Concussion Best 2 of 3d6 vs. HP + Blast + Push
Push accounts for the Size of the attacker for
Concussion Bombs
Bomb, Megan-ton
Proton
Best 2 of 3d6 vs. HP + Blast + 2x Map -
Cannon, Atom-Smasher 1d6 vs. Skill Discombobulates
Cannon, Concussion 2d6 vs. HP + Push
Common cannon of both the Autobots and the
Decepticons
Cannon, De-crystaliser 3d6 vs. Map + Blast + Radius
Weakens metals and other Salvage to make them
vulnerable to fracture
Cannon, Dehydration 1d6 vs. HP + 2x Map + (spc)
Absorbs moisture in a Radius around the attacker,
doing damage = Assault Success. Fired moisture
stays where it lands as a crater in a Radius
Cannon, Electro-
disrupter
1d6 vs. Energon + (spc)
If successful, opponent must make an Intelligence
check. If they fail, they believe you are anyone
else for 1d3 rounds
Cannon, Flash
Explosion
1d6 vs. Energon + Blast + Stall Leaves enemies temporarily blinded and disoriented
Cannon, Laser 2d6 vs. HP + Line Most common standard issue cannon
Cannon, Mortar Best of 2d6 vs. HP + Blast The weapon of Decepticon Buzzsaw
Cannon, Plasma-Pulse Best of 3d6 vs. Energon Shoots packets of energy that explode on contact
Cannon, Proton-Pulse 1d6 vs. Energon + Cone -
Cannon, Sonic Best of 3d6 vs. HP + Cone + Fall -
Cannon, Track-Mounted Best of 3d6 vs. HP + Push + Radius Blitzwings weapon of choice
Cannon, Triple Crusher 1d6 vs. HP + Glue (spc)
Bands wrap around target for 1d6 rounds. Can break
them earlier if Str success > rounds remaining
Energon Shuriken 2d6 vs. HP Considered a Shell Thrown with Strength or Skill
Energon Bow 1d6 vs. Energon + Burn
Medium Range Skill Attack. 2 independently
targeting attacks. Charges = Robot.Mode Courage
Fire Breath Best of 2d6 vs. HP + Burn
Bst. Short Range Skill Attack. Not necessarily re
based, could be electrical, cold, etc. Charges =
Beast.Mode Courage Stat
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Weapon DMG Explanation
Flamethrower 1d6 vs. HP + Burn + Line + On Fire
Short Ranged Skill Attack. Charges = Robot.Mode
Courage Stat
Foot Stomp
1d6 vs. HP + Size DMG + Blast + Fall +
Fall + Fall
Bst. Smash the ground with an appropriate Beast.
Mode foot. Forces 3 checks not to Fall. Charges =
Robot.Mode Courage Stat
Grenade, Custom Best of 3d6 vs. HP + Effect + Effect Create your own grenade
Gun, Compressed Air Best of 2d6 vs. HP + Push + Size DMG -
Gun, Gravito-gun 2d6 + Push + Push + Fall
Enchants gravity effects, Pushes in random
direction
Gun, Gyro 1d6 vs. Accuracy + Fall
Disturbs the balance centre of Robots. Target
immune to the Accuracy DMG if they do not have
Accuracy
Gun, Laser 2d6 vs. HP Must be Held.
Gun, Nega-gun Best of 2d6 vs. 1 Item
Beam cancels forces holding molecules together,
destroying item. (Objects have 5 HP)
Gun, Photon Displacer Best of 3d6 vs. Surveillance
Distorts the targets perception. Only works if
target has Surveillance, otherwise does nothing
Gun, Plasma-Pulse Stall + (spec)
High frequency vibrations knock all attachments
and mounts (every weapon not held) loose. Roll and
succeed in Skill for each dropped item individually
Gun, Sandblaster Best of 2d6 vs. HP + Push + Burn High speed stream of silicon particles that erodes
Gun, Scatter-blaster Best of 2d6 vs HP + Push + Cone -
Gun, Sonic Stun Best of 2d6 vs. HP + Stall -
Gun, Thruster Best of 2d6 vs. HP + Push The gun of Frenzy and Rumble
Gun, Water 1d6 vs. HP + Cone + Push + Fall
For an extra charge, also capable of manufacturing
supercooled liquid nitrogen (Ice), superheated
liquid lead (Glue), or petro-chemical uid that is
ammable when ignited (Gas). The weapon of the
Autobot Ironhide
Laser, Acid Ray 2d6 vs. HP + Burn Standard metal melting acid
Laser, Electro-laser Best of 3d6 vs. Energon + Stall Reduces targets polarity, leaving them motionless
Laser, Eyes 2d6 vs. HP
Shoots beams from the eyes. Can be used in Beast.
Mode also. Skill Attack with Charges = Robot.Mode
Courage Stat
Laser, Freeze Beam Best of 3d6 vs. HP + Ice Maximum damage underwater
Laser, Head-light Heat 2d6 vs. HP
Vhc. Fires lasers from Vehicle.Mode headlights as
though it were a Primary Weapon (uses the Robot.
Mode Firepower Stat)
Laser, Null-Ray 2d6 vs. HP + (spec)
Starscreams weapon. Disrupts electricity. 1 / 6
chance for target to drop Weapon when hit
Laser, Particle Beam Best of 3d6 vs. Energon + Stall -
Laser, Photon 2d6 vs. Energon Electro-magnetise targets microcircuits
Weapons Standard - 2 Points per
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Weapon DMG Explanation
Laser, Volt Beam Best of 2d6 vs. Accuracy
Lightning-like Long Range weapon. Does nothing if
the target does not have Accuracy
Laser, Venom 1d6 vs. HP + Burn + Stall Paralyse on contact
Laser, Wind-funnel Best of 3d6 vs. HP + Push + Push -
Mecha Fangs 1d6 vs. Enegron
Bst. Bite attack. Latches onto victim and drains
Energon into self. Charges = Robot.Mode Courage
Melee Energon Weapon 1d6 vs. HP & Energon Costs 1 Energon to create; replaces one hand
Mine, Custom Best of 3d6 vs. HP + Effect + Effect Create your own custom mine
Missiles, Air/Ground 2d6 vs. HP + Blast
+1 Success for one of: Air to Air, Air to Ground or
Ground to Air
Missiles, Concussion Best 2 of 3d6 vs. HP + Blast + Blast Blasts stack to cause a larger explosion
Missiles, Fire-Fog Multiplier to DMG by 1d6 + Blast
Mist of ammable liquid rises 1 sq / rnd until
dissipates
Missiles, Heat-seeking 2d6 vs. HP + Radius
Attracted to heat. +1 Success to hit anything very
hot or On Fire. (Robots are usually cold)
Missiles, Incendiary
Best of 3d6 vs. HP + Radius + On Fire
+ On Fire
On Fire stacks to provide a 1 / 3 chance the subject
will be engulfed in ames
Missiles, Motion 2d6 vs. HP + Radius +1 Success to hit a target that has moved this Turn
Missiles, Shatter Best of 2d6 vs. Surveillance + Blast
Missiles shatter into small shards that cause all
radars to go berserk and hurt their users. Target
immune if they do not have Surveillance
Obscure Melee Weapon Best of 3d6 vs. HP + Effect
Tridents, Maces, Hammers, Axes, etc. Stack on new
Effects for 1 Point each
Pistol, Custom Best of 2d6 vs. HP + Effect
Create your own pistol. Stack on new Effects for 1
Point each
Pistol, Stress Best of 2d6 vs. HP & Map + Size DMG
Induces counter-rotational forces in whatever
object it hits. Damage through metal fatigue
Rie, Acid Rainmaker Best of 3d6 vs. HP + Burn -
Rie, Adhesive Glue + Radius Stream of glue that cements to HP 6 until shattered
Rie, Crustacean 2d6 vs. Speed (temp)
Fires hard shells as well as a minor adhesive. The
Speed damage fades after the target takes 1 Turn
Rie, Disruptor Best of 2d6 vs. Energon + Radius Web of energy disruption
Rie, Extinguisher 10d6 vs. Flame + Blast + (spec)
Can also stop other all opposing beams with its
own by dampening. Also prevents all future res in
those map squares
Rie, Friction On Fire
Friction of the target is amplied. Target moves no
more than 1 square or 1 / 3 Speed or has a 1d6
chance of On Fire
Rie, Heat-ray Best of 2d6 vs. HP + On Fire + Line Heats object
Weapons Standard - 2 Points per
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Weapon DMG Explanation
Rie, Ion-Charge
Disperser
Best 2 of 3d6 vs. Energon Poor Accuracy, high DMG. Hits 1 / 6 even if conrmed
Rie, Lightening Best of 2d6 vs. Energon + Burn Burn affects Energon in this case
Rie, Low-gravity rod Best of 2d6 vs. Energon + Push
Crashing / oating away. Larger objects less
effective
Rie, Particle Beam 1d6 vs. Energon + Line + Radius -
Rie, Rocket-dart Best of 3d6 vs. HP + Radius Explodes on contact
Rockets, Blaster Best 2 of 3d6 vs. HP + Radius + Radius -
Rockets, Drone 3d6 vs. HP + Blast
Can all be red at once, without use of a Turn.
Independent rocket like a cruise missile. Aims self
with a Firepower Stat of 5, rolled by the GM
Rockets, Mega-ton
Proton
3d6 vs. HP + Radius Medium Range
Shell, Glass Gass 1d6 vs. Endurance
Temp (Endurance). Makes metal brittle like glass
until after the targets next Turn
Shell, Gyro-inhibitor Fall + Fall + Fall
Destroys balance of its victims. All 3 rolls must be
successful, or the target Falls
Shell, Heat-Mounted
Mortar
1d6 / 2 vs. Endurance Grenade-like tossing or a shoulder attachment
Shell, Magnetic Inducer Best of 3d6 vs. HP + Blast + (spc)
Douses enemies in magnetising dust, attracting all
metals in the Blast
Shell, Shrapnel Needle Best of 3d6 vs. HP + Blast + (Spc)
Explodes into thousands of small damaging needles
in Radius that stay on the Map, causing 1d6 vs. HP
damage if touched
Shell, Vaporators Best 2 of 3d6 vs. HP + Glue
Fine mist of liquids for oxidising, freezing or
corroding
Sonic Boom 1d6 vs. HP + Push
Courage attack all enemies in Short Range. If
success, enemy audio receptors do not work for
1 Turn. Attacks every time a Jet.Mode Dash starts
Robot.Mode Courage Stat charges. Req: Jet.Mode.
Sword, Dis-fraction 1d6 vs. HP + Intelligence
Temp (Intelligence). Bends nearby light to obscure
vision and confuse. Intelligence damage fades after
the targets next Turn
Sword, Electro 2d6 vs. Energon Energy-based sword that passes through objects
Sword, Electron 1d6 vs. Endurance
Temp (Endurance). Short circuits electrical devices.
Aka. Electron Scimitar. Endurance damage fades
after the targets next Turn
Sword, Energo 2d6 vs. HP + Burn Grimlocks blade
Sword, Laser-Guided Best of 2d6 vs. HP
Also has 1d6 vs. HP long rng Laser beam; shoots
from the sword
Sword, Rotating 2d6 vs. HP + Radius The rotating drill sword of Maximal Dinobot
Sword, Sonic Best of 3d6 vs. HP + Cone + Push -
Weapons Standard - 2 Points per
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Weapons Major - 3 Points per
Weapon DMG Explanation
Blaster, Hip Winged Best of 2d6 vs. HP + Line
Bst. Attaches wings to hips of Primitives, granting Flight in
Beast.Mode
Bomb, Custom 3d6 vs. HP + Blast + an Effect Create your own bomb
Bomb, Kamakazi 10d6 vs. HP + Blast Explode self and everything around you. 1 charge only
Cannon, Fireball
Best 2 of 3d6 vs. HP + Blast +
On Fire
-
Cannon, Fusion Best 2 of 4d6 vs. HP + Fall Megatrons weapon of choice, uses particle beam fusion
Cannon, Vibro 1d6 vs. Assault Sonic Damage vibrates on contact
Gun, Acid-pellet 1d6 vs. Endurance -1d6 charges
Gun, Blots 1d6 vs. Intelligence + Stall Shoots awful smelling corrosive liquid; softens metals
Gun, Cyclone Best of 3d6 vs. Dash
Motomasters gun of choice. Target immune if they do not
have Dash
Gun, Electro-
Scrambler
Best 2 of 3d6 vs. Energon Blasters Gun. Shuts down Computer Banks automatically
Gun, Magnetiser
1d6 / 2 vs. Firepower +
(spec)
Roll 1d6 vs. the opponents weapon (as chosen by the shooter)
or other object tearing itself apart from reversed magnetic
force. Firepower damage only applies to current Mode
Gun, Overload 1d6 to Strength
Exceed system potential. Shuts down Strength for 1d6 rounds
if it brings Strength above 10. Can be Repaired
Gun, Ray-gun
2d6 vs. Energon + Cone +
Line
Shockwave gun issues a beam of is energy in all forms
Gun, Semi-automatic
Glue
Best 2 of 3d6 vs. HP + Glue
Shoots capsules of high-adhesive liquid at all targets in range
and cements each
Gun, Sonic Concussion 1d6 vs. Skill Sonic powered concussion blaster of Soundwave
Laser, Decelerator 1d6 vs. Intelligence Makes the target less Intelligent
Laser, Galvatrons 2d6 vs. HP & Energon
Chemically produced, direct-current electricity beam at
Short Range.
Laser, Oxidising 1d6 vs. Endurance Fuses targets internal mechanisms
Laser, X-Ray 5d6 vs. HP When it hits, then roll for 90% miss probability
Mine, Magnetic Blast 3d6 vs. HP + Blast + Blast
Draws all metal objects (and Robots) in the Blast Range to
the point of impact, then Pushes them out again
Missiles, Invisible 1d6 vs. HP Auto-hits. Hits unaware. Cannot be blocked or avoided
Missiles, Photon
Best of 2d6 vs. Energon +
Radius
+1 charges (you get 3 missiles instead of 2)
Pistol, Semi-auto.
Sonic
1d6 vs. Assault + Cone -
P.O.K.E. Kamikazie Bomb
Power Overload Kinetic Engine. Issue a Melee Attack in
Robot.Mode that explodes a Kamikazie Bomb bomb against
your enemy or a Map Square, only taking half the damage of
the bomb to yourself. Req: Kamikazie Bomb
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Weapon DMG Explanation
Rie, Accelerator 1d6 to Speed
Raises speed on the target to uncontrollable levels. Shuts
down Speed for 1d6 rounds if it brings Speed above 10. Can
be Repaired
Rie, Arc-welder 1d6 vs. Endurance Short Range. Used by Autobot Grapple
Rie, Electrostatic
Discharger
Best 2 of 3d6 vs. Energon Weapon of the Arielbot Silverbolt
Rie, Liquid-nitrogen Best of 3d6 vs. Defence Target immune if they do not have Defence
Rie, Solar Energy Best 2 of 3d6 vs. HP + Line Damage all targets in a line
Rocket, Sky 4d6 vs. HP + Blast + Radius Can only hit targets in Orbit or in Escape Velocity
Shield, Junkion Best of 2d6 vs HP + Push Also provides +1d Defence as a physical shield
Shell, Cerebro 1d6 vs. Intelligence
Bombells gun. If Intelligence is < 0 then the target is
mentally dominated for 1d6 rounds or until the control is
disrupted or Repaired
Sword, Metallikato 3d6 vs. HP The samurai sword of Decepticon Warrior Bludgeon
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RPG
Size dose not need to be earned by Rank or Points; it is
an arbitrary choice. However, it must be consistent with
the Robots chosen Alt.Mode. For Autobots and Decepticons
a Size 0 Robot.Mode is too small, and Mass Displacement
Technology must be taken to offset the Alt.Modes Size.
# Category Examples HP Eng. Height Squares
0 Object Gun, Tape Deck, Insect, Microscope -6 +6 1/5sq Unable to be targeted unless Accuracy
1 Human Humans, Cassettes, Micromasters -4 +4 1/3sq Fit in / move freely in quarter-squares
2 Small
Bumblebee, Huffer, Tracks,
Beachcomber
-2 +2 1/2sq Fit in / move freely in half-squares
3 Standard
Prowl, Jazz, Hot Rod, Ratchet,
Sunstreaker
-0 +0 1sq -
4 Leader
Optimus Prime, Megatron,
Soundwave
+2 -2 1sq Require full square with adjacent half
5 Voyager Jetre/Skyre, Dinobots +4 -4 1.5sq Takes up two squares of space
6 Combiner
Omega Supreme, Fort. Maximus,
Bruticus
+6 -6 2sq Takes up a block of four squares
7 Citybot Tripticon or Metroplex +10 -10 4sq Takes up block of 3 x 2 squares
8 Planet Unircron or Primus +30 -30 Map You cannot be a planet. Forget it!
08. Size
The exceptions to this are Maximals and Predacons, who
are usually much smaller and energy conscious. Normally,
Size 0 characters cannot be targeted for attack except
by Accuracy, however Maximals and Predacons with a
Size 0 Robot.Mode are usually treated as Size 1 for most
purposes, including targeting. No PC should transform into
a Citybot unless directly relating to the story, or the GM can
accommodate
Primitive Size
A Primitives Size does
not necessarily have
to relate to the Size
of the animal the
Alt.Mode emulates.
Lazerbeak is clearly
somewhere between
Size 1 and 2, huge by
human standards, but
certainly not the Size
0 an actual vulture
would be. No Autobot
or Decepticon Robot.
Mode can be Size 0, unless they are a Maximal or a
Predacon (even so, theyre usually treated as Size 1). If
there is a difference between Robot.Mode and Alt.Mode
Sizes, the Mass Displacement Technology is required.
HP & Energon Changes with Size
All Transformers must have some form of the Technology
Mass Displacement. When they transform wheels shrink,
heads enlarge, and generally things do not t together in the
same proportions as their Alt.Mode. This is ne - with Mass
Displacement Technology being so common (with only the
most extreme version requiring a point cost) makes sense of
the bizarre physics of the universe, and allows us to better
approximate the proportions of Transformers against each other
using the quick summary that is Size.
The relationship between HP and Energon essentially takes care
of physics and the issue of weight in the Transformers Universe,
and although the Size system represents something of a warped
sense of scale, it is in all essential points accurate to the scales
represented in the Transformers US cartoon, comic books, and
for most part even the toy line.
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Hit Points (HP)
The calculation of Hit Points (aka HP) is 10 +
Endurance in Robot.Mode, +/- Size. This is the
hardness of your armour and general defensive
capacity. At 0 HP your body enters Stasis Lock
and is inoperable. At -5 it is scrapped into slag,
although there is still a chance the Spark survives.
Objects, items, weapons, Maps, etc., have 5 HP,
while Partner Units, Attachments, and Glue have 6 HP.
HP: (10 + Endurance in Robot.Mode, +/- Size modications)
Energon: (10 + Intelligence in Robot.Mode, +/- Size modications)
Fill in the rest of the information on the Sheet; HP, Energon,
and make sure you dont have any Points left over. Before
play you must ll in your quote. Ex.: Following leaders
leads nowhere.. The quote is the apex of your Transformers
personality, and should be used liberally in game. Then
choose Primary and Secondary Colours, which help other
players mentally keep track of which character is yours.
09. Personality
Programme
Points
The Points allotted to a character at character creation
are the average between the Robot.Modes scores in
Skill and Courage, rounded up. Points are used to buy
Weapons, Technological upgrades, and admittance
into Subgroups. Points can also be spent to increase
Statistics, with 1 Point equalling 0.5 of a Stat in one
Mode. A character may choose to have no Subgroup,
and spend all their Points in Technology, or have no
Weapon and extra Subgroups, or they may choose to
have none of these and increase their Stats, and so
on and so forth. However, the Points must be spent.
Energon
Calculation of Energon is 10 + Intelligence in Robot.
Mode, +/- Size. Each round committed to an Action
drains 1 Energon. Defensive Actions (not on your Turn)
do not take away from Energon. Doing nothing for a
round will regain 3 Energon. When regaining Energon,
the character does not loose it that Turn, and Universal
Actions that are Free (do not take a Turn) can be
accomplished. At 0 Energon your spark recedes into
hibernation and your body enters Stasis Lock, and
shuts down. At -5 Energon your spark is extinguished
and lost forever, unless the Robot has a strong Spark.
Quote: Observe everything,
remember even more.
Prime.Colour: Green
Secd.Colour: White
Example
The Autobot Hound has the Quote and
Primary and Secondary Colours as follows:
Spark
When HP has failed, when Energon has failed, and
the character is probably going to die, then the time
has come to hope your robot has a powerful Spark. A
Spark is calculated by taking difference between the
characters Rank and their Alt.Modes Rank requirement.
So, a character like Optimus Prime, with a Rank of 10
and an Alt.Mode Rank requirement (for a Transport
Truck) of 5, has a Spark of 6. Just like a Stat, when the
character would otherwise be slag, rolling a 1d10 on
or under 5 would mean there has to be some way for
them to survive in the long term, even if theyre out of
commission for a few Maps. Megatron, with a Rank of 10
and an Alt.Mode requirement (for a Handgun) of 2, gives
him a Spark of 8! Nothing will stop mighty Megatron,
not lava, not snow banks, not desertion in space!
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RPG
Here is a quick summary of different Subgroups that
attract Partner Units:
Subgroup
Main TF
Robot.Mode
Actionmaster -1d6 DMG / 2
Brainmaster 1 Stat to 10
Breastforce +6 HP
Godmaster 1 HP / 3 rnds
Headmaster + Str, Spe, Int
Powermaster 1 EN / 3 rnds
Targetmaster +1d Assault
Actionmaster on this table assumes that they have
Actionmaster Accessory, and are an Actionmaster
Elite
A Partner Unit is either a Human or a Nebulon (Human-
like alien) both of whom are Size 1, or a Transector,
which means that the Partner Unit is actually the
Transformer, and the larger unit of 2/3rds Size
greater, is an inanimate drone. From some Subgroups,
Transformers are joined by Partners.
Partner Units
Partner Units are issued 1 order per Turn, each.
Through binary bonding the main Transformer is
always aware of what a Partner Unit is doing, and
they can communicate freely.
All Statistics are 5. Partner Units can take on the
Primitive Partner Technology for 1 point, but their
Statistics do not change.
Hit Points are 6.
Unlimited Energon. If the main Transformer is
destroyed, the Partner Unit inherits its remaining
Energon. This replaces the unlimited Energon.
Partner Units have no Function and only the
basic Universal Actions available to all Robots. In
addition to this, they can pull triggers, set bombs,
and use computers.
All Point purchases on the Partner Units behalf are
made by the main Transformer, from their Points.
Partner Units can wield Melee Weapons or any
Pistol, cannot join any Subgroups, and are capable
of using Technology, but it must be purchased for
them specically.
If a Partner Unit is instead controlled by another
PC, they are a full character with rolled Statistics
and issued points regularly.
10. Partner Units
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Deployers
Size 1 Robot subsidiaries (Deployers) are a part of
the character of the Deployer Superiour, but can be
ejected forth from it as separate units.
Deployer Superiour
A robot becomes a Deployer Superiour with the so-
named 3 point Technology.
Deployer Superiours gain 2 Deployers at character
creation plus one additional for every Point they
invest thereafter.
In the Deployer Superiours Alt.Mode there must
be some way to store a number of Deployers no
greater than the sum of their Size =< 1/3 the
Superiours Robot.Mode Endurance Statistic.
All other Deployer units stay at home and can be
swapped out next battle.
Deployer Units
All regular rules for Partner Units apply for Deployers,
with a few exceptions.
Deployers each have 3 Points to spend on Weapons
or Technology. Subgroups are still prohibited.
For one Action (Universal or Function, not
including Rank or Firepower) each Deployer gets
+2d, or +1/+1d split between two Actions.
Deployer Units with Deployer Superiours
Partner Units that are Deployers must also obey the
following rules in relation to their Superiour:
Deployers transform from a smaller universal
storage medium or standard object that is
congruent with the idea of ying out of the
Superiour, into a Robot.Mode. The Deployers
transformation scheme must relate directly to
their Superiours Alt.Mode.
Combat begins with the Deployers stored in the
Superiour.
While stored, Deployers can take a Turn to be
Repaired at a rate of 2d6 HP, Energon, or one
damaged Statistic per round.
Leadership
Followers are the subsidiaries of a Transformer with
the Technology of Leadership. Followers are full
characters, but many aspects of them are sumarised
to make it easier for the player to keep track of what
they can and cannot do.
Leader
A robot becomes a Leader with the 5 Point Technology
of Leadership.
There 3 followers under the Leaders command
per battle. Even if they all die, in the next battle
the compliment is replenished to 3.
In combat, the Leader issues each follower 1 order
per Turn.
Followers
All regular rules for Partner Units apply for Follows,
with a few exceptions and additions.
Followers have the same Alt.Mode, colour scheme,
and general appearance as the Leader Robot.
If the Leader Transformer dies, they each inherit
as many Energon as the Leader had / 3.
All Robot.Mode Stats are 5, but unlike other Partner
Units, Followers have a proper Alt.mode. All Alt.
Mode Stats are 5 +/- the number of rolls to change
into their Alt.Mode. This simplies bookkeeping.
A Beast.Mode follower would have a 7 Strength, a
Car.Mode follower would have a Speed of 9 and a
Firepower of 2, and so on.
Followers have no Function, but because they
have an Alt.Mode they do Gain whatever Actions
(or Restrictions) given to them by virtue of their
Alt.Mode.
Each follower gets 1 point to spend on a Weapon
or Technology of their choice. They are already
Gaining whatever Technology or special Alt.
Mode Actions they may get from their Alt.Modes.
Additional Points may be donated by their Leader.
Human Companions
Size 1 native Earthling life. Humans obey all regular
rules of Partner Units, with the following exceptions
and additions:
All Statistics for a Human are 1. It does not matter
to a Transformer if the Human is a professional
athlete or in a wheelchair, all Stats are 1.
In their chosen eld, Humans can perform Actions
for 1 Success and with 1 effect of damage.
Types of Humans
Mechanic: Fortify, Repair, Salvage
Reckless Youth: Communications, Espionage, Surveillance
Scientist: Data, Construction, Sabotage
Soldier: Assault, Intercept, Strategy
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RPG
A Combiner can be a terrifying (if temporary) presence
on the battleeld. PCs with Combiner / Gestalt who
have gured out a relevant way for them to combine,
must be sharing adjacent squares when combining.
Combining takes 1 Turn. The Combiner does NOT
get a Turn for each one of its members, because it
is essentially a separate character with a new name
and Statistics. It acts on the Turn order of its leader
(the Robot with the highest Rank.) The actions of and
decisions made by the Combiner Robot are arrived at
by consensus from among its members.
Construction: The Function of its members does
not matter to a Combiner. SMASH! A Combiner is a
human-like Robot form unless the GM is extensively
begged and a way can be gured out that it is not
too silly to have them form into something else.
SMASH! Combiners are always Size 6, but HP and
Energon are not adjusted for Size. Combiners have
an effective Spark of 1, if it ever comes up.
Combined Statistics: This combined form has the
highest of any Statistic drawn from the characters
Robot.Modes comprising the greater Robot, except
for Intelligence, which is the lowest Statistic of any
Robot, and Speed, Skill, and Rank, which are averaged.
If you want a more intelligent combiner instead, then
take the lowest Statistic of any Robot for Speed, and
average Intelligence, Skill and Rank. There are only
really these two kinds of Combiners.
All Combiners Gain the following Special Actions:
Combiner Special Actions
Crush: The combiner does 1d6 unwarmed Melee damage + Size DMG + the number of Robots comprising the Combiner.
In addition, every combiner has the Technology Hulk, but without its Energon drawbacks.
Tough: Combiner absorbs some of the damage it receives, equal to the Robots comprising the Combiner. (ex. Devastator,
comprised of 6 Decepticons, would need to be hit for more than 6 Damage in order to be affected!)
Fireblast: The members of the Combiner Team choose 1 Weapon to keep with the larger Combiner Robot. This could
be a ranged or a melee weapon. In addition, any Technology or Weapon shared among all members of a Combiner is
usable by the Combiner.
Teamwork: For ever 6 damage the Combiner has accumulated, roll Skill (on the Combiners Statistic, not the individual
members of the Combiner team) not to fall apart. Once knocked out of combination, all members suffer the effect of
Fall, and cannot reform into the Combiner again in the same battle.
Combiner / Gestalt Rules
HP & Energon: The HP and Energon of a Combined
form is the sum of all HP and Energon of the characters
that comprise it. (Which makes it a lot.) However,
every 6 Damage suffered accumulated (after Tough,
but even over many rounds) the Combiner must
roll Teamwork to keep together. If opponents focus
their re on a particular aspect of the Combiner, the
specic HP of that limb/part is affected rst, and has
whatever HP and Energon the character comprising
that limb has. When breaking apart, all damage taken
when combined is shared equally among each member
of the team, except for the damage of targeted re.
46
RPG
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RPG Character Sheet
Example Character Sheet
Name:
Allegiance: Alt.Mode:
Prime.Colour: Subgroup:
Secd.Colour:
Size: Spark:
Quote:

RPG Character Sheet
HP:
Energon:
Universal Actions
Function: ______
Function Actions
Robot.Mode
Statistics
Alt.Mode
Statistics
Alt.Functions
Gain Bonus
Strength Lift, Grapple, Throw
Intelligence Processor Speed
Speed Move, React
Endurance Hardness
Rank Transformation Options
Courage Internal Functions
Firepower Attack Ranged
Skill External Functions
Weapon DMG Structure Range Charges Notes
Technology & Character Notes:
Player:
Name Your
Transformer Here
This is
YOUR
name
Artistic Talent not
required to draw
box-like robots
Keep track of your characters HP. The total goes in the box on the left
Do the same for Energon, remembering it goes down each round of play
Know whos
team youre on
Distinct colours
help other players
keep track of who
you are
Size is
important for
context on the
Map
Alt.Mode is what
you Transform
into. If you dont
have one, youre
not a Transformer.
(Unless youre an
Actionmaster)
Spark may
determine your
ultimate fate!
Very important
A Quote makes
your character
seem full and
interesting. Dont
forget to put one
in before play,
and use it liberally
It is not necessary
to have a
Subgroup, but it
can make you feel
special
Melee Attack
and the other
Function Actions
are listed here,
according to
the characters
Function (Warrior,
Gunner, Engineer,
Scout)
Robot.
Mode Statistic
Numbers
Alt.
Mode
Statistic
Numbers
Stuff you can
do in your Alt.
Mode that you
cant do in your
Robot.Mode
Extra columns
in case
you have a
Partner Unit
Fill in information
about your chosen
Weapon(s) here.
Technology, and any additional information
you might want to keep track of, like
Subgroup information, or story events, should
be listed here
The damage done
by the weapon.
Where the
weapon is on the
Transformers body.
Melee, Short,
Medium or Long
List charges
per battle.
Name:
Allegiance: Alt.Mode:
Prime.Colour:
Subgroup:
Secd.Colour:
Size: Spark:
Quote:

RPG Character Sheet
HP:
Energon:
Universal Actions
Function: ________
Function Actions
Robot.Mode
Statistics
Alt.Mode
Statistics
Alt.Functions
Gain Bonus
Strength Lift, Grapple, Throw
Intelligence Processor Speed
Speed Move, React
Endurance Hardness
Rank Transformation Options
Courage Internal Functions
Firepower Attack Ranged
Skill External Functions
Weapon DMG Structure Range Charges Notes
Technology & Character Notes:
Player:

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