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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
DisclaimerDisclaimer: This game is in no way sponsored nor endorsed by Hasbro, or any affi liates. 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/Takara’s 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 VolunteersGame Design James KerrCreative Consultants Kevin O’Brien Eric PalermoPlay Testers Chris Challace Brandon Whitworth
Contact InformationIf you’ve confused about some rules, have questions, or just want to know the latest updates, please contact James Kerr at [email protected]
IntroductionThe 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 signifi ed 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 fl aws of scale, distance and probability, amounting ultimately to the same fl avour and fun of the source material. Remember to temper the action-fi lled content with morally upstanding and politically correct public service announcements, dramatic speeches, and either “gosh-gee-wiz” observations or maniacal laughter, then you’ll be playing in a way that is beyond good, beyond evil; beyond your wildest imagination.
James KerrSeptember 23rd, 2011
Based on the Universe of Transformers2nd Edition, last updated September 2013
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GameplayRules
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 player’s 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 Earth’s 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 GM’s decision, however, is ultimate and fi 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.; fi 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 specifi c 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 fi 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 fi 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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01. Allegiance
The fi rst task in character creation is to divide players into teams. Each team is given a specifi c 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 fi 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 Earth’s 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 ObjectivesStop the Decepticons from completing construction on a Space Bridge that will bring them reinforcements from Cybertron.
Infi ltrate Decepticon headquarters to rescue a hostage / plant a bug / revive downed troops / otherwise disrupt their plans.
Prevent a natural disaster, like a volcano, fl ood, or earthquake.
Attempt friendly contact with the natives of the planet (this will not work, obviously, because it’s a Drive in Movie and they’re 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 fi re. A catch-all for internal process rolls. Affects Points
Firepower Ranged Attack Extrapolation of trajectories for long range fi 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 character’s 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 character’s 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 YesIn 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 attack’s 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 Transformer’s 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 ½ the Dash roll, rounded down. Characters fl 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.
ActionsIn 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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Statistics GunnerStrength Demolition
Intelligence Assist
Speed Support
Endurance Defence
Rank Transform
Courage Trooper
Firepower Assault
Skill Accuracy
Statistics Warrior Gunner Engineer ScoutStrength 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 CommunicationsMake sure to write down your Function’s 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.
WarriorThe 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 fi 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
GunnerComprising 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 fi 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 TwistTitles: 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, SkywarpTitles: 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 infi ltration. The Rogue 069 Ravage, Hound (Noun) + Scout
EngineerAs 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!
ScoutWhere the Engineer forces creativity on the Map, Scouts have creativity in the fi 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 specifi c to the Scout: Surveillance, Sabotage, Espionage and Communications, are opportunistic Actions that when appropriate are infi nitely 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, SkidsTitles: Engineer, Mechanical Engineer, Surgical Engineer, Weapons Engineer, Data + (Verb), Chemist, Doctor, Scientist, Maintenance, Medic, Construction
Statistics EngineerStrength Melee attack
Intelligence Data
Speed Fortify
Endurance Construction
Rank Transform
Courage Salvage
Firepower Assault
Skill Repair
Statistics ScoutStrength 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, RatbatTitles: Scout, Fuel Scout, Warfare Scout, Lookout, Messenger, Reconnaissance, Interrogation, Detective, Gunslinger, Tracker, Terrorist, Thief, Spy, Covert Operations, Communications, Electronic Warfare, Vanguard
Functions SummaryWhen 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, there’s nothing worse on the battlefi eld than coming up with an amazing plan, then realising you don’t have the Function Action to carry it out.
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Function ActionsEach 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 character’s programming. (R) is Roll required. Turn can happen and also move 1 square.
Action Stat Action Use
Accuracy SkillTarget a specifi c range, object, or area of attack within one square. Example: held item blasted out of the enemy’s hand. (R) Any one body part has HP:6, an object has HP:5
Acrobatics SkillJumping, leaping, tumbling, balance, refl exes, 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 fi re starts. (R)
Communica-tion Skill
Free: Broadcast to all allies on the battlefi eld / 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 square’s 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 SkillFree: 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: fi 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 another’s 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 Gamemaster’s 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 fi nd your Alt.Mode Statistics, based on your Robot.Mode Statistics.
Choosing an Alt.ModeThis 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 WeaponStrength 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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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
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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
4Computer 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
7Farming 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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Machines EBWhile 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 7Off-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 7Off-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 EBAn 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 6Additional Action such as Surveillance (Microscope), Strategy (Scanner), or Accuracy (Targeting System or Scope)
Computer Hardware 0 Inanimate Espionage 3 4Additional Action such as Communications (Personal Computer), Strategy (Military Computer) or Data (Industrial Computer)
Data Storage Device 0 InanimateData, (+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 4Additional Actions such as Support (Telephone), Strategy (Cellphone), or Assist (Walkie-talkie)
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Primitive Alt.Mode FAIJPWhile 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 4Waterproof. Additional Action such as Spring Legs (Frog), Poison (Toad), Adhesive Tires (Newt), or Fire Breath (Salamander)
Arachnid 0-5 - Acrobatics 7 5Off-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 7Flight. 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 1Additional 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 (Butterfl y), 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 10Additional 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 6Swim, Waterproof. Additional Action such as Melee Attack (Shark), Acrobatics (Dolphin), Salvage (Crab), Size DMG (Whale)
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Structure Alt.Mode EBWhile 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.Mode’s 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, Battlefi eld Fort), 2x charges Lasers (Battle Station), Deployer Superiour for Micromasters (Micro-Base)
Car Wash 5-7 Inanimate - - 6Primary 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 6Trooper 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 fi 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 Offi ce Building)
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Vehicle Alt.Mode SrUWhile 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 fi 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 Turn’s 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 VehiclesIf 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 aren’t Vehicles) a Cybertronian Design Grants +1d Acrobatics.
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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 8Flight, 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-fl 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 7Granted Trailer (See Technology). The Trailer magically appears and disappears when Transforming, and does not count as part of the Transformer’s Size
Van 3-4 - Defence 3 6 Can store 1 Robot of the same Size or lower
Van, Camper 4 EspionageDefence, Salvage, (+2d) Support
10 - Off-Road. Granted Trailer (See Technology) You’ve got the Touch.
Alt.Mode Dice Changes References Alt.Mode Machine Object Primitive Structure Vehicle WeaponStrength +2 -3 +3 -3 -2 -2Intelligence +3 +3 - - +2 -Speed -1 - +2 +2 +4 -2Endurance +2 - +1 +4 -2 -Rank - - - - - -Courage - +2 - -4 +1 +1Firepower -2 -3 -2 - -2 +2Skill -3 +2 -3 +2 - +2
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Weapon Alt.Mode FErUWhile in Alt.Mode, Weapons gain +1d DMG for one chosen Primary Weapon - all of them have at least one. However, the actual weapon refl ected (a handgun turning into a blaster gun, for example) must be separately purchased in Points. Inanimate Weapon.Modes do not fi re themselves, and must be wielded by another Transformer. See “Best Shot” for more information about the advantages and disadvantages of being fi 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 fi 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 self’s explosion. Assault fi 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 Rifl e type Weapon. Cannot fi 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 fl at top of a platform can support the weight of as many Robots as the Weapon.Mode’s Size. All weapons on the Platform.Mode or held by characters on the platform get the damage increase
Space Gun 0-5 - Assault - 7Flight. 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 - 10360. Landing. Swap Strength and Firepower. Attacks with Melee using any weapon’s 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 OnusA 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 they’re 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 isn’t for you.
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Special Alt.Mode AbilitiesEach Alt.Mode can do something different with their own Statistics. When in Robot.Mode these Actions are NOT pos-sible, unless specifi ed. 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 fi 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 fi red by another Transformer. Both the Weapon.Mode being fi red and the Transformer fi ring it roll an attack at their own Firepower Statistic, and the fi 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 fi 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 fi ring happens on the Weapon.Mode’s Turn, and - if they agree - the second fi ring on the weapon wielder’s 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
FlightMove through the air from 1 to 6 squares above the surface of the battlefi eld. Heights greater than 6 enters Escape Velocity. Like Wheels, Flight allows Auto-Success for full movement to the maximum of the Robot’s 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 fl 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.
InanimateSuch 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 fi 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 fi xed to the Robot’s 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.Mode’s 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 Robot’s ability while underwater or in shallow water.
TinyObjects 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 Trooper’s 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 Robot’s ability while on roads and similar fl at surfaces. The course of movement need not be in a straight line.
WildBeast.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 Robot’s ability while in wilderness and tree areas.
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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 specifi ed. 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 ReferenceArmour Robot.Move Armour gives +8 HPBattle-skiff Hovering weapons platformDrone Mindless robot Partner UnitMedical Pad Hovering Repair platformTrailer / Side-car Extra storage and space for you
Turret Stand behind weapon and shoot, or let it fi re for itself
Vehicle Part of self becomes vehicle
Fields & Shields Reference
Defl ect-o-Shield +1d Defence for guns, blasters and pistols
Electric Field Disrupts couplers and bondsElectro-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 ReferenceCircuit Reading Sensor Detect Robot thoughts
Full Spectrum Beacon +1d Communications
Infrared Visual Sensor See in the dark Med. Range
Radar / Sonar +1d SurveillanceRadio-wave Sensor Auto-Success CommunicationsTracking 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 battlefi eld. 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 modifi cations to core unit of the Transformer. Technology costs Points (calculated by averaging a Robot.Mode’s 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 futuristicHull, 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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Technology Minor - 1 Point perAmmo 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.Mode’s 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, DronePart 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 Prime’s “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 RageAuto-Success in Demolition to the maximum of the Robot’s ability. Applies to both Modes. Req: Demolition. Or, +1d Demolition to those otherwise incapable of the Action. Maintains even if restricted by Function
Cybertronian DesignGrants 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 CouplersHand-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 Cube’s stored Energon = Success of Skill. Cube can then be consumed for Energon, or when shot will explode for its the damage of it’s 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 planet’s 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 fl 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.Mode’s 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 infi nite amount of information. Recall from memory any individual datum virtually instantaneously. Can also be focused into a bright fl 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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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
RubsignHide your Energon signature, spark and transformation activation code, so that when fi 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 Robot’s 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 robot’s ability in Short Range to pick up on the enemy’s 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. Bulldozer’s shovel)
Single-Jet Levitation Wing
Wings extend from under a Vehicle Alt.Mode’s sides, granting Flight for 3 rounds per battle in Alt.Mode. Req: Vehicle Alt.Mode
Smoke EmissionsEmit 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-HeadsYou 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.Mode’s 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 fi re, or even friendly fi re
Hologram GeneratorEspionage roll vs. opposing Surveillance (or Auto-Success) to create a Short Range convincing proton illusion. Must be within range of the robot’s 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 Robot’s 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 fi 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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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 Wheel’s 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 & RescueRepair 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 Robot’s 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-waveAuto-Successful in all regular matters Communications to the maximum of the robot’s capability. Detects all radio waves on the planet, and roll for intercepting unfriendly transmissions. Made famous by Soundwave. Requires Communications
Shield, Defl ect-o-Shield +1d Defence roll vs. all guns, blasters, and pistols. Shield is always considered active
Shield, Electro-MagneticEspionage 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 defl ect 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 confi ned 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 perAttachment, 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 fi 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 Robot’s Endurance. Must have relatable theme. (Ex. Cassettes / Tape Deck.) See Partner Units for more information
HulkExtreme and unnecessary strength. Auto-Successful in all matters Grapple, Lifting, Pushing, Pulling and Throwing, to the extent of the Robot’s 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 attacker’s 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.Mode’s 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
Defl ect all damage to yourself and any ally in Short Range. Must maintain fi eld every round as a Full Action at 2x the Energon cost or it will collapse. (You can move, but you can’t 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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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 benefi ts from) the Subgroup in order to join another (thereby gaining back their Points, too.) There are a few noted exceptions.
Subgroup Minor1 Point per
Actionmaster ABNuclean fuel pumps through the Transformer’s 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 IJPSemi-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 CDCan change colours as a free action once per Turn. At the end of your Turn, the colours change back
Constructicon B2 full Turns of Construction in 1, but can take no other Action. Req: Construction, Machinery Alt.Mode
Duocon BRobot 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 BJPMake a Melee Attack to drain 1d6 enemy HP from enemy; grants the attacker equal Energon. Req: Insect Alt.Mode
Horrorcon BGrants the ability to Transform once per round for each Alt.Mode, and Headmaster gains the Function of Gunner. Req: Triple-changer, Headmaster
Jumpstarter / Battlecharger ABTransform 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 IJPA Primitive-based rather than Robot-based head grants the ability to maintain consciousness after Stasis Lock, but only to make
LegendFor some story-based games, it can be important to know when a Subgroup began. Symbols appear beside each Subgroup listed indicating their fi 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 AMove +1 and +1d Intercept. Req: Land-based Vehicle Alt.Mode
Transmetal IJPGain 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 CDTurrets 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 Robot’s ability. Req: Decepticon
Vehicon DYou body is a mass produced footsolider fame. +1 HP and Energon when being Repaired
Subgroup Standard2 Points per
Axelerator CVehicle engine transforms into a Blaster Gun (“Gun, Blaster”) of unlimited charge with one additional Weapon Effect of choice. Req: Vehicle Alt.Mode
Brainmaster ARobot.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 ABYou are a spy for the opposing faction. Generate another Robot.Mode with all new Statistics, or a new, faction-specifi c Alt.Mode. Decide if the opposing factions within the Robot are aware of each other or not. Req: Rubsign
Fuzor IJPCombine 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 IJPMember 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, fi lm or music
Headmaster ABRobot.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 AMeet 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 confl ict with other Sungroups. Req: Robot.Mode Size 2, Vehicle.M
Powermaster ABVehicle 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 ABYou 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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Rotor Force CDMelee 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 ABCold sparks shoot out of a Vehicle.Mode’s 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 ABWeapon 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 fi red, but does not employ the additional +1d Assault
Transmetal II IJPOrganic 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 CassettetronsTwo 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 Major3 Points per
Breastforce BGrants a Partner Unit who is a Natural Primitive with the Alt.Mode of the main Transformer’s armoured breastplate. Armour.Mode grants +6 HP to the main Transformer, and when detached retracts 6 HP for its own use. The Partner’s Beast.Mode is always capable of fl ight regardless of the Beast.Mode chosen, ex. a fl 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
CloneYour character’s 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 ABAlt.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 specifi cally a sword. The sword glows and sparks and can cut through nearly anything. Req: Sword
Leadership CDYou 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 CDTurret can be mounted on top of a Vehicle’s Alt.Mode, and will auto-fi re, but does not employ the damage bonus unless the Vehicle does the fi ring. Req: Vehicle Alt.Mode, Turret
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Powerdasher ABYou 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 ABSemi-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 DAuto-Success on Surveillance to the maximum of capability while fl ying, and one weapon becomes a Radar Sensor in Alt.Mode. Req: Jet Alt.Mode
Technorganic / Techno-organic KLIJThe 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 KLHGIJThe benefi ts of Technorganic for Vehicle Alt.Modes at the cost of 4 points
Triggerbot / Triggercon ABVehicles 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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Weapons are an extension of the character’s 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 Robot’s 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 effect’s description. If a character’s Statistic (Strength / Intelligence / Speed) drops to 0 or below, then that Statistic enters its own Stasis Lock and becomes unusable until Repaired.
Types of WeaponsType 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 Robot’s
body, usually the shoulders
Pistol Short Unlimited charge Held Small damage Weapon, but reliable. Requires to be grasped in Robot.Mode hands
Rifl e Medium 4d6 charges per battle Held Staple of Robot.Mode weaponry, Rifl es must be grasped in Robot.Mode hands to fi 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.Mode’s 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-AttachmentForearm-
Attachment
Leg-Attachment
Hand Replaced with Cannon
Weapon PositionsType 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 fi 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 fi re in a fairly straight line and cannot be, for example, aimed to get over walls by fi 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 SquaresRange 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
BlastThe 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)
ConeEffect 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 fi 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 square’s 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 fi 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 fl 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
RustSubject 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 EffectsSome Weapons have additional effects that are game affecting, signifi ed on the weapons tables as a “+” sign.
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Weapons Minor - 1 Point perWeapon 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 Rifl e. 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
Rifl e, Armor-piercing vs. HP Always do the DMG of the target’s Size
Rifl e, Compressed Air 1d6 vs. HP + Fall -
Rifl e, Hunting 1d6 vs. HP Automatically hit any NPCs
Rifl e, Laser Best of 2d6 vs. HP Optimus Prime’s Weapon, considered a Rifl e and not a Laser
Rifl e, Particle Beam 1d6 vs. Energon + Line Line of photon particles
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Weapon DMG Explanation
Rifl e, Photon Best of 2d6 vs. Energon Small bursts of photon particles. Long Range, -1d6 charges
Rifl e, Torque 1d6 vs. HP + Push Basic training rifl e
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 Warpath’s arsenal
Shell, Cryogenic Best of 3d6 vs. HP + Stall Standard issue Shell. Part of Warpath’s arsenal
Shell, Explosive Best of 3d6 vs. HP + Radius Standard issue Shell. Part of Warpath’s arsenal
Shell, Sonic Best of 3d6 vs. HP + Push Standard issue Shell. Part of Warpath’s arsenal
Shell, Thermal Best of 3d6 vs. HP + On Fire Standard issue Shell. Part of Warpath’s arsenal
Shell, TNT Equivalent
Best of 3d6 vs. HP + 2x Map Standard issue Shell. Part of Warpath’s 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 DamageGrimlock here up above is Size 5, much larger than Hot Rod’s Size 3. Let’s 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 perWeapon 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. SurveillancePellets 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 Blitzwing’s 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 + BurnBst. Short Range Skill Attack. Not necessarily fi 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 + FallDisturbs 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 target’s 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 fl uid that is fl 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 target’s polarity, leaving them motionless
Laser, Eyes 2d6 vs. HPShoots 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. HPVhc. 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) Starscream’s 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 target’s 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 fl 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 fl 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 + BlastMissiles 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
Rifl e, Acid Rainmaker Best of 3d6 vs. HP + Burn -
Rifl e, Adhesive Glue + Radius Stream of glue that cements to HP 6 until shattered
Rifl e, Crustacean 2d6 vs. Speed (temp) Fires hard shells as well as a minor adhesive. The Speed damage fades after the target takes 1 Turn
Rifl e, Disruptor Best of 2d6 vs. Energon + Radius Web of energy disruption
Rifl e, Extinguisher 10d6 vs. Flame + Blast + (spec)Can also stop other all opposing beams with its own by dampening. Also prevents all future fi res in those map squares
Rifl e, Friction On FireFriction of the target is amplifi ed. Target moves no more than 1 square or 1 / 3 Speed or has a 1d6 chance of On Fire
Rifl e, Heat-ray Best of 2d6 vs. HP + On Fire + Line Heats object
Weapons Standard - 2 Points per
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Weapon DMG Explanation
Rifl e, Ion-Charge Disperser Best 2 of 3d6 vs. Energon Poor Accuracy, high DMG. Hits 1 / 6 even if confi rmed
Rifl e, Lightening Best of 2d6 vs. Energon + Burn Burn affects Energon in this case
Rifl e, Low-gravity rod Best of 2d6 vs. Energon + Push Crashing / fl oating away. Larger objects less effective
Rifl e, Particle Beam 1d6 vs. Energon + Line + Radius -
Rifl e, 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 + BlastCan all be fi 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 target’s 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 + IntelligenceTemp (Intelligence). Bends nearby light to obscure vision and confuse. Intelligence damage fades after the target’s next Turn
Sword, Electro 2d6 vs. Energon Energy-based sword that passes through objects
Sword, Electron 1d6 vs. EnduranceTemp (Endurance). Short circuits electrical devices. Aka. “Electron Scimitar”. Endurance damage fades after the target’s next Turn
Sword, Energo 2d6 vs. HP + Burn Grimlock’s 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 perWeapon 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 Megatron’s 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, Blot’s 1d6 vs. Intelligence + Stall Shoots awful smelling corrosive liquid; softens metals
Gun, Cyclone Best of 3d6 vs. Dash Motomaster’s gun of choice. Target immune if they do not have Dash
Gun, Electro-Scrambler Best 2 of 3d6 vs. Energon Blaster’s Gun. Shuts down Computer Banks automatically
Gun, Magnetiser 1d6 / 2 vs. Firepower + (spec)
Roll 1d6 vs. the opponent’s 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, Galvatron’s 2d6 vs. HP & Energon Chemically produced, direct-current electricity beam at Short Range.
Laser, Oxidising 1d6 vs. Endurance Fuses target’s 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
Rifl e, Accelerator 1d6 to SpeedRaises speed on the target to uncontrollable levels. Shuts down Speed for 1d6 rounds if it brings Speed above 10. Can be Repaired
Rifl e, Arc-welder 1d6 vs. Endurance Short Range. Used by Autobot Grapple
Rifl e, Electrostatic Discharger Best 2 of 3d6 vs. Energon Weapon of the Arielbot Silverbolt
Rifl e, Liquid-nitrogen Best of 3d6 vs. Defence Target immune if they do not have Defence
Rifl e, 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. IntelligenceBombell’s 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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Size dose not need to be earned by Rank or Points; it is an arbitrary choice. However, it must be consistent with the Robot’s 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.Mode’s 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 Jetfi re/Skyfi re, 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 SizeA Primitive’s 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, they’re 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 SizeAll Transformers must have some form of the Technology “Mass Displacement”. When they transform wheels shrink, heads enlarge, and generally things do not fi t together in the same proportions as their Alt.Mode. This is fi 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 modifi cations)
Energon: (10 + Intelligence in Robot.Mode, +/- Size modifi cations)
Fill in the rest of the information on the Sheet; HP, Energon, and make sure you don’t have any Points left over. Before play you must fi ll in your quote. Ex.: “Following leaders leads nowhere.”. The quote is the apex of your Transformer’s 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.Mode’s 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
ExampleThe Autobot Hound has the Quote and Primary and Secondary Colours as follows:
SparkWhen 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 character’s Rank and their Alt.Mode’s 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 they’re 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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Here is a quick summary of different Subgroups that attract Partner Units:
SubgroupMain 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 Unit’s 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 specifi cally.
• 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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DeployersSize 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 SuperiourA 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 Superiour’s Alt.Mode there must be some way to store a number of Deployers no greater than the sum of their Size =< 1/3 the Superiour’s Robot.Mode Endurance Statistic.
• All other Deployer units stay at home and can be swapped out next battle.
Deployer UnitsAll 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 SuperioursPartner 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 fl ying out of the Superiour, into a Robot.Mode. The Deployer’s transformation scheme must relate directly to their Superiour’s 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.
LeadershipFollowers 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.
LeaderA robot becomes a Leader with the 5 Point Technology of Leadership.• There 3 followers under the Leader’s 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.
FollowersAll 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 simplifi es 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 CompanionsSize 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 fi 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
Page 45
RPG
A Combiner can be a terrifying (if temporary) presence on the battlefi eld. PCs with “Combiner / Gestalt” who have fi 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 fi 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 character’s 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 Combiner’s 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 fi re on a particular aspect of the Combiner, the specifi c HP of that limb/part is affected fi 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 fi re.
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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.ModeStatistics
Alt.ModeStatistics
Alt.FunctionsGain 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 character’s HP. The total goes in the box on the leftDo the same for Energon, remembering it goes down each round of play
Know who’s team you’re 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 don’t have one, you’re not a Transformer. (Unless you’re an Actionmaster)
Spark may determine your ultimate fate! Very important
A Quote makes your character seem full and interesting. Don’t 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 character’s Function (Warrior, Gunner, Engineer, Scout)
Robot.Mode StatisticNumbers
Alt.ModeStatisticNumbers
Stuff you can do in your Alt.Mode that you can’t 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 Transformer’s 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.ModeStatistics
Alt.ModeStatistics
Alt.FunctionsGain 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: