Transformers FUDGE RPG
Transformers FUDGE RPG
Transformers FUDGE RPG
EVIL
GRIN
GAMES
1
THE TRANSFORMERS: EXPANDED EDITION
THE SIDEBARS
The sidebar areas (gray boxes with bold type like this
one) give various optional rules, tips, examples, and
other useful information throughout the text. They are
used as an addition to the rules for the benefit of the
players and the GM.
2
CHAPTER ONE: INTRODUCTION
CHAPTER ONE:
"We're nearing the bridge to Iacon," says Wheeljack part
way through their trip. "One mega-mile to go."
"Ah, home sweet home," replies Bumblebee as they near
3
THE TRANSFORMERS: EXPANDED EDITION
"They've gone underground! We'll never catch them now," "If there's a new source of energy to be found, the
says one of the Decepticons as they pull away and soar Decepticons must find it first," says Megatron as he
into the sky. "We'd better report back to Megatron." addresses several of the other Decepticons.
"Autobots are set to launch, Megatron," says Soundwave
"Wheeljack to Iacon," says Wheeljack over his radio as as he enters the room.
the two Autobots near their home base. "We're coming in." "As are we," replies Megatron. "Shockwave," Megatron
The Autobots enter the base but not with completely yells up to a Decepticon high up in the control tower of the
evading the Decepticons. Soundwave, a rather crafty Decepticon's base.
Decepticon has hidden himself near the Autobot head- "What is your command, Megatron?" says Shockwave.
quarters. He transforms into his robot form. "You are to stay behind. I entrust Cybertron to your,
"Laserbeak, prepare for flight. Destination: Iacon, Shockwave."
Operation: assimilation." Soundwave's chest compartment "Fear not, Megatron," says Shockwave as he salutes his
opens up and out comes another smaller transformer, leader. "Cybertron shall remain as it you leave it."
Laserbeak. Soundwave sends Laserbeak inside the "Excellent," says Megatron. "Now it's merely a matter of
Autobot base as a spy to gather intelligence. Laserbeak time until Optimus Prime admits defeat."
carefully watches the Autobots inside as he sends all the "The Autobots would have lost eons ago if it I'd been call-
information back to his master, Soundwave. Soundwave ing the shots," says Starscream, a rather insidious
just manages to get back under cover as another Autobot Decepticon whose eventual goal is to replace Megatron as
enters the base. the Decepticons' leader.
"Starscream," addresses Megatron. "Only a select few
ever lead."
"My time will come, Megatron," says Starscream.
"Never!" says Megatron, "NEVER!" Megatron shakes his
fist angrily at Starscream. "Prepare to blast off!"
4
CHAPTER ONE: INTRODUCTION
and begins to destroy the smaller fragments of the aster- a heated battle.
oids clearing a path for the Autobot ship. The Decepticons Suddenly the ship begins to shake violently!
see this and immediately alter their course to fall in behind "What's happening?" says Optimus Prime.
the Autobots and use their path to escape as well. "G-forces," says Prowl. "They're dragging us down" Many
of the Autobots and Decepticons are thrown onto the floor
and into the walls as the ship is violently shaken.
"We're out of control," says Optimus Prime as he strug-
gles to get to the ship's controls and regain control of the
ship.
The ship, too close to a nearby planet, gets pulled away
from the Decepticon ship by the planet's gravity and imme-
diately begins to plummet towards the planet's surface.
Optimus Prime just barely manages control as the ship
quickly approaches the planet's surface. The ship eventu-
ally slams into the side of a mountain and is almost com-
pletely destroyed. All of the Autobots and Decepticons are
thrown against the sides of the ship and torn apart. When
the dust settles, no one is left standing.
5
THE TRANSFORMERS: EXPANDED EDITION
"Quickly, we must revive the other Decepticons," says Optimus Prime is aware of the Decepticons plans. He
Megatron. With that the two slowly begin to pull the fallen knows Megatron's plan is to steal all of Earth's resources
Decepticons over so they can be repaired. After awhile, all to create energon for him self. He knows Megatron will stop
the Decepticons are fully repaired and leave the Autobots' at nothing, even if it means destroying most of the planet
damaged ship. They fly to the top of the mountain to sur- and killing its inhabitants. Optimus Prime will not let that
vey their new world. happen.
"Much time as passed," says Megatron as he takes in the And so begin the next stage of the war between the hero-
new landscape. "We are on a planet far from Cybertron. ic Autobots and the evil Decepticons.
But our mission has not changed."
"How do we know Cybertron still exists?" asks one of the This is the world of the Transformers.
Decepticons.
"It must exist," answers Megatron. "And if this land is filled
with resources, we shall return home with the power to TRANSFORMER ORIGINS
build the ultimate weapon, and conquer the universe " Circling the star Alpha Centauri, ages ago, was a plan-
As the Decepticons are leaving Starscream fires several et unlike any other in the heavens, Cybertron. No rock
shots down at the Autobots' ship. or soil or sand contributed to its bizarre geography.
"Starscream!" yells Megatron. Its content was entirely mechanical. Cybertron exist-
"I was just saying goodbye," replies Starscream. ed, from metallic surface to core, as a vast Moon-
"Save your energy, the Autobots have taken their last sized machine world, a world whose origins were lost
flight." in the dead past. Yet life had evolved here. It had
"Thanks for the ride, Prime," says Starscream as he turns grown and adapted and thrived in its environment
a fires a few last shots. "Too bad you can't go the rest of remarkably well. Cities rose across a broad mechani-
the way." One of Starscream's shots hits a large rocky sec- cal expanse, cities that were the products of
tion that collapses down the mountain. The shockwave Cybertron's dominant life forms, the Autobots.
from the falling boulders is just enough to knock Optimus Whereas life elsewhere in the cosmos usually evolved
Prime body within range of Teletran's repair equipment. through carbon bonding, here it was the interaction of
Another of Teletran's probes makes it to a human city and naturally occurring gears, levers, and pulleys that
finds a large truck parked on the side of the road. It scans miraculously brought forth sentient beings. They cre-
that truck and uses that information to rebuild Optimus ated a mechanical paradise, a machine-filled land-
Prime. Optimus Prime, now revived, immediately begins to scape where each Autobot went about his pursuits in
repair the other Autobots. peace and prosperity. But every paradise has its ser-
pent, and on this world it was Megatron, commander
of those who called themselves the Decepticons.
6
CHAPTER ONE: INTRODUCTION
AUTOBOT PROWL
7
THE TRANSFORMERS: EXPANDED EDITION
INTRODUCTION
standing of role playing games for novice or first time
players and GMs. If you have some experience with
role-playing and role-playing games in general then
TO ROLE-PLAYING you don't need to read this section and should go
straight on to chapter 3, The FUDGE System.
PLAYER CHARACTERS
The players are the people who take on the personas of
the characters. These characters, which are controlled by
the players, are called Player Characters, or PCs. There NON-PLAYER CHARACTERS
can be any number of players in a game each with their Non-Player Characters, or NPCs, are all of the other char-
own PC. acters in a game not controlled by the players. NPCs make
8
CHAPTER TWO: INTRODUCTION TO ROLE-PLAYING
up the rest of the game world. The guy running the gas sta-
tion that the players talked with is an NPC, but so is the vil-
THE TRANSFORMERS GENRE
lain that the players are trying to catch. The GM is respon- In order to properly portray a character in the trans-
sible for the actions of the NPCs and has control over formers universe one must have a basic understand-
them. How an NPC acts is up to the GM and it is possible ing of the transformers universe. The first thing that a
that a GM could be controlling multiple NPCs at a single player needs to remember is that the character they
time. will be creating and portraying is not human; it is a
Transformer. A player's character is a machine from
another world full of machines. Earth and everything
DICE about it is very alien to the character. They have never
Dice are common in many role-playing games. Dice are seen or experienced anything like Earth, so the entire
used to determine the outcome of certain actions. Most experience can be very interesting.
actions are so mundane and casual that dice are not need-
ed. Actions like sleeping, walking, eating, watching TV, etc. The second thing that players may keep in mind is
are actions that are so simple or so routine that they are that Transformers is a very cinematic style of game.
just assumed to happen. Dice are used when there is a Characters do not have to worry about being realistic
certain degree of uncertainty involved in the action. If there too much and will do thing that would normally be
is a strong possibility that the character may fail at the considered too difficult or too dangerous to succeed.
action then dice may be used. More on the use of dice is The Transformers universe is full of action and adven-
covered in chapter 3, The FUDGE System. ture so characters should not sweat the small stuff
too much. Once they have achieved an objective they
FUDGE Transformers uses a special kind of dice known as should feel free to move on to the next event without
FUDGE dice. A FUDGE die is similar to a normal six-sided feeling they have missed some minor clue.
die that can be found in many different kinds of games. The
main difference is that there are no numbers on a FUDGE Knowing this and having a basic idea of where the
die. A FUDGE die has two blank sides, two sides marked transformers came from and how they work, you
with a '+' and two with a '-'. More on using FUDGE dice is should be ready to move onto the next chapter, the
covered in chapter 3, The FUDGE System. FUDGE System.
9
THE TRANSFORMERS: EXPANDED EDITION
CHAPTER THREE:
simply rolls the dice and reads the result.
Rolled Degree:
THE FUDGE SYSTEM This refers to how well a character does at a particular
task. If someone is Good at Climbing in general, but the
die-roll shows a Great result on a particular attempt, then
the rolled degree is Great.
Transformers is written using the FUDGE role-playing sys-
Difficulty Level:
tem. It is important that both players and GMs have a good
The GM will set a Difficulty Level when a character tries an
knowledge of the FUDGE system before they begin creat-
Unopposed Action. Usually it will be Fair, but some tasks
ing characters and campaigns. This section has been writ-
are easier or harder. Example: climbing an average vertical
ten to give a brief overview of the FUDGE system. This
cliff face, even one with lots of handholds, is a fairly difficult
section directly quotes sections of the FUDGE rules so a
obstacle (Fair Difficulty Level). For a very hard cliff, the GM
copy of the rules is not necessary. It is, however, recom-
may set the Difficulty Level at Great: the player must make
mended, but not required, to have a copy of the FUDGE
a rolled degree of Great or higher to climb the cliff suc-
rules for further reference.
cessfully.
Opposed Action:
Actions are *Opposed* when other people (or animals,
etc.) may have an effect on the outcome of the action. In
this case, each contestant rolls a set of dice, and the
results are compared to determine the outcome.
Examples include combat, seduction attempts, haggling,
tug-of-war, etc.
Relative Degree:
This refers to how well a character did compared to anoth-
er participant in an Opposed Action. Unlike a rolled degree,
relative degree is expressed as a number of levels. For
example, if a PC gets a rolled degree result of Good in a
fight, and his NPC foe gets a rolled degree result of
Mediocre, he beat her by two levels - the relative degree is
+2 from his perspective, -2 from hers.
ACTION RESOLUTION TERMS
Situational Roll:
Dice:
The GM may occasionally want a die roll that is not based
Various options for dice are given: players may use either
on a character's trait, but on the overall situation or outside
three or four six-sided dice (3d6 or 4d6), or two ten-sided
circumstances. This Situational roll is simply a normal
dice as percentile dice (d%), or four FUDGE dice (4dF),
FUDGE die roll, but not based on any trait. That is, a result
described in the text. It is also possible to play FUDGE
of 0 is a Fair result, +1 a Good result, -1 a Mediocre result,
diceless.
and so on. This is most commonly used with Reaction and
[3.1 Action Resolution Terms]
damage rolls, but can be used elsewhere as needed. For
example, the players ask the GM if there are any passers-
There are several different dice techniques given in the
by on the street at the moment - they're worried about wit-
FUDGE rules. For simplicity these rules will only refer to
nesses. The GM decides there are none if a Situational roll
using FUDGE dice for given situations. GMs may choose
gives a Good or better result, and rolls the dice. (A close
any die technique they choose however.
approximation to 50% is an even/odd result: an even result
on 4dF occurs 50.6% of the time. Of course, 1d6 or a coin
Unopposed Action:
returns an exact 50% probability.)
Some actions are *Unopposed*, as when a character is try-
ing to perform an action which isn't influenced by anyone
Beyond Superb:
else. Examples include jumping a wide chasm, climbing a
It is possible to achieve a level of rolled degree that is
cliff, performing a chemistry experiment, etc. The player
beyond Superb. Rolled degrees from Superb+1 to
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CHAPTER THREE: THE FUDGE SYSTEM
Superb+4 are possible. These levels are only reachable on READING THE DICE
rare occasions by Transformer characters. No trait may be
taken at (or raised to) a level beyond Superb (unless the Of the four dice techniques presented in FUDGE, this one
GM is allowing a PC to be at Legendary, which is the same is recommended. It gives results from -4 to +4 quickly and
as Superb +1. easily, without intruding into role-playing or requiring com-
[3.1 Action Resolution Terms] plex math or a table.
For example, the Autobot Prowl is a very accurate marks- FUDGE dice are six-sided dice with two sides marked +1,
man with a Superb Skill. In an attempt to thwart a two sides marked -1, and two sides marked 0. They are
Decepticon attack he tries to shoot an automatic door commercially available from Grey Ghost Games - see the
panel and trap the Decepticons. Prowl rolls to hit and gets Legal Notice for their address.
a Superb+4 rolled degree, way above the normal maxi-
mum. It is not possible for Prowl to have that level of excel- You can make your own FUDGE easily enough. Simply get
lence as a routine skill level, however: even Prowl is "just" four normal white d6s. Using a permanent marker, color
a Superb marksman, who could sometimes do even better. two sides of each die green, two sides red, and leave the
A GM may set a Difficulty Level beyond Superb for nearly other two sides white. When the ink has dried, spray the
impossible actions. dice lightly with clear matte finish to prevent the ink from
staining your hands. You now have 4dF: the green sides =
Below Terrible: +1, the red sides = -1, and the white sides = 0.
Likewise, there are rolled degrees from Terrible-1 down to [3.21 reading the Dice]
Terrible-4. No Difficulty Level should be set this low, how-
ever: anything requiring a Terrible Difficulty Level or worse (While you can try to play with normal d6s, reading:
should be automatic for most characters - no roll needed.
[3.1 Action Resolution Terms] 1,2 = -1
3,4 = 0
ROLLING THE DICE 5,6 = +1
There is no need to roll the dice when a character performs
this is not recommended. It takes too much effort, and
an action that is so easy as to be automatic. Likewise, an
intrudes into role-playing. 4dF is functionally equivalent to
action so difficult that it has no chance to succeed requires
4d3-8, but this is also not recommended for the same rea-
no roll, either - it simply can't be done. Dice are used sole -
son, even if you have d6s labeled 1-3 twice.)
ly in the middle ground, where the outcome of an action is
uncertain.
To use FUDGE dice, simply roll four of them, and total the
amount. Since a +1 and a -1 cancel each other, remove a
The GM is encouraged to keep die-rolling to a minimum.
+1 and -1 from the table, and the remaining two dice are
Do not make the players roll the dice when their characters
easy to read no matter what they are. (Example: if you roll
do mundane things. There is no need to make a roll to see
+1, +1, 0, -1, remove the -1 and one of the +1s, as togeth-
if someone can cook lunch properly, or pick an item from a
er they equal 0. The remaining two dice, +1 and 0, are
shelf, or climb a ladder, etc. Don't even make them roll to
easily added to +1.) If there is no opposing pair of +1 and
climb a cliff unless it's a difficult cliff or the situation is
-1 dice, remove any 0s and the remaining dice are again
stressful, such as a chase. (And possibly a Superb climber
easy to read.
wouldn't need a roll for a difficult cliff. He should get up it
automatically unless it's a *very* difficult cliff.)
The result of a die roll is a number between -4 and +4. At
the top of the character sheet, there should be a simple
For any action the player character wishes to perform, the
chart of the attribute levels, such as:
Game Master must determine which trait is tested. (This
will usually be an attribute.) If the action is Unopposed, the
Superb
GM also determines the Difficulty Level - usually Fair. (See
Great
also Opposed Actions.)
[3.2 Rolling the Dice] Good
Fair
Mediocre
Poor
Terrible
11
THE TRANSFORMERS: EXPANDED EDITION
To determine the result of an action, simply put your finger are more important than merely knowing success/failure.
on your trait level, then move it up (for plus results) or down [3.21 reading the Dice]
(for minus results).
[3.21 reading the Dice] There are other dice techniques given in the FUDGE rules
in section 3.22: Other Dice Techniques. The rules for
Example: Bluestreak, who has a Good Skill, is shooting in FUDGE Transformers recommend the use of FUDGE dice
an accuracy contest. The player rolls 4dF, using the proce- and will not discuss other dice techniques. GMs do have
dure described above. If he rolls a 0, he gets a result equal the option of using any technique they wish.
to Bluestreak's skill: Good, in this case. If he rolls a +1,
however, he gets a Great result, since Great is one level ACTION MODIFIERS
higher than his Good Skill. If he rolls a -3, unlucky
Bluestreak has just made a Poor shot. There may be modifiers for any given action, which can
affect the odds referred to in the preceding section.
It is not always necessary to figure the exact rolled degree. Modifiers temporarily improve or reduce a character's
If you only need to know whether or not a character suc- traits.
ceeded at something, it is usually sufficient for the player [3.3 Action Modifiers]
simply to announce the appropriate trait level and the die
roll result. The game goes much faster this way. Examples: Sideswipe, Fair with a gun, is Hurt (-1 to all
[3.21 reading the Dice] actions). He is thus only Mediocre with his gun until he's
healed. Brawn has Mediocre Skill, but an exceptionally fine
set of tools for his task gives him a Fair Skill while he's
using them.
For example, a player wants his character, Ironhide, to Other conditions may grant a +/-1 to any trait. In FUDGE,
dodge between two rocks that are fairly close together. The +/-2 is a large modifier - +/-3 is the maximum that should
GM says this requires a Good Difficulty Level Skill roll (the ever be granted except under *extreme* conditions.
rocks are pretty close together) and asks the player to roll [3.3 Action Modifiers]
the dice. The player looks up Ironhide's Skill, which is
Good, and rolls a +2 result. He simply announces
"Good+2" as the result. This answer is sufficient - the GM UNOPPOSED ACTIONS
knows that Ironhide not only succeeded at the task, but he For each Unopposed action, the GM sets a Difficulty Level
didn't even come close to hitting the rocks and possibly (Fair is the most common) and announces which attribute
damaging himself. should be rolled against.
[3.4 Unopposed Actions]
Of course, there are many times when you want to know
exactly how well the character did, even if it's not a matter For example, a character wishes to spy on an enemy
of being close. If the character is composing a poem, for encampment without being observed. The GM says to use
example, and his Poetry skill is Fair, you will want to figure the SKL attribute to hide, but the character has a fairly low
out what "Fair+2" means: he just wrote a Great poem! SKL attribute, only Mediocre. The player points out that the
There are many other instances where degrees of success character's INT attribute is Superb, so the GM allows a rat-
12
CHAPTER THREE: THE FUDGE SYSTEM
ing of Fair for this attempt at hiding. (The whole situation was merely described as an example
of setting Difficulty levels. In actual game play, the GM
The player then rolls against the character's trait level, and should describe the cliff, and ask the players how the char-
tries to match or surpass the Difficulty Level set by the GM. acters intend to get up it. If they came up with the idea of
In cases where there are degrees of success, the better Sunstreaker climbing the cliff and lowering a rope, no rolls
the roll, the better the character did; the worse the roll, the would be needed at all - unless, possibly, time was a criti-
worse the character did. cal factor, or there were hidden difficulties the GM chose
not to reveal because they couldn't have been perceived
In setting the Difficulty Level of a task, the GM should from the bottom of the cliff.)
remember that Fair is the default for attributes. The aver-
age *trained* individual can perform an action most of the Occasionally, the GM will roll in secret for the PC. There
time, but the average *untrained* individual will usually get are times when even a failed roll would give the player
a Fair result or worse. In the example in mentioned above knowledge he wouldn't otherwise have. These are usually
with Bluestreak and the target shoot, if the target is large information rolls. For example, if the GM asks the player to
and close, even a Mediocre marksman could be expected make a roll against INT attribute, and the player fails, the
to hit it: Mediocre Difficulty Level. If it were *much* smaller character doesn't notice anything out of the ordinary. But
and farther away, perhaps only a Great marksman could the player now knows that there *is* something out of the
expect to hit it regularly: Great Difficulty Level. And so on. ordinary that his character didn't notice… Far better for the
[3.4 Unopposed Actions] GM to make the roll in secret, and only mention it on a suc-
cessful result.
Example of setting Difficulty Level: Two PCs (Sunstreaker [3.4 Unopposed Actions]
and Sideswipe) and an NPC guide (Bumblebee) come to a
cliff the guide tells them they have to climb to get to a
Decepticon outpost. The GM announces this is a difficult,
but not impossible, cliff: a Good Difficulty Level STR roll is
required to scale it with no delays or complications.
Checking the character sheets, they find that Sunstreaker's
STR attribute is Fair and Sideswipe's is Good.
Bumblebee's character sheet lists a STR of Terrible.
Sunstreaker and Sideswipe decide to climb it, then lower a
rope for Bumblebee.
Bumblebee would also need a Poor rolled degree to climb For example, a tackle attempt would be rolled with the SKL
the cliff with the rope, but since his attribute is Terrible, they attribute for the attacker and with SPD for the defender.
decide not to risk it. Sideswipe and Sunstreaker have There may be modifiers: someone who is quick footed may
Bumblebee loop the rope under his arms, and pull him up have a bonus to dodge, while a person who is absent mind-
as he grabs handholds along the way in case they slip. No ed (and not paying attention) might have a penalty, or not
roll is needed in this case, unless they are suddenly even be able to dodge.
attacked when Bumblebee is only half way up the cliff…
The Game Master compares the rolled degrees to deter-
13
THE TRANSFORMERS: EXPANDED EDITION
14
CHAPTER THREE: THE FUDGE SYSTEM
wanders off to try his luck elsewhere. time. This could be a special tool or piece of equipment, or
it could be a gift. The character has the ability until its use
has been fulfilled. Another FUDGE point must be spent to
FUDGE POINTS use the ability again.
Fudge Points are meta-game gifts that may be used to buy
"luck" during a game - they let the *players* fudge a game
result. These are "meta- game" gifts because they operate
at the player-GM level, not character-character level. Not
every GM will allow Fudge Points - those who prefer real-
istic games should probably not use them.
Special Ability
The character may spend one FUDGE point to have as
ability or gift they do not already have for a short period of
15
THE TRANSFORMERS: EXPANDED EDITION
C H A R A C T E R
ters have two modes. They have one robot mode and
one transformed mode. The first section of these
rules covers creation of the character's robot mode. A
C R E A T I O N character's robot mode determines certain aspects of
the character's transformed mode, so the robot mode
must be created first. Rules for creating a character's
transformed mode are given in the next chapter.
The following chapter covers all of the rules for creating
Transformer characters. This section refers to the FUDGE
ALTERNATE ROBOT MODES
rules for reference on various rules. The FUDGE rules are
not required for this section but may be useful. Although it is called the character's robot mode that
does not infer that that mode must be humanoid in
form. While most characters have a robot mode that is
OBJECTIVE CHARACTER CREATION humanoid there are a few whose robot mode is a dif-
In this system, all traits start at default level. The GM then ferent form. Ravage, one of the Decepticon cassettes,
allows a number of free levels the players may use to raise has a robot mode that is the form of a panther.
selected traits to higher levels. Players may then lower cer- Laserbeak, another cassette, has the form of a bird of
tain traits in order to raise others even further. Finally, a prey. In most cases a character's robot mode will be
player may opt to trade some levels of one trait type (such humanoid, but it is not required to be so.
as attributes) for another (gifts, for example). The whole
process insures that no single character will dominate
Strength (STR):
every aspect of play.
Strength represents a character's ability to exert force.
[1.6 Objective Character Creation]
Lifting heavy objects, bending bars, etc. require some
degree of strength. Strength also determines how much
ATTRIBUTES damage a character can do with unarmed attacks like
All attributes are considered to be Fair until the player rais- punches and kicks as well as with melee weapons.
es or lowers them. The cost of raising or lowering an attrib -
ute is Intelligence (INT):
Intelligence measures a character's brainpower. A charac-
Superb +3 ter with a high intelligence has a better understanding of
Great +2 things and tends to notice clues and pick up on information
quicker.
Good +1
Fair 0
Speed (SPD):
Mediocre -1 Speed determines how fast a character can move. A char-
Poor -2 acter with a high Speed can move much further faster than
Terrible -3 a character with a low Speed. Speed also helps characters
avoid being hit in combat.
When the free attribute levels have been exhausted, an
attribute can be raised further by lowering another attribute Endurance (END):
an equal amount. (See also Section 1.64, Trading Traits.) Endurance represents how much physical torment a char-
From the previous example, Strength can be raised one acter may take before breaking down. It also determines
more level (to Superb) if the player lowers the character's how long a character may operate before refueling.
Charm to Mediocre to compensate for the increase in Endurance helps when a character is trying to fight off pain,
Strength. fatigue, etc.
[1.61 Attributes]
Rank (RNK):
Players will have five free levels to add to their character's Rank is a character's ability to organize and lead others.
eight attributes. The attribute descriptions are as follows. Rank is also a measure of how 'together' a character is and
how well they can keep their cool.
16
CHAPTER FOUR: CHARACTER CREATION
Courage (COU):
NO SKILLS
Courage measures how brave a character is and how well One may have noticed that there is no skill section in
they compose themselves in dangerous situations. the rules. That is because there are no skills in
FUDGE Transformers. Any time a character wants to
Firepower (FRP): perform an action they will use whatever attribute is
Firepower is the degree of armament the character has appropriate for that action. In some cases they may
equipped. The higher the rating in Firepower, the more also use a gift to perform an action. For characters
armament they have and therefore the more damage they that have special areas of study or expertise they
do. should place levels into attributes, gifts, or both to
simulate that ability.
Skill (SKL):
Skill represents how competent the character is at per- CARRIED/BUILT-IN WEAPONS
forming basic actions. Skill is the degree of ability and
A character's FRP attribute determines what kind of
prowess a character actually has.
armament the character is equipped with. This can
either be in carried weapons, mounted weapons, or
CHARACTER CREATION EXAMPLE:
both. Whether a weapon is a carried weapon or a
Mike is creating his character, Outback. He feels his char-
mounted weapon has no effect on the character dur-
acter is fairly tough and fast, so he spends two free levels
ing creation. A character could be considered to carry
on END and two on SPD bring them both up to Great. He
a rifle or have a weapon implanted in their arm. This
spends his last free level raising his character's SKL to
has no affect on game play and, regardless of how the
Good. This means he has spent all of his free levels. Mike,
weapon is equipped, it can be targeted and taken
however, also wants his character to be brave, so he elects
away.
to lower his character's INT one level to Mediocre so he
can add one level to COU, making it Good. All other attrib-
utes stay at their default value. This means his character LEGENDARY ATRIBUTES
attributes are STR: Fair (+0), INT: Mediocre (-1), SPD: Legendary attributes are attributes that have gone
Great (+2), END: Great (+2), RNK: Fair (+0), COU: Good beyond the normal maximum of Superb. Legendary is
(+1), FRP: Fair (+0), and SKL: Good (+1). This gives a total the same as Superb+1. A character with a Legendary
of (0-1+2+2+0+1+0+1=5) five free attributes levels. attribute is considered to be in the top 99.9th per-
centile of ability. Character may not normally have an
attribute at the Legendary attribute except under cer-
tain conditions. A Legendary attribute must be earned
through the course of play and cannot be taken dur-
ing character creation.
17
THE TRANSFORMERS: EXPANDED EDITION
18
CHAPTER FOUR: CHARACTER CREATION
Earthquake:
A character with the Earthquake gift has the ability to cre-
Armor Piercing Weapon: ate powerful shock waves in the ground knocking down
The character's weapon is exceptionally good at punching opponents. To use an earthquake the attacker rolls their
through armor and damaging internal components. A tar- FRP or STR (whichever is higher) +1 against the target's
get struck with an armor-piercing (AP) weapon suffers a -1 SKL. If the attacker is successful, then the target falls and
penalty to their armor value to avoid damage. However, suffers a penalty to their next action while they get back up.
armor piercing weapons use much of their power to punc- The penalty is determined by the outcome of the roll. The
ture armor and therefore do less damage overall. So once following chart shows the progression.
an AP shot has struck and done damage, the damage of
the wound is reduced one level. The damage of an attack Result Penalty
cannot be reduced lower then +1 after it has penetrated +1 -1
armor. +2 to +3 -2
+4 to +6 -3 …etc
An AP weapon has five shots the character may use at any
time. Spending an additional gift will raise the number of
Earthquake has no effect on characters that are not on the
shots to ten. Spending three gifts gives the character an
ground. If two characters are standing close together (with-
unlimited amount of shots using their AP weapon.
in arms reach) the Earthquake may affect both characters.
Earthquake is a short-range weapon with a maximum
Example: Mirage fires his AP weapon at a Decepticon and
range of about 100 meters.
scores an excellent hit with a relative degree of +3. The
Decepticon's Armor value is Good, but is reduced to Fair
The Earthquake gift may also cause major terrain damage.
from the AP weapon. Mirage's FRP is Fair which adds +0
to the damage of the weapon. Mirage applies the +3
Example: Rumble is fighting with Bumblebee and uses his
wound against the Decepticon's Armor value of +0 for a
Earthquake gift. Rumble's FRP is Superb (+3), and is at +1
result of +3, a Hurt wound. But since the shot did penetrate
giving him a total of +4. Rumble rolls his +4 (Legendary)
the armor it is reduced one level to +2, just a Scratch.
FRP against Bumblebee's Good (+1) Skill. Both roll a
degree of +0. Rumble's outcome is +3 so Bumblebee is
Example 2: Mirage fires again the next round at a different
knocked to the ground and will be at -2 to his next action.
Decepticon with an Armor value of Great. This time Mirage
hits with a relative degree of +2. The Decepticon's Armor
Extra Tough:
value is reduced to Good from the AP weapon. Mirage
Some character can just soak up more damage then oth-
adds +0 for FRP for a final result of +2. This is applied to
ers. This gift allows a character to have one extra wound
the Decepticon's Armor value of +1 and is reduced to a +1
box in both Hurt and Very Hurt. This brings their maximum
wound, a Scratch. The wound penetrated the armor and so
wounds to three Hurt and two Very Hurt. More on wound-
is one level less, but since it cannot be reduced below +1
ing is discussed in the combat section.
it remains at +1, a Scratch.
It is possible for a character to have the gift extra tough in
Carrier:
one mode and not the other. This means a character has
Characters with the Carrier gift have the ability to carry and
19
THE TRANSFORMERS: EXPANDED EDITION
extra wound boxes in one mode but not in the other. In the tive degree of the attack. Flash is a short-range weapon
event that an extra wound box is filled and the character with a maximum range of about 100 meters. After a flash
transforms, that wound immediately moves up to the next has been used it must recharge for 1 round before it can be
higher level. So a Hurt wound would turn into a Very Hurt used again. During that time the character may act but can-
wound. This does not work in reverse however. not use the flash.
Example 1: Sideswipe has the gift Extra Tough when he is Flight: Limited:
in robot mode but not when he is in his car mode. This The character has limited flight capabilities. The character
means he has extra wound boxes, but only in robot mode. can only move a limited distance of about 1000 meters.
In a battle he fills all three of his Hurt wound boxes. He then During that time the character may hover and maneuver
transforms. He does not have the gift Extra Tough in trans- freely but suffers a -1 penalty to all actions. After Limited
formed mode, so the third Hurt wound becomes a Very Flight has been used it takes a few minutes to recharge.
Hurt wound. If he were to transform back into a robot, the During that time the character may act but cannot use
wound would become a Hurt wound again. Limited Flight.
Characters may not have the gift Extra Tough and the fault
Frail at the same time.
20
CHAPTER FOUR: CHARACTER CREATION
least five characters with a maximum of six. Each charac- Die Roll Result
ter must have the Group Transform gift and specify what Terrible Add one Hurt wound
other characters they can be grouped with. Only one group Poor Add one Scratch
of characters may be selected to group. See chapter 7: Mediocre No effect
Gestalt Transformers for more on group transformation. Fair Heal one Scratch
Good Heal one Hurt wound
Group Transform is not considered a third transformed Great Heal one Very Hurt wound
mode. Superb Heal one Incapacitated wound
Legendary Heal one Near Death wound
Holographic Projector:
The character has the ability to create holographic images.
Using the Medic gift requires certain tools and equipment.
These images can be used to create distractions or con-
Not having the proper equipment gives a -1 to the roll.
fuse enemies. To create a holographic image the user rolls
Having access to a full repair bay and advanced equipment
their Skill attribute against a Fair difficulty. The character
may give a +1 to the roll.
may create a number of holographic images equal to the
relative degree of that roll. If a holographic image is struck
The results from a healing attempt take time. A character
by a weapon or attack it immediately disappears. A new
is not instantly healed when a successful roll is made. The
holographic image cannot be created until the previous
roll just determines that the character has the ability to
images have been deactivated. Using a Holographic
repair the wound. It is up to the GM to determine how long
Projector is a full action and no other actions (except
the wound takes to heal. Scratches should heal in a matter
defense) may be taken while the holographs are active.
of a few hours. A Hurt wound might take a day or two. A
Very Hurt wound might take a week or more.
Long Range Communications:
The character has the ability to send long-range communi-
Melee Weapon:
cations. The character can only transmit messages to
The character is equipped with a close combat hand
other characters that have the Long Range
weapon of some sort. Damage from such a weapon is
Communication gift or have access to a long-range com-
equal to the character's STR Attribute. Spending an addi-
munications array. The character has the ability to send
tional gift adds +1 to the damage raising the damage to
messages anywhere in the world. Sending messages any
STR+1. A maximum damage of STR+3 can be achieved if
further, however, requires an enhanced communications
enough gifts are spent.
system and other special equipment.
Motion Scanner:
The character is equipped with a sensor that can detect
motion in an area. Using a motion scanner requires a Skill
roll against a Fair difficulty. The better the rolled degree, the
more accurate the reading. A failed roll results in an inac-
curate reading. A motion scanner can only detect the gen-
eral location of movement, not the specific location or the
source of that movement. Therefore a motion scanner can-
not be used to target enemies.
Invisibility:
The character has the ability to become invisible to normal
sight. This does not mean that the character is invisible to
all visual spectrums (such as infrared or UV) or sound. The
character is only invisible to normal sight. Spending a sec-
ond gift will make character invisible to all visual spectrums
as well as sound. A character is -3 to hit while invisible.
Medic:
Activating invisibility requires full concentration of the char-
The character is skilled in medical and repair procedures
acter and cannot be activated in combat.
and has the ability to heal wounds. To use this ability the
character rolls their Skill or Intelligence attribute and
Invisibility lasts three minutes for each gift spend not
applies the result to the following chart. A separate roll
including a gift for all spectrums (if any). At the end of three
must be made for each wound.
21
THE TRANSFORMERS: EXPANDED EDITION
22
CHAPTER FOUR: CHARACTER CREATION
and are not -3 to dodge each other. Scale cancels itself. additional gifts spend on them.
A sidekick character is always smaller then the main char- Result Distance
acter by at least one level of Scale. A sidekick is created Terrible none
the same way as any other character. They have attributes, Poor 5 meters
gifts, faults, etc. The amount of free levels a sidekick Mediocre 10 meters
receives depends on the number of gifts spent. For every Fair 20 meters
gift spent, the sidekick has two attributes levels and one Good 40 meters
gift. Only the main character must spend a gift on the side- Great 80 meters
kick. Sidekicks may trade attributes and gifts normally as Superb 150 meters
well as select faults to acquire additional gifts and attrib - Legendary 300 meters
utes.
All of a sidekick's actions are rolled by the GM, even Tool Kit:
though the player has control of the sidekick. Sidekicks do The character has various tools built inside of them. This
not gain experience like other characters. Sidekicks only means that the character always has the right tool for the
gain experience for performing special actions or having job and never suffers a -1 penalty for not having the right
23
THE TRANSFORMERS: EXPANDED EDITION
tools. A tool kit can be taken from a character negating the in relation to the code. The following are a few examples of
gift until they can recover or replace their tools. a Code of Ethics.
When the character selects the gift Tool Kit they specify Noble Will not strike from behind,
what type of tool kit they have equipped. The tool kit will always fair, doesn't cheat, etc.
either be Mechanical (tools for mechanical devices), Warrior Ethic Always fights to the end, no
Electrical (tools for working with electrical wiring), or matter the cost.
Medical (tools for repairing other Transformers). This gift
may be selected multiple times for different tool kits.
Doubtful:
The character doubts the cause of either the Autobots or
CHARACTER CREATION EXAMPLE:
the Decepticons (whichever affiliation to which the charac-
Mike is selecting gifts for his character Outback. Mike has
ter belongs). They constantly question the motives and
two free gifts to use. He decides that Outback is pretty
actions of their comrades and always need to be motivat-
rugged and can take a hit, so he selects the gift Extra
ed to help out. This can often lead to a great deal of ani-
Tough. He also wants Outback to have some sort of back-
mosity from members of their affiliation.
up weapon, so he selects the gift Rocket Launcher.
Easily Distracted:
The character is distracted very easily. It is hard for the
CREATING NEW GIFTS character to stay on task for any lengthy amount of time.
The list of gifts does not represent every gift a char- The character suffers a -1 penalty to any task that is long
acter could have. The list just gives some examples of and involved, or requires concentration.
common gifts in the Transformer universe. Players
and GMs should feel free to create new gifts for their Frail:
characters. GMs should be careful when developing The character just can't take a hit as well as the others. A
new gifts though. It is entirely possible for a player to character that is Frail only has one Hurt wound box and two
create a gift that is far too powerful. GMs have the Scratch boxes. For more on wounding see the Combat
ability to veto any gift that they see is too powerful. section of the rules.
On the other hand, one must be considerate not to
make gifts too weak as well. No one wants a gift that Characters may not have the fault Frail and the gift Extra
is useless for his or her character. Tough at the same time.
Limited Ability:
FAULTS The opposite of the gift 'Additional Ability,' the character
Faults are the opposite of gifts. Faults act like gifts in the suffers a -3 penalty to any action involving a certain aspect
sense that they do not fit the normal FUDGE Terrible- of an attribute. The following are a few examples.
Superb scale. Unfortunately, faults are bad to have. Faults
are the imperfections in the character. All characters start Clumsy -3 Skill for Acrobatics or technical
with at least one fault. actions
Low Mileage -3 Endurance to avoid
fatigue
FAULT DESCRIPTION
Poor Vision -3 to visual awareness
The following is a list of some possible faults a character
might have.
No Hands
Aggressive: The character has no hands. This means the character
The character tends to act before thinking. This often gets cannot perform any kind of action involving fine manipula -
the character into situations that they cannot handle by tion. The character may have the ability to grip or carry
themselves and leaves the rest of the characters to bail objects, but they may not use the objects they carry.
them out.
No Speech:
Code of Ethics: The character cannot communicate in the normal manner.
The character has a specific code or set of morals that they The character must perform gestures or use other means
always abide by. Any time the character tries to perform an to communicate with other characters. This can make it
action that breaks their Code of Ethics that action suffers a very difficult for a character to get a message across in an
-1 penalty or more depending on the severity of the action emergency.
24
CHAPTER FOUR: CHARACTER CREATION
Obsession: Unlucky:
The character is completely obsessed with something. The Bad things just tend to happen to the character on a regu-
character will stop at nothing to obtain whatever the object lar basis. There are two ways a GM may have this ability
of their obsession may be. This often means that a char- affect a character. The first option is for the GM add a -1
acter will drop what they are doing in order to obtain some- penalty to the characters die roll every so often. The play-
thing related to their obsession. er does not need to be aware of this penalty. This version
of the fault just makes it harder for the character to succeed
Overconfident: at actions.
The character feels that they can compete at a level far
above their range of ability. This can get a character into The second way is to have bad things just happen to the
trouble when they get into a situation they can't handle. character on a regular basis. For example, if the unlucky
character and his Autobot companions are battling a few
Rivalry: Decepticons, and Decepticon reinforcements arrive, they
The character is constantly trying to outdo another charac- will attack the unlucky character before they will attack the
ter. The target of the rivalry may not be aware of the rival- others.
ry. The character will stop at nothing to make their rival look
bad and come out on top. This kind of rivalry can either be Unlucky can be a very damaging fault. GMs should only
a friendly rival or a more hostile form of rivalry. have the fault effect the character a few times per playing
session. In many cases the player may not be aware of the
Secret: effects of the gift.
The character has something to hide. This is something so
severe that it could be very detrimental to the future of the Vulnerability:
character. Maybe it is some sort of hidden weakness, or a The character has a difficult time resisting certain kinds of
secret vice, addiction, etc. Whatever the character is hid - attacks. The character suffers a -2 penalty to their armor
ing, they want to keep it that way, and will do everything in value to avoid being hurt by these kinds of attacks. A vul-
their power to keep it that way. nerability must be some kind of common form of attack. For
example, a character could be vulnerable to melee attacks.
Super Patriot: They can shrug off laser blasts easily but have a tough time
The character believes in the cause of their affiliation no taking punches. Melee attacks are common attacks and so
matter what. Whatever their superior tells them is the way could be considered a vulnerability. The character could
things should be. If the character is an Autobot they will not have a vulnerability to falling asteroids since it is not
never question the will of Optimus Prime and always pro- likely that the character is hit by falling asteroids on a reg-
tect him as well as any other life. If the character is a ular basis.
Decepticon they will always obey the orders of Megatron
no matter how dangerous or foolhardy. CHARACTER CREATION EXAMPLE:
Mike has one fault he must select for his character
Outback. He decides that Outback is the kind of character
25
THE TRANSFORMERS: EXPANDED EDITION
who acts before thinking out a situation and often gets into
trouble. Mike then selects the fault Aggressive.
FAULTS THAT AREN'T FAULTS
GMs need to pay attention when players are selecting
faults for their characters. It is possible to abuse this
TRADING TRAITS part of a character by creating a fault that does not
During character creation, free levels may be traded (in affect the character much or any at all. GMs should
either direction) at the following rate: keep in mind that a fault that is not a disadvantage is
not a fault and does not count. GMs have the right to
1 gift = 2 attribute levels veto any selected fault that they see as being unfit.
1 gift = 1 fault
Therefore it is possible for a character to select more then DIFFERENT KINDS OF FAULTS
their one required fault to have a few extra levels for attrib - As you may have noticed some faults have a direct
utes or an extra gift or two. Player should be careful not to affect on the character (such as a penalty to certain
take too many faults. Keep in mind that faults are bad actions) while other do not. The faults that do not
things, and too many can severely hinder a character, even assess a penalty are the ones that require the great-
if their other abilities are very high est amount of the GM's attention. These are faults that
are usually left up to the player to role-play. GMs need
to remind players when their characters are about to
ROUNDING OUT THE CHARACTER perform an action that is out of character. If the play-
At this point the character has all the basics covered. A er insists on the action they may be severely penal-
player knows at this point what the character is capable of ized later in the game.
doing. But also at this point the character is nothing but a
few general terms. What makes a character unique are into dinosaurs) are such examples of this.
various quirks or a certain personality. Players should have
some idea of how their characters act in certain situations Function:
and try to develop at least a basic idea of the character's This is the character's occupation within the ranks of his or
personality. her affiliation. This is often related to what the character is
good at. A character with a low intelligence and no medic
The following items are also a few elements to help flesh gift would not make a good medic, and so would not have
out a character and make them more believable. the function 'Medic.' That type of character would be more
likely a soldier. Some examples of possible functions are
Affiliation: Artillery, Communications, Medic, Scout, Security
This is what side of the war the character fights for. It can Technician, Special Operations, Spy, Tactical Engineer,
be as simple as Autobot (the good guys) or Decepticon Transport Specialist, Warrior, etc.
(the bad guys). It could also be more specific a branch of
each side. The Constructicons (Decepticons who turn into Quote:
construction vehicles) or the Dinobots (Autobots who turn This just gives a hint into the character's personality. It
could be a catch phrase or maybe more of a personal doc-
trine.
Background:
This is any sort of information regarding the character's his-
tory, actions, etc. Players should try to come up with at
least a few sentences regarding a character's origins. They
may even come into play for the character at some point.
26
CHAPTER FOUR: CHARACTER CREATION
DECEPTICON SOUNDWAVE
27
THE TRANSFORMERS: EXPANDED EDITION
CHAPTER FIVE:
CHARACTER CREATION EXAMPLE:
Mike's character Outback has STR: Fair (+0), INT:
Mediocre (-1), SPD: Great (+2), END: Great (+2), RNK:
TRANSFORMED Fair (+0), COU: Good (+1), FRP: Fair (+0), and SKL: Good.
He cannot change Outback's INT, RNK, or COU so they
M O D E
stay the same. Mike decides that Outback is very fast when
he transforms into his car mode. Mike raises Outback's
SPD attribute one level to Superb (+3). To counter his
increase in SPD, Mike lowers Outback's STR one level to
Mediocre (-1). Mike also feels that Outback is more
All Transformer characters have at least one transformed maneuverable in vehicle mode as well. He raises
mode. This is the alternate form the character may 'trans- Outback's SKL attribute two levels to Superb (+3). To
form' into. What a character transforms into is up to the counter this raise Mike lowers Outback's END two levels to
player. In most cases the transformed mode is some sort Fair (+0). This means Outback's attribute when he trans-
of vehicle used for travel or disguise, but a player may forms are STR: Mediocre (-1), INT: Mediocre (-1), SPD:
select something else as well. Superb (+3), END: Fair (+0), RNK: Fair (+0), COU: Good
(+1), FRP: Fair (+0), SKL: Superb (+3).
Characters default to their robot modes. Certain factors of
a character's robot mode are used to determine the traits
for a transformed character. The following rules cover more
on a character's transformed traits.
28
CHAPTER FIVE: TRANSFORMED MODE
29
THE TRANSFORMERS: EXPANDED EDITION
30
CHAPTER SIX: COMBAT
31
THE TRANSFORMERS: EXPANDED EDITION
Near Death:
The character is not only unconscious, he'll die in less than
an hour - maybe a *lot* less - without medical help. No one
recovers from Near Death on their own unless very lucky.
Dead:
He has no more use for his possessions, unless he
belongs to a culture that believes he'll need them in the
afterlife…
[4.51 Wound Levels]
WOUND LEVELS
Combat damage to a character can be described as being
at one of seven stages of severity. The stages are:
Undamaged:
No wounds at all. The character is not necessarily healthy
- he may be sick, for example. But he doesn't have a com-
bat wound that's recent enough to be bothering him.
Just A Scratch:
No real game effect, except to create tension. This may
eventually lead to being Hurt if the character is hit again.
This term comes from the famous movie line, "I'm okay, it's ARMOR
only a scratch." The actual wound itself may be a graze, FUDGE assumes that all character will have some sort of
bruise, cut, abrasion, etc., and the GM whose game is Damage Capacity trait. In Transformers this trait is called
more serious in tone may choose to use one of these terms Armor. Armor reduces the amount of damage a character
instead. suffers in combat. It is possible to have a negative Armor
value (if the character's END and COU attributes are low
Hurt: enough). This means a character will take MORE damage
The character is wounded significantly, enough to slow him in combat. More on applying Armor in combat is covered
down: -1 to all traits which would logically be affected. A later. For more on Damage Capacity, see section 4.52
Hurt result in combat can also be called a Light Wound. Damage Capacity in the FUDGE rules.
[4.51 Wound Levels]
32
CHAPTER SIX: COMBAT
The Strength of the Attack If a character suffers a wound in a level that has already
A character that is stronger tends to hit harder, and there- been filled the wound jumps to the next higher level. So a
fore do more damage when they hit. A character with a Very hurt character suffering another very hurt wound
larger weapon will also do more damage then a character would actually suffer an Incapacitation wound.
with a small weapon. The strength of the character or
weapon will influence how much damage is inflicted. Depending on the level of the wound, there may be a mod-
ifier to the character's actions. This modifier comes from
The Strength of an attack is determined by the type of the effects of pain, shock, etc. This modifier will apply to
attack, either melee or ranged. A melee attack is deter- most of the character's action, but not all. Any sort of phys-
mined by the character's STR attribute. This can be a pos- ical action will be modified, but a mental action may not.
itive or negative value. For unarmed attacks damage is
equal to STR -1. When a character suffers an Incapacitated wound or worse
they are out cold. They cannot act, except maybe to crawl
Ranged attack use the character's FRP attribute. Again, a few feet in some direction. They may still be able to
this can be a positive or negative value. Ranged attack speak, but that's about it.
strength is equal to the character's FRP.
Once a character has reached near Death they are in real
The Defender's Armor trouble. The character is in danger of dying and may die if
A more heavily armored character is less likely to be hurt medical attention is not soon applied. The amount of time
and take damage. Therefore a character's Armor is a sig - the character has is up to the GM, but should not be more
nificant factor when determining damage. then a few hours.
33
THE TRANSFORMERS: EXPANDED EDITION
SPECIAL COMBAT SITUATIONS attacker loses, the defender pins them! Once pinned,
another successful STR challenge must be made. The
There are times when the standard combat rules may need pinned character is -1 to this action and can perform no
a bit of a tweek to allow a characters to perform special other action other then to try and break the hold.
actions. The following are rules for special combat situa-
tions. They do not cover all the possible occurrences in Attacking with random objects
combat, but give a few common examples. Sometimes it just makes sense to grab something from the
ground and clobber someone with it. For many improvised
weapons, the result is obvious (a club does damage, dust
might blind an opponent temporarily, etc.) The following
chart gives some examples of the effects of various impro-
vised weapons.
Damage Weapon
STR -1 Unarmed
STR+0 Small one-handed weapon,
Small Pipe,
STR+1 Medium one-handed weapon,
Large Pipe, Heavy Wooden Beam
STR+2 Large one-handed weapon, Tree,
Steel Girder
Aiming
The character may take the time to aim a weapon before
they fire. This mean the character automatically acts last
for the combat round, but they gain a +1 to their attack roll.
This can be done with either melee or ranged attacks.
Multiple Actions
Characters already have the ability to move and attack in
the same combat round. A character may attempt two
actions at once (such as firing a weapon while trying to
open a locked security door). Each action is rolled sepa-
rately and has a -1 penalty. Character may not perform
more then two actions in a single combat round.
Transforming in Combat
Normally a character has the ability to transform without Applying Scale in Combat
restriction. Transforming is an action that is so routine that The majority of the time characters are scale+0. So
it does not require any sort of roll. However, in the heat of scale+0 characters are battling other scale+0 characters.
battle, transforming may be a bit trickier. A character that The complexity increases when character of different
wishes to transform in combat must make a SKL roll scales are battling. When applying scale in combat, only
against a Fair difficulty. If the roll is successful the charac- apply a relative degree. Two characters of scale+2 battling
ter transforms and gets their full action for that round. If the each other should not have any modifiers. But a scale+2
roll fails, the character must spend a half action transform- character attacking a scale+0 will gain a significant advan-
ing and can only move OR attack that round. tage from size. A scale+2 character fighting a scale+0
character is the same as a scale+1 character battling a
Wrestling scale-1 character. The key thing is if both characters are
Sometimes one character might just try and overbear the same size don't worry about the modifiers. Only use a
another character to try and subdue them. For this situation relative degree of size.
each character rolls STR in an opposed action. If the
attacker wins they manage to pin the defender. But if the
34
CHAPTER SIX: COMBAT
COMBAT EXAMPLE his SKL this is a Great result. Starscream transforms with
The following example has been created to give a basic no problem and still has his full action. Starscream decides
overview of how combat might run. The two combatants to return fire. Starscream rolls to hit and gets a +1 result.
are: With his SKL the rolled degree becomes Great. Ironhide
rolls to dodge and rolls a +1, but since his SPD is Poor, he
Autobot: Ironhide only has a rolled degree of Mediocre. This means
STR: Good +1 Starscream hits with a relative degree of +3. Time to apply
SPD: Poor -2 damage. Starscream takes the relative degree of his hit
FRP: Good +1 (+3) and adds the value of his FRP attribute (+1) for a final
SKL: Good +1 wound level of +4. Normally this would be a Hurt wound,
Armor: Superb +3 but Ironhide's Superb armor (+3) will reduce the wound
three levels. This reduces the wound level to +1, only a
Base Melee Damage: +0 Scratch.
Base Ranged Damage: +1
Ironhide decides that Starscream is much to fast to hit with
Decepticon: Starscream a ranged shot, so he decides he would rather pummel
STR: Good +1 Starscream then shoot at him. Ironhide lowers his weapon
SPD: Superb +3 and runs toward Starscream. Ironhide spend his entire
FRP: Good +1 action closing the range to close range.
SKL: Good +1
Armor: Good +1 The next round, Starscream realizes that Ironhide is right
on top of him and fires another shot to slow him down.
Base Melee Damage: +0 Starscream rolls to hit and gets a -1. With his SKL his rolled
Base Ranged Damage: +1 degree is Fair. Ironhide rolls to dodge and rolls a +1 for a
rolled degree of Mediocre. Starscreams relative degree is
While out scouting an area Ironhide spots Starscream on thus +1 and he adds his +1 for FRP for a wound level of
the horizon. Ironhide decides that Starscream must be +2. Unfortunately for Starscream, Ironhide has +3 Armor
dealt with and moves in to attack. The GM determines they that drops the wound level to -1. The shot hits Ironhide, but
are at long range. Both characters roll initiative. Ironhide does no damage.
rolls a +1 for a Mediocre (-1) result. Starscream rolls a -2
for a Good (+1) result. Starscream acts first. Ironhide is now right on top or Starscream. Ironhide moves
in and takes a swing at Starscream. Ironhide rolls to hit and
* For simplicity only the first initiative roll was made. Since gets a +2 for a rolled degree of Superb. Starscream rolls to
there are only two combatants, they can just take alternat- dodge and rolls a -2 for a rolled degree of Good. Ironhide
ing turns. In a situation with more then two combatants, a applies his +2 with his base melee damage (STR -1), Fair.
separate initiative roll would be made each round. His final wound level is +2. Starscream receives a Scratch.
Starscream notices Ironhide and decides that he needs to And the battle continues from there…
close the gap a bit before he attacks. Starscream, in jet
mode, spends his turn closing the distance between him
and Ironhide. This reduces the range to Medium at the end
of the round.
35
THE TRANSFORMERS: EXPANDED EDITION
CHAPTER SEVEN:
els equal to the number of characters involved +4. So if the
larger robot is made up of five characters, they would have
9 (5 characters +4) free levels for attributes.
G E S T A L T Gifts
TRANSFORMERS
A Gestalt Transformer has a number of free gifts equal to
the number of characters involved divided by two (round
up). So it minimum number of free gifts will be three.
Faults
Some characters have the ability to transform, in combina- A Gestalt Transformer has a minimum number of faults
tion with other characters, into one larger robot. These equal to the number of characters divided by three (round
larger robots are called Gestalt Transformers. A Gestalt up). So the minimum number of faults will always be at
Transformer is usually made up of five or six characters. least two.
Gestalt Transformers act just like normal characters for
actions, combat, etc. They have attributes, gifts, faults, etc. Purchasing traits for a Gestalt Transformer is the same as
The only difference is that since they are made up of sev- it would be for any other character. Gestalt transformers do
eral different characters, those characters must work have the ability to select additional faults to buy additional
together to control the larger robot. positive traits. See the character creation section for rules
on assigning traits.
GESTALT SCALE
Because they are made up of several characters, Gestalt
Transformers tend to be very large. This translates to a
very high scale for size. A Gestalt Transformer's base scale
is determined by the largest character involved. Take that
number and then add one for every character past the first.
So if a Gestalt Transformer made up of four scale +0 char-
acters and one scale +1 character would be scale +5 (base
of scale +1 plus four more characters). The Gestalt
Transformer gets all the bonuses and penalties for having
such large scale, including STR and Armor bonuses and
penalties to dodge. Due to their incredible size, Gestalt
characters may have their STR and Armor attributes way
above the normal limits. They cannot, however, raise any
traits that are not modified by scale above the normal max-
GESTALT TRANSFORMER imums.
CREATION
The creation of a Gestalt Transformer involves a few dif- TRANSFORMING
ferent factors. Gestalt Transformers have all the same Gestalt Transformers do not transform. Their transforming
traits as any other Transformer character. The following consists of them changing back into the smaller robots.
sections cover how each of those traits is handled. Therefore it is unnecessary to create a transformed mode
for the Gestalt character. If the players wish, they may buy
But before you get started assigning traits, you have to the option to have their Gestalt character transform. This
have a group of characters to make up the larger charac- ability costs two gifts for both modes of the Gestalt
ter. Each character in the group must have purchased the Transformer, but does allow them to transform into anoth-
gift 'Group Transform.' Only after a group has been assem- er mode. The base scale for the transformed mode is equal
bled can the real construction of a Gestalt Transformer to the robot mode of the Gestalt Transformer.
begin.
Attributes
The Gestalt Transformer has a number of free attribute lev-
36
CHAPTER SEVEN: GESTALT TRANSFORMERS
DAMAGE TO GESTALT
TRANSFORMERS
Gestalt Transformers are bigger and tougher then normal
characters, but that doesn't mean they don't get hurt.
Gestalt Transformers take damage the same way as any
other character does. The tricky part comes when the
Gestalt Transformer takes a great deal of damage. If a
Gestalt Transformer ever suffers an Incapacitated wound
or worse, it immediately breaks apart and transforms back
into its smaller robots.
37
THE TRANSFORMERS: EXPANDED EDITION
CHAPTER EIGHT:
players satisfaction while they work towards a larger goal.
Once the GM has a basic idea for a plot there are a few
G M ` S T I P S
THE TRANSFORMER GENRE
The Transformers genre is that of an action cartoon. It
combines cinematic action and high technology to create
an epic battle between the forces of good an evil. The fol-
lowing section has been written to give GMs some tips of
creating and running Transformer campaigns.
Action
The Transformers genre is full of action. The basis of the
plot revolves around the war between the Autobots and the
Decepticons, so it is likely that character would be involved
in at least some combat every adventure. Most of the time
the Decepticons are either attacking human facilities or the
Autobots, so combat is an inevitable part of the
Transformers genre.
38
CHAPTER EIGHT: CAMPAIGNING, GM`S TIPS
great deal of adventuring can be done in just figuring out their actions and attack targets to steal what they need to
how the world works. fuel the war. The leader of this diabolical menace is
Megatron, a particularly powerful and cruel Decepticon
with only one goal, total domination of the universe. He will
stop at nothing to destroy the Autobots and win the war. He
is the greatest threat the universe has ever seen.
39
THE TRANSFORMERS: EXPANDED EDITION
One way is allow NPCs to spend FUDGE points to reduce Scale Height Weight
the severity of a wound one category. This means reducing -2 2 meters 200-400kg
a Hurt wound to a Scratch, a Very Hurt to a Hurt, etc. This -1 2-3 meters 400-1000kg
should not be done very often though. It should only be 0 3-4 meters 1000-4000kg
done if the PCs are winning too easily against a strong +1 4-6 meters 4000-8000kg
opponent. The same can be done in reverse if the PCs are +2 6-9 meters 8000-16000kg
having bad luck and losing horribly. As the GM you have
the power to 'FUDGE' a die roll or two to help out the play-
Due to their size, Transformer can be restricted in some
ers when they need it.
ways, especially when dealing with human structures and
equipment. It is not likely that a character could fit into a
Another way is to give them a gift that gives them some
normal human home, although they could probably trans-
additional special ability. With the above examples, per-
form and fit in the garage. GMs should always keep in mind
haps Megatron could have a 'Reduced Damage' gift that
that Transformers are much larger then humans and
gives him additional armor, therefore reducing the wound
should enforce any restriction because of that.
even more. GMs should be especially careful of this since
it can make a particular character very powerful in the long
run. HUMANS
Chances are after while Transformers will come in contact
One thing to keep in mind is never to let the PCs see the
with humans. Most of the time humans are just there to run
villains' character sheets. You as the GM need to know
around in fear as the Decepticons attack and the Autobots
what is on that sheet, but the PCs don't. This gives the GM
try to save them while stopping the Decepticons. Although
greater flexibility when the time comes to 'FUDGE' a die
every once in awhile a human may prove to be more then
roll. It also means you can give that NPC that extra ability
that. It is possible to have human allies for either side,
at a moment's notice without players complaining you
Autobot or Decepticon.
changed the sheet in the middle of combat.
Humans should never be PCs, in a world with super pow-
ered Transformers, playing a human is nearly worthless. In
most cases a human does not have much to offer to the
Transformers, except maybe some information. Humans
should always be NPCs. All humans are considered to be
scale -2 (the smallest possible Transformer size). Humans
also suffer a -2 to their STR and END attributes. These
attributes are rated on a Transformer scale and humans
are extremely weak by comparison. Humans also have a
FRP attribute of non-existent. They do not have built in
weapons and cannot shoot at Transformers (unless they
are carrying a weapon, which usually has a FRP rating of
Terrible or worse).
STUNTS
The Transformers genre involves a great deal cinematic
action. It is not meant to be a highly realistic system with
TRANSFORMER SCALE fine tuned and calculated rules. Rather the system has
One thing that both GMs and players need to keep in mind been designed to be fast and fluent to allow the action to
is that Transformer characters are not human sized. move quickly along without worrying about the fine details.
Transformers are much later then humans both in size and
weight. The average (scale +0) Transformer usually stands Because of this characters can perform some pretty daring
between three and four meters tall and weighs between maneuvers more easily. In a realistic game diving for cover
500 and 1000kg. This is very large in comparison to and firing a weapon accurately at the same time would be
humans. The following chart gives some idea of how large a very difficult task. In Transformers, the GM should not be
characters are at different scale levels. as harsh. There may still be a modifier involved (maybe -
1), but it should not be as severe as it would be in a more
realistic setting.
40
CHAPTER EIGHT: CAMPAIGNING, GM`S TIPS
COURAGE ROLLS
Despite Transformers being bigger, stronger, and tougher
then humans, they can still get themselves into dangerous
situations. In some situations, the GM may feel that a
Courage Roll is appropriate. A courage roll is made using
the character's COU attribute. The character will roll their
COU attribute against a GM set difficulty. The following are EXPERIENCE
a few examples of possible courage rolls. Over time characters will have the ability to grow. They will
get stronger, smarter, faster, etc. This character develop-
Fair Leaping through fire to save someone ment is done with Experience Points, or EP. At the end of
Good Leaping into battle when outnumbered an adventure the GM will give each character a certain
Great Attacking Megatron single handedly number of EP depending on the adventure. This is usually
Superb Attacking Devastator single handedly about two or three points. GMs should keep in mind that
characters get EP at the end of an adventure and not just
Courage rolls should only be made if the difficulty is higher the playing session. An adventure could run over several
then the character's COU attribute. A character with a high playing sessions. The following list shows a few examples
COU attribute should never have to roll for a task that is of what a character can do to earn EP.
below their level. So a character with a Great COU would
never have to make a courage roll with a difficulty of Fair. 1pt Base EP for participating in an adventure
+1 The adventure was a success
+1 The player role-played very well
CONVERTING CHARACTERS +1 The character were heavily outnumbered
Some GMs may want to give their players the option of +1 The adventure was long and involved*
playing characters from the original Transformers series. +1 The character did something spectacular
The following chart gives the values for translating charac- -1 The adventure was a miserable failure
ters from the toy boxes into this game. -1 The player role-played very poorly
-1 The adventure was very short
Num. Val. FUDGE Val.
* for this the GM may give an additional one or two
1, 2 Terrible
EP per playing session past the first.
3 Poor
4 Mediocre
5, 6 Fair A character should almost never receive zero EP for an
7 Good adventure. A zero represents some sort of conflict between
8 Great the GM and the player. Somehow the character did not
9 Superb accomplish what was set up for them. Either the adventure
10 Legendary was too difficult or the player didn't understand the proper
course of action. The fault from this can go either way, to
41
THE TRANSFORMERS: EXPANDED EDITION
Spending EP
A player may elect to spend their character's EP between
playing sessions. Players should not be allowed to raise a
trait during play. The spending of EP is restricted to before
or after a playing session. Players may, however, spend as
much of their character EP as they wish. Some players
may spend a little bit at a time while others may save up for
awhile to buy a more powerful trait.
42
CHAPTER EIGHT: CAMPAIGNING, GM`S TIPS
TRANSFORMER GLOSARY
Here are some terms that have been gathered and could
Cybertron: A small planet by universal standards, the
be useful for GMs, old players, new players, or anyone
planet Cybertron produced Transformers and they made it
looking for terms that would be good for a Transformers
their home, despite the odd fact that it did not revolve
campaign. They cover some of the basic elements that can
around any stars like most planets. When the Transformers
be involved in any Transformers campaign.
gained sentience and overthrew their masters, their former
masters left the planet leaving it for the Transformers to
Ark (The): The ship the Autobots used to escape
claim as a home. Thus began the first Golden Age of
Cybertron. The ship was attacked by Decepticons during
Cybertron. Many years later (some speculate 2 million
the escape and was thrown of course. Passing through a
years, though it was never specifically mentioned) the
nearby solar system the ship eventually crash-landed on
Cybertronian Civil Wars broke out. During this time, the
Earth, depositing many Autobots and Decepticons in the
planet passed through the Sol system, depositing a num-
process. The force of the impact was such that all of the
ber of Autobots and Decepticons on Earth. The
ship's occupants were severely damaged and it was
Decepticons main goal was to regain communication with
almost four million years before the ship came back online
Cybertron and build up enough energon to get back to
and managed to repair its occupants.
Cybertron before the Autobots, so that they can conquer
Cybertron and destroy the Autobots.
43
THE TRANSFORMERS: EXPANDED EDITION
gain. They also wish to destroy all of the Autobots, who try past from leader to leader, and is said to have a great
to stop their plans. amount of power that will "light our darkest hour." It is cur-
rently being carried by Optimus Prime.
Dinobot(s): The Dinobots were the fist generation of
Autobots constructed on Earth. Seismic activity allowed the
Autobots to find hidden caverns in the mountainsides of
their volcanic headquarters. Entering these caverns the
Autobots discovered the remains of various dinosaurs that
were then used as a model to create the first three
Dinobots. Unfortunately due to their very small brains the
Dinobots were highly aggressive and proved to be too
much of a threat to the Autobots to be of any use. They
were deactivated immediately. Later they were reactivated
against orders to save several Autobots and the Dinobots
were again admitted into the Autobot ranks.
44
CHAPTER NINE: CHARACTER INDEX
CHAPTER NINE:
C H A R A C T E R
I N D E X
AUTOBOTS
THE TRANSFORMERS OPTIMUS PRIME
The Transformers had an endless series of character
released each year for over a decade. The Transformers “Freedom is the right of all
progressed from a simple child’s toy to a major phenome- sentient beings.”
non. Included here are the original Transformer characters Function: Commander
from the first series. They have been translated directly into Transformed: Semi Truck
the rules for ease of use. They can be either used as play- Scale: +1
er characters or as NPCs as the GM sees fit. Background
OPTIMUS PRIME is the
HOW TO USE THESE CHARACTERS largest, strongest and wis-
This section of the rules has been designed as a back- est of all Autobots. Feels his
ground resource for a Transformers campaign. It gives all role is the protection of all
the necessary information about both Autobot and life, including Earth-life.
Decepticon characters from the first series. By knowing the Fights unceasingly to defeat the Decepticons.
traits of the preexisting Transformer characters it allows a
GM to involve the PCs more directly into Transformer uni- Robot Mode:
verse by having them encounter characters they can STR Legendary (Scale +1) INT Legendary SPD Great
remember from the original series. This book provides a END Legendary RNK Legendary COU Legendary
good base for a GM to construct his/her campaign on. FRP Great SKL Legendary
Armor Legendary (Scale +1)
Gifts: Scale +1, AP Weapon, Extra Tough, Sidekick (2) -
ORIGINAL TRANSFORMER Roller (Trailer, given at the end)
Faults: Protector - Must protect all life forms
CHARACTERS AS PCS
Any of the included character may be used as a player Semi Truck Mode:
character. But the GM should keep in mind that these char- STR Legendary (Scale +1) INT Legendary SPD Superb
acters are translated directly from the toy boxes and so are END Legendary RNK Legendary COU Legendary
very unbalanced. Some characters are very weak while FRP Good SKL Legendary
others are very strong. Any GM who wishes to use these Armor Legendary (Scale +1)
characters may need to modify them slightly to fir their Gifts: Scale +1, AP Weapon, Extra Tough, Sidekick (2) -
needs. Roller (Trailer, given at the end)
Faults: Protector - Must protect all life forms
CHARACTERS NOT PRESENTED
Special Note: Optimus Prime should always be an NPC.
This text has been presented to give both players and GMs
No player should ever have control of Optimus Prime.
an idea of how the original Transformer characters related
Optimus Prime is the strongest, smartest, and most skilled
to the rules. Unfortunately this text does not cover every
of all Autobots. Giving control of him over to a player can
Transformer character from the first series. Information on
completely throw off the balance of a campaign. Those six
some of the more obscure or less popular characters is
Legendary attributes can be devastating to a GM's careful-
very difficult to come by and almost nothing could be found
ly laid plots. He is the Autobot leader and should be used
for the Autobot Minicars Huffer and Windcharger as well as
more as guidance for the PCs rather then a PC himself.
the Decepticon Cassette Buzzsaw. All other characters
This does not mean that Optimus Prime cannot show up
from the first series have been included, however.
every once in awhile to help out.
45
THE TRANSFORMERS: EXPANDED EDITION
46
CHAPTER NINE: CHARACTER INDEX
Robot Mode:
STR Mediocre INT Great SPD Mediocre END Fair
RNK Good COU Great FRP Poor SKL Legendary
47
THE TRANSFORMERS: EXPANDED EDITION
48
CHAPTER NINE: CHARACTER INDEX
49
THE TRANSFORMERS: EXPANDED EDITION
50
CHAPTER NINE: CHARACTER INDEX
SKYWARP
51
THE TRANSFORMERS: EXPANDED EDITION
52
CHAPTER NINE: CHARACTER INDEX
Robot Mode:
STR Mediocre (Scale -2) INT Fair SPD Terrible
END Superb RNK Fair COU Good
FRP Superb (-1 Scale) SKL Fair
53
THE TRANSFORMERS: EXPANDED EDITION
54
CHAPTER NINE: CHARACTER INDEX
55
THE TRANSFORMERS: EXPANDED EDITION
Robot Mode:
STR Great INT Great SPD Mediocre END Good
RNK Fair COU Fair FRP Poor SKL Superb
Armor Fair
Gifts: Extra Tough, AP Weapon
Faults: Cold Blooded
Bulldozer Mode:
STR Great INT Great SPD Mediocre END Good
RNK Fair COU Fair FRP Poor SKL Superb
Armor Fair
Gifts: Extra Strength (+3 to push only), Group Transform -
Devastator
Faults: Cold Blooded
DEVASTATOR
Robot Mode:
STR Legendary (Scale +5) INT Terrible SPD Terrible
END Superb RNK Fair COU Legendary DECEPTICON DEVASTATOR
FRP Great (+2 Scale) SKL Mediocre
Armor Superb (Scale +5)
Gifts: Extra Tough, AP Weapon, Rocket Launcher (4 shots
- Great Damage)(2), Melee Weapon - Sword
Faults: Slow (always goes last in combat), Vulnerable -
rear attacks
56
CHAPTER TEN: SAMPLE ADVENTURE
CHAPTER TEN:
"As you may know, we've been slowly mapping the sur-
rounding area around our camp. We must gain any infor-
mation we can about this new planet. We must try to find
'I want you to scout out the area directly north of the base,
about 200km from here. Gather any information you can
about the terrain and anything else you might find.'
With that Optimus Prime will give the order for the PCs to
'roll out' and go do their patrol.
This adventure is set to take place a short while after being INTERACTION WITH HUMANS
revived on Earth. At this point the Autobots still have not Just for a fun stall for the players. Have the PCs run
made contact with any humans and are very cautious through a small human town while out on their patrol.
about their new surroundings. Have at least one of the characters get stuck at a traf-
fic light and have a human vehicle pull up beside
INTRODUCTION them. The human driver will look over and notice that
Since crash landing on Earth, Optimus Prime, with the aid there is no driver in the car! Before too much com-
of other Autobots, has been doing extensive research into motion can be raised, however, the light turns green
this new world he has found himself in. He has been send- and the Autobots can get out of town unhindered.
ing out patrols of various Autobots to scout various areas
outside the Autobots' main camp. Towards the end of the patrol is when things get interest-
ing. Just as the PCs are leaving a small human town they
Optimus Prime will call the PCs to the bridge where he will get a radio call from Autobot Headquarters. It seems the
assign the PCs to go out on patrol. You can either read Decepticons are attacking an oilrig a few miles off shore of
directly or paraphrase the following monologue. the Autobots current location. Optimus Prime wants the
Autobots to move in and try to stop the Decepticons.
57
THE TRANSFORMERS: EXPANDED EDITION
Optimus Prime is sending in reinforcements and they As for the humans, they are just more of a nuisance then
should join up with the PCs at the oilrig. anything else. Any time it seems an Autobot is getting the
upper hand on a Decepticon, have a group of humans run
Getting to the Oilrig out between them and distract their shot. Or have a group
The oilrig is about five miles off the coastline a few miles of human get stuck in a dangerous position (surrounded by
from the PCs location. So it should take them no time to fire, unstable floor, etc.) This will distract the Autobots away
reach the shore. The tricky part is getting across the water from the Decepticons long enough that the Decepticons
since most Autobots don't fly. can finish what they were doing and fight back.
OTHER OPTIONS
One of the PCs may elect to spend a Fudge point to
have a gift to cross the water, either by air or by water.
58
CHAPTER TEN: SAMPLE ADVENTURE
The Decepticons Retreat few other Autobots to help balance forces. They will leave
After a heated battle Megatron decides that the energon is immediately to go stop the Decepticons.
far more important then destroying the Autobots. He will
turn his gun on the oil tanks and fire a few shots to ignite The players will be free to decide on any strategy they feel
the oilrig. He then gives the order for the Decepticons to is most effective when striking the Decepticon base. The
grab what energon they can and pull out. This will take a GM should keep in mind that time is of the essence so the
round or two more so the fighting will continue. Autobots will not have enough time to prepare a complete
battle plan. They will need to think on their feet and do the
Optimus Prime and the other Autobots should not arrive best they can.
until the Decepticons have declared their retreat.
After a brief moment for planning Optimus Prime gives the
If at any point it looks like the Autobots are too close to win - order to move out.
ning the battle have the fire spread more rapidly. Optimus
Prime will realize the immense danger of the oilrig explod- The Decepticon Space Cruiser
ing and order all Autobots to begin evacuating the humans. The Decepticon space cruiser is ready for launch and only
This should be enough of a distraction from the battle that the last of the supplies are being loaded into the hull of the
the Decepticons should be able to retreat. ship. Security around the perimeter is very light since the
Decepticons are busy loading the ship. Only one of the jets
Traits for the Decepticons Starscream, Skywarp, and will be circling while the others load supplies. It should be
Thundercracker, Megatron, and Soundwave are given in no problem for the Autobots to move in and surprise the
Chapter Nine: Character Index. Decepticons.
OPTIMUS PRIME
Optimus Prime will accompany the PCs in this raid
against the Decepticons. However, Optimus Prime
should not be the deciding factor of the battle. Have
Optimus Prime go directly after Megatron and get lost
in the battlefield somewhere. Keep the PCs distracted
with the other Decepticons fur the duration of the bat-
tle. Only if the PCs are losing badly will Optimus
PART 3: STOPPING THE Prime reappear and start blasting Decepticons.
DECEPTICONS
After the Autobots clean up the mess at the oilrig and res- Traits for the Decepticons are given in the index. The min -
cue all the humans Optimus Prime gathers all the Autobot imum number of Decepticons should be the three jets,
forces. The Decepticons are up to something and must be Skywarp, Starscream, and Thundercracker, as well as
stopped. Just then a radio transmission from Autobot Soundwave and possibly a few cassettes. The Autobots
Headquarters comes in. An Autobot scouting party has are not supposed to have an easy win over the
located a Decepticon installation out in the desert not far Decepticons, so the more numbers they have the better.
from the oilrig. It seems the Decepticons have been con- Megatron will be too busy fighting Optimus Prime to pose
structing a new space cruiser and gathering energon so much of a threat.
they can get back to Cybertron. Optimus Prime decides
action must be taken at once. Optimus Prime will gather a
strike team made up of himself, the PCs, and possibly a
59
THE TRANSFORMERS: EXPANDED EDITION
CONCLUSION
The Autobots have won. The Decepticons have been
defeated and their menace for the moment is no more.
Optimus Prime will stand for a few moments and look out
60
E X P A N D E D E D I T I O N
EVIL
GRIN
GAMES