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Transformers Game Rules 2 ND Edv 16

This document provides an introduction and overview of the rules for a tabletop roleplaying game set in the Transformers universe. The game combines combat and map-based battles between Autobots and Decepticons with roleplaying elements. Character creation involves generating a Transformer character with 8 statistics rated 1-10 that are used for tasks and combat. Conflicts are resolved by rolling a d10 and trying to roll under the relevant statistic. Higher rolls indicate better outcomes like critical successes. The goal is to drive the opposing faction off the map through battles.

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0% found this document useful (0 votes)
289 views88 pages

Transformers Game Rules 2 ND Edv 16

This document provides an introduction and overview of the rules for a tabletop roleplaying game set in the Transformers universe. The game combines combat and map-based battles between Autobots and Decepticons with roleplaying elements. Character creation involves generating a Transformer character with 8 statistics rated 1-10 that are used for tasks and combat. Conflicts are resolved by rolling a d10 and trying to roll under the relevant statistic. Higher rolls indicate better outcomes like critical successes. The goal is to drive the opposing faction off the map through battles.

Uploaded by

PatrickCox
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 88

THE

RPG

Disclaimer
Disclaimer: This game is in no way sponsored
This is the rule book for a map-based table-top or endorsed by Hasbro, nor any affiliates. The
role playing game based on the Transformers. This content on this booklet are for the exclusive use
mostly takes place in the universe of “Primax”, and of the good fun times, and should not be sold,
encompasses the Transformers American cartoon, rented, or used for any commercial enterprise in
Japanese cartoons, American comic book, UK com- any way, shape, or form. This game is created by
ic book, 1986 motion picture, Animated series, and a Transformers fan, for Transformer collectors. It
the Beast Wars and Beast Machines Canadian-pro- is not meant to step on Hasbro/Kenner/Takara’s
duced cartoons, as well as their Japanese spin-offs. toes but designed to respect their creations.
‘The Transformers’ is a registered trademark
Written & developed by James Kerr of Hasbro, along with a schwack of separate
trademarks on character, vehicle, and creature
names from the Transformer universe.
Based on the Universe of Transformers
2nd Edition, v.16, last updated September 2014

Introduction
The Transformers Roleplaying Game is more than meets the eye. Most of its rules involve
combat between warring factions, but the system is not a combat simulator. The Map-
based combat of the system only services to ground the game in its source material. You
will notice early on that there is great ambiguity in the system. How tall is a Size 3 robot?
Well, the important part is that it is taller than Size 2 and not as tall as Size 4. The size of
the Robots is signified 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 flaws of scale, distance and probability,
amounting ultimately to the same flavour and fun of the source material. Remember to
temper the action-filled 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 Kerr
September 23rd, 2011
Key Volunteers
Game Design James Kerr
Creative Consultants Kevin O’Brien
Eric Palermo
Play-testers Chris Challace
Brandon Whitworth
Richard Bernard

Contact Information
If you’re confused about some rules, have questions, or
just want to know the latest updates, please contact James
Kerr at TransformersRPG@gmail.com
RPG

How to Play Ties: When opposing characters have rolled the same
result, the action will favour the defender.
Step # 1 - Get a Character – First, you need a character.
Either acquire an already generated character from the B. Multiple Dice: Some Robots are better at some things
GM - probably a cannon character - or create your own. than other Robots. By the end of character creation your
(Creating your own is more fun.) Your character should be Transformer will have a few Actions that have “+1d”, which
complete and you should get to know them a little before means to roll 2 dice and take the better result. Some very
play begins. Some of the players around you will have skilled characters can have +2d or even +3d in certain
characters on your team, and some of them may even be Actions, increasing the probability for a greater success.
on the opposing team. (Depending on the kind of game the
GM is running, your friends may be your opposition.) C. Not Rolling: Not everything in the game involves rolling
dice. Many of the Function Actions you use in the game
Step # 2 - Roleplay – The GM will present you some (Actions you can do based on what your Robot’s Function
situation to which you then respond in-character, just as in is) are based on your Statistic number rather than a roll.
any other roleplaying game. Megatron is trying to destroy For instance, a jet plane Alt.Mode can fly as many squares
the Earth, how do you feel about that? Opinions differ, so as the character’s Speed Statistic in one round. Assuming
there may be some contention. the character has a Speed of 8, that means they can move
8 squares through the air in one round without needing to
roll anything.
Step # 3 - Conflict Resolution – To determine success
and accomplishment in the game each character has 8
Statistics. Each of the Statistics are rated by a number Step # 4 - Battle - The situation in play may not be
between 1 and 10. All Transformers have the same 8 resolved with only one roll. At one point or another in this
Statistics. Statistics are a standard breakdown of how your very violent intergalactic robotic civil war, a full-on battle
character interacts with the world. is necessary.

The objective of battle is to drive the opposing team off the


A. Rolling Success – Statistic use and their Actions planet, or at least off the battlefield, and ultimately to win
(including attacking) are accomplished by rolling 1d10 (one
the Cybertronian War. Battles are won by the elimination,
ten-sided die). You want the die to turn up the highest
surrender or the retreat of all enemy players and/or by
result possible without going over your Statistic number.
accomplishing a predetermined objective. Generally,
Decepticons seek to capture Earth’s resources through evil
• If you roll over your Statistic, the action was a failure.
plans and Autobots seek to thwart them. Each faction has
• If you roll under your Statistic, it was a success.
a home base and sometimes the game consists of battles
• If you roll on the number itself, it’s a critical success.
occurring on a series of Maps between these two areas,
driving closer to or farther away from enemy territory, and
Success is required to do almost anything - activate a
roleplaying all the results of such conflict. As soon as you
computer terminal, communicate, sneak around, shoot
know there is battle, you must:
someone, and so on. The number you roll is also sometimes
used to determine other mechanics in the game.
A. Roll Charges – Whatever weapons you bring into
battle probably have a set number of shots. As soon as the
Vs. a Map Square: Against the environment and static GM tells you there’s something going on, roll the charges
elements only a success of 1 is required - just roll anywhere
associated with those weapon and see what you will have
under the number of your Statistic.
for that Map.

Vs. an Opponent: A roll against an opponent (or other GM- B. Turn Order – The highest Ranking Transformer in your
derived opposition) must succeed AND be a greater number
faction will be leading the group into battle. They roll their
than the number the opposition rolled. For instance, you
Rank Statistic and compare the result with that of the
have an Assault of 8 and your opponent has an Endurance of
enemy leader doing the same thing. Whichever faction gets
10. You roll a 7 (which does not go over 8 - that’s a success)
the higher number wins, and gets to go first. If you aren’t
and your opponent rolls a 4 (still a success for them, but
the leader, you can still help.
does not beat yours.) The attack gets through!
Soldiers Contribute – All Robots of lower Rank than
Critical Success: The only thing that can beat a critical the leader may attempt to contribute to their success. For
success is another critical success. For instance, if the dice
every Transformer who successfully rolls Rank, the leader
turns up 6 and you have a Strength of 6, your opponent has
gets +1 to see who wins initiative. (In this case, Combiner
to come make a critical success in order to beat you, even
/ Gestalt Robots count as one character.)
if they have an Endurance of 10 and rolled a 9.

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Megatron is unhappy because his
Leaders Compare – The total contributions of the Decepticons returned without the
soldiers are given to their faction leader. The leaders of nuclear isotopes, and is going to make
an example of one of the Decepticons.
both factions compare, and whichever wins gets to go first By default it is the highest Ranking
as the Ally Phase. Decepticon that is punished for failure,
but most often it is the one who does
not come up with a good enough excuse
C. Place Figures – If the GM wants to use a Map for or grovel. Megatron is not above on-
the battle then before first Turn order begins the winning the-spot execution, if he has enough
faction places their figures on the Map, in order from Decepticons around to fill the ranks.
highest Ranking Transformer to lowest. Then the losing
faction does the same. Figures may only be placed on the E. Enemy Phase – After the Ally Phase comes the Enemy
two-square deep rim of the Map, and factions may not Phase. Now they get a chance to accomplish their mission,
place figures on the same side as the opposition already which is probably contrary to yours. During the Enemy
placed. Sometimes by virtue of the narrative some figures Phase, enemy Robots will probably be trying to attack you.
- or whole factions, may already be placed. You will still be able to defend yourself whenever they
do by rolling Endurance and any applicable Defence dice.
We’ll get into that more later.
D. Ally Phase – Let’s assume your side wins and you get
to go first. (This is not always the case, of course, and if it
didn’t happen then you can consider the ‘Enemy Phase’ to F. Initiative Again, and Again – After the Ally Phase
be before this one.) This means that all characters of that and the Enemy Phase are over (regardless of the order in
faction (all Autobots, for instance) get to have their Turns which they occurred) the leaders of each faction repeat
before the other characters (the Enemy Phase). the process of determining Turn order. This could mean
that one faction will end up going twice in a row.

Accomplish Mission – Scheme! Get together with Energon Drain – At the end of every round, all
your team and, reviewing the Map, decide how to best Transformers who fired a weapon, used a Function Action
accomplish the goal given to you. For instance, if you are or used a Technology are drained 1 Energon. Battle is tiring
supposed to protect a human scientist, where should a on your energy reserves and it cannot go on forever - quite
giant Robot stand in order to best do that? literally for millions of years. Energon can be recovered by
long periods of rest and fresh supplies, at a rate of Robot.
Who Is In Charge? – The Transformer of the highest Mode Endurance per stellar week.
Rank is in charge of their faction. Your character can freely
decide to disobey or go off-plan (interesting characters G. End of Battle – When things are not going well, you
sometimes do) but then you may have to deal with the can always run away. If your character can make it such
repercussions when the faction’s head (Optimus Prime, that they Move off the Map - even just one square beyond,
Megatron, the Tripredacus Council or whatever) learns of then they are gone. Once off the Map, a character cannot
your disobedience. Most faction heads will not mind your get back on the Map during this battle. They are out of
rogue behaviour if it results in accomplishing the mission the situation and have either returned to base or are off
goal, but if you disobey orders and accomplish nothing, somewhere separate, perhaps pursuing a solo adventure.
then it does not look good on your Robot resume. Running away is more common for a faction than total
annihilation. However, if things are going well, if you have
Act – It has come time for your Turn as an individual. On driven the enemy off the Map, destroyed all your enemies,
your Turn you can Move and perform one Action. You may or just accomplished the mission goal and gotten out of
also do as many Free Actions on your Turn as you’d like there, then you should instead celebrate, dance and be
and have the opportunity to do, but cannot repeat the merry.
same Free Action multiple times. Different Functions of
Transformer will have different Actions available to them Step # 5 - Roleplay – The battle is over, and regardless
that only they can do. of how it ended, if you are still alive then there is a current
situation to deal with, probably by talking to your whoever
Logic – Only cartoon-like and comic book logic apply. Real your superiour is, depending on faction. So, explain to
World Logic does not necessarily work with Transformers. Megatron how you lost the Superchip to a rag-tag band of
Rules should not get in the way of a good idea. Autobots, or tell Optimus Prime the story of how one of
your comrades met a horrible fate under your command,
and roleplay out the repercussions and what, in the greater
sense of what is going on, should happen next.

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Character Creation

Access Code Accepted

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Character Creation
To pick an Alt.Mode, first choose it’s broader general type,
This is everything anyone playing needs to know in order to then specify its sub-type. For instance: Vehicle.Mode
generate your own character. is a broad type of Alt.Mode that includes both car and
helicopter, among others. Gently narrow the scope of your
Step # 1 - Allegiance – The GM will let you know what selection starting with the broadest types. The types of Alt.
kind of Transformers game you are playing. Generally Modes are:
games are one of two types.
Hand-held Object
Generation 1 - Autobot vs. Decepticon Primitive
Beast Wars - Maximal vs. Predacon Structure
Vehicle
Either the GM will tell you what Faction you are, or they will Heavy & Work Vehicle
give you an options between two of them. In a rival game, Weapon
the majority must support the Autobots or the Maximals.
Step # 5 - Generate Alt.Mode Statistics – Once you
Step # 2 - Statistics – Most of the conflict resolution have made this selection, generate a new set of Statistics
in the game is done from the character rolling one of their (based on the rules outlined in the Alt.Mode section) to
Statistics. A Statistic is an assessment from 1 to 10 of how represent the likelihood of Actions while in that Alt.Mode.
a Transformer preforms certain tasks. Each Statistic does Then, choose the sub-type of the Alt.Mode - the final
something different. The Statistics for a Transformer are: selection of sportscar, jet, or whatever. Pick whatever
one makes the most sense for the Statistics that have
Strength been generated. Remember to write what your Alt.Mode
Intelligence is on your character sheet and whatever additional dice
Speed (Actions) and Abilities are granted by that Alt.Mode.
Endurance
Rank Step # 6 - Points – Each character is given a certain
Courage number of points by averaging their Robot.Mode Statistics
Firepower for Skill and Courage, rounded up. Points can be spent on
any of:
To generate a character’s Statistics for their Robot.Mode
you roll a ten-sided-dice (1d10) 10 times. Of these 10 Technology
numbers recorded, choose the best 8, then assign one to Subgroups
each Statistic in any order you like. Make sure all 8 final Weapons
numbers for the Statistics added together are more than
40. If they are not, then the Transformer was already killed Step # 7 - Size – How big is your Transformer? The
by Megatron - roll an entirely new set of Statistics. decision is yours, but you will need to stay within the
limits of how big your Alt.Mode is. The numbers for Size
Step # 3 - Function – Each character has a Function, do not relate to exact real-world measurements, only in
one of four different classifications of Robot. Each Function reference to each other. Sizes have different advantages
can do things that other Functions cannot. Choose your and disadvantages to a Robot’s HP and Energon. The most
function from among the following: common Size for a Transformer is Size 3, which does not
change HP or Energon.
Warrior
Gunner Step # 8 - Personality Programme – Now fill in all
Engineer the colourful details about your character and finish up a
Scout few housekeeping calculations. These include:

Step # 4 - Alt.Mode – What good would a Transformer Calculate Hit Points


be if they couldn’t transform? (Actually, see ‘Action Master’ Calculate Energon
in Subgroups, but aside from that...) Each character picks a Calculate your Quotes re-rolls
thing they turn into, a form other than Robot that they may
assume through the funky sound effect of transformation. Then give your Transformer a name, nifty quote, and choose
your colours. That’s it. You are now a Robot in Disguise.

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01. Allegiance
Each Faction has different goals. It is important to know the motivation of your faction and your rivals before
gameplay begins. Decepticons are often given missions like: capture 3 Energon cubes and leave combat with
them to bring back to Megatron! And the Autobots: Steal back the captured Huffer from the Decepticons be-
fore he can be used to power a solar dish that will destroy the rings of Saturn! Or, whatever.

AAutobot (G1): Wage a battle to destroy the evil forces of BDecepticon (G1): Feel the call for expansion and
the Decepticons on modern day Earth, prevent them from conquest. You seek Energon from Earth’s natural resources
harming sentient life, and create peace in the galaxy. to fuel and recharge your home planet Cybertron, and
conquer space, no matter what stands in the way!

Sample Autobot Objectives Sample Decepticon Objectives


Stop the Decepticons from completing construction on a
Space Bridge that will bring them reinforcements from Zap humans with a mind control ray and send them against
Cybertron. the Autobots who cannot fight back.

Infiltrate Decepticon headquarters to rescue a hostage / Kidnap an old scientist / secret plans / an Autobot in order
plant a bug / revive downed troops / otherwise disrupt to force him / them / it to build a female Robot Ninja or
their plans. some other superweapon.
Prevent a natural disaster, like a volcano, flood, or Hold Spike Witwicky or his family ransom.
earthquake.
Activate a doomsday weapon that will harvest the sun for
Attempt friendly contact with the natives of the planet
energy before the Autobots can stop it from happening.
(this will not work, obviously, because it’s a actually
Bwahahahahaha!
Drive in Movie and they’re mechanical cars).
Steal valuable Earth resources before the Autoboats can
Prevent the Decptircons from stealing valuable Earth prevent it.
resources.

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IMaximal (BW): You have crash landed along with your JPredacon (BW): Having fought the Maximals in space
enemies the Predacons on a strange planet. Before crashing while both teams foolishly navigated through a wavy portal,
you were able to distribute the Proto-forms (unborn you have now crash-landed with your enemy on a strange
Transformers, or Transformers in Stasis Lock for various (supposedly uninhabited) planet. Now as the Proto-forms in
reasons - like because they’re in jail!) in orbit around the space fall from their orbit, if you can get to them first then
planet. Occasionally one of their orbits decays and a Proto- you can reprogramme them to be Predacons instead! With
form crashes. That’s a Maximal in there you’ve got to save! more Predacons, you can win the planet and by salvaging
Maximal resources, leave!

Sample Maximal Objectives Sample Predacon Objectives


A new Maximal Proto-form has fallen from orbit around A new Maximal Protoform has fallen out of orbit around
the planet. You need to get to it before the Predacons the planet. You need to get there and reprogramme it to
can reprogramme it into joining their evil club! your side before the Maximals can bolster their numbers!

The Predacons are hunting for an ancient relic that looks The Maximals have a superiour shield generator on their
like some kind of star chart. Investigate why. crashed ship. Steal the shield generator. It will also
make them defenceless to bombardment. Win-win.
Somewhere in your base the Predacons have planted a
bomb. Or have they just messed with the bomb detector? There is some form of indigenous life coming into
Find out. There may still be Predacons on board. sentience on the planet. We cannot have that.
The Predacons are setting up some terrible invention
that is going to do something terrible. Stop them from Build a hidden giant canon to blown up the Maximal
doing a series of terrible things! base. Yeeessss...

One of your number is sick with some strange alien Steal valuable planetary resources before the Maximals
Energon disease, and only Megatron has the cure. can prevent it. It won’t necessarily help the Predacon
cause, but it forces the Maximals to burn resources.
Some strange artifact on the planet has activated, Win-win.
signifying great alien intelligence afoot. Investigate.

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02. Statistics
Statistics are a number between 1 and 10 that determine your character’s capability in different areas. No
Statistic can be higher than 10. To generate your Robot.Mode Statistics, 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 (Alternate 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 under ideal conditions have at best have a 100% chance of success, and at worst
have a 10% chance.
Statistics Example Use Notes
Grapple, Lift, Physical measures of your construction and density of gears. Used for
Strength
Push, Throw Melee Attacks
Information stored in memory banks and observational powers. Affects
Intelligence Processor Speed
Energon
The finely-tuned alignment of gears in the body allowing for greater
Speed Move, React
movement. Used for faster Move

Endurance Hardness Plating of armour around the gears. Affects HP. Used for defensive rolls

The chain of command as dictated by programming. Affects your


Rank Transform
transformation scheme
Internal Bravery of circuits under fire. A catch-all for internal process rolls, such
Courage
Functions as preventing your gears from stalling. Affects Points

Firepower Ranged Attack Extrapolation of trajectories for firing ranged weapons.

External Physical actions not otherwise covered by Strength or Speed, such as


Skill
Functions preventing your character from falling. Also affects Points

Example of Statistic Use


The Autobot Blast-o-bot in the picture to the left there
wants to fire up at the Deception Jet that is scooting
about in the sky. So, Blast-o-bot’s player “Kevin” rolls
Firepower. Blast-o-bot’s Firepower is 7. Rolling 1d10 Kevin
gets the result of 5. Meanwhile the Decepticon Jet, in this
case played by the GM, has an Endurance of 10. The GM
rolls for the jet and gets the result of 4.

Blam! The Decepticon Jet is hit by Blast-o-bot, on the


basis that 5 is a higher number than 4. Kevin then rolls the
damage of Blast-o-bot’s weapon and the GM applies the
result to his or her notes on the enemy.

Easy as Cybertronian Turbo-Pie.

This is rudimentary Statistic use. Fancier things are done


with Statistic use referenced on the chart on the following
page. Fancier still are Function Actions - Actions specific
to certain Functions, which are outlined on the page
thereafter.

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Universal Actions
In battle and outside of battle, everything possible in the game is represented by a series of Actions. Universal Actions
are available to all Robots, including Partner Units. These are Actions based on the rudiments of Statistics and therefore
available to every Function. Each Turn you can make 1 Action, 1 Move, and do any Free Action once. Between Turns you
can make any number of Responses, but you cannot Act or Move until your next Turn.

Action Statistic Roll Type Explanation

In one Action, roll Strength vs. Strength to Grapple, then Push or


Grapple Strength Yes Action Lift (or & Throw). Grapples can be escaped by opposing Strength
or opposing Transform.

When attacked, roll 1d10 for your Endurance Statistic, hoping to


get the highest number possible without going over. If the roll
succeeds and is a greater number than your attackers, you are
Hardness Endurance Yes Response
unscathed. Hardness also stands for ducking, dodging, or avoiding.
Note: If your character has the “Defence” Action, you get to roll
twice and take the better result.

Free Assess statistical and observational information about data and


Information Intelligence No
Action events. This is also used for memory, history and recognition.

With a successful Grapple a Robot is Lifted above your head and


tossed a distance equal 1/2 your Strength roll, rounded up. If
Lift & Throw Strength No Action
combined with a Grapple this Action, does not take a Turn. If this
is performed on an Object then a Grapple is not necessary.

All characters can Move 3 squares per Turn. There are some things
(like Alt.Modes) that will let you Move more. All movement is x2
Move Speed No Move
on diagonal squares.

Strike to move forward (Push) or backwards (Pull) one opponent


Pull / Push Strength Yes Action a number of squares = 1/2 the successful Strength roll + Size DMG
(the difference between your Sizes).

Free Converse up to 5 squares away on your Turn or theirs. Taunts and


Talk / Yell Courage No
Action jeers are Map-wide, but must contain no vital information.

Free
Transform Rank No As a free Action once per Turn, change from one Mode to another.
Action

Optical sensors detect basic movement and events. All Transformers


known Allegiance by sight, unless confused by certain Technology.
Visual Free
Intelligence No Under normal conditions a Robot can see all things happening
Sensors Action
within 2 squares, almost all things happening within 5 squares,
and may focus in line of sight up to 20 squares away.

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Movement Off-Road: Move as many squares as your 1/2 your
Each Turn you can Move, do an Action, and perform any
number of Free Actions. All Transformers have a Standard Speed Statistic, rounded up, while on jagged,
Move, but some of them - by virtue of their Function or uneven surfaces or through rough terrain, forest or
of their Alt.Mode, have alternatives to how they Move brush. This is common Ability for heavier or work
around the battlefield. vehicles like jeeps or tanks.

Swim: Move as many squares as your Speed Statistic


Standard Move on or below the surface of water. This is a common
Standard movement for all Transformers is 3 squares per Ability for aquatic animals.
Turn. Moving to diagonal squares counts as 2 squares of
movement. It’s okay to move a 1/2 square, so long as you Wheels: Move as many squares as your Speed
remember where you are. Statistic while on flat road-like surfaces. This is
a common Ability for cars and other fast moving
Hampered Movement: Your ability to Move is vehicles. Wheels is ultimately what makes Vehicle
constantly cut down by circumstance. Rough Alt.Modes faster than Beast.Modes, and the ability
terrain, climbing, or swimming all cut your to have Wheels in the air is what makes flying Alt.
standard movement by 1/2. This is neither rounded Modes faster than ground Alt.Modes, as squares
up nor down, a half square of movement could be above square 1 are usually less obstructed. The
very important in this case. But you’re probably relationship between standard movement, Dash
more likely to want to Dash or use some form of and Wheels - in the air, underwater, underground
specialised Alt.Mode movement, if you can. or on the ground - determines much of the game.

Alt.Mode Abilities for Moving The Function Action “Dash”


Some Alt.Mode Abilities that can replace your standard This will come up a lot. Warriors, Scouts and some Alt.
Move, but you are required to be your Alt.Mode: Modes get a Function Action called “Dash”. Instead of
Moving 3 squares, wish Dash you can instead roll 1d10. If
Climb: Move up vertacle or upstide down surfaces the number is on or below your Speed Statistic then you
at the standard Move of 3 squares. This Ability is a get to Move that many squares +3. If you fail, you still get
common for animals like monkeys or ants. to Move that 3 squares.

Dig: Move as many squares as your Speed Statistic Let’s compare the different wants to Move. Wheels does
to burrow underground and progress through the not require a roll, so there is no risk involved with tanking
subterranean. This is a rare Ability but it is used by that kind of Move. The Function Action of Dash, however,
some digging animals and drill tanks.
does require a roll, and could potentially take you farther
than using Wheels could, but will more likely not take you
Flight: Move as many squares as your Speed
as far. Once you’ve made the choice, that is your Turn and
Statistic through the open air or sky. This is a
you are stuck with it.
common Ability for planes, jets, and animals with
wings.
For example: The Autobot car Tired-Out has a Speed of 7
in his Alt.Mode. He has Wheels, so on his Turn he can just
Move 7 squares instead of the standard 3. (Unless he’s in
his Robot.Mode, which does not have the Wheels his Alt.
Mode has, in which case it’s just 3.) Now, Tired-Out is a
Warrior and has Dash, so instead he can roll 1d10 and so
long as the result is not over 7, he can choose to go that
many squares +3. Let’s say he rolls 2. It’s a success, which
means he can do it, but now he can only Move 5 squares
- still better than the standard 3, but not as good as he
would have had with Wheels. But hey - he could have
rolled a 7 and gotten to Move 10 squares!

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03. Function
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 being either a Warrior, Gunner, Engineer or Scout.

Statistics Warrior Gunner Engineer Scout


Strength Lift, Grapple, Throw Melee Attack Demolition Melee Attack Melee Attack
Intelligence Information Strategy Teamwork Data Surveillance
Speed Movement on the Map Dash Support Fortify Dash
Endurance Hardness Defence Defence Construction Sabotage
Rank Transformation Options Transform Transform Transform Transform
Courage Internal Functions Intercept Trooper Salvage Espionage
Firepower Attack Ranged Assault Assault Assault Assault
Skill External Functions Acrobatics Accuracy Repair Communications
Make sure to write down your Function’s Actions on your character sheet.
(This is probably the most important chart in the game)

Warrior Gunner
The Warrior is the bedrock of both Comprising 19% of all G1 Transformers,
Robot armies, comprising 43% of Gunners are the main support Function.
all Generation 1 Transformers. The Function Actions of Support and
This is the standard, dependable Teamwork make them a great asset
Function, the easiest to use, to their team. The Gunner also has
most understandable, and the staying power in the fight because of
most well-rounded. With the the Trooper Function Action, the only
right Statistics, it can also be the Action that allows rejuvenation of
most versatile. Warrior is the only Function that receives Energon, which also helps them to go off
both Dash and Endurance, two of the most useful Function o n
Actions. When creating your warrior either Strength or Statistics Gunner their
Firepower will need to be high, depending on if you want own.
Strength Demolition
to fight in-close or at a distance. New players to the game
cannot go wrong by Intelligence Teamwork Gunners are slow because
picking a warrior as their Statistics Warrior
Speed Support
they do not have the
first character. Function Action of
Strength Melee attack
Endurance Defence Dash, but are the only
Examples: Optimus Prime, other Function than the
Grimlock, Prowl, Starscream, Intelligence Strategy Rank Transform Warrior to have Defence,
Hot Rod, Shockwave, Tracks,
Cliffjumper, Kup, Pipes, Speed Dash Courage Trooper making them tough.
Powerglide, Sideswipe, Traditionally Gunners the
Sunstreaker, Windcharger, Endurance Defence Firepower Assault most dependable of the
Warpath, Thundercracker,
Skill Accuracy Transformers.
Skywarp
Rank Transform
Titles: Warrior, Aerial Warrior,
Martial Arts Warrior, Strategist, Examples: Ironhide, Brawn, Bluestreak, Omega Supreme, Ultra Magnus,
Courage Intercept Galvatron, Red Alert, Inferno, Swindle, Swoop, Twin Twist
Enforcer, Protector
Titles: Gunner, (Noun) + Support / Trooper / Soldier / Infantry (ex. Shock
Firepower Assault Trooper, Ground Infantry), Demolitions, Search & Rescue, Security

Skill Acrobatics

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Engineer Scout
As the least combat-oriented of the Functions, the Engineer Scouts comprise 24% of all G1 Transformers, and are the
is in the minority at only 18% of G1 Transformers. What second most popular Function after the Warrior. This is
Statistics are high for the Robot drastically affects the because of their wide range of Actions and the availability
direction of an Engineer, and is the reason why Ratchet of Dash helps Scouts get into situations without being
(with a high Repair), Mixmaster (with a high Construction) detected, do whatever needs to be done, and get out
and Megatron (with a high everything) co-exist in this quickly. Scouts are a combat-alternative that is still capable
Function. Engineers have the capacity for combat, but of front-line combat, although to a lesser extent than the
need to be supplemented with a wise Alt.Mode choice to Warrior or Gunner.
facilitate that goal.
Dash makes the Scout fast, and is the
Without Dash or Defence the only Function other than Warrior to have
Engineer has to rely on other it. The Function Actions specific to the
Function Actions to survive. Scout: Surveillance, Sabotage, Espionage
Repair is the most obvious, as and Communications, are opportunistic
the only way to recover HP (Hit Actions that when appropriate are
Points) in or out of combat. But infinitely useful. A Scout works best when
remember, an Engineer with a played as a sneak, a spy, a rogue, or a
good Assault can shoot just as lone wolf stalking in the night to get
well as any Warrior! behind enemy lines. Statistics Scout
Just as the Engineer,
the Scout has as much Strength Melee attack
Statistics Engineer power of Assault as Intelligence Surveillance
Strength Melee attack a Warrior, but a good
Speed Dash
Intelligence Data Scout remembers that
the combat path is Endurance Sabotage
Speed Fortify not always the right
Rank Transform
one. There are many
Endurance Construction
ways to accomplish Courage Espionage
Rank Transform a mission that do not
Firepower Assault
require any of the
Courage Salvage opposing forces even Skill Communications
Firepower Assault knowing you were in
their base (Espionage) watching them (Surveillance) and
Skill Repair planting a bug (Sabotage).

Examples: Megatron, Ratchet, Wheeljack, First Aid, Grapple, Examples: Soundwave, Blaster, Hound, Bumblebee, Blurr, Jazz,
Mixmaster, Huffer, Octopunch, Rewind, Chromedome, Tantrum, Mirage, Ravage, Laserbeak, Nightbeat, High Brow, Sky Lynx, Bombshell,
Perceptor, Skids Ratbat
Titles: Engineer, Mechanical Engineer, Surgical Engineer, Weapons
Engineer, Data + (Verb), Chemist, Doctor, Scientist, Maintenance, Medic,
Titles: Scout, Fuel Scout, Warfare Scout, Lookout, Messenger,
Reconnaissance, Interrogation, Detective, Gunslinger, Tracker, Terrorist,
Construction
Thief, Spy, Covert Operations, Communications, Electronic Warfare,
Vanguard
Choice Explanation Example Titles
Warrior Offensive/Defensive balanced. The Fighter Optimus Prime (Noun) + Warrior

Gunner Diverse attack methods and increased support Brawn, Bluestreak (Noun) + Trooper

Engineer Repair, Construction and creativity. The Healer Ratchet, Wheeljack (Noun) + Engineer

Scout Spying, stealth, and infiltration. The Rogue Ravage, Hound (Noun) + Scout

Functions Summary
When beginning a game it is important that players organise among themselves and divide the responsibilities of different Functions.
Just like the proportions of G1 characters, you can have as many Warriors as you like, but you need some Engineers, you need some
Scouts, and you need some Gunners in order to make the team work. In a smaller group, one of each is preferable, but many teams
have been entirely successful with no Warriors, or with differently focused Scouts and Engineers. Just remember, there’s nothing worse
on the battlefield 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 Actions
Each Function can do something different with the same
Statistics. Only a Warrior can plot Strategy, and only an
Engineer can Repair. Actions not included in your Func-
tion (such as a Warrior using Espionage) are NOT possible,
because they are simply outside your character’s program-
ming. That is - they’re not possible unless you get them
some other way, like by an Alt.Mode or Technology. There
are versions of almost all Function Actions that take a
Turn and do not take a Turn, but generally they break
down as such:
Usually A Free Usually an
Action Action
Accuracy Assault

Acrobatics Construction

Communications Dash

Data Demolition

Defence Fortify
Commitment to an Action
Espionage Melee Attack In many cases there is more than one way to go about
Intercept Repair doing something for a Transformer. To Move, a Transformer
can simply walk 3 squares away, or if they have the right
Surveillance Sabotage Function (or Alt.Mode) they can use Dash, Wheels or
Salvage Flight. These all accomplish the same thing, getting the
Transformer from point A to point B, but each of them
Support does this a little differently. It’s up to you which route to
choose, but whatever you choose you cannot then change
Teamwork
your mind. Once you have committed to an Action, it is
Trooper done.

Function Actions
See below for the grand list of Function Actions and all they can do for your Transformer. When it says “Free” it means
this Action can be done as a Free Action without taking up a Turn. Where it says “Turn”, the Action must take up the
Action for that Turn. “Move” takes your Move. “(R)” means a Statistic roll is required for relevant information.
Action Stat Action Use
Target and attack within one square. Example: Blast a held item out of an enemy’s hand. (R) If
Accuracy Skill
your goal is to do damage, regardless of weapon, then the damage is success # rolled.
Used in situations of great agility such as jumping, leaping, tumbling, balance, reflexes, sharp
Acrobatics Skill turns in flight, getting over an obstacle so that it does not impede your movement, and landing
without taking damage. This does not take the place of Defence. (R)
Assault Fir. Fire at a distance using any one equipped weapon, attached, mounted or held.
Free: Broadcast your voice and hold a short conversation with all the Transformers you want on
Communica-
Skill the battlefield, broadcast known Data, or search for strange signals (R) Turn: Break jamming
tion
signal, or contact home base or another planet using a computer terminal.
Turn: The creation of structures, machinery and simple devices. Each square where construction
Construction End. takes place requires 5 success. Construction success = # rolled +3. Major works of Construction
may require Salvage for parts, as per GM approval. (R)
Turn: Roll for Move, with the maximum number of squares you can Move this Turn equal to
Dash Spe.
success # rolled +3. (R) Rough terrain cuts movement by 1/2, rounded down.

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Action Stat Action Use


Free: Know the HP, Energon, history, Salvage value, Function, or state of one visible target.
(R) Turn: Influence or re-programme any technology-based Map Square. Ex., download all
Data Int.
information from a computer bank, success = # rolled +3 (R) or, know the Enemy Phase Turn
order if success # rolled +3 is greater than the number of enemies. (R)
Free: When attacked in any way, roll an additional dice for Endurance, and take the better
Defence End. result to block, endure, deflect, or otherwise not be hit or damaged. (R) Turn: Dig in and deflect
all damage issued to you in the Turn. Damage reduction per hit is = success # rolled +3. (R)
Free: Roll to see if you are damaged when you bump into something. This does not help against
Falling damage or attacks. Turn: Make a successful Strength attack during any kind of Move,
Demolition Str. then issue Melee damage and Push the opponent back the remainder of your Move, as you Move
along with them. (R) If the progress of demolition is impeded (like there’s a wall), then extra
damage is issued as though Falling; 1d6 for every 2 squares it cannot Move.
Free: Stealth; to be undetectable by unfriendly sensors. (R) Turn: Interrogation, implementation
Espionage Cur.
of surveillance equipment and other spying. (R)
Free: Know the HP of an object or Map square. (R) Turn: Increase the maximum HP for
Fortify Spe. Objects, Inanimate structures and Map squares. HP+ = success rolled +3. (R) This grants more
HP as it raises the limit, but will not Repair lost HP. Fortify cannot apply to Transformers.
Free: Gain one additional square's Move to catch up with a story-goal, head off an opponent,
Intercept Cur.
get away, out-race or generally out-run someone. (R)
Melee Turn: Attack one adjacent or diagonal square distance by punching (1d6 / 2 vs. HP) or using a
Str.
Attack Melee Weapon such as a Sword, claws, teeth, or foot stomping. (R) Object damage is 1d6 + Size.
Free: Know the HP and extent of damage upon a Robot. Turn: Restore HP to anything mechanical
Repair Skill or technological or to one Statistic. HP+ = success # rolled +3. Major Repairs may require
Salvage for parts. Repair auto-cancels many Weapon Effects. (R)
Free: Check for traps. Success = # rolled. (R) Turn: Affect a map item, computer, or other
Sabotage End. technological situation in play to set a trap for activation, overcoming its HP: 5. Success = #
rolled +3. Example: Rig a communications console to explode when activated. (R)
Turn: Interact with an applicable Map square to gain the components for Construction, major
Salvage Cur.
Repairs, Espionage, or upgrades. (R) Example: find a discarded Computer Chip in Wreckage.
Free: For that round, change your Turn to be as many Turns later as success # rolled +3, even
Strategy Int. if this brings you into the Enemy Phase. (R) Player must call out the Turn on which they wish
to go instead, but cannot change their mind about the Turn order later when it comes around.
Turn: Roll to aid in another’s Action by repeating it yourself. You may need to be in a certain
Mode in order to use different Actions, for instance if you require the fine dexterity of a Robot.
Support Spe.
Mode to make a Repair. (R) Example: Roll Support to help Repair when an adjacent Engineer did
just that on their Turn.
Free: Visual, audio or other receptors identify or clarify sensory events and relevant information.
Surveillance Int.
Used for scouting missions and to overcome Espionage and Sabotage. (R)
Turn: Distract the enemy by giving up either your Move or Action and thereby provide an ally
Teamwork Int.
within Short Range a +1 Success on their next Action. (R)
Transform Rnk. Once per Turn, switch between Modes. Transform can also help you get out of a Grapple. (R)
Turn: Summon the vigor to raise internal Energon levels. This applies to yourself only - you
Trooper Cur.
cannot transfer Energon to another Transformer. Energon+ = success # rolled +3. (R)

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Accuracy
Only Robots programmed with Accuracy are capable
of aiming inside a square. Otherwise, an attack is an
attack. With Accuracy, however, a Robot could shoot
a particular limb of a target Robot, shoot the lever
of a machine so that it turns over, shoot a device so
that it shuts down rather than blowing up, and so on.
It does not matter how specific the aim is - to shoot
the gun out of their hand, or to shoot the trigger off
the gun - Accuracy does not require a proportionally
greater success to match the outlandishness of the
feat proposed.
• Accuracy has as much Range as the weapon used.
• Accuracy is the only way to target a Robot or
Object with the Ability of ‘Tiny’. Assault
• For reference, any one body part targeted has Shared by all Functions, Assault is perhaps the main
HP:6, and any Object has HP:5 Function Action of the game for affecting damage.
• A Transformer's cognitive centre is not necessar- The use of any weapon that is not designated
ily their head, so "I want to shoot their head to as a Melee Weapon will fall under Assault unless
do more damage" is not necessarily a logic that otherwise specified. Even if the ranged weapon is
applies. Shooting the head off a Transformer may being used in an adjacent square, Assault is still
inhibit their ability to see anything (unless they used. Firing a ranged weapon in close quarters
have Radar / Sonar, or some other Technology) (1 square away) does not affect its performance,
and their ability to talk (unless they have Com- however at that Range if the weapon has a Blast or
munications) but is not going to be a kill shot. Radius effect, it may affect you, also.
• In situations where a calculation of damage is
necessary, then damage = success # rolled vs. HP,
regardless of the weapon - unless its an Energon Communications
damaging weapon, in which case it’s instead suc- This is the broadcasting and receiving internal tech-
cess # rolled vs. Energon. nology shared by only some Transformers. Without
Communications you are not able to talk with your
allies distant on the battlefield. Communications is
Acrobatics also used to intercept radio waves, jam an enemy
Acrobatics is a check to be made to confirm any kind signal or to have your signal break through the jam.
of jumping, flipping, turning around quickly, rolling, • Regular talking and yelling between Robots can
tumbling, or ducking. Acrobatics cannot take the only occur within Short Range, except for aimless
place of Move, or Endurance or Defence rolls. For taunting, which can be Map wide with no penalty.
example: you are falling off a cliff, roll Acrobatics This is not the same thing as Communications.
to see if you grab onto the ledge, or tumble to your • Communications Range is Map-wide, unless there
doom. This Action is most often used without tak- is some story-driven specific obstacle blocking it,
ing up a Turn to determine if a character can cross or an equivalent Technology.
a major obstacle that would stop a Robot without • Communications between players on the Map
Acrobatics, and maintain their full movement, such does not take a Turn. It is a check you may make
as a gap of a square that they could jump over. once per Turn to make sure you can converse.
Robots without Acrobatics would have to stop at that • Communications can only happen on your
empty square and find a way around. Acrobatics is Turn, even if you have something important
also used: they want to say on somebody else’s Turn.
• Free: To recover from the Weapon Effect of Fall. The only exception to this is blocking a rival
• Fee: For sharp Turns at high speeds in Flight. Communications, which can be done as a
• Free: To recover from a Fall in Flight. response.
• When another character is using
Communications, a rival Communications roll
can block it. A greater success wins. Nothing is
transmitted if the signal is blocked, it simply is

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cancelled out. This does not take a Turn, it is Example:
done in response like Defence. Mixandmatch the Decepticon Engineer: I want to
• Once Communications is established, other Construct a bridge across the chasm so that Flailtail
Robots on the same team are freely able to the dinosaur Warrior can dash across and ambush the
respond on your line of Communications with a Autobots.
GM: Since the chasm is only 1 square wide and not
short conversation, if they wish.
advanced enough to be Technology, it just needs 5
• The signal can be opened to enemies as well as success. Have you got anything to Salvage?
allies, or to humans, or to just one character, Mixandmatch the Decepticon Engineer: Yes. I have a
etc., or some of a group and not another. wreckage beam and some scrap metal.
• Action: “Call” - with computer assistance GM: That sounds like it will make a bridge. Roll
and access to an external hard-line, satellite, Construction.
or appropriate networking connection, Mixandmatch the Decepticon Engineer: (roll) 3 success
Communications can extend off the Map to plus 1 for the metal and plus (roll) 3 for the beam. That
anywhere on the planet - presumably back to the makes 7.
faction’s home base. This takes an Action. GM: Remember Construction is success +3.
Mixandmatch the Decepticon Engineer: On yeah. 10, then.
• Action: “Long Distance Call” - with a satellite
GM: 10 makes a bridge across 2 squares. Since it’s only 1
dish, observatory, or some kind of highly square across that just makes it really sturdy.
technical broadcast facility, Communications Mixandmatch the Decepticon Engineer: I’d like to make it
can be used to send a signal back to Cybertron so that I can draw it up later to prevent the Autobots from
or some other extra-planetary destination. This following after the hit and run.
takes 3 Turns of successful rolls or one critical GM: Hmm. That’s about a 1 point Technology, and you
success. have 5 extra success, so I’ll allow that.

Further Example:
Construction Mixandmatch the Decepticon Engineer: Now that Flailtail
Every Object in the game has 5 HP per square re- has run in for a front offensive on the Autbot base, and
gardless of complexity. A Robot with Construction is Eagleeyes the Scout has espionaged around to sneak in
able to populate a square with anything they might and plant the bug Megatron wants so that we can spy on
like, one square at a time. If the Constructed object Autobot signals, I want to invent a machine to send a
is 1 square big, you need only a success of 5. Two signal back to Megatron to tell him that it is a success,
squares big, you need a success of 10, and so on and I am the one who made the whole thing happen.
GM: So, you’re taking credit for the entire mission before
and so forth. These successes can be accumulated
you’re sure if it’s a success?
through multiple rounds of effort, and these rounds Mixandmatch: Yes.
do not need to be consecutive. For each Construc- GM: A very Decepticon thing to do. How do you want to
tion roll success = # rolled +3. construct this?
• Construction has Melee Range and can apply to Mixandmatch: I’ll put it here, [points at adjacent square]
adjacent or diagonally adjacent squares. and I want to make it out of the beam and metal I used
• Construction is not more difficult given the for the bridge.
complexity of whatever is being built. A more GM: Well, you already used that stuff. Besides, those
complex engineering project may just require aren’t really the right Salvage components for complex
parts from Salvage. If it’s a very demanding thing electronic equipment. And you realise dismantling the
bridge would strand Flailtail the warrior?
you want - like a satellite dish so that your Scout
Mixandmatch: He has Acrobatics, he can attempt to jump
can send a message back to Cybertron, the GM the gap.
might say: “you just don’t have the parts.” GM: Another very Decepticon thing to do. Okay - I’ll give
• To add to your Construction a 1 point Technology you +1 to your Construction roll is you want to tear apart
or Weapon, 5 success is needed. To invent the bridge into Salvage. Now roll Construction...the
something that would be worth 2 points, 10 closest thing you want is a “Full Spectrum Beacon”, which
success is needed. A 3 point buy must have 15 is +1d Communications. (I think Jazz had one.) So, you
success. Whatever is invented stops working once will need a success of 10, since the beacon is 2 Points.
the battle is over. Mixandmatch: (roll) I got 6 successes, plus 3 is 9...then
• You must have some logical access to materials. the plus 1 from the bridge, yes! 10! But now I don’t have
any Salvage left..I suppose it Flailtail dies, could I scalp
You cannot build a space ship on a deserted
him for Salvage?
moon. That being said, cartoon logic is generous. GM: You are such a Decepticon.

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has, such as the battle plan, their ultimate goal,
the compliment of their team, and what the subject
character may or may not know about information or
the condition relating to their team-mates. If unob-
structed, this Range of Data is Medium (10 squares).
All of the above is a Free Action. Other uses for
Data:
• Action: Know the enemy phase Turn order if suc-
cess # rolled +3 is greater than enemy Espionage.
• Action: Download and then wipe all the infor-
mation from a computer. One of these could be
done as a Free Action, but together they make a
Turn.
Dash • Action: Reprogramme non-Transformer Robots,
Dash, Dash, Dash, Trans-trans-formers! Roll for Move CPUs, and other Technology, so long what you are
rather than Moving the standard 3 squares. Success doing does not constitute Sabotage.
in Dash is equal to the maximum number of squares • Free: Recall all relevant scientific facts to the
moveable +3. situation.
• Without Dash, a character can only Move 3 • Free: Recall obscure Cybertronian Lore.
squares in a Turn. So, even if you rolled a 1, it
still means you’re moving 4 squares - which is
more than the standard 3 squares of Movement. Defence
• If you fail a Dash roll, it just means the roll was Roll an additional dice for Endurance, and take the
0, and you still have +3...so, basically you’re better result to block, endure, deflect or otherwise
back to the standard 3 squares of Movement. not be hit or damaged.
• You can put your Action in the middle of a Dash, • Without Defence, all characters still get one dice
splitting up the Movement. for an Endurance roll against any attacks.
• If you have Wheels you don’t have to roll Dash. • Defence rolls apply when your Transformer is
You can just take the full number of squares in physically capable of defending. If you are bound
Movement of your Speed Statistic. For instance, with electronic couplers, grappled in a web or
a Speed of 9 would give you a Wheels movement thrown down a pit, you are not going to get the
of 9 squares automatically. This is + whatever number of Defence
not as far as Dash may take you dice you have, just your standard
with a good roll, however! Endurance roll.
• If you are hampered in your • Similarly, if you have a
Movement, Dash may be cut by physical shield, remember that it is
1/2, rounded down. directional.
• You do not need to be aware of
the attack to use Defence.
Data
With visual or tactile contact you can Demolition
know the Hit Points, Energon, history, Succeed on a Strength attack (plus
Salvage value, Function, purpose, whatever bonus Demolition dice
or generally any other information you have) to do Melee damage
within your capability for one vis- (standard 1d6/2 unless the
ible target. The Action of Data can character has a better demolion-
be blocked by a higher success in oriented weapon, like Horns) and
Espionage. Otherwise, a character then push back the opponent by
with Data is free to ask the GM (or a number of squares up to the
other player) as much as they like maximum of your remaining Move.
about their character, including what their weapons You travel with the enemy, pushing them along,
are and do, and the remaining charges on those remaining 1 square behind.
weapons. What a character is not able to attain from • If there is an impediment in the way of pushing
Data is the stored information the subject character the opponent as far as you can, then they take

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an additional 1d6 damage for every 2 squares
they cannot move, rounded up. The most
Fortify
If every Object has Hit Points of 5, as well as every
common instance of this is a Demolition into Map square, then protecting something under enemy
a wall. This damage does not increase with fire can be extremely difficult. With Fortify a Trans-
demolition weapons like Horns. former can increase the maximum Hit Points of that
• If you do not succeed in the Demolition roll, then Object or Map square, with HP+ = success # rolled
you and your opponent do not go anywhere, but +3.
you still got to do the damage of your Melee • Fortify cannot be applied to Transformers,
Attack. but it can be applied to NPC Robots and other
Technology.
• The maximum HP an Object can have is x3 its
Espionage original HP (so, for most things, 15).
This is the ancient Cybertronian art of stealth avail-
• Energon does not increase with HP.
able to only some Transformers. Espionage includes
• Increasing maximum HP does not raise the
sneaking, hiding, disguising your appearance or your
current HP of the Object or Map Square. Thus
voice, interrogation and generally any act of decep-
Fortify does not take the place of Repair. For
tion. In a broader sense Espionage is also your ability
instance: The mystic Nebulon Computer-bank-
to ‘spy’ (where not confused with Surveillance).
oracle has 5 HP / square and is 2 squares large,
• You can establish Espionage every Turn as a Free
so 10 HP. It was successfully hit by enemy fire
Action, to see how stealthy you are in general.
for 7 damage, and is down to 3 HP. Bucket the
• If you fail at Espionage then you are in no way
Autobot Engineer rolls Fortify and...fails. Well,
sneaky for that Turn.
at least the Nebulon Oracle computer gets +3 to
• If you succeeded on Espionage then to be seen
their maximum HP. The computer bank now has 3
by another Transformer they must beat you with
HP out of 13.
a greater Surveillance roll. Surveillance can
• The effects of Fortify fade once the battle is
overcome Espionage or visa versa.
over.
• If an opponent does not have Surveillance
and wishes to detect you while you are under
Espionage, then they can use Intelligence as a
poor substitute within 5 squares, but will need to
Intercept
Gain one additional square’s movement to catch up
double the success of your Espionage. with a story-goal, head off an opponent, get away,
• If you are plainly visible within 2 squares then out-race or generally out-run someone. Anything that
all an opponent has to do is succeed with their incorporates this +1 Move must involve something
Intelligence and you are seen. Courageous - this is not a roll just to get another
• If you make a successful attack against someone, square of Move out of each Turn.
they know exactly where you are, regardless of • Intercept is based on Courage because it is
their ability to get through your Espionage. motivationally-oriented.
• Action: “Interrogation” - to wrestle information • Intercept may only be used in clear and dire
from an enemy from hours of questioning, roll circumstances of great need, where the drive
Espionage vs. opposing Courage. The degree (no pun intended) of the moment has pushed the
of success determines the value of gained Robot to greater speeds.
information: 1 = very little, 2 = one good item of • There must be a goal in mind. Get up the
information, 3 = one good item of information in pyramid before Megatron activates the super-
detail. laser. Get to the computer terminal to deactivate
• Action: “Disguise” - pretend to be another the launch codes!
Transformer. For a physical disguise you need • It is not enough to use Intercept in a retreat -
adequate time to prepare your disguise and will use Intercept when in a retreat when there is
probably need some Salvage materials. A disguise an opponent actively hunting you down, and you
of just your voice, however, can be successfully need to get off the board to survive.
done with no preparation over Communications. • Intercept cannot be used to finish off a nearly
destroyed opponent. The Moving must be the
purpose.

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Salvage Chips are upgrades to one Statistic of one Mode of a


Transformer for the duration of the battle. Increases
Interact in Melee Range with adjacent or diagonally
squares to gain the components for Construction, in Courage and Skill do not grant the Transformer
major Repairs, or Espionage. Example: find a metal new Points to spend. Chips need not be used by the
beam in Wreckage, or a Processor Speed Chip. On Transformer who picked them up with Salvage - they
a successful Salvage the GM then rolls on this table can be freely traded until they are applied. Chips
for each square, unless the square is Slag (nothing of can be applied to Partner Units and Deployers just
value there) it generally falls on this table: as easily. Chip upgrades can be useful in the event
of a tie between Attack and Defence, if the Attack
is greater by even 0.25, it gains victory. If the Stat
Success Scrap Wreckage Materials would go above 10, then it becomes instead 10+,
0 Gears Metal Hull Plating
1 Gears Metal Hull Plating
and beats any ties with 10's as they apply. At the end
2 Gears Beam Makeshift Parts of the battle succeed in Courage to see if the chip
3 Gears Engine Makeshift Parts becomes permanent.
4 Metal Electronics Parts
5 Metal Makeshift Parts Parts Roll Chip Statistic 1-2 3-4 5-6
6 Beam Makeshift Parts Parts 1-3 Nothing Usable
7 Beam Makeshift Parts Cpu System
8 Beam Parts Power Module 4 Processing Chip Intelligence +0.5 +0.75 +1
9 Beam Parts Power Source Internal Function
10 Hull Plating Power Module Chip 5 Courage +0.5 +0.75 +1
Chip
External
6 Skill +0.5 +0.75 +1
Function Chip
PSI Reduction
7 Strength +0.25 +0.5 +0.75
Chip
Information
8 Speed +0.25 +0.5 +0.75
Relay Chip
9 Structure Chip Endurance +0.25 +0.5 +0.75
10 Targeting Chip Firepower +0.25 +0.5 +0.75

Salvage Definitions Notes on Salvage for Construction: The GM will use


a combination of common sense and cartoon logic
Battery: +1d6 /2 Weapon Charges or +1 Energon
for the Salvage required for Constructing something.
Beam: +1d6 /2 to next Construction Success or a Club (as Object) So long as it sounds like it should work out in some
Circuitry: +2d6 success to next Repair ridiculous way, that's good enough. Example: Beam
Cpu System: Reboot Transformer, recovering all Statistic ailments + Metal = a Bridge, or Lots of beams + Metal = a
and raises Energon to 1, if below Tower, or Electronics + Battery + a bit of Espionage
= a cassette deck that looks like Soundwave that
Electronics: +2d6 success to next Repair or jump-start Transformer
can be used as a decoy. The generosity of this
to 1 Energon, if below
structure will depend on the GM's preference of rule
Engine: Replace destroyed limbs and other body parts interpretation.
Gears: Attach one thing to another
Hull Plating: +1d6 success next Construction or use as a temporary
See aside here for examples of squares where
Physical Shield (+1d Defence) Salvage might be
found: NPC Vehicles,
Makeshift Parts: Kibble together bits through an engine to make the Office Buildings, Car
Transformer function again, raising HP to 1 if below
Shops, Computer
Metal: +1 success next Construction or Repair Banks, Satellite
Parts: Kibble together parts enough to make a Transformer function Dishes, or even
again, raising HP to 1 if below, and +1d6 / 2 success to next Repair Downed Teammates
Power Module: +1d6 /2 Weapon Charges or +1d6 /2 Energon (if you are an evil
Decepticon).
Power Source: +1d6 Weapon Charges or +1d6 /2 Energon + Radiuis

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Melee Attack Sabotage
Attack one adjacent or diagonal square distance by Booby-trap an Object, Map Square, computer, or
unarmed striking (1d6/2 DMG) or by using a Melee other technological or physics situation in play. Any
Weapon such as a Sword, claws, teeth, foot stomp- act of subversion whereby the normal operations of
ing, clapping, kicking, or a random Object. Other enemy equipment is hindered, or a trap is otherwise
than Assault, Melee Attack is the main Function Ac- set, is considered Sabotage.
tion of the game for inflicting damage. Melee Attack • For a Sabotage that requires a Turn, success = #
does NOT consume Energon to use. rolled +3. If it is a Free Action, success = # rolled.
• Regardless of how strong your character is, Melee • 5 success is necessary for every square affected
Damage is always 1d6/2, by Sabotage. (2 squares = 10 success, etc.) These
rounded up. can be accumulated over several rounds.
• An Object’s damage is • Examples: Set section of wall to collapse when
always 1d6 + the Size of something of sufficient weight occupies the
the Object. Therefore, square beside it. Rig a communications system
the Transformers RPG to ignore enemy activity. Set a bomb to explode
follows the cartoon logic when someone activates a console (requires
that it is essentially bomb). Rig a trip-wire. Plant a bug in the
more effective to pick enemy’s computer, et al.
up a lamp-post to bash • The effects of Sabotage can be spotted by a
the opponent with, even rival Surveillance or Data roll, depending on the
though your Robot fist is context. If your Sabotage success is higher, the
probably stronger than the lamp-post. effects of your Sabotage go undetected.
• Melee Attack should not be confused with the
Strength Statistics’s “Lift & Throw” - a bonus to
Melee Attack does not apply to Universal Actions. Strategy
• Demolition is a sub-type of Melee Attack. Bonus Normally you have to Move and Act on your Turn.
die given to Demolition would not be a bonus to Rolling Strategy, the number of successes you get is
making a Melee Attack, but bonus die to Melee the number of Turns later you can instead choose to
Attack ARE given to an attempt at Demolition. go. You can choose to go within any Turn between
now and the number you rolled, but you must
identify that Turn right after you roll Strategy.
Repair • Strategy can extend your Turn into the Enemy
Restore HP to anything robotic or technological, Phase. However, Strategy does not tell you what
including Map squares, Partner Units, Objects, or any the Turn order of the Enemy Phase is.
one Statistic. Success = # rolled +3. Major Repairs • Strategy cannot move your Turn over to the next
may require Salvage for parts. Round, thereby getting another Turn. If this
• Normally Repair can only be done in Robot.Mode, happens accidently, then you go one Turn before
but there are other circumstances were Repair is the last enemy character.
possible, such as if the patient character is inside
the Repairer’s Ambulance Alt.Mode.
• Patients must be in Melee Range to receive Support
Repair. Or, you can Repair yourself. Aid in another’s Action by repeating it for yourself.
• Repair always gives its subject a minimum of 3 For example: roll Support to Repair after an Engineer
HP, even if it fails. did just that on their Turn. To copy an Action issued
• Hit Point and Statistic recovery cannot exceed by another character within the round of play is Sup-
the maximum Hit Points or Statistic number port.
allotted for the character. • Using Support does not require you to have the
• The weapon effects of Burn, Rust, Stall and Function Action it is copying.
most minor types of On Fire are automatically • The Support Action must occur on your own Turn.
eliminated with the use of Repair. If the • The Action to be copied must have occurred
character is suffering a severe On Fire (the GM within your last Turn and this Turn.
would be the only judge of that) its effects • Enemy Actions cannot be Supported. Also, your
may only be diminished rather than dismissed own Action cannot be Supported.
entirely. • Regardless of how many dice are used for the
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RPG
Function Action being copied, you only uses as the Technology of a Rubsign, the allegiance
many dice as you have for “Support”. and activation codes of all Transformers are
• You must obey all the rules of the Action you immediately apparent on sight without need of
are copying. For example: in order to Support Surveillance.
a ranged attack on an enemy, you must have an
appropriate ranged weapon. Another example:
In order to Repair someone, you must also be Teamwork
adjacent or diagonally adjacent to the wounded You are a team player, and occasionally you spend
party. your Turn for the benefit of others. For your Turn,
• The Action does not have to have the same you can use up ether your Move or your Action, and
target. For instance, both Dat-tape the Warrior grant a nearby ally within Short Range (5 squares)
and Nosey the Scout are wounded. If the a +1 success on their next Action. You are making
Chopshop the Engineer is Repairing Dat-tape the a distraction, laying down cover fire, or otherwise
Warrior, and Nosey the Scout is also wounded, creating an opening whereby your ally can get some-
you - Bigiron the Gunner - can use Support to thing done. How this manifests is relevant to the
Repair Nosey the Scout OR Dat-tape the Warrior, behaviour you choose. Teamwork is usually just a
if both are in appropriate Range. check to see if what you’re doing creates a relevant
distraction. For instance:
• Getting someone to chase you means you get
Surveillance to Move and do nothing else. If you are suc-
Using Surveillance, visual, audio cessful with Teamwork then your ally gets the
or other receptors identify or +1.
clarify sensory events and relevant • Laying down suppressing fire means you still
information. Visual perception, get to fire and do nothing else. It does not
auditory perception, smell (yes, matter if you hit. If you are successful rolling
Transformers have a sense of smell, Teamwork then your ally gets the +1.
although it makes no sense) and
even taste, are part of the general
perceptions of a Transformer. Touch Transform
is a little more difficult when Once per Turn as a Free Action, switch
the Robot is coated in a metal between Modes.
shell, but is still considered the • You are not subject to being attacked
weaker part of general perceptions. mid-transformation, and you cannot get
Surveillance is the use of these senses. It is stuck in mid-transformation, either.
also used for the active anticipation of enemy • It is possible that when heavily
presence and movement, and is rolled to see through damaged you could have difficulty transforming,
illusions such as holograms, traps, and ruses. in which case a Rank roll can be made to see if it
• Surveillance extends to Long Range, 15 squares. is successful.
Objects blocking line-of-sight will disrupt • When you are in a Grapple that you are not
Surveillance, unless you also have a Radar or strong enough to win, you can Transform out of it
Sonar Technology. if you roll higher than your opponent’s Strength.
• The chief duty of Surveillance is to overcome
rival Espionage and Sabotage, with the greater
success determining the victor. Trooper
• Surveillance clarifies details, like identifying the Summon the vigor to restore Energon to yourself
figure in the Decepticon jet cockpit as the human equal to success # +3. Trooper does not require Ener-
scientist you were supposed to protect, and just gon to use, but can only be used while in a battle.
not “a human”. • The effects of Trooper apply only to you. Energon
• Surveillance does not assess mood, state, or cannot be transferred or apply to anyone else,
condition of health unless in the most drastic even if it you are an Alt.Mode like a minivan and
cases. “Slinkey the Scout looks so chopped up there is a smaller Robot inside you - the smaller
he’s almost dead”. Further information than Robot would not be affected by Trooper.
the most general surface impressions would fall • If the roll fails, you still regain 3 Energon.
under the Function-Action of “Data” instead. • Energon recovery cannot exceed the maximum
• Unless the targeted character possesses Energon allotted for your character.
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RPG
GM: It does. You would be taking 1d6 damage for being
submerged at the end of each Turn...but the problem is, lava
is hot. So, you’ll be taking 1d6 damage for the heat. If you had
Example of Play Heat-Shielding Hull Technology then you wouldn’t be taking
damage from the heat. If you had both of those you'd be fine
right now. As it is, you will take 1d6 damage at the end of each
Turn while you’re still in the lava.
This adversarial situation Includes examples of the Sideburns the Tiny Autobot Scout: I'll get you, Monkeytank! Okay,
Function Actions Acrobatics, Dash, as well as climbing and how can I get out of here?
what could happen with lava. GM: Well, it’s your Turn. You Move at half speed in liquid, and
half speed climbing, so we'll be kind and say 1 and a half squares
Monkeytank the Decepticon Gunner: Okay, I'm going to transform climbing up each Turn, unless you've got Dash.
into a tank and drive into the little Autobot car 2 squares away Sideburns the Tiny Autobot Scout: My Speed is only 3 in Robot.
and smash into him, pushing him into the volcano, because he’s Mode, so I'm going to roll Dash - that's better than moving 3
standing on the perilous precipus extending over the lava. squares...so...can I just drive up the volcano wall in my car
Sideburns the Tiny Autobot Scout: Ahh! Do I at least get a mode?
Defence roll? GM: Wheels does not work on walls, unless you have the
GM: You’re a Scout, so you just get your standard Endurance Technology of Adhesive Tires.
roll. If successful, you'll stop Monkeytank in his tracks. If not, Sideburns the Tiny Autobot Scout: So, I CAN’T get out in less
he'll push you over the edge - so long as he's successful in his than two Turns?
Demolition roll. GM: Two Turns straight up and you'd be still in the lava, just at
Monkeytank the Decepticon Gunner: I have a Strength of 8 as a the ledge in front of Monkeytank. Then you'd actually have to
Tank. get out of the lava.
Sideburns the Tiny Autobot Scout: I'm going to die. Sideburns the Tiny Autobot Scout: I only have 4 HP left. I can't
Monkeytank the Decepticon Gunner: (roll) 9. survive 2 or more rounds of 1d6 lava damage. And if I can’t
Sideburns the Tiny Autobot Scout: (roll) 4. drive our as a car, then...I want to shoot out the ledge beneath
GM: Monkey Tank now occupies the square on the edge of the Monkeytank so he falls, too. Because I’m guessing he does not
volcano, and Sideburns goes falling down the edge. Do you have have Waterpoof, even.
Acrobatics? Monkeytank the Decepticon Gunner: What? Wait. You can’t do
Sideburns the Tiny Autobot Scout: No, I'm a Scout. this to me! Rarrr! Mon-key-tank.
GM: Then you don't grab onto the ledge. Instead, you fall into Sideburns the Tiny Autobot Scout: You said it was a “perilous
the lava. Now, we haven't established the depth of the lava. It precipus extending over the lava”.
could be between 1 and 6 squares deep until you hit another GM: Hmmm - what is your Size, Monkeytank?
rock that you can stand on, since this is near the ledge. (roll) It’s Monkeytank the Decepticon Gunner: 5...why?
3 squares deep, and the ledge was 3 squares from the surface of GM: You're huge! Sideburns, you do know there's a chance that
the water, so it’s actually going to take you 2 Turns to fall that he could just fall down on top of you with the ledge and crush
distance. It’s your Turn, you’re falling through the air. you?
Sideburns the Tiny Autobot Scout: Umm...I flail? No - I shoot Sideburns the Tiny Autobot Scout: I'm willing to take that
back up at Monkeytank on the edge of the precipus. (roll) 6! chance.
Monkeytank the Decepticon Gunner: (rolls) 7. I’ve got Defence GM: Because there's a chance you can be crushed, I'm going to
as a Tank and as a Gunner, so I’m rolling 3 dice. roll 50/50. If the dice is in your favour, Monkeytank skids into
Sideburns the Tiny Autobot Scout: For my Move I want to Move, the lava beyond you. Give me a Firepower with your weapon -
umm...slower through the air? wait, is your weapon affecting HP?
GM: Your Move is spent falling. Monkeytank? Sideburns the Tiny Autobot Scout: Yes. (Roll) I got 4.
Monkeytank the Decepticon Gunner: I want to shoot down at GM: You just need 1 to hit inanimate Objects, or in this case a
Sideburns as he falls. Map square. If you were trying to hit Monkeytank, you would
GM: Does your Tank have a turret that points down at a 45 have to beat his Endurance and various Defence dice. Now,
degree angle? Sideburns, roll damage.
Monkeytank the Decepticon Gunner: Ummm...yes? Sideburns the Tiny Autobot Scout: (Roll) 10, yes!
GM: No. If you transformed into Robot.Mode then you would GM: You only needed 5 to destroy the one Map square. It
have the flexibility to reach down. crumbles.
Monkeytank the Decepticon Gunner: Okay. I transform, I’m a Monkeytank the Decepticon Gunner: Wait, wait - can't I get a roll
Robot. (roll) 3 success. Does he still get to roll against it when to run away?
he’s falling through the air? GM: Not unless you have Acrobatics...a grappling hook, or
GM: Yes. Roll it, Sideburns. some other creative way of escaping your fate as the “perilous
Sideburns the Tiny Autobot Scout: Just Endurance, right? precipus extending over the lava” crumbles from underneath
GM: Yes. you.
Sideburns the Tiny Autobot Scout: I feel insecure rolling only one Monkeytank the Decepticon Gunner: Ehhh...nope.
dice. GM: The ledge gives way from a powerful shot from Sideburns,
GM: Just roll, Garry. and Monkeytank the massive Decepticon Tank slides helplessly
Sideburns the Tiny Autobot Scout: (roll) 5! Yes! I’m free and down the crumbling ledge, headed straight for the lava, in the
clear! path of the poor little Autobot Sideburns, and...(roll) clears the
GM: And now falling into lava. You hit its scalding liquid surface. distance, falling in the lava beyond. Sideburns is not crushed.
Sideburns the Tiny Autobot Scout: Ah! I have Waterproof, though, Sideburns the Tiny Autobot Scout: Yes! Ha, ha, ha, ha!
does that help? GM: Now we roll to see if you survive the lava, Sideburns.

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RPG

04. Alt.Mode
All Robots choose 1 Alternate Mode (Alt.Mode). This Alt.Mode has new Statistics (Stats), derived from your character’s
Robot.Mode Statistics. Look at your Robot.Mode Statistics, then look at the chart below. “Rolls” is the number of d10
rolls, greater or lesser, the player makes to generate each new Alt.Mode Statistic, then compares them to their Robot.
Mode Stats and takes the higher (+) or lower (-) result for the Alt.Mode. For instance, my Robot.Mode’s Strength is 5
and he’s going to turn into a Machine, so I roll 2 more 10-sided dice, with the results of 3 and an 8. As the higher value,
I assign a Strength of 8 for my Machine.Mode. When the dash alone is listed (-) it represents no change from Robot.
Mode. Rolling for a positive value cannot force a negative value and vica versa.

Alt.Mode Object Primitive Structure Vehicle Heavy V Weapon


Strength 3 rolls - 2 rolls + 3 rolls - 1 rolls - 2 rolls + 2 rolls -
Intelligence 3 rolls + - - 1 rolls + 3 rolls + -
Speed - 2 rolls + 2 rolls + 4 rolls + 1 roll - 2 rolls -
Endurance - 1 roll + 4 rolls + 2 rolls - 2 rolls + -
Rank - - - - - -
Courage 2 rolls + - 4 rolls - 1 roll + - 1 roll +
Firepower 3 rolls - 2 rolls - - 2 rolls - 2 rolls - 2 roll +
Skill 2 rolls + - 2 roll + - 3 rolls - 2 roll +

Use this chart to see the number of dice you roll to find your Alt.Mode Statistics,
based on your Robot.Mode Statistics.

Legend for Alt.Modes


This is perhaps the most important step in creating your
Transformer. What do you want them to transform into?
Here is the legend for the tables that follow:

Alt.Mode: The chosen transformation scheme for your


Robot. This is what makes you a Transformer, and not just
a boring old war Robot.

Size: Required Size of both the Robot.Mode and the Alt.


.
Mode in order to be able to physically transform.
Alt.Mode Quick Summary
+1d Gain: What the Alt.Mode can do regardless of Hand-held Objects or “Object.Mode”.
Function or Alt.Mode restrictions while in the Alt.Mode. If Object Small inanimate hand-held objects that
it is normally restricted then the Action simply becomes are not weapons.
available. If the Action is already available then this adds Animal-based Alt.Modes, “Beast.Mode”,
that may more dice (+d) to rolling for success. Primitive fast and strong, and skilled in using the
natural environment.
Abilities: Special capabilities held by the Alt.Mode given “Base.Mode”, stationary inanimate
its form but not necessarily shared by the Robot.Mode. Structure buildings and bases, tough and good at
firing.
Bot / Con: Minimum required Rank for an Autobot (Bot) Machines for traveling at high speeds,
or Decepticon (Con) to choose the Alt.Mode. For Beast. Vehicle these are fast but fragile. The fastest and
Modes Bot / Con translates to Maximal and Predacon. most versatile, “Vehicle.Mode”.
Work & Heavy Vehicles or “Heavy.Mode”.
Notes: The Alt.Mode may be granted an additional +1d Heavy Vehicle Slow, heavy machines and work vehicles,
Gain (aka Action), Ability, Technology (T) or Weapon (W). tough and physically strong.
Additional information - most usually exceptions to the Designed for maximum damage, these Alt.
rules, are also listed here. Weapon Modes or “Weapon.Modes” are inanimate
but powerfully dangerous.

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RPG
Rank Requirements for Autobots
Rnk Object Primitive Structure Vehicle Heavy Veh. Weapon

Data Storage Mammal


1 Device Herbivore
Small Plant Car

Analysis Stationary Explosive or


2 Equipment Structure
Small Vehicle
Trap

Farming or
Computer Mammal
3 Hardware Carnivore
Tree Van Industrial, Jeep
& Off-Road

Hovercraft,
4 Tele-Com. Bird, Monster Motorcycle, Heavy Truck Platform
Truck

Aeroplane,
Surveillance Armoured /
5 Equipment
Dinosaur Helicopter,
Military
Cannon
Watercraft

Amphibian,
Flying Insect,
Train & Human
6 Insect, Building Jet
Transport
Melee Weapon
Prehistoric
Mammal, Reptile

Arachnid, Myth, Dirigible, Space Construction


7 Sea Creature Vessel Vehicle

Flying Insect, Base, Orbiting


8 Media Player
Swarm Structure
Hand Gun

9 City

10

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RPG

Rank Requirements for Decepticon


Rnk Object Primitive Structure Vehicle Heavy Veh. Weapon

Data Storage
1 Device
Insect Small Plant

Surveillance
2 Equipment
Tree Hand Gun

Mammal
3 Carnivore
Jet Cannon

Construction,
Computer Amphibian,
Stationary Car, Small Farming or Explosive or
4 Hardware, Tele- Flying Insect,
Structure Vehicle Industrial, Jeep Trap
Com Monster, Reptile
& Off-Road

Arachnid, Armoured /
Analysis Mammal Military, Train
5 Equipment Herbivore, Sea
Building Motorcycle, SUV
& Human
Melee Weapon
Creature Transport

Helicopter,
Bird, Dinosaur,
Space Vessel,
6 Media Player Prehistoric
Truck, Van,
Heavy Truck
Mammal
Watercraft

Aeroplane,
Orbiting
7 Myth
Structure
Dirigible, Platform
Hovercraft

8 Swarm Base

9 City

10 Space Gun

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RPG
Transformers society, you need to be of a certain Rank in
Choosing an Alt.Mode their social and military structure to be eligible for a really
This is everything you need to know to figure out your Alt. cool Alt.Mode.
Mode.
Roll Alt.Mode Statistics – Roll to see the differences
Step # 1 - Look At Your Robot.Mode Statistics – To in your Statistics between your Robot.Mode and your Alt.
best understand how to generate your Alt.Mode, start by Mode. Alt.Mode Statistics are based on your Robot.Mode
looking at your Robot.Mode. Your Robot.Mode is capable of Statistics so that there is a great difference in feeling and
doing things your Alt.Mode will not be able to do. In Robot. a tactical approach to switching between Modes.
Mode you have fine dexterity, the ability to manipulate
small objects and versatility of movement. Step # 4 - Select Alt.Mode Sub-choice – Make
the final selection of a particular Alt.Mode, for instance:
Better Statistics: Your Robot.Mode generated 10 not just “Mammal, Herbivore”, but “Cow”. Sometimes
numbers to fill 8 Statistics, so it will probably have better the sub-choices of an Alt.Mode have slightly higher Rank
overall Statistics (and usually less drastic Statistics) than requirements.
your Alt.Mode. Also keep in mind your Statistic values
when you approach your Alt.Mode - if you know that to be Confirm Size – Make note of the Size of the Alt.Mode.
a Vehicle Alt.Mode your Speed is going to increase by the This will be the Size of the Transformer, unless you choose
probability of 4 more d10, then think about putting one of to buy Mass Displacement Technology. Sometimes an Alt.
your lowest Robot.Mode Statistics into Speed, so that it Mode will give a range of Sizes, in which case you have to
benefits most from the Statistic change between Modes. choose.

Robot Only Actions: In Robot.Mode you use Construction, Step # 5 - Update Character Sheet – Make note of all
Sabotage, and other Function Actions that require fine the +1d rolls (Actions) and Abilities that you gain for being
manipulation. There are some Alt.Modes that are designed in your Alt.Mode, so that you can better keep track of what
around this - such as an Ambulance allows you to use Repair you can do when.
where you’d normally be unable to do that outside of a
Robot.Mode.

Step # 2 - Select Alt.Mode Type – Look at the types


of Alt.Modes and decide what general direction you want to
take. The types, with some examples, are:

Hand-held Objects: Cassette tape, microscope.


Primitive: Cow, wolf, monster, unicorn.
Structures & Buildings: Base, city, shop.
Vehicles: Car, jet, helicopter, hovercraft.
Heavy & Work Vehicles: Bulldozer, tractor.
Weapons: Handgun, cannon, melee weapon.

Step # 3 - Select General Alt.Mode – Narrow the


selection of the Alt.Mode down to one of it’s many options.
This is not the final choice of Alt.Mode, just narrowing it
down - for instance: “Mammal, Herbivore”.

If you’re having trouble deciding, one way of doing this


is skipping straight to rolling your Alt.Mode Statistics,
then taking a look at what that generated to see what is
probable in your new Alt.Mode and decide what that makes
you. “Oh, that looks like a car, and not at all like a truck”,
for instance.

Rank Requirements – Ensure your Rank Statistic is at


least as high as the Rank requirement for the Alt.Mode
you choose. If it is not, then you need to pick a different
Alt.Mode. Think of this as the greater social hierarchy of

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RPG

Hand-held Object Alt.Modes


Anything that can be held in human hands and is not a weapon falls into this category of Alt.Mode. For a Hand-held Object
Alt.Mode, or “Object.Mode”, the Transformer is usually Size 0 in their Alt.Mode- small enough to be carried by an average
Human. While in their Alt.Mode, Objects are granted what is listed under +1d Gain and Alt.Mode Abilities.

Alt.Mode Size +1d Gain Abilities Bot Con Sub-Choice & Notes
Mass Displacement (T)
Human Aid, Microscope: Surveillance
Analysis Equipment 0 +2d Data 2 5
Inanimate Scanner: Strategy
Targeting System or Scope: Accuracy

Industrial Computer: +2d Data [Size 3-4]


Communications, Human Aid, Military Computer: +2d Strategy [Size 3-4]
Computer Hardware 0-4 3 4
Espionage Inanimate Personal Computer: Tiny, Mass
Displacement (T) [Size 0]

Mass Displacement (T). +2d to any one


Chrome Weapon, Robot.Mode Action, or +1/+1. All Alt.Mode
Data Storage Device 0 Data Human Aid, 1 1 Statistics are 5. Examples: Audio Cassette
Inanimate Tape, Flash Drive, External Hard drive,
Compact Disc or Vinyl Record.

Deployer Superiour (T), Mass Displacem. (T)


Communications, Human Aid, AM/FM Radio: Communications
Media Player 0 8 6
Teamwork Inanimate Audio Cassette Tape Deck: Espionage
Digital Media Player: Surveillance

Mass Displacement (T)


Surveillance Film or Photography Camera: Surveillance
0 +2d Surveillance Inanimate 5 3
Equipment Listening Device: Espionage
Tracking Device: Radar (T)

Mass Displacement (T)


Tele- Human Aid, Cellphone: Strategy
0 Communications 4 4
communications Inanimate Telephone: Support
Walkie-talkie: Teamwork

Mass Displacement (T)


Toy & Misc. Human Aid, Remote Control Toy Car: Dash
0 - 1 1
Household Objects Inanimate Toy Robot: Teamwork, Move 1 square
Smoke Detector: Radar (T), only for fires

Notes on Tiny
The Mass Displacement Technology that each Hand-held
Object has causes it to reduce in Size from whatever
the Robot.Mode is - it can be whatever you want - to
Size 0 in Alt.Mode. Size 0 is actually too small for
another Transformer to target for attack, unless they
have the Function Action of Accuracy. Being so Tiny
makes you effectively invulnerable. However, you are
also Inanimate, which means all you can do when you
are that small is whatever you have listed under +1d
Gain, or what is given in the Notes, none of which will
allow you to attack. So, these are not combat-oriented
Alt.Modes, but they can get serendipitously lost in the
shuffle of big Robot battles by being so small.

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RPG

Primitive Alt.Modes
All of the animal kingdom is represented by this Alt.Mode. A Primitive Alt.Mode, or “Beast.Mode”, unlike all other Alt.
Modes does not have to be the same Size as the subject of the transformation. For instance, a Frog is Size 0 (Tiny) but
your Alt.Mode Frog could be Size 3 (Car-sized). This is a good selection for admittance into various Subgroups. While
in their Alt.Mode, some Primitives are granted +1d Natural Attack, which can be used for either Melee Attacks or for
Skilled-based attacks depending on the Alt.Mode. One of these two options must be chosen and then that choice is
final. Beast.Modes also gain what is listed under +1d Gain and Abilities. The Rank requirements listed for Autobot and
Decepticon work equally well for Maximals and Predacons.

Alt.Mode Size +1d Gain Abilities Bot Con Sub-Choice & Notes
Frog: Spring Legs (T)
Newt: Acrobatics, Climb
Amphibian 1-5 Trooper Waterproof 6 4
Salamander: Fire Breath (W)
Toad: Defence, Poison

Acrobatics, Climb, Scorpion: Steel Tail (W), Poison


Arachnid 1-5 7 5
Natural Attack Landing Spider: “Web”: Adhesive Gun (W) + Grappling Hook (T)

Crow: Espionage
Hawk, Eagle or Falcon: +2d Acrobatics
Natural Attack,
Bird 1-5 Flight, Walk 4 6 Owl: +2d Data
Surveillance
Parrot: Communications
Vulture: Sabotage

Brontosaurus: Defence, Steel Foot (W)


Pterodactyl: Flight (no Off-Road), Walk, Steel Beak (W)
+2d Natural Stegosaurus: Defence, Steel Tail (W)
Dinosaur 4-7 Off-Road 5 6
Attack Velociraptor: Dash, Steel Claws (W)
Triceratops: +2d Demolition, Steel Horns (W) [Rank+1]
Tyrannosaurus Rex: Steel Teeth (W), +1d Bite DMG [Rank+1]

Cricket: Communications
Preying Mantis: Natural Attack
Natural Attack, Water Strider: Acrobatics, Surf
Insect 1-3 Carry 6 1
Salvage Ant: Construction, Climb [Rank+1]
Grasshopper: Spring Legs (T) [Rank+1]
Centipede: Climb, Dig [Rank+2]

Flying insects may Orbit at height 3, carried by the wind.


Butterfly: +2d Sabotage
Insect, Flight, Hover,
1-3 - 6 4 Fly: +2d Surveillance
Flying Orbit
Beetle: Grapple, Climb
Wasp or Bumblebee: Poison

Bear: Dash, Defence


Cat: Espionage, Human Aid
Dog: Salvage, Human Aid
Gorilla: Strength, Climb
Mammal, Jaguar or Leopard: Acrobatics, Espionage, Climb
1-4 Natural Attack Off-Road 3 3
Carnivore Monkey, Baboon or Mandrill: +2d Acrobatics, Climb
Wolf: Dash, Espionage
Cheetah: +2d Dash, Move +1 [Rank+1]
Tiger: Acrobatics, Dash, Espionage [Rank+1]
Lion: Acrobatics, Dash, Strength [Rank+2]

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Alt.Mode Size +1d Gain Abilities Bot Con Sub-Choice & Notes
Beaver: Salvage, Swim, Walk, Waterproof (T)
Giraffe: Surveillance
Horse or Rabbit: +2d Acrobatics
Mammal,
1-4 Dash Off-Road 1 5 Mole: Dig
Herbivore
Rat: Espionage
Rhinoceros or Bison: +2d Demolition [Rank+1]
Elephant: Defence, Demolition, Size DMG [Rank+2]

All prehistoric mammals are immune to Glue and Ice.


Doedicurus: +2d Defence, Steel Tail (W)
Mammal, Giant Sloth: Climb, Size DMG, Steel Claws (W)
1-5 Strength Off-Road 6 6
Prehistoric Sabre-Toothed Tiger: Climb, Steel Teeth (W), +1d Bite DMG
Mammoth: Defence, Demolition, Size DMG, Steel Horns (W)
[Rank+1]

This Alt.Mode has manipulating hands and can carry and


Monster 2-5 Strength Climb 4 4 wield Melee Weapons. Choose one of: Steel Beak (W),
Steel Claws (W), Steel Horns (W), or Two Heads (T)

Dragon: Flight, Fire Breath (W)


Griffon: Flight, Steel Beak (W), Steel Claws (W)
+2d Natural
Myth 3-6 - 7 7 Hydra: Two-Heads (T), Fire Breath (W)
Attack
Unicorn: Steel Horns (W), Teleport (T)
Giant City-bot Size Lizard: Size DMG, Hulk (T)

Waterproof (T)
Alligator or Crocodile: Melee Attack, Steel Teeth (W), Swim
Reptile 1-6 Natural Attack Walk 6 4
Tortoise: +3d Defence
Snake: Repair, Poison

Waterproof (T)
Crab: +2d Salvage, Walk (instead of Stationary)
Dolphin: +2d Acrobatics, Radar (T)
Sea Espionage, Stationary, Shark: Melee Attack, Steel Teeth (W)
1-6 7 5
Creature Natural Attack Swim Stingray: Poison, Intercept
Turtle: +2d Defence, Walk (instead of Stationary)
Whale: Size DMG, Steel Tail (W)
Squid: Grapple, Oil Slick (T) [Rank+1]

Flight,
Attacks as a Melee Attack using a chosen weapon’s damage
Inanimate,
Swarm 2-6 Natural Attack 8 8 and effects. Any successful hit leads to a free Grapple.
Primary
Weapon must still be purchased with points
Weapon

Appearance
When you assume a Beast.Mode you do not look like a convincing animal to the human
eye - you look like a huge mechanical robot animal, wildly out of proportion and,
in some cases, barely recognisable as the animal you’re supposed to represent. To
human eyes you are a horrifying sight. To another Transformer, however, you look like
a perfectly ordinary mechanical beast. If you would prefer to look like a ‘convincing’
animal - an animal with fur or feathers or whatever it is you have, then you must join
the Subgroup ‘Beast Shell’ - a semi-organic shell wraps around your Beast.Mode’s robot
parts and makes for a convincing animal. Remember that because a Beast.Mode is not
restricted to the Size of the real world animal, (observe Ravage to the left, here) you
may want to be cautious of being out-of-scale if you do want to emulate a convincing
tiger. This may send humans running away screaming for entirely different reasons, like
- you look like a tiger, but at least it will be a normal, terrestrial terrified reaction.

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Structure Alt.Modes
These are large and stationary Alt.Modes that usually act as a defensive point around which allies gather on the
battlefield. Structure Alt.Modes, or a “Base.Mode”, benefits from high Endurance and the use of the Robot.Mode’s
Firepower Statistic, so it can be tough and aggressive, even if it cannot Move. While in their Base.Mode, Structures are
usually granted +1d Fortify, and what is listed under +1d Gain and Alt.Mode Abilities.

Alt.Mode Size +1d Gain Abilities Bot Con Sub-Choice & Notes
Assault Base: 2x charges for Missile or Rockets
Battle Station: 2x charges Lasers
Inanimate,
Fortify, Repair, Defence Base or Battlefield Fort: +2d Defence
Base 6-7 Immovable, 8 8
Teamwork Micro-Base: Deployer Superiour (T) for small
Storage
vehicles or Micromasters
Repair Base: +2d Repair. Autobots only

Car Wash: Primary Weapon for any water-based


weapons. Also produces the effects of the
Subgroup Aquaspeeder / Stormtrooper on any
Inanimate, vehicle that passes through
Building 5-7 Fortify Immovable, 6 5 Commercial Office Building: Salvage, Teamwork
Storage Laboratory: +2d Data, Salvage
Mechanic Shop: +2d Repair
Power Station: +2d Trooper (In this case, Trooper
also applies to Transformer inside the structure.)

Inanimate, Storage capacity is x2 for this Alt.Mode. Examples:


Defence, Fortify,
City 7 Immovable, 9 9 Harbour, Military Compound, Resort, Park, Banking
Repair, Trooper
Storage District, or University

Primary Weapon for Lasers. (Remember you


cannot fire from Orbit, height 7)
Landing,
Orbiting Communications, Satellite: Communications
3-6 Orbit, Storage, 8 7
Structure Surveillance Space Station: Cargo
Primary Weapon
Asteroid: No Primary Weapon, but instead gets
Kamikaze Bomb (W) on impact [Rank+2]

Inanimate, Mass Displacement (T)


Small Plant 0 Trooper Human Aid, 1 1 This represents various household vegetation,
Tiny flowering or not, in the ground or a pot

Telephone Pole: Communications


Stationary Inanimate, Street Lamp or Ranger Tower: Surveillance
3-7 Fortify, Repair 2 4
Structure Immovable Wall or Gate: Defence
Totempole: Deployer Superiour [Rank+2]

Storage, Various trees, robotic as they would grow in


Tree 6 Fortify, Trooper Inanimate, 3 2 Cybertronian nature. You may want to use Beast
Immovable Shell (T) for a disguise

Notes on Fortify
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 by 1/2 its normal value. Maximum HP is raised proportionate to 1/2 the success of the Fortify
roll, rounded up. 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, like Stored or Carried Robots.

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Vehicle Alt.Modes
These are Alt.Modes whose primary function is the speed of travel. Vehicle Alt.Modes or “Vehicle.Modes” are fast,
but fragile. This is the most advantageous Alt.Mode for admittance into Subgroups because most of the Subgroups are
designed around Vehicle Alt.Modes. To illustrate the fast movement of a Vehicle while in their Alt.Mode, Vehicles are
always granted at least one of Flight, Wheels, Off-Road or Swim, as well as what is listed under +1d Gain and Alt.Mode
Abilities.

Alt.Mode Size +1d Gain Abilities Bot Con Sub-Choice & Notes
Bomber Plane: Primary Weapon for Bombs
Drone: Primary Weapon for Missiles and Rockets
Aeroplane 3-6 Dash Flight, Walk 5 7
Fighter Plane: Primary Weapon for Guns
Seaplane: Communications, Surf, Surveillance

This entry assumes a boring sedan. For a higher


Rank requirement other Cars are available:
Antique: Support [Rank+1]
Car 2-3 Dash Wheels 1 4 Muscle: Teamwork [Rank+1]
Police: Human Aid [Rank+1]
Racecar: Move +1 [Rank+1]
Sportscar: Dash [Rank+1]

Flight, Hover, Blimp: Primary Weapon for Lasers


Dirigible 2-7 Teamwork Primary Weapon, 7 7 Hot Air Balloon: Primary Weapon for Shells
Stationary Zeppelin: Primary Weapon for Bombs

Swap Speed and Courage rolls for this Alt.Mode.


Rescue Helicopter: Search and Rescue (T)
Dash, Flight, Hover,
Helicopter 3-5 5 6 TV News Copter: Surveillance, Communication
Surveillance Stationary
Military Helicopter: Primary Weapon for
Cannons, Guns, Rockets or Missiles [Rank+2]

Hovercraft 3-5 Sabotage Hover, Swim 4 7 Waterproof (T)

Flight, Primary Primary Weapon for Missiles, Guns and Lasers.


Jet 3-5 Dash 6 3
Weapon, Walk Staple of the Decepticon army

+2d Acrobatics,
Motorcycle 1-2 Carry, Off-Road 4 5 Move +1
Dash

Dune Buggy: +2d Acrobatics


Small Off- Landing, Off-
1-2 - 2 4 Moon Buggy: Communications
Road Vehicle Road
Snowmobile: Wheels, but only on ice and snow

Notes on Futuristic-looking Vehicles


If you do not want your vehicle Alt.Mode to look like an Earth vehicle, but
instead have a crazy high-tech design, then look at the 1 point (minor)
Technology of “Cybertronian Design”, which has these variations:

For vehicles that still want tires: You gain the Off-Road Ability and +2d
Acrobatics. For vehicles that want to hover, you get Hover and +1d
Acrobatics. For any other Alt.Modes, (such as ones that aren’t Vehicles) a
Cybertronian Design Grants Hover.

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Alt.Mode Size +1d Gain Abilities Bot Con Sub-Choice & Notes
Radar (T)
Lunar Module: Landing
Orbit, Storage,
Space Vessel 5-7 Communications 7 6 Rocket or Space Shuttle: Blast-off to Orbit
Walk
Spaceship or UFO: Hover, Flight, Escape Velocity
(T) [Rank+2]

Swap Strength and Intelligence rolls for this Alt.


Carry, Off-Road,
Truck 3-4 Dash, Demolition 4 6 Mode. This entry assumes a Pickup Truck.
Wheels
Tow Truck: Grappling Hook (T) to x2 Size [Rank+1]

This entry assumes a standard Van.


Ambulance: Repair [Rank+1] Autobots only
Camper Van: +1d Support, Trailer [Rank+1]
Moving Van: Cargo. [Rank+1]
Van 3-5 Dash, Defence Carry, Wheels 3 6
Sport Utility Vehicle: Sabotage, Off-Road.
Decepticons only
TV News Van: Communications [Rank+1]
Motorhome: Salvage, Support, Trailer [Rank+2]

Waterproof (T). This Alt.Mode only operates on


water. You cannot Move a Watercraft on land.
Aircraft Carrier: Pri.Weapon Missiles and Rockets
Speedboat: Acrobatics, +2d Dash
Watercraft 1-7 Dash, Teamwork Surf 5 6
Tall Ship: Primary Weapon Cannons. Yar!
Tug-boat: +2d Pull, Swap Strength & Speed rolls.
Submarine: Primary Weapon for Missiles and
Lasers, Swim rather than Surf [Rank+1]

I’m a car.
We use Wheels
to drive far.
Yes.

“Car”
Alt.Mode Dice Changes References
Alt.Mode Object Primitive Structure Vehicle HeavyV Weapon
Strength -3d +2d -3d -2d +2d -2d
Intelligence +3d - - +2d +3d -
Speed - +2d +2d +4d -1d -2d
Endurance - +1d +4d -2d +2d -
Rank - - - - - -
Courage +2d - -4d +1d - +1d
Firepower -3d -2d - -2d -2d +2d
Page 34 Skill +2d - +2d - -3d +2d
RPG

Heavy & Work Vehicle Alt.Modes


This Alt.Mode represents larger working machines and industrial-purposed heavy vehicles. Machine Alt.Modes or “Heavy
Vehicles” are larger, slower, and tougher than Vehicle.Modes, and have a primary purpose other than moving, such as
Construction or drilling or farming. This is a good selection for admittance into various Subgroups. While in their Heavy.
Modes, Heavy & Work Vehicles are granted what is listed below under +1d Gain and Alt.Mode Abilities.

Alt.Mode Size +1d Gain Abilities Bot Con Sub-Choice & Notes
Missile Truck: Primary Weapon Missiles and Rockets
Tank: Primary Weapon for Shells. The Tank is it’s
Armoured own Cannon so does not need one to fire Shells,
Defence, Off-Road,
/ Military 3-5 5 5 but if a Cannon is bought with Points it also falls
Demolition Primary Weapon
Vehicle under the Tank’s Primary Weapon. If many Cannon
weapons are bought, only one will count as the
Primary Weapon.

Bulldozer: +2d Push


Cement Mixer: Adhesive Gun (W)
Construction Construction,
2-5 Wheels 7 4 Crane: Lift, Grappling Hook (T)
Vehicle Demolition
Dump Truck: Salvage, Cargo
Power Shovel: Use shovel as Grappling Hook (T)

Combine or Harvester: +2d Demolition


Farming or
Deforester: Buzz-saw (W)
Industrial 3-5 Demolition Off-Road 3 4
Tractor: +1d Push, Pull and Lift, Wheels
Vehicle
Industrial Drill: Drill Cannon (W), Dig [Rank+1]

Jeep & Heavy


Off-Road,
Off-Road 2-3 Trooper 3 4 Tracking (T)
Wheels
Vehicle

Swap Intelligence and Speed rolls for this Alt.


Train & Mode.
Human 4-5 Dash, Demolition Wheels 6 5 Bus: Human Aid
Transport Locomotive: +1d damage Demolition
Subway Car: Strategy

Garbage Truck: +2d Salvage, Trailer (T)


Monster Truck: +1d damage Demolition
Oil Truck: Oil Slick (W), Trailer (T)
Transport Truck: Swap Intelligence and Speed
Truck, Heavy 4-5 Demolition Off-Road, Wheels 4 6 rolls for this Alt.Mode. Defence, Dash, Trailer. (T)
Fire Truck: Support, Fire-extinguisher (W), Primary
Weapon for any water-based or anti-flame-based
weapons, and a Ladder, which is a Grappling Hook
(T) [Rank+1]

Notes on What
Qualifies as Heavy
Heavy vehicles are listed here
rather than under Vehicle.Mode
because speed is not what
they were designed for, they
have a more directed purpose.
These vehicles are tough; they
are designed to lift, smash,
transport, and carry - not to be
light and speedy.

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RPG

Weapon Alt.Modes
These are Alt.Modes whose primary purpose is destruction and violence. A Weapon Alt.Mode, or “Weapon.Mode” is a
practical choice of Alt.Mode in an intergalactic war, because it deals a lot of damage, but has a complex execution.
Make sure you read the information below carefully. 1) The actual weapon reflected by the Weapon.Mode (a handgun
turning into a blaster gun, for example) must be separately purchased in points. 2) Inanimate Weapon.Modes (most
of them are) do not fire themselves, and must be wielded by another Transformer. This is not necessarily a bad thing.
See “Best Shot” for more information about the advantages and disadvantages of being fired. While in Alt.Mode, all
Weapons gain +1d HP to the damage of their weapon self, even if the weapon doesn’t normally affect HP.

Alt.Mode Size +1d Gain Abilities Bot Con Sub-Choice & Notes
Best Shot,
Damage,
Cannon 1-5 Inanimate, 5 3 Cannon weapon only. Must be pushed for Walk.
Teamwork
Walk

One of: Missile, Rocket, Mine or Bomb. Cannot


spontaneously explode, condition for activation
Explosive or Damage, Landing,
2-3 2 4 must be designated. Choose from: Pressure, Heat,
Trap Espionage Inanimate
Proximity (1-3 squares), Timed (1-6 rnds), or some
other story condition

+1d charges. Mass Displacement (T). The weapon can


Best Shot,
Hand Gun 0-1 Damage 8 2 take the form of a Blaster, Cannon, Gun, Pistol or Rifle
Inanimate
type Weapon. Remember you cannot fire yourself

Swap Firepower and Strength rolls for this Alt.Mode.


Acrobatics, Axe or Hammer: Destroy a Map square automatically
Melee Best Shot,
0-4 Damage, Melee 6 5 Spear: Reach to the second square away
Weapon Inanimate
Attack Sword: Block all damage until next turn on a greater
success on your Endurance roll

The flat top of a platform can support the weight of


Storage.
Hover,
Repair Platform: Repair to all Robots on the platform.
Inanimate,
Platform 2-6 Damage 4 7 Weapons Platform: All weapons on the Platform.
Storage,
Mode or held by characters on the platform gain the
Walk
damage increase to their fired weapons
Drilling Platform: Drill Cannon (W), Dig [Rank+2]

Laser weapon only (including anything with Laser in


Space Gun 0-5 Assault, Damage Hover, Flight - 10 its name). Not Inanimate in Weapon.Mode, but can
still be wielded for Best Shot

Notes on Onus
A Weapon.Mode is a mixed blessing when the Alt.Mode
has Inanimate. On the plus side, you do massive damage.
On the down side, you still have to buy the weapon you
are going to be in points, and you do need someone
else to pull the trigger. With “Best Shot” both you and
the person wielding your weapon Alt.Mode roll, and you
get the better of all the rolls employed, 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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RPG
Alt.Mode Abilities
Each Alt.Mode can do something different with their own Statistics. When in Robot.Mode these Actions are NOT pos-
sible, unless specified. Some of these abilities take the place of a Move, some of them can be used as an Action, and
soem of them are just special little exceptions the Transformer has by virtue of their Alt.Mode.
Action Action Use
When using Assault, both the Weapon.Mode being fired and the Transformer firing it roll an attack at
their own Firepower Statistic, and only the best result is used for the attack that happens. This does
Best Shot not take up the Turn of the Transformer who is only there to pull the trigger. The firing happens on
the Weapon.Mode’s Turn and is the Action of the Weapon.Mode, but the wielder of the Weapon.Mode
could also choose to fire a second time on their own Turn after.
To have the Carry ability is to store, lug or piggy-back 1 Robot of the same Size or 1 Size greater. The
Carry / Storage ability is its upgrade. Storage is the same as Trailer (T); to store a number of Robots equal to
Storage the Alt.Mode’s Size, so long as no more than one of the Robots within is as large as Size 6. All Robots
stored within receive Repair when you are being Repaired, but the same does not apply to Carry.
One weapon purchased is doubled in quantity, and is entirely coloured silver or gold chrome. In order
Chrome
words, buy one weapon and get another of the same for free. The weapon must be a Minor (1 point)
Weapons
weapon, but for an additional point it could instead be a Standard (2 point) weapon.
Move across vertical and upside-down surfaces as though they were normal surfaces. This augments
your ability to Move and use other Move-replacements like Wheels and Off-Road, and does not take your
Climb
Move or use an Action. There are also a few kinds of Technology that grant Climb, but in most cases it
is a Climb without the ability to move across upside-down surfaces.
Move through the underground the number of squares equal to your Alt.Mode’s Speed Statistic.
Dig takes the place of Move on your Turn. The ground beneath the Map has a maximum depth of 6
squares. In order to Dig you need to go at least 1 square down into the ground before you start in any
Dig
other direction. Only being 1 square down, however, puts you into Melee Range with anyone standing
on top of where you are, if they are aware of you. Also keep in mind that if you are a larger Sized
Robot (4 or bigger) may have to spend longer digging than an average Sized Robot (Size 3).
Move through spaces of air the number of squares equal to the Alt.Mode’s Speed Statistic. Flight takes
the place of Move on your Turn. If you do not have Hover, then you must Move at least 1 square per
Turn while in Flight. The air is 1 to 6 squares above the surface of the battlefield. Heights greater
than 6 enter require Escape Velocity (T). If you are hit while in Flight and take HP damage or suffer a
Flight Push effect, then you must roll against Fall or go tumbling out of the air at the rate of regular falling
- 3 squares straight down when it happens, and 3 down at the end of your Turn. If you are still in the
air when your Turn happens you can recover with an Acrobatics roll, or, if you have Hover, spend all
your Move for this Turn just to stay in place. Without Acrobatics or Hover you continue to fall. If you
hit the ground you take regular falling damage - 1d6 vs. HP for every 2 squares fallen, rounded up.
The Transformer is raised just above the ground. This allows movement across potentially any surface
including water, lava, caltrops, bits of jagged ground and so on. Overtly jagged or obstructed terrain
Hover is still impassable to Hover - that’s what Off-Road is for. Hover allows a Transformer in Flight the
option of not having to Move at lest 1 square per Turn in the air, and also allows a flying Transformer
Falling out of Flight a chance to stop mid-air (see Flight).
Humans will go out of their way to ignorantly aid the Alt.Mode in accomplishing its goal, so long as
you can tie it into a successful roll. For example: A successful Espionage roll for your Cassette Tape
Human Aid Mode could result in you being picked up by a random worker at the Power Plant and put inside. Your
Alt.Mode must somehow be convincing for this purpose. For example: If you are a Military Computer,
only a certain kind of human - the kind in the Human Military - is likely to help you.
Such Alt.Modes are prohibited from committing any Action of their own free will other than to
Transform, and the Actions listed under “+1d Gain”. Inanimate objects can still Talk, and are always
Inanimate
capable of Transforming out of an Inanimate Mode. Inanimate Modes still roll Endurance and all
applicable Defence when attacked.

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RPG
Action Action Use
Always stationary and denied the ability to Move, this Alt.Mode cannot be Lifted, Pushed or Pulled. In
Immovable
addition this Alt.Mode uses the better of Skill or Courage for the Function Action of Trooper.
You can crash from any height into a Map square, and may instantly transform into Robot.Mode,
if you wish. The surrounding Map square (and anything in it) is still damaged according to regular
Landing falling damage - 1d6 vs. HP for every 2 squares fallen, but added to this is Size DMG. If another Robot
occupies the square into which you are landing, they have the opportunity to resist normally with
Endurance, or if they have Acrobatics then they leap into an adjacent square, avoiding your Landing.
Move across uneven, jagged, rough or partially obstructed terrain the number of squares equal to
1/2 your Alt.Mode’s Speed Statistic, rounded up. Off-Road takes the place of Move on your Turn.
Off-Road Examples of such a terrain include: mountain-side, forest, jungle, or beech. If the vegetation or other
obstructions are especially dense then movement is cut by a further half. If you do not have Wheels
then you can also use Off-Road on roads and flat surfaces.
Somehow reach height 7 at a border square, and move automatically around the Map at 6 squares
per round. Orbit takes the place of Move on your Turn. Remember that no Transformer under any
Orbit
circumstances can use a Long Ranged weapon from the height or Orbit. The atmospheric border
between height 6 and 7 interferes with Cybertronian weaponry.
Poison The Weapon Effects of Stall and Burn are added to an appropriate natural Melee Attack.
Retain the one weapon you like best from your Alt.Mode in your in Robot.Mode. Usually this is fixed
Primary to your Robot’s arm, back or shoulder as an Attachment. The weapon must be able to attach to the
Weapon Alt.Mode, and so cannot be a pistol or a sword. Attacks with the weapon in Alt.Mode use the Robot.
Mode’s Firepower Statistic if it is higher than the Alt.Mode Firepower Statistic.
This Alt.Mode cannot Move on land. You will need to find a special Movement Action like Fight or Swim
Stationary
to use instead.
Swim allows you to Move through water the number of squares equal to your Alt.Mode’s Speed
Statistic. Swim takes the place of Move on your Turn. Water beneath height 1 (the ground) has a
maximum depth of 6 squares. If you Swim along height 1 then you are partly submerged on the
Swim / Surf surface of the water. If you Swim 1 square down then you may be visually obscured in the liquid
environment. The lesser version of this, Surf, only allows you to Move across the surface of the water
at height 1, as though you had a water-specific Hover. Remember that unless you have Waterproof
(T), you will still take Rust damage for being underwater, even with Swim or Surf.
A Tiny thing is something smaller than human-sized. Objects of Size 0 are literary off the Size chart,
and they are considered too small for a Transformer to hit. Something Tiny is not able to be targeted
Tiny
for Melee or Ranged attacks by a Transformer other than by the Trooper’s Accuracy. Nearly all Tiny
things are also Inanimate.
Walk means the Alt.Mode is only capable of standard Movement on land. It is not capable of Dash,
Walk
Wheels, or any other specalised kind of Move while on the ground.
Move across roads and similar flat predictable surfaces the number of squares equal to the Alt.Mode’s
Wheels Speed Statistic. Wheels does not work on rough, jagged or uneven terrain. Wheels takes the place of
Move on your Turn.

Applying Actions to Alt.Modes


Some of the Actions listed under +1d Gain for Alt.Modes
require a bit of common sense to apply. The Alt.Mode of
a Military Computer Bank, as listed above, is not going to
use Espionage to sneak around in the bushes and hope not
to be seen. A Military Computer is going to use Espionage
to hack into a rival defense mainframe. Use your best
judgement in determining what your Alt.Mode can or
cannot do, and remember that final judgement rests with
the GM.

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RPG

05. Technology

Upgrades of Technology are modifications to one Mode


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
do not have it, or it gives the better of that many
dice. Be sure to write down in what Mode you can use
this Technology - your Robot.Mode, Alt.Mode, or if it
was given to a Partner Unit. Sometimes Technology
that applies to a Robot.Mode can be justifiably shared
with an appropriate Alt.Mode, such as a Bulldozer
having a Physical Shield, or an Assembly Arm having
Mechanics. Justify it, and make sure your GM agrees.

Popular Technology: Some Technology is more


popular than others. Here are the most often picked
technological upgrades for a Transformer: Fields & Shields: Transformers with this Technology
manipulate energy or their own mass to help block
Popular Reference
damage, generate illusions or put some stealth in
Combine with other Robots their step.
Combiner
to form a larger Robot Fields & Shields Reference
Cybertronian Alt.Mode looks futuristic and +1d Defence against guns,
Design moves with more Acrobatics Deflect-o-Shield
blasters and pistols
Hull, Trithyllium- Electric Field Disrupts couplers and bonds
More HP
steel Electro-Magnetic
Auto-stealth unless contested
Shield
Low Fuel
More Energon Force-Field Pro-
Consumption Negate all damage
jector
Sensor, Radar +1d Surveillance Gravitational +1d Defence against missiles,
Energy Field rockets and grenades
Triple-changer Add a second Alt.Mode
Physical Shield +1d Defence directional
Waterproof Immune to Rust +1d Defence against all ranged
Shield Generator
attacks, but consumes Energon
Attachments: This type of Technology is separate Sensors: This Technology is for detecting other
from the Transformer in Robot.Mode, but combines
characters, events or relevant artifacts on the
with them to form their Alt.Mode. The Size of the Alt.
battlefield. Considered activated only when the
Mode increases by +1.
character wishes to roll for it. The use of sensors is
Attachments Reference usually a free Turn, and may sometimes be prompted
Armour Robot.Mode +8 HP by the GM.
Battle-skiff Hovering weapons platform Sensors Reference
Drone Mindless Robot Partner Unit Circuit Reading Sensor Detect Robot thoughts
Medical Pad Hovering Repair platform Full Spectrum Beacon +1d Communications
Trailer / Sidecar Storage Infrared Visual Sensor See in the dark Med. Range
Stand behind weapon and shoot, Radar / Sonar +1d Surveillance
Turret
or let it fire for itself Radio-wave Sensor +2d Communications
Vehicle Part of Robot becomes vehicle Tracking Sensor Trail, footprints and marks

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RPG
Technology Minor - 1 Point per
Technology Mode Notes
Ammo Capacitor Both Action: Add +1d6 charges to one weapon that has reached 0 charges
Your Vehicle.Mode has an attached section. A Trailer grants the Ability of Storage,
Attachment, Trailer
Alt.M and a Sidecar grants the Ability of Carry. HP: 6, all Stats 5. Both vanish when not in
/ Sidecar
use through ancient Cybertronian magic. Alt.Mode Size +1. Req: Vehicle Alt.Mode
Part of your Alt.Mode transforms into a secondary unintelligent Robot that can
perform one simple non-combat task each round. HP: 6, all Stats 5. Damage done
Attachment, Drone Pick
to the Drone is repeated by 1/3rd back to the main Transformer. Add +1 to your Alt.
Mode’s Size, unless your Alt.Mode has Carry, Cargo, or a Trailer (T)
+1d Strength, specifically when unarmed, and increased unarmed damage to 1d6
Brawn Robot
rather than the Robot.Mode standard of 1d6/2
Circuit Rage Alt.M +2d Demolition. You cannot resist smashing into things
All of your Vehicle or Heavy Vehicle Alt.Modes looks futuristic and cool. Vehicles of
Cybertronian Design are not bothered by a gap of one square and can either jump or
drive over it in their Alt.Mode. In addition: Vehicle Alt.Modes that want to keep their
Cybertronian Design Alt.M
tires gain Off-Road and +2d Acrobatics. Vehicle Alt.Modes that are not very attached
to their tires instead get Hover and +1d Acrobatics. To all other Modes (Object,
Weapon, as applicable) this Technology grants Hover
It takes a successful Grapple to fasten these onto an unwilling target. The wearer of
Electronic Couplers Robot Electronic Couplers is unable to make a Melee Attack, Transform, use any Attached
or mounted Weapons, or use any Technology (except for an Electric Field)
Action: From an energy source in Melee Range create an Energon Cube. Stored
Energon Cube
Robot Energon = success of Skill +3. Cube can be consumed for Energon, or when shot will
Production
explode at its store Energon vs HP + Blast. This Technology is for Decepticons only
Energon Net Robot Thrown for Glue Effect in a Radius. Skill vs. opposing Strength to break free. 3 nets
Escape Velocity Alt.M Twin scramjet modules allow you to escape the planet’s gravity. Req: Flight

Action: Disrupt Electronic Couplers, bonds and all electric doors. Skill vs. opposing
Field, Electric Pick
Firepower (or if the Object is inanimate, against 5) in Blast Effect Range

Shoulder-mounted hidden or drawn magnesium phosphate flares. They are visible


Flares Robot
Map-wide, and one can be deployed each Turn as a Free Action. 6 flares
Grants the Ability Carry via a Short Range length cable and hook that is strong enough
Grappling Hook Robot
to Lift your Size x2 or Pull your Size x2.5
One of your hands is instead a hook, harpoon, claw, spike or something similar,
Hook Hand Robot
granting you +1d for Grapple, and ability of Climb, but not on upside-down surfaces

Grants Hover, but you cannot carry any additional weight unless you have the ability
Hover Feet Robot
Carry or Storage in your Robot.Mode. If encumbered you walk normally

Human Companion Both Humans are terrible at doing anything, but if you want one, see “Companions”
Action: Stare into the eyes of another Robot at Melee Range. Skill vs. opposing
Hypnosis Pick
Courage to force a Stall effect
Infrared Radiation You get an additional Best of 2d6 while being Repaired. However you are Energon
Both
Collector sensitive and incur an additional +1d6 / 2 damage from Energon weapons
+2d Data. Record and store an almost infinite amount of information. Recall from
Light-matrix Data memory any individual datum virtually instantaneously. Action: This information can
Robot
Storage System also be focused into a bright flash once per battle, Data vs. opposing Endurance to
Stall everything in a Blast effect Range. Req: Data

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RPG
Technology Minor - 1 Point per
Technology Mode Notes
Logic Center Robot +2d Strategy, due to the sophistication of your superiour circuitry. Req: Strategy
Low Fuel +1d6 Energon at the start of each battle and +1 Energon every 3 rounds. This can
Both
Consumption raise you above maximum. When the battle is over this Energon bonus is retracted
Magnetic Intercept Alt.M +2d Intercept, due to magnetic bumpers. Req: Vehicle.Mode
Shrink or grow to a different Size of a set number when transforming between Size 1
Mass-Displacement Both and Size 6. For instance, your Robot.Mode could be a Size 3 (and have no bonus’ or
penalties to their HP or EN) but Transform into an Alt.Mode of Size 6
Mechanics Robot +2d Construction, as your circuits are more aware of the structures of technology
Good for one use per battle, a Med Pack has no requirement for use and Repairs 1d6
Med Pack Robot
HP to one target within melee Range
Grants Hover, but unlike conventional Hover will allow straight line movement for up
Rear-mounted
Alt.M to 3 squares off a hole, gap or drop, provided you end your Turn on a solid surface.
Ailerons
Req: Vehicle.Mode
Move: Flight and Hover for 6 rounds per combat. Makes use of both arms, so you
Rocket Arms Robot
cannot also be holding something. If you are, it drops as you blast off
Rocket Back-Pack Robot Move: Flight for up to 6 rounds per combat. Made famous by Sideswipe
Hide your Energon signature, spark and transformation activation code, so that when
first encountering you in a battle, the enemy needs to succeed at Intelligence to
Rubsign Both
know you are not on their team. The Intelligence check is repeated whenever you do
something suspicious
Saboteur Pick +2d Sabotage, due to advanced spy circuits. Req: Sabotage
Sensor, Infrared +2d Surveillance, specifically against Espionage attempts to sneak or hide. Visual
Robot
Visual sensors are unaffected by lighting conditions up to Medium Range. Req: Surveillance
+1d Surveillance. Detect Medium Range material objects, test Salvage for strength,
heat resistance, elasticity, detect Energon Levels (quantity and intensity), detect
Sensor, Radar /
Both electronic, ionic, magnetic, sonic, or chemical anomalies, know the density and
Sonar
composition of objects, tensile strength, energy and Function of objects and Robots.
Basically, you can detect whatever’s near you, even if it’s around a wall
+2d Surveillance, specifically to pick up on the enemy’s trail, footprints, data-
Sensor, Tracking Robot
signatures and clues in Short Range
Shield, Physical Robot +1d Defence in one direction - usually forward of you. Must be Held
Single-Jet Move: Wings extend from under a Vehicle.Mode’s sides, granting Flight for 3 rounds
Alt.M
Levitation Wing per battle to an otherwise non-flying Alt.Mode. Req: Grounded Vehicle Alt.Mode
Action: Emit thick black smoke in the wake of a Dash. Visual sensors will not operate
Smoke Emissions Alt.M through the smoke. The smoke dissipates 1d6 rounds after emission. Req: Applicable
Vehicle Alt.Mode
+1d Support, specifically for situations in a particular environment, chosen among:
Terrain Support Both
Air Support, Ground Support, or Air-to-Ground Support or Ground-to-Air Support
You hold a melee weapon with both hands, adding +2 damage, or two melee weapons
Two-Hand Grip Robot
one in each hand for +1 damage each

Beast.Modes without the ability to walk on land gain the Alt.Mode Ability “Walk”.
Walk on Land Alt.M
Req: Sea Creature or other water-bound Beast.Mode, Steel Claws (W)

Immunity to Rust, rust-damaging weapons, and all other negative effects resulting
Waterproof Both
from submersion
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RPG
Technology Standard - 2 Points per
Technology Mode Notes
Due to technologically fancy Cybertronian tires, your Vehicle.Mode has the Ability of
Adhesive Tires Alt.M Climb, except you cannot drive upside down. Req: Vehicle Alt.Mode with Wheels, and
actually to have wheels, or an appropriate Beast.Mode

+1d damage specifically to any one kind of Natural Attack: bites, claws, talons, or
Animal Rage Alt.M
anything similarly identified. Req: Beast.Mode

Part of your Alt.Mode becomes a hovering board where up to 4 weapons and/or turrets
may be mounted and you and your allies can stand upon. HP: 6, all Stats 5. The skiff
Attachment,
Alt.M has Hover and can support the weight of as many Robots as your Robot.Mode’s Size.
Battle-skiff
All weapons - except turrets - attached to the skiff (not just held by a Robot on the
skiff) get a +1d damage increase. Alt.Mode Size +1

Part of your Alt.Mode becomes a medical bed that provides +1d Repair. HP: 6, all Stats
Attachment, 5. The pad requires a separate square and, to use, that the target of Repair be on the
Alt.M
Medical Pad pad. It has Hover and can support the weight of as many Robots as your Robot.Mode’s
Size. Alt.Mode Size +1

Surrounding the robotic carriage of your Transformer’s Alt.Mode is an organic-look-


ing shell, making you look to the naked eye like the animal you represent. When you
are in your Beast.Mode, you are immune to energy-based poisons and reduce the
Beast Shell Alt.M damage from all Energon damaging weapons by 1d6. The Beast Shell may wear some
form of armour, upon which weapons could be attached. Maximals and Predacons
get Beast Shell for only 1 point, but wear no armour. Req: Beast.Mode (or an Alt.
Mode that could look organic instead of metalic), and an Alt.Mode Size of 3 or less

Combiner / Gestalt Both Action: You and other Robots form a powerful, bigger Robot. See “Combiner / Gestalt”

Grants Landing to your Robot.Mode. The Map, as well as whatever Object or Robot
Compressed Air
Robot was on that square, still takes damage normally given the calculations of your fall +
Cushion Boots
Size DMG

Thrown for Glue effect in Short Range. Everything metal is directed towards and
Ferro-cobalt
Robot sticks to the magnet on its square. Skill or Strategy vs. opposing Strength. 2 magnets
Magnet
/ battle

Field,
Gravitational Pick +1d Defence vs. Missiles, Rockets and Grenades
Energy

Action: Inflict a Push or Pull effect on any targeted metal Object or Robot. Courage
Field, Magnetic Robot vs. opposing Strength at Short Range, auto-success if the target is Inanimate. Success
= the number of squares Pushed. Consumes I additional Energon per use

Full-spectrum +1d Communications. Action: Shoots beacon up into the air to use communicate with
Both
Beacon team-mates. Beacon could be shot down. All of its Stats are 5 and it has HP:5

Action: Espionage roll vs. opposing Surveillance (or auto-success) to create a Short
Hologram Range simple photon illusion. The illusion must be within Range of your visual sensors
Robot
Generator in order to maintain. Any Robot within 2 squares of the illusion gets an opposing
Intelligence roll

Hull, Armored
Both Immunity to Blast and Radius Effects. Req: Beast.Mode
Hide

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RPG
Technology Standard - 2 Points per
Technology Mode Notes
Hull, Heat-
shielding and
Pick Immunity to Burn and On Fire Effects. You can withstand heat up to 8000 C.
Ceramic-plated
Armor

Hull, Trithyllium- Add the Best 2 of 3d6 to your HP at the start of each battle. At the end of the battle
Both
steel this is retracted. This can raise your HP above maximum.

Move: In an Inanimate Alt.Mode, stick to any other metal of choice. Skill vs. opposing
Inanimate
Alt.M Strategy if challenged. Without Strategy, the magnet will not come off. Req: Applicable
Magnetiation
Alt.Mode

Action: In an Inanimate Alt.Mode, when inserted or confined in any tight space you
Inanimate can take up to 6 Turns vibrating. Each Turn will do 1d6 HP damage when the vibrations
Alt.M
Vibration are finally felt. For example, if the damage is dealt the first Turn of the vibration then
1d6 HP damage is done, if it is left to build up the third Turn then 3d6 damage is done

+1d Repair. Includes Laser Scalpel, Arc-Welder, Electron Microscope, Electron circuit
Medical Tools Robot Sensors, and Fluid Dispensers (both lubricating and super-cooled). This is a full field
repair kit. Req: Repair

+1d Melee Attack, specifically for armed attacks, due to training in ancient and
Metallikato Robot
forbidden Robotic martial arts

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 into 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
Natural Primitive Robot
on a keyboard, but you do gain all advantages of the form (+1d Gain and Abilities) 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 Statistic
change, all their Stats remain 5

Action: Emit slippery black oil in the wake of a Dash. The slick is as long as the
movement. Any contact with the slick surface causes a Fall unless the opposing Robot
Oil Slick Alt.M
rolls a successful Acrobatics. The oil stays on the Map all game. This Technology
consumes I Energon per use. Req: Applicable Vehicle or Heavy Vehicle Alt.Mode

Optical Distortion Action: Espionage vs. opposing Intelligence at Medium Range to create photon illusions
Robot
Projector that cause misdirection, distraction, interfere with sensors and confuse locations

+2d Communications, specifically to jam all sent and received radio signals vs.
Radio Jamming opposing Communications (auto-success if no opposition) at Map-wide Range. Once
Pick
Broadcaster in effect it says the rest of the battle unless overcome by a critical success. Req:
Communications

Action and Move: Leaving a blast of fire and sparks in your wake, once per combat your
Rear Rocket Dash doubles in a tremendous boost of speed. Req: Vehicle Alt.Mode or the Transmetal
Alt.M
Thrusters II Subgroup, or to have a Cassette Alt.Mode and Natural Primitive Technology, or
membership to the questionably coloured but deadly Seacons

Recon Circuit Pick +1d Espionage, specifically for sneaking in and out of hostile territory
Action: Belt out a paralysing scream to a target in Short Range with a Cone. Courage
Scream Pick
vs. opposing Courage to force a Stall effect

+1d Repair if the subject is on a Medical Pad or inside your Alt.Mode with Carry or
Search & Rescue Alt.M
Storage. You must Move on the same Turn as the Repair. Note: Does not “Req: Repair”

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RPG

Technology Mode Notes


Action: The use of Surveillance at Melee Range to detect other Robot’s thoughts vs.
Sensor, Circuit opposing Courage. If the target is Stalled they get no opposing Courage roll. Any one
Robot
Reading question can be asked of the victim that must be answered truthfully. This also reads
all computer data of more primitive machines in Range instantly. Req: Surveillance

+2d Communications, specifically to detect and listen in to all radio waves and other
Sensor, Radio-
Both signals including other Communications rolls on the planet. An Espionage roll may be
wave
necessary for our eavesdropping to go undetected. Req: Communications

Sharpshooter Robot +1d Accuracy in Robot.Mode or applicable Alt.Mode, like a Weapon.Mode

Shield, Deflect-o-
Pick +1d Defence vs. all Guns, Blasters, and Pistols
Shield

Shield, Electro- +2d Espionage, specifically against detection by Radars, electronic sensors or tracking
Pick
Magnetic devices. You are still perceivable by ordinary visual and audio sensors. Req: Espionage

Your shield rotates to provide 1/2 chance to deflect blasts that are not lasers and a
Shield, Rotor Robot 1/6 chance to return them. (Your GM will roll a d6 to get these results.) Returning
blasts use an Assault of 5. Req: Physical Shield (T)

Action (to activate): Large golden plates splayed on your Alt.Mode increase its Strength
to 10 in direct sunlight. If your Strength is already 10, the Solar Collectors grants the
Technology of Hulk, and all the normal vulnerabilities of Hulk apply. Req: Dinosaur
Solar Collectors Alt.M
Alt.Mode with spinal plates, an Orbiting Structure Alt.Mode with solar panels, or some
other explicitly clear case of large cumbersome gold or silver chrome panels relevant
to the Alt.Mode

Espionage and general stealth is assumed every round to the success of your Courage
Statistic. This also incurs Light Sensitivity - you must roll 2 success vs. Stall when
Soundless Walk Pick attacked by weapons that emit bright lights or photons. Note that you are still
perceivable by all conventional sensors - this does not make you invisible, just quiet.
Req: Espionage

Move: Jump to exactly as many squares away as 1/2 your Strength Statistic (rounded
Spring Legs Robot
down) +3

Action: Broadcast 80 dB of dazzling light and sound. Communications vs. opposing


Stereo Speakers Pick
Courage to all Robots in Medium Range to force a Stall effect

Add a second, new Alt.Mode to your Transformer. Rank requirements still apply. Re-
rolls for your Quote are based on the Alt.Mode with the highest Rank requirement.
Triple-changer Both Take this Technology again and be a ‘Quad-changer’ adding a 3rd Alt.Mode. Taking
this Technology a third time and be a ‘Six-changer’, having a total of 5 Alt.Modes into
which you can transform. You become a one-Robot army

Your Robot.Mode or your Alt.Mode has two independently thinking heads. The benefit
of this is, when you make a successful Action you can immediately do the Action
again on the same Turn. The Action that can be repeated must be designated and
permanently set for the character. No other Actions can be done in that Turn, even
Two-Heads Pick Free Actions. For instance, a Beast.Mode two-headed Dragon can make two separate
Melee Attacks, not necessarily on the same target. A Vehicle.Mode double-nosed Jet
could use their Flight to move across the length of the battlefield twice- a two-headed
Robot.Mode could use Assault and fire twice, and so on. The use of this technology
consumes 2 additional Energon per use

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RPG
Technology Major - 3 Points per
Technology Mode Notes
Attachment, Part of your Alt.Mode becomes armour around your Robot.Mode HP +8. Robot.Mode
Robot
Armour Size +1, but it retains its original HP and Energon calculations

Part of your Alt.Mode becomes an Inanimate stationary rotating weapon stand that will
fire automatically doing 1d6 vs. HP damage with unlimited charges, Medium Range, HP
Attachment, of 6 and all Stats of 5. If manned The damage increases to 2d6. Any attack made on a
Robot
Turret 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. Alt.Mode
Size +1

Attachment, Part of your Alt.Mode becomes a vehicle your Robot.Mode can drive. Vehicle Statistics
Robot
Vehicle are generated as though it was an Alt.Mode. Alt.Mode Size +1

+1d Melee Attack for unarmed melee attacks, from your time in seclusion training
Circuit-Su Robot
rigorously in the ancient (some believe mythical) Cybertronian martial arts

Gain the service of 2 Deployer units +1 for every additional point spent. The Robot may
Deployer only enlist a number of Deployer characters equal to 1/2 Intelligence. All Deployers
Both
Superiour must have a relevant theme to their Deployer Superiour. Ex. Cassettes / Tape Deck.
See “Companions” for more information

Extreme and unnecessary strength. You are auto-successful in all matters Grapple,
Hulk Robot Lifting, Pushing, Pulling and Throwing, with the success of your Strength Statistic. This
makes you more vulnerable to energy, increasing Energon damage by x2

Hull, Tough
Both Immunity to Blast and Radius Effects as your thick hide resists artillery impact
Polymer-steel

Low-frequency Action: Your arms smash the ground. Courage vs. opposing Skill or Acrobatics in a Long
Ground-wave Robot Range straight line. This makes a crack 1 square deep. All Robots standing on either
Hammers side of this rent must roll not to Fall. Req: Arm Pile-drivers (W)

Multiple Choose a secondary Function. For all Function Actions of this new Function you have
Both
Functions an effective Statistic of 5

Action: Espionage vs. opposing Surveillance (or auto-successful) roll to make one target
Photon- (Self, Other or Object) per round within visual sensor Range effectively INVISIBLE, or
Robot
disruptor alter physical placement or appearance. Any Transformer within 2 squares gets an
opposing Intelligence roll to see footprints. Req: Espionage

“Power Overload Kinetic Engine”. Issue a Melee Attack in Robot.Mode that explodes a
P.O.K.E. Robot Kamikazie Bomb against your enemy or a Map Square. You only take half the damage
of the bomb to yourself. Req: Kamikazie Bomb (W)

Robot.Mode Flight for no discernible reason. Also applies to Autobots only at the cost of 5 points.
Robot
Flight Ability This Technology shuts down if your Energon is less than half total

Shield, Force- Action: Deflect all damage to yourself and any ally in Short Range Consumes 1 Energon
Pick
Field Projector per use. This Technology was made famous by Trailbreaker

Shield +1d Defence vs. all ranged attacks. Every 3 rounds this is on it drains 1 additional
Pick
Generator Energon, but it can be shut off whenever you want

Teleport to squares instead of moving, avoiding all Map squares in-between.


Teleportation Pick Teleportation consumes 1 additional Energon per use. This could bring you to the end
of Dig, Flight, Swim or Wheels, if you have it

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RPG
Combined Statistics: Come up with your
Combiner / Gestalt Combiner’s Statistics by taking numbers from its
members Robot.Mode Statistics.
A Combiner can be a terrifying (if temporary)
• Take the highest number any member has for
Strength, Endurance, and Firepower.
presence on the battlefield. A Transformer becomes
a member of a Combiner team with the 2 point
• Average your member’s numbers for Speed, Skill,
and Rank.
Technology of “Combiner / Gestalt”. There must be
a whole team of characters with Combiner / Gestalt • Take the lowest number any member has for
(or at least 2) in order for them to assemble into a Intelligence.
larger Robot. • For a more intelligent combiner instead, take
the lowest Statistic of any Robot for Speed, and
average Intelligence.
Essentially with the Combiner / Gestalt Technology
your character has another Alt.Mode, but this time
of an arm (one of two), leg (one of two), or chest.
If you have six members in your team then the
chest section is further divided into upper-chest and
stomach-groin (not the enviable placement). Figure
out what part of the Combiner your character is.

Forming a Combiner:
• You are your team members must be sharing
adjacent squares when combining. SMASH!
• Assembling together takes 1 Turn.
• A Combiner is a human-like Robot form unless
the GM is extensively begged and a way can be
figured out that it is not too silly to have them
form into something else.
• Combiners are always Size 6, but HP and Energon
are not adjusted for Size. The HP and Energon
of a combined form is the sum of all the HP and
Energon of the characters that comprise it. (This Notes on HP & Energon: For every 6 damage
makes for some really big numbers.) suffered (after the reduction from “Tough”) the
• The Actions of and decisions made by the Combiner must roll “Cooperation” to keep together.
Combiner Robot are arrived at by consensus from If opponents focus their fire on a particular aspect
among its members. of the Combiner, the specific HP of that limb/part
• The Combiner does NOT get a Turn for each is affected first, and has the limit of whatever HP
one of its members, because it is essentially and Energon the character comprising that limb has.
a separate character with a new name and The Combiner automatically breaks apart if one of
Statistics. its members dies. When breaking apart, all damage
• The Function of its members does not matter to taken when combined is shared equally among each
a Combiner. Instead, they get special actions. member of the team, except for the damage of
targeted fire.
Combiner Special Actions
Cooperation: 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 are
considered to have the Alt.Mode ability of Landing and so suffer no damage from falling, but cannot reform into the
Combiner again in the same battle.
Crush: The combiner does 1d6 unarmed 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: A 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 at all!)
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.

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RPG

Legend
06. Subgroups It can be important to know when in the
Transformers Universe a Subgroup began.
Join a particular group of Transformers at the cost of Symbols appear beside each Subgroup listed
1 to 3 points. Membership to Subgroups sometimes has indicating their first instance of their use.
limitations by Allegiance, and sometimes by Era. With
a few exceptions, almost all Subgroups are mutually AAutobot CAutobot (G2)
exclusive with each other. A Transformer can only have
one Subgroup, unless the Subgroup has the requirement
BDecepticon DDecepticon (G2)
of another Subgroup. Making use of the Subgroup’s
IMaximal KMaximal (Future)
particular abilities does not consume any additional
Energon.
JPredacon LPredacon (Future)
Subgroups Brainmaster A perform 2 Actions of Construction
per Turn, but can not Move in
Your Robot.Mode’s head and
Minor bust is actually a binary-bonded
the same Turn. Req: Construction
Heavy Vehicle Alt.Mode.
1 Point per transforming Partner, a tiny hu-
Duocon BJ
man (or Nebulon - a human-like
Actionmaster AB alien) sidekick. When attached
Your Robot.Mode splits into two
Nucleon fuel pumps through the and making up your head and bust
Alt.Modes. HP and Energon are
Transformer’s veins, preventing the Partner Unit gives you “Brain
split evenly between the Alt.
transformation, but granting re- Power” boosting one Robot.Mode
Modes. They need each other to
duction to all Hit Point damage of Stat to 10, of a choice between
transform back. This is essentially
1d6/2, rounded up. Strength, Courage, Intelligence,
for one player to have two or
• For an additional point, you or Skill. When the Transformer
more working characters on the
can have an Accessory - either changes into their Alt.Mode their
battlefield.
head jumps off and assumes hu-
a Backpack (granting one Alt.
man form. While detached the
• Duocons traditionally split into
Mode Ability), or a Helmet two Alt.Modes, but if you want
Brainmaster Unit can run around
(granting immunity to one to split unto more it costs a
doing things separately, or it is
Weapon Effect). point for each additional Alt.
assumed to be riding inside the
• Instead, for 2 additional points Mode.
Vehicle.Mode, riding on top of
the Actionmaster gains a Prim-
Horrorcon B
the Beast.Mode, or just generally
itive Partner or a Battle Drone hanging on. See “Companions” for
capable of fine manipulation more information. Req: Vehice. You have attained member-
as a Robot. Both have the Alt. Mode. ship to an elite squad of ver-
Mode of a Handgun. The gun satile Decepticon destroyers.
itself must still be purchased. Cobalt Sentry B Membership grants the ability
to Transform once per round for
• And/or, for 4 additional points, You are among the sneakiest
each Alt.Mode you have, and your
you can be an “Actionmaster of the sneaky internal secur-
Headmaster Partner Unit gains the
Elite”, meaning you are ca- ity spies for the Decepticons.
Function of Gunner. Req: Triple-
pable of Transforming, but not In both Modes you gain +1d
changer, Headmaster.
as a free Action. If your Robot Espionage from membership to
Insecticon BJ
had an Alt.Mode before be- the Decepticon Secret Police and
coming an Action Master, you Internal Affairs Investigation Unit,
the highest branches of which are You are part of a group of
do not need to choose that
the Decepticon Justice Division. Decepticon bug-bots that have
again as your new Alt.Mode.
Req: Primitive or Armoured / learned to survive in minimal
Energon environments. An
Aquaspeeder / Stormtrooper Military Heavy Vehicle Alt.Mode,
CD and both colours must be Cobalt. Insecticon can make a Melee
Attack to drain 1d6 enemy
You are a member of a strange
group of partying colour-changing Constructicon B HP from enemy; granting the
Insecticon equal Energon in re-
Robots. You can change the pri- You are a Decepticon military en-
turn. Req: Insect or Flying Insect
mary and secondary colours of gineering specialist. If it can be
Beast.Mode.
either Mode as a Free Action once build, you can do it twice as fast.
• For 3 additional points an
per Turn. In either Mode a Constructicon can
Insecticon can clone itself re-

Page 47
RPG
peatedly, gaining the Subgroup Mutant Head IJ • For 1 extra point, you wear
‘Leadership’ to make and Inside the carriage of your Beast. a “Megavisor” and gain +1d
command 3 identical clones. Mode is a second, more bestial Accuracy in Robot.Mode. Req:
Whatever clone survives the head. When your HP reaches 0 Decepticon.
battle becomes the new main your head swaps for the more
Insecticon. See “Companions” beast-like one, and your Robot. Vehicon J
for more information. Mode Courage Statistic acts as You body is built from a mass
your new HP until it is depleted. produced footsolider fame. Req:
Jumpstarter / Battlecharger AB Each time HP damage is done Vehicle Alt.Mode. Vehicons have
Sometimes the ability to quickly to you it instead affects your their own symbol:
transform to get into a Mode for
the coming situation can save a
Courage Stat. It is recommended
you leave the battlefield before
N
Transformer’s life. Members of
• Your Vehicle.Mode has an ex-
being made both dead and cow- tended neck and head-like
the Autobot Jumpstarters and the ardly. Req: Beast Shell (T). protrusion, such that it can
Decepticon Battlechargers can
look around. You can always
transform as many times as they Spy Changer A use Surveillance on another
want in the round, but after the Membership is yours to a special Vehicon, even if you do not
first time they have to make a team of Autobot stealth ninjas. have that Function Action.
successful Transform roll in order This grants you +1d Espionage
to change Modes.
• Your Vehicle.Mode has an
in both Modes. Req: Vehicle Alt. internal communications
Mode, Adhesive Tires.
Micromaster AB system. You can always use
Communications to other
You are part of a new wave of Throttlebot A Vehicons, even if you don’t
forward-thinking Cybertronians. You are among the fastest have that Function Action.
There is an energy crisis on Autobots around, constantly ra- • You do not have legs in your
Cybertron, so Robot.Modes must cing with each other to prove who Robot.Mode. Keep whatever
get smaller. Your Robot.Mode is the best. From your training, form of movement you had in
is human-sized (Size 1), but your Alt.Mode has Move +1 and your Alt.Mode (tank treads,
your Alt.Mode can be any Size +1d Intercept. Req: Land-based hovering in the sky, etc) and
you like. For being so energy- Vehicle Alt.Mode. all associated Abilities, but to
conscious the Micromaster gains
half the effect. (Half the use
an additional +1d6 Energon at Transmetal IJ of Wheels, Hover half as well,
the start of every battle. This This is a Subgroup of Primitives etc.)
stacks with the Technology of who have an kind of Triple-
Low Fuel Consumption. Req: changer Technology. Gain a new W Cassettebots / W Cassettetrons
Mass Displacement, Low Fuel
Consumption, and a Vehicle or
vehicle Alt.Mode that looks mostly AB
like your Beast.Mode. Gain no Two cassettes combine into a
Heavy Vehicle Alt.Mode. Actions or Abilities for this new Robot.Mode with its own Stats
• For an additional point, Mode, but instead either Wheels and name. The two cassette-bots
a Micromaster can be a or a Rocket Pack (the Technology). share an electronic-telepathic
“Micromaster Combiner” or a Roll new Vehicle.Mode Statistics connection. The larger Robot they
“Combi-Micromaster”. This is based on your Beast.Mode to rep- form into has a Size that is the
essentially for one player to resent this new strange Mode. sum of their combined Size -1.
have two characters. Req: Beast Shell (T). This new cassette-gestalt Robot
• Micromaster Combiner: Two has new Stat generated as a new
Mircomasters form the front Turbomaster / Predator CD character. This is essentially for a
and back end of a Vehicle Alt. You are part of a Subgroup of player with one cassette character
Mode, then split apart into Transformers known for their use to run two characters and be able
their own Robot.Modes. of turrets and auto-turrets. For to combine them into a single
• Combi-Micromaster: Two both Autobot Turbomasters and character. Req: Cassette Alt.Mode.
Micromaster Alt.Modes form Decepticon Predators a turret’s • For an additional point the
one Robot.Mode. Range increases by one increment,
• If a Micromaster purchases a Robot.Modes of one or both
from Medium to Long Range. Req: cassettes could instead be
Trailer (regardless of their Alt. Any kind of turret. Req: Autobots
Mode) then it will be a futuris- something other than a Robot.
have Vehicle or Heavy Vehicle
tic tractor-trailer and be driv- This is the same as the Natural
Alt.Modes, Decepticons have Jet.
en independently by a Drone. Primitive Technology, but
Modes.
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RPG
could apply to any Alt.Mode. Double Agent ABIJ benefits from having a Partner
Rank requirements still apply. You are a spy for the opposing fac- Unit for a head by an increase in
The Cassette.Mode stays the tion. You have +2d Espionage in their Robot.Mode Statistics. The
same. any Mode to deflect suspicion of Transformer gains a +1, +2, and
your complicated allegiance. Req: a +3 bonus to the Robot.Mode
Rubsign Statistics of Strength, Speed, and
Subgroups • For an additional point, you Intelligence. You get to pick what
are actually your OWN double bonus goes with what Statistic.
Standard agent - there are two Alt. However, no Stat can be raised
2 Points per Modes and two Robot.Modes above 10. When the Transformer
inside you, one for each fac- changes into their Alt.Mode the
Axelerator / Skyscorcher CD tion. Generate another Robot. head jumps off and assumes hu-
Mode with all new Statistics, man form. While detached the
During transformation some
and a new, faction-specific Alt. Headmaster Unit can run around
part of your Alt.Mode becomes
Mode. Decide if the opposing doing things separately, or it is
a Blaster Gun (See the weapon:
factions within you are aware assumed to be riding inside the
“Gun, Blaster”) of unlimited
of each other or not. Vehicle.Mode, riding on top of
charge. Req: Car Alt.Mode for
the Beast.Mode, or just generally
Autobots, and Jet Alt.Mode for
hanging on. See “Companions”
Decepticons.
for more information. Req: An
• An Autobot Axelerator’s gun
Autobot Headmaster has a Vehicle
becomes their Car.Mode’s
or Heavy Vehicle Alt.Mode. A
engine, granting them +3
Decepticon Headmasters has a
Energon each battle.
Beast.Mode.
• A Decepticons Skyscorcher’s
• For 1 extra point, the Head-
gun becomes their Jet.Mode’s
master Unit gains the Function
Radar Sensor, granting them
of a Warrior with all associated
Radar Technology.
Function Actions.
Clone ABJ
Your character is actually 2
Junkion AJ
Out there in the stars is a bizarre
characters with identical Robot.
race of patched-together mech-
Modes. Their Robot.Modes have
anical Transformers, and you are
the same Statistics, and the
one of them. Your lifestyle among
same colours. Clones have two
garbage and wreckage grants
different Alt.Modes of the same
your Robot.Mode +1d Repair, +1d
type (Vehicle, Weapon, etc.) and
have different names. You cannot Fuzor IJ Salvage, and the ability to use
When you were scan- Salvaged material for +1d Repair,
intentionally make any Action that
ning for your Alt.Mode, the Beast. regardless of the quality of the
will put the clones out of visual
Mode you wanted was confused material. Req: Your Alt.Mode
Range with each other. If they do,
and mixed with another Beast. looks junky, or trash-related, and
one will shut down (your choice)
Mode. Take the Beast.Mode you about half of what you says must
until contact is resumed. This is
already have and add to it the +1d be quotes from television, film,
essentially for one player to have
Gain and Abilities from another music, other pop culture, or non-
two characters of which they can
Beast.Mode. You must meet the sense.
easily keep track.
Rank requirements of the second
Mini-Vehicle A
Dinobot / Dinoforce AIJ Beast.Mode choice. Req: Beast
Shell (T). Like the Micromasters, you are
Yours is the fiercest of the Beast. part of a Subgroup of Autobots
Modes, drawing from the most vio-
Headmaster AB who believe that Robot.Modes
lent of early planetary life-forms. should be small, even if Alt.Modes
Your Robot.Mode’s head is actually
You gain +1d6 Melee damage in are big. But, your concern is not
a binary-bonded transforming
both Modes. This Subgroup does with energy. Because of the uni-
Partner, a tiny human (or Nebulon
not conflict with the Pretender formity of your parts you meet the
- a human-like alien) sidekick.
Subgroup. Req: Dinosaur Beast. Rank requirement for any Vehicle.
With the processing power of a
Mode, and Decepticon members Mode or Heavy Vehicle Alt.Mode,
mechanical and organic brain
(the Dinoforce) must also be regardless of your Rank. This
working as one, the Transformer
Pretenders.

Page 49
RPG
Subgroup does not conflict with
any other Subgroup. Req: Robot.
and Speed by -1d.
Examples of
Seeker B
After years in the
Mode Size 2, Mass Displacement, old Quintesson
sky you have achieved member-
Vehicle.Mode or Heavy Vehicle. Products include:
ship to the elite Decepticon
Mode. The Sharkicons,
flying squadron, staple
Overcharge,
Powermaster AB and the original
of the Decepticon army.
Because of their prow-
Your engine is actually a binary- Predacons (de-
ess in flight a Seeker
bonded transforming Partner, a pending on con-
rolls Speed instead of
tiny human (or Nebulon - human- tinuity).
Endurance to deal with
like alien) sidekick. Partners Units
are in their engine form when the Rotor ForceCD incoming attacks while
in their Jet.Mode. You
Transformer is in their Vehilce. You have fought your
can also use whatever
Mode, and are in their human way into membership with
+1d Defence dice
form when the Transformer is in a group of hardcore
(like the one for
their Robot.Mode. When attached up-close-and-
being a Warrior) to
the Powermaster Partner Unit personal fighters
help with the Speed roll to barrel
grants the Transformer +1 Energon whose melee weapons spin like a
and avoid incoming attacks. Req:
every 3 rounds and reduces the shield. In Robot.Mode you can use
Jet.Mode.
damage from all Energon dam- your Melee Weapon as a defence,
Targetmaster AB
aging weapons by 1d6. When granting +1d Defence in a forward
detached the Powermaster Unit direction whenever you have your
Your weapon is actually a binary-
can run around and do things. Melee Weapon out. However,
bonded transforming Partner, a
See “Companions” for more in- because of the strange trends of
tiny human (or Nebulon - human-
formation. Req: Vehicle or Heavy this group that weapon must be
like alien) sidekick. The Partner
Vehicle Alt.Mode. neon coloured, regardless of your
Unit gets +1d6 charges for the
• A Powermaster cannot colour scheme. Req: Any Melee
weapon they represent at the
Transform without their Weapon, a Vehicle Alt.Mode.
beginning of each battle. When
Partner Unit.
the Partner is in their Weapon.
• Powermasters can have more Monsterbot or Sparkdash / Firecon
than one engine. If you take AB Mode and being used by the
Transformer, the Transformer gets
this Sungroup again, the This is membership to one of the
+1d Assault. It is inadvisable that
second Partner Unit also grants 3 groups of Transformers who
the weapon be something that
+1 Energon every 3 rounds, have figured out how to use their
blows up and dies, because then
and reduces Energon damage internal mechanisms to produce
you’d only get one shot and then
by an additional 1d6. With two ‘cold sparks’ in their Alt.Modes.
the Partner Unit would be dead.
Powermaster Units only one is Cold sparks are the weapon ‘Fire
When the Targetmaster Partner
required in order to transform, Breath’ but of unlimited charge.
Unit is in their human form they
but with only one attached the Req: See below.
can run around and do other use-
Powermaster will only gain the • An Autobot Monsterbot is re-
ful things. See “Companions” for
advantages of one. quired to have a Monster Alt.
more information. Req: Vehicle or
• For 2 extra points, the Power- Mode. Monsterbots shoot cold
Heavy Vehicle Alt.Mode.
master can upgrade into a sparks from their mouth or
• The weapon that the Partner
“Godmaster”, which means collarbone.
Unit transforms into must still
that whenever the Power- • An Autobot Sparkdash (some-
be purchased with points.
master Unit is attached it times called a “Sparkabot”) is
• The Transformer’s ability to
Repairs the Transformer 1 HP required to have a Vehicle or
transform does not depend in
every 3 rounds, even to revive Heavy Vehicle Alt.Mode. They
any way on the participation
them from inactivity. shoot cold sparks from their
of the Targetmaster Unit.
exhaust.
Quintesson Product AB • A Decepticon Firecon is re-
• The Partner Unit, like all
Weapon Alt.Modes, cannot
You are an experiment, by- quired to have a Monster Alt.
transform and fire itself.
product or failure of the med- Mode and shoots cold sparks
• When the Partner Unit is in
dling alien race the Quintonsons. from their mouth. For 3 addi-
Weapon.Mode it can be at-
Adjust your Robot.Mode Strength tional points a Firecon can
tached on the Vehicle.Mode
and Endurence by +1d. Reduce gain the Subgroup ‘Leadership’
of its Transformer and fired,
your Robot.Mode Intelligence to make and command 3 iden-
tical clones of themselves.
Page 50
RPG
but does not benefit from the formation. Req: Vehicle or Heavy be taken off for regular use. Req:
additional +1d Assault in that Vehicle Alt.Mode or a Beast.Mode. Vehicle or Heavy Vehicle Alt.Mode,
case. • To generate the Beast.Mode Turret.
• Targetmasters can have Statistics for the Breastforce
more than one Targetmaster Partner Unit, assume all Powerdasher A
Partner Unit. If you take this Statistics are 5 then roll to You are a new form of Autobot
Subgroup again, you gain a generate a Beast.Mode as you whose power is still grow-
second Targetmaster Partner would a normal Transformer’s ing, but you are very helpful. A
Unit. When attacking with Alt.Mode. Powerdasher gains +1d Teamwork.
both in their Weapon.Modes, • The Partner’s Beast.Mode is al- Req: Cybertronian Design, Vehicle.
instead of getting another ways capable of Flight regard- Mode.
Assault dice, the Transformer less of the Beast.Mode chosen, • If you make no other Action
rolls what dice they have then ex. a flying tiger. during that Turn, you can roll
chooses the two best die re- • For an additional point, the Teamwork for every ally within
sults, designating one as one Partner Unit gains another Alt. Short Range.
Targetmaster Partner Unit and Mode - a Weapon.Mode that • Also, because you manipulate
another as the other. If they must be a Blaster, which in- various levels of unstable kin-
both are successful rolls then cludes anything with ‘Blaster’ etic energy, your Alt.Mode is
they have both hit. in its name. able to Move +1 in any effort
of Dig, Flight or Wheels.
Transmetal II IJ Laser Cycle CD
Your organic and metal aspects You are part of a highly specalised Technorganic I
are almost perfectly balanced be- team of flashy motorcycle road- You have achieved the perfect
tween both Modes. Unfortunately, ripping daredevils. Your Alt.Mode balance between machine and
this makes you irrationally angry lights up in strange ways and its nature. Add an additional Action
sometimes. You can choose to wheels glow. Because of the ex- and Ability to each of your Robot.
Transform into Beast.Mode when- cess energy stored in such a flashy Mode and Alt.Mode, maintaining
ever you are upset. Also, Add display, you gain +1d damage to one as a principally Organic Mode
one Weapon Effect to your Melee one Assault-based weapon. Req: and one as a Technological Mode.
Attack. The selection made is Motorcycle Alt.Mode. These additions must make sense
permanent to your character. If for each Mode. Req: Beast Shell
you also have Transmetal you can Laser Rod CD (T), and either Transmetal or
apply the Wheels or Rocket Pack After eons of duels, membership Transmetal II.
to either your Robot or your Alt. has been bestowed upon you to • Your Beast.Mode can never be
Mode. Req: Beast Shell (T). a group of hardcore melee fight- detected by complex electron-
ers whose swords glow like lasers. ic sensors.
This grants your Robot.Mode +1d • Once per round when you are
Subgroups damage with any Melee Weapon angered, frightened, injured,
that is specifically a sword. The stunned, or < 1 HP, you will
Major sword glows and sparks and can automatically revert to Beast.
3 Points per cut through nearly anything. Req: Mode and rise to 1 HP.
Sword, Muscle Car Alt.Mode.
Breastforce B Triggerbot / Triggercon AB
Your Transformer gains a binary- Lightformer / Trakkon CD Your Vehicle.Mode can draw
bonded transforming sidekick You are part of a Subgroup of out hidden twinned cannons.
who will act as your breastplate. Transformers known for stick- An Autobot Triggerbot or a
Instead of a Robot.Mode the ing large unwieldy turrets on Decepticon Triggercon gains
Beastforce Partner Unit has a top of their Vehicle.Modes. For Primary Weapon for the use of
Beast.Mode, and their Alt.Mode is an Autobot Lightformer or a twinned cannons (they can use
a breastplate. When attached to Decepticon Trakkon any Turret their Robot.Mode’s Firepower
the Transformer as a breastplate mounted on top of their Alt.Mode Statistic to attack if it is high-
the Partner Unit grants +6 HP to will fire as an Auto-Turret using er than their Vehicle.Mode
their main Transformer. When Primary Weapon (the Firepower Firepower.) You may need to roll
the Partner Unit transforms into Statistic of the Transformer’s Espionage to maintain the disguise
its Beast.Mode it detaches and Robot.Mode). This method does of being an ordinary vehicle. Req:
retracts the 6 HP for its own use. not add the damage bonus given Vehicle Alt.Mode.
See “Companions” for more in- to Turrets, but the Turret can also

Page 51
RPG
Unaligned (N.A.I.L.) ABIJ
You are an unaligned Cybertronian
Robot, not part of any faction.
This makes you either a loner or
part of another (possibly secret)
group altogether.
• Start every battle positioned
away from any known faction
in play.
• Upon choosing this a Nail
may choose again their Alt.
Mode using the Rank require-
ments of either Autobots or
Decepticons, whichever they
prefer.

Subgroup
Special 5
Points per

Leadership AB IJ
You are in charge of your own
small Subgroup and have 3 follow-
ers that will obey 1 order each per
Turn. The followers look identical
to each other. See “Companions”
for more information.

Pretender AB IJ
A semi-organic shell wraps around
your Transformer’s Robot.Mode,
disguising you. The shell can split
from the main Transformer and
walk around doing other things.
See “Companions” for more (and
very detailed) information.

Transtech ABI
The benefits of Technorganic for
Vehicle Alt.Modes.

Page 52
RPG
Companions
Advanced players of the Partner Units have and can do the following:
Transformers RPG sometimes • Partner Units are issued 1 order per Turn, each.
enjoy a greater degree of Note that they cannot both Move and Act with
book-keeping. Another set only one command per Turn.
of hands on the battlefield is • Through ‘binary bonding’ the main Transformer
an attractive prospect, but is always aware of what a Partner Unit is doing
remember that your Partner and what they are seeing, and can communicate
Unit is more vulnerable to freely through electronic telepathy.
damage and death than you • Statistics are all 5. Partner Units can take on
are as the main Transformer. the Primitive Partner Technology for 1 point, but
their Statistics do not change.
• Hit Points are 6.
Partner Units • Energon is unlimited. If the main Transformer is
A Partner Unit is the companion of any Brainmaster,
destroyed, the Partner Unit inherits its remaining
Breastforce, Headmaster, Powermaster, or
Energon. This replaces the unlimited Energon.
Targetmaster. Here is a quick summary of different
• Size is always 1.
Subgroups that attract Partner Units, and what
• Partner Units have no Function and only the
happens when the Partner Unit is attached to the
Universal Actions available to all Robots. In
main Transformer:
addition to this in their Robot.Mode they can
pull triggers, set bombs, fire pistols, and use
Main TF computers.
Subgroup
Robot.Mode • All point purchases on the Partner Unit’s behalf
are made by the main Transformer, from their
points.
Actionmaster -1d6 DMG / 2 • Partner Units cannot join any Subgroups.
• They are capable of using Technology, but it must
be purchased for them specifically.
Brainmaster 1 Stat to 10 • If a Partner Unit is instead controlled by another
player, they are a full character with rolled
Statistics and issued points regularly.
Breastforce +6 HP

Human Companions
Headmaster + 1, 2, 3 to Str, Spe, Int Humans obey all regular rules of Partner Units, with
the following exceptions and additions:

Powermaster +1 EN / 3 rnds • All Statistics for a Human companion are 1. It


does not matter to a Transformer if the Human is
a professional athlete or in a wheelchair, all Stats
Targetmaster +1d Assault are 1.
• In their chosen field, Humans can perform Actions
“Actionmaster” on this table assumes you paid the for 1 Success and with 1 effect (or damage).
additional point and have a Partner, which works the
same way as a Partner Unit. Types of Humans
Mechanic Repair, Salvage, Teamwork
Conflicting Continuity
There is some conflict in this matter. You must Reckless
choose if your Partner Unit is a Human or a Nebulon Espionage, Surveillance, Teamwork
Youth
(Human-like alien) both of whom are Size 1, or if
the Partner Unit IS your character, and the larger Scientist Data, Construction, Teamwork
Robot is an Inanimate Drone called a “Transector”.
Soldier Assault, Intercept, Teamwork

Page 53
RPG
Deployers
A Robot becomes a Deployer Superiour with the
so-named 3 point Technology. Deployer Superiours
gain 2 Deployers at character creation plus one
additional for every point they invest thereafter.
Deployer Units are a part of the character of the
Deployer Superiour, but can be ejected forth from
it as separate units. In the Deployer Superiour’s Alt.
Mode there must be some way to store a number of
Deployer Units no greater than the sum of their Size.
All other Deployer Units stay at home and can be
swapped out next battle.

Deployer Units
All regular rules for Partner Units apply for
Deployers, with a few exceptions.
• Deployer Units transform from a Robot.Mode
into a standard object that is congruent with the Leadership
idea of flying out of the Deployer Superiour. The You lead a group of Transformers that think you’re
Deployer Unit’s Alt.Mode must relate directly to the best. Followers are nearly full characters; many
their Superiour’s Alt.Mode. (For instance, two aspects of them are sumarised to make it easier for
cassette tapes that relate to an audio cassette you to keep track of what they can and cannot do.
deck.) You become their leader with the 5 point Subgroup
• All Deployer Units under one Deployer Superiour of Leadership.
must have the same Alt.Mode. • There 3 followers under the Leader’s command
• The Deployer Unit gains the advantages of this per battle. Even if they all die, in the next battle
Alt.Mode, both +1d Gain and Abilities, but all of the compliment will be replenished to 3.
their Statistics in this Mode are 5. • In combat, the Leader issues each follower 1
• Combat begins with the Deployers stored in their order per Turn. Note that a follower cannot both
Deployer Superiour. Move and Act with only one command per Turn.

At Creation Followers
Please identify the following to individually create All regular rules for Partner Units apply for followers,
each Deployer Unit. with a few exceptions and additions.
• For one Action while in Robot.Mode each • Followers must all have the same Alt.Mode,
Deployer Unit gets +2d, or +1/+1d split between colour scheme, Size, and general appearance as
two Actions. These bonus Action dice cannot their Leader.
apply to Actions under Rank or Firepower. • If the Leader Transformer dies, each follower
• Deployer Units each have 3 points to spend inherits as many Energon as the Leader had / 3,
on Weapons or Technology. Subgroups are still rounded up. (Or divided by the number of living
prohibited. followers.)
• All other facts about a Deployer Unit are the • Followers have a proper Alt.Mode, the Statistics
same as Partner Units - HP:6, unlimited Energon, of which are generated uniquely. All Alt.Mode
all Statistics: 5. Stats are 5, and then add or subtract the number
of rolls as if you were generated an Alt.Mode,
using the dice as raw numbers instead of as a
number of dice. This simplifies bookkeeping. For
instance, 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
and Abilities are given to them by virtue of their
Alt.Mode. (A jet still has Flight, etc.)
• Each follower gets 1 point to spend on a Weapon
or Technology of their choice. Additional Points
may be donated by their Leader.
Page 54
RPG
Pretenders • The main Transformer can climb back into the
A semi-organic shell wraps around your Robot. Shell once per Turn freely, but it must be in
Mode, disguising you, poorly, as a human (albeit a Melee Range to do so, and it cannot be on the
gigantic one) or an animal or monster. This Subgroup same Turn that they climbed out.
is recommended only for players well-versed in the
rules of the Transformers RPG. There are several different kinds of Pretenders, and
you must pick one:
When Occupied
Your Transformer is considered to occupy the
Pretender Shell in the same Mode every time. The
additional Actions and Abilities given to that Mode
stack with those of the Shell. The Mode chosen and
the Shell must have the same, or similar appearance.
In addition:
• Being in the shell grants +1d Defence
• When taking damage the Shell is not affected.
Damage goes directly to the main Transformer
inside.
• The Shell Auto-Repairs the main Transformer 1
Hit Point each round if HP is less than 1/2 total.
• Any Repair issued while the Transformer is in
the Shell will affect both the Shell and the
Transformer.
• The main Transformer can step in or out of the 1. Classic Pretender
Pretender Shell once per Turn freely. A semi-organic shell wraps around your Robot.Mode,
disguising you, poorly, as a human - albeit a gigantic
When Unoccupied one.
The Shell splits down the middle or side and the • The Shell’s Statistics are all 5, however for 1
main Transformer can exit from it. From that point more point you can generate new Statistics
the Shell and main Transformer act independently. by rolling 10d10 and placing 8 of the resulting
• Like Partner Units the Shell is ‘binary-bonded’, so numbers where you want them to be, one for
the main Transformer is aware of what the shell each Statistic.
is doing and seeing at all times via electronic • This kind of Shell has the Function of a Warrior,
telepathy. and all the Function Actions associated.
• The Shell responds to mental commands from its • Only a Robot.Mode fits inside a Classic Pretender
owner - wherever they are - one command per Shell.
Turn. Note that the shell cannot both Move and • Because of their human-like design Shells of this
Act with only one command per Turn. type can they can do human-like things such as
• Just like a Partner Unit, the Shell’s Statistics pull triggers, set bombs, and use computers.
are all 5, their HP is 6 and they have unlimited • The Rubsign Technology can be purchased
Energon. Unlike a Partner Unit, if the main and apply to the Shell. The Shell’s disguise is
Transformer is destroyed, the Pretender Shell entirely ineffective as far as local life-forms are
becomes inert. It has no life of itself. concerned, but it may fool other Transformers.
• Any damage done to the Shell while not being
worn by the Transformer is repeated on the 2. Pretender Beast
Transformer immediately. No distance or barrier The Pretender Shell around your Transformer looks
can block the signal of damage. like an animal or a monster of some kind, just as
• Any Repair issued to either the shell or the main if you had the Beast Shell Technology. Decepticon
Transformer will not be repeated on the other Pretender Beasts often assume the Shell appearance
while they are separated. of hideous monsters. You must meet the Rank
• A Pretender Shell has no Function and only the requirements of whatever Beast.Mode you choose.
Universal Actions available to all Robots. All point • The Shell gains whatever +1d Gain and Abilities
purchases on the Shell’s behalf are made by the are given to the Beast.Mode to which it
main Transformer, from their points. corresponds.
• The Shell’s Statistics remain 5, but you can take
the Primitive Partner Technology for 1 point and

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have the Statistics changed to reflect a Beast Alt. first Pretender Shell around a second layer of a
Mode. new Pretender Shell, however the outer-most layer
• The animal form of your Beast Shell must wear must be a Pretender Vehicle. All normal rules for
some kind of armour, for instance a face-mask Pretenders apply, except:
or shoulder spikes, to represent the increased • Being in the Shell grants +1d Defence each shell.
defence of being in the shell. Weapons can be • The outermost Shell auto-Repairs the inner Shell
attached to the Pretender’s armour. as well as the main Transformer inside.
• The Mode that fits inside the Pretender Beast • The main Transformer can step in or out of both
Shell is a Beast.Mode Shells in one motion once per Turn freely.
• The Pretender Shell is encouraged to have the
Technology “Beast Shell”, because visually there
is no difference and the advantage is great.

3. Pretender Vehicle
The Pretender Shell is instead a non-organic
Vehicle or Heavy Vehicle. You must meet the Rank
requirements of whatever Vehicle.Mode you choose.
• The Shell gains whatever Actions and Abilities
are given to the Vehicle.Mode or Heavy.Mode to
which it corresponds.
• The vehicle Shell’s Statistics remain 5, but
you can spent 1 additional point and have the
Statistics changed to reflect a Vehicle or Heavy
Vehicle Alt.Mode.
• Any Mode of the main Transformer can fit inside
this kind of Shell, but no Actions or Abilities
apply from the main Transformer to this Shell
when occupied.
• Any Technology that applies to Vehicle or
Heavy Vehicle Alt.Modes can also apply to this
Pretender Shell.

Pretender Variants
Here are some other, stranger ways of using the
Pretender Shell Subgroup. Each of these variant
options are mutually exclusive with each other. Pretender vs. Beast
Double Pretender Shell
The Subgroup of Pretenders and the Technology of
For an extra point the Pretender can be a Double
Beast Shell probably have similar origins, because
Pretender. Inside the Pretender Shell are two Robots,
they come off looking almost the exact same way on
so long as their combined Size equals the Pretender
a Transformer’s body.
Shell Size -1. (For instance, two Size 2 Robots
occupy a Size 3 Shell. Two Size 3 Robots occupy a
Size 5 Shell.) This is really just for a player with a
Pretender character can have two characters in play.

Mega Pretender
For two additional points, the Pretender Shell
can Transform into its own Alt.Mode and have
newly generated Stats accordingly. The Shell gains
whatever Actions and Abilities are given to the Alt.
Mode to which it corresponds.

Ultra Pretender
This Subgroup can be taken twice, wrapping the
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07. Weapons

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 Weapons
Type Range Charges Pos. Explanation

Bombs / Set or Mines must be Set. Grenades must be Thrown.


Mines / Short 1d6 charges per battle
Thrown Bombs can be either Set or Thrown
Grenades

Cannon Medium 2d6 charges per battle Attached Can also be represented as hand-replacements

Held or
Blaster / Gun Medium 3d6 charges per battle
Attached
Standard issue Weapons of most factions

Laser Long 1d6 charges per battle Attached Cutting tool creates beam of energy

Missiles / Long 2 per battle Attached


Launched from an attached position on the Robot’s
Rockets body, usually the shoulders

Small damage Weapon, but reliable. Requires to be


Pistol Short Unlimited charge Held
grasped in Robot.Mode hands

Staple of Robot.Mode weaponry, Rifles must be


Rifle Medium 4d6 charges per battle Held
grasped in a Robot.Mode hand to fire

Explosive cartridges in Cannons or Guns or Thrown in


Shot or
Shells Medium 1d6 charges per battle
Thrown
Robot.Mode. In order to shoot them out of a Cannon
or Gun, a weapon of that type is required

Swords and other melee weapons must be grasped


in a Robot.Mode hand. Two Weapons can be used
Sword (and Melee Unlimited charge Held
for Twin effects. All Melee Weapons listed hereafter
other Melee) count as swords, even if they are not designed as
weapons, such as Buzzsaws or Arm Piledrivers. Using
a Melee Weapon does not consume Energon.

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Back-
Forearm- Attachment
Attachment Shoulder
Mounted

Hand Replaced Turret


with Cannon Mounted

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) Leg-
• As a Hand replacement (hand moves
aside and weapon replaces it) Attachment
• Or Turret Mounted on another part of
the body

Weapon Positions
Type Stat Mode Use
Robot.Mode Can be added to the superstructure of the Transformer, transforming with
Attached Firepower
or Alt.Mode them to be usable in both Modes. Must identify Attachment location
Strength or A kind of weapon only usable in Beast.Mode, uses either Strength or Skill to
Beast Skill
Beast.Mode
attack. There will be notes with each weapon listed
Robot.Mode At any time in Flight or when up high enough to let go, drop one charge as
Dropped Skill
or in Flight an Action
Firepower or
Held Melee Att.
Robot.Mode The weapon must be gripped in a Robot.Mode hand to use

The weapon will activate in 1 to 6 rounds after a Transformer in Robot.Mode


Set Skill Robot.Mode
has activated it manually. If Skill roll is failed, it will go off in 1d6 rounds
Robot.Mode Must be fired out of a Cannon or Gun. If the Transformer does not have a
Shot Firepower
or Weapon.M Cannon or Gun handy, the Shell can be Thrown
As with the normal rules for Throwing, a Strength roll is made and it is
Thrown Strength Robot.Mode
Thrown 1/2 that many squares, rounded up, before landing

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Twin: For any weapon you buy you can instead


have two of them and use them both in one Action,
Range in Squares but for 1/2 the effect, rounded up. The number of
Range Squares Distance charges used remains the same. Think of it like this
- the weapon itself is part of the Transformer, and
Melee 1 the charge is actually coming from within the Robot,
therefore the effort put into damage is subject to
Short 5 divided attention. To Twin does not cost points, and
can apply to any weapon, Melee or Ranged. You then
Medium 10 label it “Twin Laser Swords” or “Twin Kill Guns”.

Long 15 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 fire in
a fairly straight line and cannot be, for example,
aimed to get over walls by firing a little upwards.
Range Reference Table

Short Range

Long Range

Radius

Blast

Cone

Cone

Medium Range

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Weapon Effects
Some Weapons have additional Effects that are game affecting, signified on the weapons tables with a “+” sign.

Effect Explanation
2x Map Twice regular damage is done to Objects or Map squares

Succeed with a Courage or Trooper roll or be strained by the damage’s lingering effects on the metal of your
Burn body. For 1d6 rounds, at the end of each Turn you lose 1 vs. HP damage.
The weapon’s effect spreads 1 square for every 2 DMG in every direction, rounded up. When constructing
Blast 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)

The weapon’s effect occurs in a V-shape rather than a straight line. This is not a 45 Degree angle, but one
Cone square on either side of the target and a V-shaped line back to the fired weapon. If the weapon is a Melee
weapon then the attack simply extends to the 3 horizontal forward squares

Succeed in a Skill or Acrobatics roll or be unable to Move on your next Turn, although you can still Act.
Fall If you are Falling from a height, then when you hit the ground you will suffer 1d6 HP damage for every 2
squares fallen, rounded up. Multiple checks may be made to see if you Fall, but you will only Fall once

Succeed with a Strength or Transform roll or be encased in Glue or Ice. You are unable to make any Actions
Glue / involving fine dexterity (see each of the Function Actions for explanations) until the Glue or Ice is destroyed.
Ice Glue and Ice have HP:6 and are unaffected by unarmed Melee Attacks. A Strength or Transformation Action
of greater than 6 successes will also break the Glue or Ice

The weapon’s effect extends to all squares in a straight line until the maximum of the weapon’s Range or
Line an environmental barrier disrupts the line
Succeed with a Skill or Acrobatics roll or catch flame and suffer 1d6 DMG / round at the end of every Turn
On Fire until snuffed by Repair or you are submersed in water

Moved in an opposite direction 1 square for every 2 HP damage +1 square for every Size the attacker is lar-
Push ger 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 The weapon’s effect extends 1 square around the point of impact, both adjacent and diagonal

Succeed with a Courage or a Trooper roll or suffer 1d6 vs. HP damage at the end of each Turn. If submerged
Rust underwater, damage is automatic. Rust can only be removed by a Repair

Size For every Size larger you are than what you are attacking, 1 additional HP of damage is applied
DMG
Something different happens with the operation of this weapon - check its Notes. This is sometimes
Special referred to as “(spec)”

Due to circuit damage, overloading or shock you must succeed with a Courage or a Trooper roll or be unable
to Act on your next Turn, although you can still Move. If you are Stalling while in mid-air, then when you hit
Stall the ground you will suffer 1d6 HP damage for every 2 squares fallen, rounded up. Multiple checks may be
made to see if you Stall, but you can only stall once. While Stalled, you cannot perform any Function Actions
like ‘Dash’. Repair will fix the Stall effect if you are Repaired before your Turn begins
The Weapon damage or Effect fades at the end of your next Turn. What this applies to is specified in the
Temp Notes of the Weapon using a brackets around the damage or Effect that is temporary

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Weapons Minor - 1 Point per


Weapon DMG Explanation
Best 2 of 3d6 vs. HP + 2x Melee. May also attack straight down on the same square. Only used
Arm Piledrivers
Map in Robot.Mode or applicable Alt.M. Charges = Robot.M Courage Stat
1d6 vs. HP + 2x Map + Melee. Hand-replacement. Can also be a Chainsaw, an aeroplane’s
Buzz saw
Radius Propeller, or the cutting blades of a kitchen blender
Best of 2d6 vs. HP & Map
Cannon, Drill Melee. Robot.Mode or applicable Alt.Mode only
+ 2x Map
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 and Burn Effects
Grenade, Best of 2d6 vs. HP + Push
Push effect occurs directed towards the Blast
Magnetic (spec)
Gun, Adhesive Glue 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 +1d for charges per battle
Gun, Mega-gun 1d6 vs. Object Beam can crumble an Object to dust (HP: 5)
Gun, Scattershot 1d6 vs. HP + Cone -
Gun, Sub-
Best of 2d6 vs. HP Standard Decepticon Seeker Weapon
machine
Laser, Musket 1d6 vs. HP + Burn Considered a Rifle. Shoots old fashioned acid pellets
Laser, Thermal
Best of 3d6 vs. HP + Burn Short Range
Beam
Mine, Sonic Land Best of 3d6 vs. HP + Stall Stall also causes affected Robots to lose their audio receptors
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
Rifle, Armor-
Special vs. HP Always do the DMG of the target’s Size
piercing
Rifle,
1d6 vs. HP + Fall -
Compressed Air
Rifle, Hunting 1d6 vs. HP Automatically hit any NPCs
Sometimes called an “Ion Blaster” or a “Laser Blaster”, this weapon
Rifle, Laser Best of 2d6 vs. HP is actually a Rifle. This common weapon is used by Optimus Prime,
Roadbuster, Slag, and many others
Rifle, Particle
1d6 vs. Energon + Line Line of photon particles
Beam
Rifle, Photon Best of 2d6 vs. Energon Small bursts of photon particles. Long Range. -1d6 charges per battle
Rifle, Torque 1d6 vs. HP + Push Basic training rifle

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Weapons Minor - 1 Point per
Weapon DMG Explanation
Shell, Acid Best of 3d6 vs. HP + Burn Standard issue Shell. Part of Warpath’s arsenal
Shell,
Best of 3d6 vs. HP + Stall Standard issue Shell. Part of Warpath’s arsenal
Cryogenic
Best of 3d6 vs. HP +
Shell, Explosive Standard issue Shell. Part of Warpath’s arsenal
Radius
Shell, Sonic Best of 3d6 vs. HP + Push Standard issue Shell. Part of Warpath’s arsenal
Best of 3d6 vs. HP + On
Shell, Thermal Standard issue Shell. Part of Warpath’s arsenal
Fire
Shell, TNT Best of 3d6 vs. HP + 2x
Standard issue Shell. Part of Warpath’s arsenal
Equivalent Map
Steel Beak Best of 3d6 vs. HP Bst. When successful may enter a Grapple
Steel Claws Best of 3d6 vs. HP Bst. When successful may enter a Grapple using Skill
Bst. Stomp the ground with an appropriately heavy Beast.Mode foot
1d6 vs. HP + Blast + Blast
Steel Foot for a Range of 1d6 squares, forcing every Robot within that Range to
+ Fall
make a check not to Fall. Charges = Robot.Mode Courage Stat
Steel Horns Best of 3d6 vs. HP + Push Bst. Smash enemies into each other with the push of Horns
Best of 3d6 vs. HP + Size
Steel Fangs Bst. When successful may enter a Grapple
DMG

Steel Talons Best of 3d6 vs. HP Bst. Skill attack. (A Beast.Mode’s +1d Melee Attack still applies)

Best of 3d6 vs. HP +


Steel Tail Bst. Can shatter 20’ concrete cube or one Map square per round
Radius
Sword, Thermal/
Best of 3d6 vs. HP Basic metal/energy sword
Thermo
Short Range, from 2 to 5 squares away. Can be hand-replacement or
Wrecking Ball 1d6 vs. HP + Size DMG
tied to applicable Alt.Mode

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Weapons Standard - 2 Points per
Weapon DMG Explanation
Blaster, Electro 1d6 vs. Transform Can disrupt transformation operations
Disrupts electrical charges, stealing charges from
Blaster, Ionic Best of 2d6 vs. Energon + (spc)
one weapon and giving them to your own
Blaster, Plasma-energy 1d6 vs. Energon + Push (spc) Reverse gravity Throws target forward, not back
Pellets shatter into small shards that cause all
Radars to go berserk and hurt their user. Target is
Blaster, Shatter Best of 2d6 vs. Surveillance
immune if they do not have Surveillance or a Radar
(T)
Blaster, Slime 1d6 vs. Courage 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
Best 2 of 3d6 vs. HP + Blast + Push + This bomb Pushes for the number of squares = Size
Bomb, Concussion
(spec) DMG
Bomb, Megan-ton
Best 2 of 3d6 vs. HP + Blast + 2x Map -
Proton
Cannon, Atom-Smasher 1d6 vs. Skill Discombobulates
Common cannon of both the Autobots and the
Cannon, Concussion 2d6 vs. HP + Push
Decepticons
Weakens metals and other Salvage to make them
Cannon, De-crystaliser 3d6 vs. Map + Blast + Radius
vulnerable to fracture
Absorbs moisture in a Radius around the attacker,
Cannon, Dehydration Special vs. HP + 2x Map doing damage = Assault Success. Fired moisture
stays where it lands as a crater in a Radius
If successful, opponent must make an Intelligence
Cannon, Electro-
1d6 vs. Energon + (spc) check. If they fail, they believe you are anyone
disrupter
else for 1d6/2 rounds
Cannon, Flash
1d6 vs. Energon + Blast + Stall Leaves enemies temporarily blinded and disoriented
Explosion
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
Bands wrap around target for 1d6 rounds. Can break
Cannon, Triple Crusher 1d6 vs. HP + Glue (spc)
them earlier if Str success > rounds remaining
Short Range Skill Attack. Charges = Robot.Mode
Energon Shuriken 2d6 vs. HP
Courage Statistic
Medium Range Skill Attack. 2 independently
Energon Bow 1d6 vs. Energon + Burn targeting attacks per charge. Charges = Robot.
Mode Courage Statistic

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Weapons Standard - 2 Points per
Weapon DMG Explanation
Bst. Short Range Skill Attack. Not necessarily fire
Fire Breath Best of 2d6 vs. HP + Burn based, could be electrical, cold, etc. Charges =
Robot.Mode Courage Stat
Short Ranged Skill Attack. Charges = Robot.Mode
Flamethrower 1d6 vs. HP + Burn + Line + On Fire
Courage Stat
Blast, Glue, On Fire, and Rust count as 2 effects.
Grenade, Custom Best of 3d6 vs. HP + Effect + Effect
Stack on new effects at 1 point each
Gun, Compressed Air Best of 2d6 vs. HP + Push + Size DMG -
Enchants gravity effects, Pushes in random direction
Gun, Gravito-gun 2d6 + Push + Push + Fall
(GM rolls to see which way the target flies)
Disturbs the balance centre of Robots. Target
Gun, Gyro 1d6 vs. Accuracy + Fall
immune if they do not have Accuracy
Gun, Laser 2d6 vs. HP Must be Held
Beam cancels forces holding molecules together,
Gun, Nega-gun Best of 2d6 vs. Object
destroying item. (Objects have 5 HP)
Distorts the target’s perception. Only works if
Gun, Photon Displacer Best of 3d6 vs. Surveillance
target has Surveillance, otherwise does nothing
High frequency vibrations knock all attachments
Gun, Plasma-Pulse Special + Stall 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 Favourite weapon of Frenzy and Rumble
By spending 3 charges, the gun can manufacture
supercooled liquid nitrogen (add “Ice”),
Gun, Water 1d6 vs. HP + Cone + Push + Fall superheated liquid lead (add “Glue”), or petro-
chemical fluid that is flammable when ignited (add
“Blast”). 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
Shoots beams from the eyes. Medium Range Skill
Laser Eyes 2d6 vs. HP Attack. Charges = Robot.Mode Courage Statistic.
Can be used in Beast.Mode also
Laser, Freeze Beam Best of 3d6 vs. HP + Ice Maximum damage underwater
Vhc. Fires lasers from Vehicle.Mode headlights as
Laser, Head-light Heat Best of 2d6 vs. HP
though it were a Primary Weapon
Starscream’s weapon. Disrupts electricity. 1/6
Laser, Null-Ray 2d6 vs. HP + (spec)
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

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Weapons Standard - 2 Points per


Weapon DMG Explanation
Lightning-like Long Range weapon. Does nothing if
Laser, Volt Beam Best of 2d6 vs. Accuracy
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 -
Bst. Bite attack. Latches onto victim and drains
Mecha Fangs 1d6 vs. Enegron
Energon into self. Charges = Robot.Mode Courage
Melee Energon Weapon 1d6 vs. HP & Energon Costs 1 Energon to create; replaces one hand
Blast, Glue, On Fire, and Rust count as 2 effects.
Mine, Custom Best of 3d6 vs. HP + Effect + Effect
Stack on new effects at 1 point each
+1 success for one of: Air to Air, Air to Ground or
Missiles, Air/Ground 2d6 vs. HP + Blast
Ground to Air

Missiles, Concussion Best 2 of 3d6 vs. HP + Radius + Radius Radius stack to cause a larger explosion

Mist of flammable liquid rises 1 sq / rnd until


Missiles, Fire-Fog Multiplier to DMG by 1d6 + Blast
dissipates
Attracted to heat. +1 success to hit anything very
Missiles, Heat-seeking 2d6 vs. HP + Radius
hot or On Fire. (Robots are usually cold)
Best of 3d6 vs. HP + Radius + On Fire On Fire stacks to provide a 1/3 chance the subject
Missiles, Incendiary
+ On Fire will be engulfed in flames
+1 success to hit a target that has already Moved
Missiles, Motion 2d6 vs. HP + Radius
this round
Missiles shatter into small shards that cause all
Radars to go berserk and hurt their users. Target
Missiles, Shatter Best of 2d6 vs. Surveillance + Blast
immune if they do not have Surveillance or a Radar
(T)
Tridents, Maces, Hammers, Axes, etc. Stack on new
Obscure Melee Weapon Best of 3d6 vs. HP + Effect
Effects for 1 point each
Blast, Glue, On Fire, and Rust count as 2 effects.
Pistol, Custom Best of 2d6 vs. HP + Effect
Stack on new Effects for 1 point each
Induces counter-rotational forces in whatever
Pistol, Stress Best of 2d6 vs. HP & Map + Size DMG
Object it hits. Damage through metal fatigue
Rifle, Acid Rainmaker Best of 3d6 vs. HP + Burn -
Rifle, Adhesive Glue + Radius Stream of glue that cements to HP 6 until shattered
Temp (Speed). Fires hard shells as well as a minor
Rifle, Crustacean 2d6 vs. Speed
adhesive
Rifle, Disruptor Best of 2d6 vs. Energon + Radius Web of energy disruption
Can also stop other all opposing beams with its
Rifle, Extinguisher 10d6 vs. Flame + Blast + (spec) own by dampening. Also prevents all future fires in
those Map squares
Friction of the target is amplified. Target Moves no
Rifle, Friction Special + On Fire more than standard Move (3 squares) or has a 1d6
chance of On Fire, with no Courage roll to avoid

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Weapons Standard - 2 Points per


Weapon DMG Explanation
Rifle, Heat-ray Best of 2d6 vs. HP + On Fire + Line Heats Object
Rifle, Ion-Charge
Best 2 of 3d6 vs. Energon Poor Accuracy, high DMG. Hits 1/6 even if confirmed
Disperser
Rifle, Lightening Best of 2d6 vs. Energon + Burn Burn affects Energon in this case
Rifle, Low-gravity rod Best of 2d6 vs. Energon + Push Less effective against larger Objects
Rifle, Rocket-dart Best of 3d6 vs. HP + Radius Explodes on contact
Rockets, Blaster Best 2 of 3d6 vs. HP + Radius + Radius -
Independent rocket like a cruise missile. Can all be
Rockets, Drone 3d6 vs. HP + Blast fired at once, without use of a Turn. Aims self with
a Firepower Stat of 5, rolled by the GM
Rockets, Mega-ton
3d6 vs. HP + Radius Medium Range
Proton
Temp (Endurance). Makes metal brittle like glass
Shell, Glass Gass 1d6 vs. Endurance
until after the target’s Turn
Destroys balance of its victims. All 3 rolls must be
Shell, Gyro-inhibitor Fall + Fall + Fall
successful, or the target Falls
Shell, Heat-Mounted
1 vs. Endurance + Radius Grenade-like tossing or a shoulder attachment
Mortar
Douses enemies in magnetising dust, attracting all
Shell, Magnetic Inducer Best of 3d6 vs. HP + Blast + (spc)
metals in the Blast
Explodes into thousands of small damaging needles
Shell, Shrapnel Needle Best of 3d6 vs. HP + Blast + (spc) in Radius that stay on the Map, causing 1d6 vs. HP
damage if touched
Fine mist of liquids for oxidising, freezing or
Shell, Vaporators Best 2 of 3d6 vs. HP + Glue
corroding
When you start Dash it attacks all enemies in
Short Range using Courage. If successful, enemy
Sonic Boom 1d6 vs. HP + Push
audio receptors do not work for 1 Turn. Charges =
Robot.Mode Courage Stat. Req: Jet.Mode.
Temp (Intelligence). Bends nearby light to obscure
Sword, Dis-fraction 1d6 vs. HP & Intelligence
vision and confuse
Sword, Electro Best of 3d6 vs. Energon Energy-based sword that passes through objects
Temp (Endurance). Short circuits electrical devices.
Sword, Electron Best of 2d6 vs. Endurance
Aka. “Electron Scimitar”
Sword, Energo 2d6 vs. HP + Burn Grimlock’s blade
Also fires a Long Range beam, 1d6 vs. HP. Beam
Sword, Laser-Guided Best of 2d6 vs. HP
charges = Robot.Mode Courage Statistic
Sword, Rotating 2d6 vs. HP + Radius The rotating drill sword of Maximal Dinobot
Sword, Sonic Best of 3d6 vs. HP + Cone + Push -

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Weapons Major - 3 Points per


Weapon DMG Explanation
Bst. Attaches wings to hips of Primitives, granting Flight in
Blaster, Hip Winged Best of 2d6 vs. HP + Line
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
Best 2 of 3d6 vs. HP + Blast +
Cannon, Fireball -
On Fire
Cannon, Fusion Best 2 of 4d6 vs. HP + Fall Megatron’s weapon of choice, uses particle beam fusion
Galvatron’s laser fires a hemically produced, direct-current
Cannon, Particle 2d6 vs. HP & Energon
electricity beam at Short Range. A 5 point weapon
Cannon, Vibro 1d6 vs. Assault Sonic Damage vibrates on contact
Gun, Acid-pellet 1d6 / 2 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 Target immune if they do not have Dash
Gun, Electro-
Best 2 of 3d6 vs. Energon Blaster’s Gun. Shuts down Computer Banks automatically
Scrambler
Roll 1d6 vs. the opponent’s weapon (as chosen by the shooter)
1d6 / 2 vs. Firepower +
Gun, Magnetiser or other object tearing itself apart from reversed magnetic
(spec)
force. Firepower damage only applies to current Mode
Exceed system potential. Shuts down Strength for 1d6 rounds
Gun, Overload 1d6 to Strength
if it brings Strength above 10. Can be Repaired
Gun, Semi-automatic Shoots capsules of high-adhesive liquid at all targets in range
Best 2 of 3d6 vs. HP + Glue
Glue and cements each
Gun, Sonic Concussion 1d6 vs. Couarge & Skill Sonic powered concussion blaster of Soundwave
Laser, Decelerator 1d6 vs. Intelligence Makes the target less Intelligent
Laser, Oxidising 1d6 / 2 vs. Endurance Fuses target’s internal mechanisms
2d6 vs. Energon + Cone +
Laser, Ray-gun Shockwave gun issues a beam of is energy in all forms
Line
Laser, X-Ray 5d6 vs. HP When hits, has 1 / 6 chance of doing damage
Draws all metal objects (and Robots) in the Blast Range to
Mine, Magnetic Blast 3d6 vs. HP + Blast + Blast
the point of impact, then Pushes them out again
Missiles, Invisible 1d6 vs. HP Auto-hits. Hits unaware. Cannot be blocked or avoided
Best of 2d6 vs. Energon +
Missiles, Photon +1 charges (you get 3 missiles instead of 2)
Radius
Pistol, Semi-auto.
1d6 vs. Assault + Cone -
Sonic
Raises speed on the target to uncontrollable levels. Shuts
Rifle, Accelerator 1d6 to Speed down Speed for 1d6 rounds if it brings Speed above 10. Can
be Repaired
Rifle, Arc-welder 1d6 / 2 vs. Endurance Short Range. Used by Autobot Grapple for Construction

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RPG
Weapon DMG Explanation
Rifle, Electrostatic
Best 2 of 3d6 vs. Energon Weapon of the Arielbot Silverbolt
Discharger
Rifle, Liquid-nitrogen Best of 2d6 vs. Defence Target immune if they do not have Defence
Rifle, 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
If target’s Intelligence is < 0 then they are mentally
Shell, Cerebro 1d6 vs. Intelligence dominated for the next 1d6 rounds or until the mental
control is disrupted or Repaired. This was Bombshell’s gun
Sword, Metallikato 3d6 vs. HP The cyber-samurai space-sword of Decepticon Bludgeon

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08. Size
The exceptions to this are Maximals and Predacons, who
Size dose not need to be earned by Rank or points; it is are usually much smaller and energy conscious. Normally,
an arbitrary choice. However, it must be consistent with Size 0 characters cannot be targeted for attack except by
the Robot’s chosen Alt.Mode. For Autobots and Decepticons Accuracy, however Maximals and Predacons with a Size 0
a Size 0 Robot.Mode is too small, and Mass Displacement Robot.Mode are usually treated as Size 1 for most purposes,
Technology must be taken to offset the Alt.Mode’s Size. including targeting.

# Category Examples HP Eng. Height Squares


0 Object Gun, Tape Deck, Insect, Microscope -6 +6 1/5sq Not targeted unless by Accuracy

1 Human Humans, Cassettes, Micromasters -4 +4 1/3sq Fit in / move freely in quarter-squares

Beachcomber, Bumblebee, Gears,


2 Small -2 +2 1/2sq Fit in / move freely in half-squares
Huffer
Hot Rod, Jazz, Prowl, Ratchet,
3 Standard -0 +0 1sq -
Sunstreaker, Tracks
Megatron, Optimus Prime,
4 Leader +2 -2 1sq Requires full square with adjacent half
Soundwave

5 Voyager Jetfire/Skyfire, the Dinobots +4 -4 1.5sq Takes up two squares of space

Omega Supreme, Fort. Maximus,


6 Combiner +6 -6 2sq Takes up a block of four squares
Bruticus

7 Citybot Trypticon or Metroplex +10 -10 4sq Takes up block of 3 x 2 squares

8 Planet Unicron or Primus +30 -30 Map You cannot be a planet. Forget it!

HP & Energon Changes with Size Example of Size Damage


For this crazy universe to work, all Transformers must have Grimlock here up above is Size 5, larger than Hot Rod’s Size 3.
some form of the Technology “Mass Displacement”. When they Let’s say Grimlock has Size Damage on his Melee Attack “Steel
transform wheels shrink, heads enlarge, and generally things do Teeth”. If Grimlock attacks and is successful in his attack, he
not fit together in the same proportions as their Alt.Mode. This is gets a +2 to his damage rolled.
fine - 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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09. Personality
Programme Example
The Autobot Hound has the Quote and
Primary and Secondary Colours as follows:
Fill in the rest of the information on the Character Sheet; HP, Prime.Colour: Green
Energon, and make sure you don’t have any points left over.
Before play you must fill in your quote. Ex.: “Following leaders Secd.Colour: White
leads nowhere.”. The quote is the apex of your Transformer’s
personality, and should be used liberally in game. Then choose Quote: “Observe everything,
Primary and Secondary Colours, which help other players
mentally keep track of which character is yours.
remember even more.”

HP: (10 + Endurance in Robot.Mode, +/- Size modifications)


Energon: (10 + Intelligence in Robot.Mode, +/- Size modifications)

Hit Points (HP) Points


The calculation of Hit Points (aka HP) is 10 + The points allotted to a character at character
Endurance in Robot.Mode, +/- Size modification. This creation are the average between the Robot.Mode’s
is the hardness of your armour and general defensive scores in Skill and Courage, rounded up. Points are
capacity. At 0 HP your body enters “Stasis Lock” and used to buy Weapons, Technological upgrades, and
is inoperable. At -5 it is scrapped into slag, although admittance into Subgroups. Points can also be spent
there is still a chance the Spark survives. Objects, to increase Statistics, with 1 point equalling 0.5 of a
items, weapons, Maps, etc., have 5 HP, while Partner Stat in one Mode. A character may choose to have no
Units, Attachments, and Glue have 6 HP - which Subgroup, and spend all their points in Technology,
offers only a slightly greater chance they will survive or have no Weapon and extra Technology, or they
better than Objects. may choose to have none of these and increase their
Stats, and so on and so forth.

Quote
Write your Transformer’s favourite Quote. Quotes
need to be a sentence. A word will not suffice. A
Quote is also used for re-rolling in the game - when
the dice have turned out unfavourable, and you feel
the situation applies to your Quote, then utter the
Quote aloud and re-roll however many dice were
just involved in that one decision.

The number of times the Transformer’s can re-roll


Energon is calculated by taking the difference between
The calculation of Energon is 10 + Intelligence in the Transformer’s Rank and their Alt.Mode’s Rank
Robot.Mode, +/- Size modification. requirement (to a minimum of 1). This is the only
• Each round you fire a Weapon, or use a Function incentive for a character like Optimus Prime, with
Action or Technology, it drains 1 Energon at the a Rank of 10, to choose an Alt.Mode like a Transport
end of the round. Truck (with a Rank requirement of 4). Optimus
• Defensive Actions (not on your Turn) do not take Prime’s Re-roll number is then 6, meaning he can
away from Energon. re-roll whatever he just rolled 6 times per scenario
• At 0 Energon your spark recedes into hibernation (which may be multiple Maps worth, or just one)
and your body enters “Stasis Lock”, and shuts whenever he finds an excuse to say “Freedom is the
down. right of all sentient beings!”
• Energon can be recovered by rest and resources,
at a rate of your Robot.Mode’s Endurance per
stellar week.
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RPG

Example Character Sheet


A Quote makes
your character
seem full and
Name your interesting. It
This is can also be used
Know who’s Transformer here
YOUR for re-rolling bad
team you’re on name
What’s your rolls, dependant
Keep track Function? on your Rank.
of HP and
Artistic Talent not
Energon It is not necessary
required to draw
here. Player: to have a
box-like robots
Allegiance: Name: Subgroup: Subgroup, but it
can make you feel
Function: special
Size is Quote: “ Prime.Colour:
“ Re-roll: ____ Distinct colours
important for Secd.Colour:
Bio: help other players
context on the
keep track of who
Map
you are
HP:
“Melee Attack” How many squares
Energon:
and the other you Move per Turn.
Function Actions Robot.Mode Alt.Mode: _________
Universal Function Size: ______ Move: ____ Size: ______ Move: ____ Alt.Mode is what
are listed here, Actions Actions Robot.
+1d Gain
Alt.Mode
+1d Gain you Transform
according to
Statistics Statistics

Strength into. If you don’t


the character’s Intelligence have one, you’re
Function (Warrior, Speed not a Transformer.
Gunner, Engineer, Endurance (Unless you’re an
Scout) Rank Actionmaster.)
Robot. Courage
Mode Statistic Firepower Space for extra
numbers Skill info, like second
Alt.Modes or
Alt.Mode
Abilities and Technology, Abilities & Tech: Partner Units
anything one Mode can
Alt.
do that is not an Action Weapon DMG Structure Range Charges Notes
Mode
should be listed here.
Statistic
Otherwise, it’s hard to
numbers
keep track.

Fill in information +1d Actions


about your chosen Technology & Character Notes: you can do in
Weapon(s) here. your Alt.Mode
Melee, Short, that maybe you
Where the Medium or Long
weapon is on the can’t do in your
The damage done Robot.Mode
by the weapon. Transformer’s body. List charges
per battle.

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Example Character To be a Framing / Industrial Vehicle I need a Rank
Okay, let’s make a character from start to finish.
of at least 3. There is no higher Rank requirement
for being a Tractor, thank goodness.
Step # 1 - Allegiance – My GM has told me that this game My Size must be between 3 and 5.
will take place in the Generation 1 continuity, sometime
around the Earth year 1986. The Autobots and Decepticons Okay. Seeing that the Rank requirement is only 3, and
are warring for resources sometime after the events of the knowing that my Firepower is only going to DROP when I roll
cartoon. Okay. Hmmm... my new Statistics, I’m going to swap my Robot.Mode Stats
for Rank and Firepower. Let’s see what else I might want
I decide to play a heroic Autobot. to move around. Strength, Intelligence and Endurance are
likely to go up, and Speed, Firepower and Skill are likely to
Step # 2 - Statistics – I’m taking out 10 dice that are go down. The smartest thing would be to put Statistics in
all 10-sided and I’m going to roll them all at once. This areas where they might be most drastically affected - like
probably isn’t necessary - I could just roll 2 of them 5 putting a low number where it’s likely to go up, or a high
times, but I find this more fun. These will be my Robot. number where it’s likely to go down, so you get the best
Mode Statistics. out of each Mode. With this in mind I’ll renovate my Stats
thus:
I roll: 1, 3, 1, 7, 5, 7, 4, 9, 10, and 6.
Strength: 9 (In case I want to use a melee weapon?)
Of these I only want to keep the 8 greatest, so that makes Intelligence: 7 (I like to use Teamwork, so it stays.)
my Statistics 3, 7, 5, 7, 4, 9, 10, and 6. (I cut out both 1’s.) Speed: 7 (Most likely to go down.)
At this point I decide to distribute them as follows, but I Endurance: 6 (Vulnerable? Hopefully goes up.)
may change that later. Rank: 3 (Swapped out with Firepower)
Courage: 10 (I want to be courageous!)
Strength: 9 Firepower: 4 (Swapped out with Rank)
Intelligence: 7 Skill: 5 (This is probably going down, anyway.)
Speed: 5
Endurance: 7 Okay, now I can apply the rolls to generate Alt.Mode
Rank: 4 Statistics. Once I do this, there’s no going back. Dum, dum,
Courage: 10 dum.
Firepower: 3
Skill: 6 Strength: I have a Robot.Mode Strength of 9. Now
I’m rolling 2d, taking the greatest number. The
That looks pretty good. results are...6 and 10. Hurrah! I was hoping for a
10, but it was unlikely. Since 10 is greater than 9,
Step # 3 - Function – Looking at my Statistics, I can 10 will be my Alt.Mode’s Strength.
see that I’m strong and courageous, but I’m going to
have trouble shooting the broad side of a barn. Hmm...I Intelligence: I have a Robot.Mode Intelligence of 7.
choose to be a Gunner. The Function Actions I write on my Now I’m rolling 3d, taking the greatest number. The
character sheet are: results are...7, 5, and 4. Okay, none of the results
were higher than 7, so my Alt.Mode’s Intelligence
Strength: Demolition is also 7.
Intelligence: Teamwork
Speed: Support Speed: I have a Robot.Mode Speed of 7. Now I’m
Endurance: Defence rolling only one dice, and taking the lesser number
Rank: Transform of the two. The result is...4. I’m a bit slower in my
Courage: Trooper Alt.Mode. My Alt.Mode’s Speed is 4.
Firepower: Assault
Skill: Accuracy Endurance: My Robot.Mode’s Endurance is 6. Now
I’m rolling 2d and taking the greatest number.
Here’s hoping. The results are...1, 8, and 9. Yes!
Step # 4 - Alt.Mode – Okay, I’ve been thinking about this
My Alt.Mode’s Endurance is 9.
a while - and was reminded of it when I typed out ‘broad
side of a barn’. I really want to play a bright red Tractor.
Rank: 3. This Statistic does not change twix Modes.
A farming tractor, named “Hoe-Down”. I think that would
make a great Autobot. It’s a vehicle, and it’s something we
Courage: 10. This Statistic does not change for a
haven’t really seen before. Actually - it’s a Heavy Vehicle
Heavy Vehicle Alt.Mode, so my Alt.Mode’s Courage
under “Farming or Industrial Vehicle”.
is 10.
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RPG

Firepower: My Robot.Mode’s Firepower is 4. Now Terrain Support, 1 point Technology. I’ve specified
I’m rolling 2d, taking the least result. Things do “ground support”. I love the ground, apparently.
not look good for my Firepower. The results are...4
and 1. Yikes! My Alt.Mode’s Firepower is 1. In my Brawn, 1 point Technology. I want to smack things
Tractor Mode I really won’t be able to hit the broad well in my Robot.Mode, even unarmed.
side of a barn.
Energo Sword 2 point Weapon. This is what I’ll
Skill: My Robot.Mode’s Skill is 5. Now I’m rolling smack them with when I am armed. Other swords
3d, taking the least result of all those dice. The have fancy effects, but I like this one because it
results are...5, 8, and 3. 3’s okay. My Alt.Mode’s just does a lot of damage.
Skill will be 3.
Ground-to-Air Missiles, 2 point Weapon. My
Here are my new Stats for my Tractor Alt.Mode: Firepower is no good, so I chose a weapon I could
use in either Mode that grants me +1 success.
Strength: 10 Therefore, even if I miss I know I have at least a
Intelligence: 7 slight chance to hit.
Speed: 4
Endurance: 9 Photon Pistol, 1 point Weapon. Just in case I
Rank: 3 wanted to get something cheap and light that can
Courage: 10 do Energon damage. The Photon Pistol is probably
Firepower: 1 the best for this because I don’t have to worry
Skill: 3 about charges.

Now I need to write down all the things I get for being a Step # 6 - Size – Next I need to decide Size. I don’t want
Tractor. I see that I get +1d to the Actions: Demolition, and to be a HUGE tractor, and for reference a car is usually Size
I get the Alt.Mode Abilities of Wheels and Off-Road, and 3. I want to be any bigger than a car, though, so I’ll choose
also I get bonus dice to any Push, Pull, and Lift. I’m going Size 3. This will also be the Size for my Robot.Mode, unless
to write that stuff on my character sheet before I forget it I choose Mass Displacement Technology with my points, but
all. It looks something like this: I haven’t and I don’t really want it, sooo...

Strength: 10 +1d Demo., +1d Push/Pull/Lift I choose for my Tractor to be Size 4, just bigger
Intelligence: 7 than average. Not the biggest Tractor on the block,
Speed: 4 but I pull my own weight!
Endurance: 9
Rank: 3 Step # 7 - Personality Programme – Let’s finish this
Courage: 10 up so we can get “Hoe-Down” into action.
Firepower: 1
Skill: 3 Hit Points = 10 + Robot.Mode Endurance +/-
modifications from Size. That’s 10 + an Endurance
Alt.Mode Abilities: Off-Road, Wheels of 6 + 2 for being Size 4. That totals 18 HP.
Let’s calculate my Move while we’re here. As a Robot I’ll Energon = 10 + Robot.Mode Intelligence +/-
be able to Move 3 squares in a Turn, so that’s easy. Having modifications from Size. That’s 10 + an Intelligence
BOTH Off-Road and Wheels makes my Move in Alt.Mode a of 7 - 2 for being Size 4. That totals 15 Energon.
little tricky. On roads and flat, easy surfaces I can go my
Speed, so with Wheels my Move is 4. Off-Road I can go 1/2 Name your Transformer: “Hoe-Down”.
Speed, which results in 2. At that point I’d do better just
to use my standard 3 Move, so I’ll write in for my Alt.Mode Give them a nifty Quote: Hmm..”The ground is my
Move 4 / 3, letting me know it’s 4 on roads and 3 otherwise. ally!” or “Good things come from the ground!”.
Yeah, I like that second one. He’s such an agrarian.
Step # 5 - Points – My Robot.Mode’s Courage is 10 and
Skill is 5. Averaged together that makes 7.5. Rounded up Calculate your Quotes re-rolls: My Alt.Mode Rank
that’s 8 points to spend on this character. Here’s what I Requirement was 3, and my Rank is only 3, therefore
picked: I can only use my quote 1 time per situation.

Tracking Sensor, 1 point Technology. I want to be Primary & Secondary Colour: Red is the primary
able to see the changes in the dirty like a Robo- colour, obviously, and for trim I’ll choose Black.
farmer, and I can use that to track enemies.

Page 73
Player:

Allegiance: Name: Subgroup:

Function:
Quote: “ Prime.Colour:
“ Re-roll: ____ Secd.Colour:
Bio:

HP:
Energon:

Robot.Mode Alt.Mode: _________


Universal Function Size: ______ Move: ____ Size: ______ Move: ____
Actions Actions Robot. Alt.Mode
+1d Gain +1d Gain
Statistics Statistics

Strength
Intelligence
Speed
Endurance
Rank
Courage
Firepower
Skill

Alt.Mode
Abilities & Tech

Weapon DMG Structure Range Charges Notes

Technology & Character Notes:


RPG

Questions? Comments? Concerns? TransformersRPG@gmail.com

Page 76
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Game Mastery Guide

Players Denied Entry

Page 77
RPG
Conflict Resolution
Run Game.exe Know when to ask for a roll (always a 1d10) and when not
to. Just about any story-relevant Action inside or outside
a Map scenario can be resolved using Universal or Function
Steps for Preparing a Game Actions.
• Make sure you have a story ready.
• If your story involves combat, prepare the Map or Example Events Resolved with an Action
Maps ahead of time. • Meet with the native life-forms (Data)
• Make sure your players know what faction they are - if • Communicate with Cybertron (Communication)
they are Autobots or Decepticons or what. Another • Repair the ship (Repair + Salvage, if at all possible)
way to play: If you are running an adversarial game - • Repair other Robots (Repair, sometimes + Salvage)
good for a one-off night of gaming, then divide your • Scouting mission to find a Map structure (Surveillance)
players between opposing factions before character
• Scouting mission to overhear conversation (Espionage)
creation. If one team is larger than another then al-
• Guard or Sentry Duty (Defence)
low the Autobots the added advantage.
• Invent new gadgets, weapon, or plot item (Construction)
• Distribute character sheets or scrap paper and make
• Get to a location first (Intercept)
sure your players are aware of the character creation
• Follow human newscasts (Data)
steps.
• Race (Dash)
• Another-another way to play: If you want to run a
giant sweeping mega-game over many, many session, • Scan the environment for anomalies (Data)
it can be a lot of fun for each player to start off with • Plan ambush, rescue, or mastermind some event (Strategy)
one Autobot and one Decepticon, even if the two • Disassemble tech for use (Salvage)
characters never had anything to do with each other. • Interrogate a prisoner (Espionage)
Run Autobot and Decepticons essentially as separate • Establish another base / outpost (Construction)
games that sometimes crash together in dramatic • Set traps around the base (Sabotage)
ways. • Establish a perimeter (Strategy)
• Acquire game markers to represent characters on • Find a weakness in enemy base (Espionage)
the Map, or encourage your players to come up with • Go on patrol around your perimeter (Surveillance)
something equivalent. Anything from coins to poker • Help the Engineer finish something on time (Support)
chips will do, depending on the Size the character is • Man the battle stations (Assault)
supposed to represent. Ideally, find something that • Spy on the enemy (Espionage + Surveillance)
emulates the primary and secondary colour of the • Have a personal crisis (Courage)
character as identified on the character sheet • Pace uneasily, restless for some action. (Trooper)

When you are ready to play, ask each of the players the
following introductory questions:
Fifty-Fifty Rule
• What are your Functions? (What do you do?) If something crazy is happening, like the lighthouse has a
• Who is in Command? (The highest Rank Transformer) good chance of toppling over in the earthquake, there will
• What are your Priorities? (In this Universe...) usually be either a positive or a negative result. Either the
lighthouse lands on your characters, or it misses them. In
Present your story with an opening narration. For in- such cases where there is no clear answer, get a random
stance, “Energy is low on the ship...An undisclosed player to call out ‘odd’ or ‘even’, and roll 1d6, letting
number of Robots remain in Stasis Lock and general chance decide rather than being accused of being arbi-
disrepair...The ship is falling apart and vulnerable to at- trarily mean to your players...you have to be sneakier in
tack...The enemy is out there...somewhere...” Usually how you do that!
the Robots begin a game by consulting Teletraon I, Sound-
wave, or Spike, all of whom are great story hooks.
The Larger Campaign
Games can be strung together by a succession of events,
Character Goals Maps, and dramatic twists and turns. Once an object is
stolen, the next thing can be an attempt of retrieval, then
Players may have their own ideas as how their character
retaliation, and so on and so forth. Generally the string of
should be presented, and where the story should begin.
back and forth events can go on based on how long every-
Accept these, and try to weave them in to the main story
one wishes to play. The more clever and well-thought-out
goals.
the process on behalf of the GM, the better roleplaying
experience it will be for everyone.

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RPG
Timeline
The Transformers Universe has the advantage of not of Subgroups is the most affected, as Eras are
only being a rich and colourful setting, but the fact chronological and there must have been a point
that there are so many contradictory Transformers at which a Subgroup was founded. For the sake of
continuities means the aspects of the Transformers having a working basis, I suggest using the toy line
Universe can be reinterpreted into almost any way. as the lynchpin for the entire Universe to decide
when new Technology and Subgroups are introduced.
Transformers RPG Games generally take place in It was the toy line that simultaneously inspired the
one of four situational Eras. Different Eras may have US cartoon and the original Marvel comic book,
different available Technology, different devices that two continuities that never reconciled, but share
come into play on Maps, capabilities for Repair and legitimacy. On that basis, any structure is legitimate!
travel, and different story scenarios. The availability Make up your own!

Era Cybertronian Era Beast Era The Great War The Far Future
Teams

SEFrQb7 IJP ABrUQ7 CDGHKL


When Cybertron was made until When the Ark lies in When the Autobots awake The Pax Cybertronia is signed, ending the
when the Transformers over- Stasis Lock beneath in 1984 to 2005 or 2010 Great War, and Autobots and Decepticons
threw the slavery of the Quin- the Earth, Cybertron when Unicron arrives to undergo the “Great Upgrade” to Maximals
tessons. The time from Prehist- is increasingly low destroy Cybertron, until and Predacons. This is a time of peace,
ory, through the Great Peace to on Energon as the all the way to the Pax which is why most of the technology is
when the Decepticons grew out war dies down over Cybertronia that ends hos- geared towards exploration, like Beast
of gladiator arenas to rebel, in- millions of years of tilties. This represents all Shell Primitive Alt.Modes meant to inter-
cluding the Early Great War, and large and small skir- Generation 1 continuity act with indigenous life. During this time a
Scope

finally when the Ark and the mishes, until peace including the Japanese great number of random Transwarp (time-
Nemesis left Cybertron and crash is attained through series’ and the Marvel (in- space-dimension travel) portals emmerge,
landed on Earth. Near the end of exhaustion. On Pre- cluding UK) comic books. sending travellers back oo the time of the
the Early Great War, Combiner historic Earth, time- During this time, Space Beast Era. Transwarp technology is de-
technology was developed, but marooned Maximals Bridge Technology, Ener- veloped as well as advanced Repair tech-
would not come to fruition until and Predacons bat- gon Cubes, and the tech- nology (C.R. Chambers). On the tail end
The Great War is reignited by the tle over resources. niques of Binary Bonding of this Era, all dimensions of continuities
Autobots and Decepticons awak- are developed. converge for “The Universe War” leading
ening on the Ark. to a final battle with Unicron.

SPre-Autobot: Before their founder, Megatron. UUnicron: Heralds of JPredacon: Descendants PMutant: Primitives of
there were Autobots and This symbol fell from use the chaos bringer Unicron of the Decepticons, the Beast Era and the far
Decepticons, there were shortly before the Nemesis scheme for the destruction these are the under-class future who have no Robot.
just Cybertronians, who launched in pursuit of the of Cybertron / to alert his / Cybertronians, governed Mode, instead two Primitive
invented transformation Ark. her master to its presance. by the Tripredacus Council. Alt.Modes, and wish to be
to rise up and overthrow They will plot and makes Many of them seek an left alone.
the Quintesson slavers who bClench: The faction traps, will fight any faction, opportunity to rebel. In
conquered Cybertron. of gladiators that some but try not to engage. fact, A group of them may KMaximal (Ff): Of the
say grew into being the be stranded in time on the Beast Machine times in the
QQuintesson: Aliens energon-rich prehistoric far future.
EAutobots (War Decepticons, and their
Earth, and ignite the Beast
avenue for rebellion on from a strange world, who
Within): The banner Cybertron. were sent by Unicron to Wars with their Beast.Modes
LPredacon (Ff): Of the
of those Cybertonians and Beast Shells.
find Primus but instead Beast Machine times in the
identified not Decepticon,
lead by Sentinel Prime. This rUltracons: An early enslaved the Cybertronians far future.
splinter-faction of the and claimed to have built IMaximal: These
symbol fell from use shortly descendants of the Autobots
Decepticons that grew them
before the Autobots, lead and in control of Cybertron. GAutobot (Ff): The
by Sentinel’s successor - out of territory wars for surviving Autobots on far
Cybertron’s dwindling CAutobot (G2): Ammo They use Primitive Alt.
Optimus Prime, launched Modes to explore strange future techno-organic and
the Ark. resources. Lead by the belts, bandoliers, pockets! peaceful Cybertron.
Energon-use conscious worlds in a time of peace,
former-senator Ratbat. but occasionally crash land,
FDecepticons (War DDecepticon (G2): and some of them may HDecepticon (Ff):
Bullet-casings, thigh-belts, even be stranded in time The surviving Decepticons
Within): The first serious 7Wreckers: A best-of- pockets, pockets, neon,
splinter group of the on energon-rich prehistoric on the techno-organic and
the-best guerilla warfare the 90’s! Earth. oppressive Cybertron in the
Cybertronians, lead by Autobot suicide squad. far future.

Page 79
RPG

Sample Missions

Use these hooks if the transition to the next


situation in the story is not evident. Typically, the
introduction of one of these stories begins with
Consulting Teletran I / Spike Witwicky / Laserbeak or
receiving a transmission from Cybertron.

Human Scientist, Dr. _____ is giving a The leader of your faction has been
1
symposium and unveiling a new invention destroyed in battle, and succession is
Opening of a new power-source / plant on 43 contested among your ranks. Splinter groups
2-3 are forming and it may come to civil war.
Earth is celebrated by the humans
Who’s side are you on?
Unknown Cybertronian power-signature
4-9 The opposing faction has nearly completed
found on Earth 44-46
construction of a Space Bridge
Human politics have a favourable upswing in
10 A powerful artefact of great energy is
their opinion towards Robots 47-49
discovered somewhere in rural Earth
Robots are being targeted by human
11 A splinter-group of Cybertronians are
politicians as unfeeling evil machines 50
discovered, with very different motives!
12-16 Cybertron is desperate for energy!
Challenge of a one-on-one battle where the
A local human Military base has a new 51
17 loser is exiled into deep space
experimental weapon
Both factions are plugged into a video game
One of your close and very vulnerable human
18-20 and must fight each other electronically to
allies has been captured or lost 52
survive, with the losers exploding in real
20-23 Your NPC Scout has not returned from patrol life!
Your human ally wants to educated you The other faction is building a new base
about human culture by going to the Zoo, 53-55 on the moon 3-4) under water 5-6) on an
24-26
3-4) Museum, 5-6) Art Gallery, 7) Park, 8) asteroid 7-8) on a mountain, 9-10) other
Parade, Speedway, or 9-10) local Stadium
Flashback to the pre-war days on Cybertron,
There is dissatisfaction, 3-4) descent, 5-6) 56
and war’s eruption
insurgencies, 7-8) complaints or 9-10)
27-30 An alien trap leaves everyone helpless,
rebellion in the ranks; expressed by secret
except for a few from each faction. Can
transmissions or sabotage! 57
they work together to overcome the alien
Severe environmental incident: Flood, 3-4) menace?
electrical storm, 5-6) tornado, 7-8) rain,
30-35 58-59 Outbreak of Cosmic Rust!
9-10) Energon poison. Humans are in danger
and resources are vulnerable for plunder A robot thought long dead returns and has a
60 story to share that may well turn the tide of
36 A member of the opposite faction defects
the war
New information is discovered about the
37 61-62 Decepticon Civil War…again
history of the Cybertronian race
Opposing faction’s Scout has been captured.
The planet-eater Unicron approaches 63-64
38 What do you do with them?
Cybertron
Human military is not targeting all Robots
A Technology is introduced for the first time, 65-66
39 regardless of faction
and a Subgroup is formed around it
A stasis pod lands on Earth containing
The ultimate-knowledge god-like library
40 one unknown Robot in Stasis Lock. Race
“Underbase” approaches Earth
67-72 to get there and free the Robot before
41 Time Travel to Cybertron’s distant past the opposing faction gets there first and
42 Time Travel to Earth’s distant past reprogrammes them!

Page 80
RPG

One of your team is infected with a virus In space or while travelling in space: you
that makes them cowardly, 2) opposite in land on the distant planet “Beast” where
73-74 91
personality, 3) constantly transforming, 4) the benevolent mammals are enslaved by
enter a berserker rage, 5) ill the powerful lizards and amphibians
A remote outpost of your faction is under In space or while travelling in space: you
attack, somewhere in the badlands, 2) snow, land on the distant and desolate planet
75-80 92
3) sands, 4) island, 5) underground. Why is it “Charr” and are marooned there with no
under attack? Investigate! resources
A common enemy comes from space, forcing In space or while travelling in space: you
81-82 warring factions to work together for a 93 land on the distant planet of “Junk” where
common goal the natives are hostile but naïve
Your faction’s best Engineer has created In space or while travelling in space: you
83-84 something that will make everyone’s life 94-96 land on the distant planet of __________
easier…but its gone haywire! where its denizens find you hostile
Establish an outpost to help against attacks In space or while travelling in space: you
85-86
from other factions land on the distant planet of __________
Go undercover, pretending to be another where its denizens greet you peacefully and
87 97-98
faction so to sabotage them from the inside welcome you until your opposing faction
follows you there and brings the war with
To boost moral, your leader has decided
them
88 on contests among your faction, a kind of
“Robo-Olympics” In space or while travelling in space: your
99 ship is attacked by space pirates bend on
Urgent distress call: province _______
harvesting you for parts on the black market
89 on Cybertron needs liberated from the
oppression of your enemies In space or while travelling in space: you
fall through a whirling vortex in space and
In space or while travelling in space: you
are marooned on a strange unknown alien
90 land on the distant planet “Nebulon”, where 100
planet, unable to contact Cybertron – and
their idyllic peace is disrupted by your war
your enemies have landed in nearly the
same place

Page 81
RPG
Special Squares: Different squares on the Map sometimes
affect play, usually in regards to movement and special
Maps objectives. See the notes on the charts to the side.

When the positions of characters needs to be defined Special Squares


more clearly - usually for combat - the game then takes Computer Access information and interaction with
place on a Map, which acts as a situational play area. On Bank technology at 1 Turn per task.
the next few pages are example Maps. The Map width Ground movement slides by 1.5 x
and length is up to you - sometimes you want only an 8 Ice / Slick Move unintentionally. Roll Acrobatics
x 8 square Map (as the examples are) and sometimes you Surfaces to control or gain extra unintentional
may want to make a giant table-sprawling Map. Other Move.
measurements are standard.
Walls & normal objects are hit with 1
Objects
success and have HP: 5.
Map Height: The height of every Map is 6 squares. If
anyone goes higher than 6 squares in Flight, they are Alt.Modes with Wheels can use their
Roads
entering escape velocity, and beyond that is outer space. Speed Stat as maximum movement.
If a character enters orbit and does not have the ‘Escape
There may be hidden objects under
Velocity’ Technology, then they are STUCK there and now the reach of the ground surface,
helplessly drifting off into space. Flight in the air of an Sand / Snow
undetectable. A bear trap? A small
atmosphere does not necessarily mean flight in outer- enemy?
space.
This positioned gun fires in Short Range
Map Depth: Below the 0 height of the Map is exactly 6 at the closest enemy spark signature
Turret
once per Turn using Firepower 5 for 1d6
squares deep. Each square that is below the Map - either
vs. HP. The Turret has HP: 5.
underwater, underground, or a string of metal catacombs,
cannot exceed 6 squares deep. Sink 1d6 squares to the bottom and
begin Rusting at the end of the Turn.
Structures: Building and Object height and depth (a Flight is not Swim. Transformers must
Water
snowbank, a city tower, a rent in the earth, a hole in the walk along the bottom until they can
ground) is, when undetermined or just unconsidered, find a way to climb out of the water.
Those with Swim can simply swim along
1d6 squares up or down. This could mean your building
reaches up to the very heights of Orbit. Forrest, swap and jungle areas hamper
movement, depending on its density.
Off The Map: When a retreat is sounded by a Commanding Usually this cuts down Movement to
Wild
Autobot, or any Decepticon, any open area of the 1/2, and you are not allowed to use
Map or border not blocked can be used as an escape, Wheels or Flight through this. Off-Road
environment and GM depending. Once off the Map, the works normally through such squares.
character is out of combat and cannot return this game - This may be excellent cover; may
they have run back to base or to some other place, away Wreckage be flammable, but will always be a
from the situation. location for the use of Salvage

Special Map Interactions


Seek partial shelter vs. Size. If the cover’s Size is >= (or close enough to) the character’s Size,
Cover
then the Object is hit first, and only overflow damage could affect the Transformer targeted.
At some Map locations Energon can be gathered at a rate of 1 cube per Turn. An Energon
gathering square is anywhere there is enough energy or potential-energy - a gas pump, inside
Energon “E”
a hydro-electric dam, at a factory, or a power plant, etc. These squares are always identified
by the GM. You must have the Decepticon Technology of “Energon Cube” in order to do this.
At a computer bank either 3 successful Intelligence rolls or 1 Communications roll to call your
Reinforcements faction’s leader if they are elsewhere on the planet. They may not help. If they agree to, and
plan to, then 1d6 of them will be there in 1d6 rounds, starting one round after the call.

Page 82
RPG
Maps can be strung together in sequence, making larger Maps, or the progression can happen over several
games and circumstances. Maps are not necessary for social situations, or even some ‘light’ combat situations,
but in a full on combat scenario, when and if it gets to that point, use them.

Arctic Signal Post Off-Shore Oil Rig S. American Temple Hydro-Electric Dam

There is a bunker on the Surrounded by water, it There is a shabby road This is a water-logged
south side of the Map, a is assumed that any non- leading up to an ancient Map. The water on the first
hole on the west side, and flying Robot got here by the three-step temple at 1, 3, column of squares is ele-
a communications dish on power of plot. The circular and 5 squares in height. It vated from the rest, as is
the north. The water on the things are oil drills where is surrounded by dense for- the walkway and squares
east side can be ice, or al- Energon may be harvested est. representing the Power
ternatively icebergs, water, by Decepticons. The crane Plant. The column of the
and ice. in the middle can lift one Alternatively, this Map third row is a waterfall.
Size 4 Robot. The crates to could represent a hole in Note that the Dam itself is
This is a great Map to play the north east are piles of the ground where an object a one-square walkway, but
with elevations and hav- large pipes, which can be was excavated, such as an to get around to the door
ing Robot’s accidently slide used as weapons, obvious- ancient Insecticon ship. the walkway is only a half
down the hills of snow after ly, and are Size 3 each. square. Inside is an Energon
failing their Acrobatics Remember that there are Normally I would pair a Map harvest terminal and two
rolls. posts under the rig holding like this with a ruined vil- turbines.
it up that are climbable. lage to it’s south, and have
Also, goodness knows the Decepticons plan an The battle on the dam from
what’s in that cave over This is a very tight Map ambush for the Autobots the cartoon pilot becomes
there. (Possibilities!) without a lot of manoeuv- before they can even reach even more significant when
rability for Vehicle.Modes, the temple. you realise how bad water
This is the only Map where and will be an uphill battle is for Robots. Players often
I’ve ever known a snow- for any Autobots fighting Suggested Missions like to dramatically con-
mobile as a successful Alt. Decepticons with Flight. Autobots: Stop Megatron front each other on the
mode. who has constructed a one-square-width concrete
This is the first Map I ever super-laser to shoot the walkway.
Suggested Missions made for the Transformers sun!...He seriously tried
Autobots: Get to the dish RPG, and the first one I this once. / An ancient Invariably, someone falls in
and warn Optimus about ran. It serves as a great Autobot was found in the the water.
Megatron’s evil scheme introduction to the game, ruins - rescue!
(3 rounds Intelligence especially since it recalls Suggested Missions
check or 1 successful player’s memories so vividly Decepticons: Shoot the Autobots: Protect the dam,
Communications.) of meeting Spike and sun for 6 rounds to cause and the human Power Plant
Sparkplug from the 1984 a super-nova. Hurrah! / workers, from harm.
Decepticons: Prevent the cartoon. Reprogramme the ancient
Autobots from reaching the Autobot into robo-slavery. Decepticons: Harvest 1d6
dish, but do not destroy it Suggested Missions Energon Cubes and bring
or Megatron will slag you. Autobots: Protect the oil them back to Megatron.
rig. Obviously.

Decepticons: Gain 1d6


Energon Cubes from the
oil rig and get away with
them.

Page 83
RPG

Front of the Ark Raceway Busy City Streets Highway and Barn

This is only one suggested The point of this Map is to This or a similar grid A double-lane highway runs
configuration for the front have a large circular track could be repeated almost North-South and beside
of the Autobot’s home base of road where Vehicle Alt. indefinitely to create a it is a barn and a forest.
of the Ark. The dotted line Modes can use Wheels, and larger City setting. Alternatively, this could be
in this case signifies the a lot of humans that are a hanger and a runway.
overhang of the roof (and easily squished or should be To keep such a design fresh
the upper decks the buried protected at all costs, etc., and interesting each time, This is a balanced Map for
ship. There are several etc. while the players are rolling just about everyone. The
Auto-Turrets here, a power charges for their weapon forest area represents good
generator, Computer Banks, What’s fun about this I roll random heights for cover for Espionage and the
and even a supply closet. Map is that the combat the building tops and then roadway helps with Wheels.
potential is not obvious, draw in their heights in
I have no idea how the and the Map squares are pencil. It can completely I often pair this Map with
levels of the ship have not as easy to define. Feel change how a Transformer a denser city or a denser
stayed level even as the free to curve the squares, needs to approach a Map forest and put a Map
ship itself is buried in the creating your own custom when they have to fly like this in the middle
volcano at an angle, but, ‘segments’ for Movement around a gigantic Height 6 so that there is an open
there you have it. on a Map like this. skyscraper. staging grounds for a final
confrontation.
The Ark was never properly Suggested Missions Suggested Missions
explored in any continuity, Autobots: Optimus Prime Autobots: Protect the City. Suggested Missions
so feel free to make it wants to increase the / Sam Witwicky is in danger Autobots: The Autobot
as crazy and messed up Autobot image by having all from a Decepticon attack, Tracks is injured and hiding
inside as you want it to of you do a race for charity. protect at all costs, yadda, in a barn. Protect him and
be. Who knows? It could Complete the race! yadda. / The Autbots are get him back to the Ark.
be lorded over by a crazy having a parade in their
supercomputer named Alternatively, this is also honour - complete the Decepticons: An Autobot
Nanny. a great Map for a friendly parade route. / Investigate has made off with vital
race among Autobots, this mysterious downtown information. Ravage has
Suggested Missions entirely free of Decepticon carwash that may or may tracked him to a barn.
Autobots: All the better interference. not be brainwashing cars Destroy!
Autobots are out of the and/or people.
base right now. You are put Decepticons: Disrupt the
on guard duty and have no stupid Autobot’s charity Decepticons: Destroy the
idea the Decepticons are race, making sure they do City, of course. / Sam
about to attack. not complete the course! Witwicky has grown too
Bad guys. Yeah! annoying to live and/or
Decepticons: Plant a bug in has vital information. /
the Ark’s computer console Disrupt the Autobot parade.
so Megatron can listen in on / Hypnotise at least six
Autobot plans humans with the Carwash
of Doom!

The game is usually “won” when the objective is met and/or the opposing team is destroyed. If one side does
BOTH of these things, then there will be some reward from their Leader. Story-wise, Optimus Prime is pretty
forgiving and Megatron tends to be grumpy regardless.

Page 84
RPG

New Points
Upon completion of the night’s game, you may
choose to dole out points as a reward to players
for certain exceptional efforts. Generally a player
should expect to get a point to add to their char-
acter at the end of the 1st, 2nd, and 4th session of
play, and every 3 thereafter. Added to this may be,
at most, one other bonus point according to the
behaviour of the character referenced on the chat
below.

It is not possible to be given negative points at the


end of a mission, but it is possible that when a char-
acter’s behaviour is tallied, even if they have accom-
plished certain point-gaining objectives, they may
come out with a 0 point gain.

After 10 sessions of play the character can gain no


more points.

On the chart below “Bot” means Autobot, and “Con”


means Decepticon. You can use the same listings for
Maximals and Predacons.

Behaviour Bot Con


Avoid Human Detection +1 +1
Betray Robot of Your Allegiance -2 -1
Defeat a Superiour Enemy +1 -
Defeat an Inferiour Enemy -2 +1
Destroy Indigenous Life -3 -
Inflict Massive Property Damage -1 -
Play Character Accurately to a Fault +1 +1
Protect Indigenous Life +1 -
Secure Natural Resources +1 +1

Page 85
RPG
Random Alt.Mode Base.Mode Bot Roll Con Roll
Roll percentile dice (2d10, with one of them acting as 10's Base 8 1 - 29 8 1 - 25
and the other as 1's) to determine your Alt.Mode, then
Building 6 30 - 37 5 26 - 44
choose the sub-choice according to what best corresponds
with your generated Alt.Mode Statistics. City 9 38 - 48 9 45 - 61
Orbiting Structure 8 49 - 78 6 62 - 82
Alt.Mode Type Autobot Decepticon Small Plant 1 79 - 80 1 83 - 85
Object 1 - 14 1 - 16 Stationary Structure 2 81 - 98 4 86 - 98
Primitive 15 - 31 17 - 37 Tree 3 99 - 100 2 99 - 100
Structure 32 - 44 38 - 44
Vehicle 45 - 77 45 - 64 Vehicle.Mode Bot Roll Con Roll
Heavy Vehicle 78 - 92 65 - 84 Aeroplane 5 1 - 8 7 1 - 4

Weapon 93 - 100 85 - 100 Car 1 9 - 30 4 5 - 14


Dirigible 7 31 - 32 7 15 - 18

Object.Mode Bot Roll Con Roll Helicopter 5 33 - 40 6 19 - 22

Analysis Equipment 2 1 - 23 5 1 16 Hovercraft 4 41 - 44 7 23 - 26


Jet 6 45 - 48 3 27 - 55
Computer
3 24 - 35 4 17 27 Motorcycle 4 49 - 56 5 56 - 66
Hardware
Data Storage Small Off-Road
1 36 - 55 1 28 43 2 57 - 64 4 67 - 69
Device Vehicle
Space Vessel 7 65 - 68 6 70 - 80
Media Player 8 56 - 75 6 44 67
Truck, Pickup 4 69 - 80 6 81 - 87
Surveillance
5 76 - 87 3 68 83 Van 3 81 - 92 6 88 - 93
Equipment
Watercraft 5 93 - 100 6 94 - 100
Tele-
4 88 - 99 4 84 99
communications
Toy & Misc.
1 100 - 100 1 100 100 Heavy Vehicle.M Bot Roll Con Roll
Household Objects
Armoured / Military Vehicle 5 1 - 19 5 1 - 28
Construction Vehicle 7 20 - 32 4 29 - 60
Beast.Mode Bot Roll Con Roll Farming or Industrial Vehicle 3 33 - 49 4 61 - 68
Amphibian 6 1 - 4 4 1 7
Jeep & Heavy Off-Road
3 50 - 64 4 69 - 76
Arachnid 7 5 - 9 5 8 14 Vehicle
Bird 4 10 - 23 6 15 17 Train & Human Transport 6 65 - 73 5 77 - 92
Dinosaur 5 24 - 34 6 18 25 Truck, Heavy 4 74 - 100 6 93 - 100
Insect 6 35 - 39 1 26 40
Insect, Flying 6 40 - 43 4 41 48 Weapon.M Bot Roll Con Roll
Mammal, Carnivore 3 44 - 57 3 49 60 Cannon 5 1 - 33 3 1 - 18

Mammal, Herbivore 1 58 - 72 5 61 65 Explosive or Trap 2 34 - 47 4 19 - 28

Mammal, Prehistoric 6 73 - 76 6 66 69 Hand Gun 8 48 - 56 2 29 - 55

Monster 4 77 - 85 4 70 80 Melee Weapon 6 57 - 75 5 56 - 69

Myth 7 86 - 90 7 81 85 Platform 4 76 - 100 7 70 - 83

Reptile 6 91 - 94 4 86 91 Space Gun 10 84 - 100

Sea Creature 7 95 - 99 5 92 99
Swarm 8 100 - 100 8 100 100

Page 86
RPG Character Sheet

Player:

Allegiance: Name: Subgroup:

Function:
Quote: “ Prime.Colour:
“ Re-roll: ____ Secd.Colour:
Bio:

HP:
Energon:

Robot.Mode Alt.Mode: _________


Universal Function Size: ______ Move: ____ Size: ______ Move: ____
Actions Actions Robot. Alt.Mode
+1d Gain +1d Gain
Statistics Statistics

Strength
Intelligence
Speed
Endurance
Rank
Courage
Firepower
Skill

Alt.Mode
Abilities & Tech:

Weapon DMG Structure Range Charges Notes

Technology & Character Notes:


Dedicated to childhood, and child-like imagination.

Table of Contents 05. Technology 39


Technology Minor 40
Introduction 2 Technology Standard 42
How to Play 3 Technology Major 45
Character Creation 6 Combiner / Gestalt 46
01. Allegiance 7 06. Subgroups 47
02. Statistics 9 Subgroups Minor 47
Universal Actions 10 Subgroups Standard 49
Movement 11 Subgroups Major 51
03. Function 13 Companions 53
Function Actions 15 Pretenders 55
Example of Play 24 07. Weapons 57
04. Alt.Mode 25 Weapon Positions 58
Rank Requirements Autobots 26 Weapon Ranges 59
Rank Requirements Decepticons 27 Weapon Effects 60
Chosing an Alt.Mode 28 Weapons Minor 61
Hand-held Object Alt.Modes 29 Weapons Standard 63
Primitive Alt.Modes 30 Weapons Major 67
Structure Alt.Modes 32 08. Size 69
Vehicle Alt.Modes 33 09. Personality Programme 70
Heavy & Work Vehicle Alt.Modes 35 Example Character 71
Weapon Alt.Modes 36 Game Master’s Guide 77
Alt.Mode Abilities 37

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