Enigma of Combination Hi Res
Enigma of Combination Hi Res
Enigma of Combination Hi Res
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4 Enimga of Combination
JOIN TOGETHER!
Devastator. Menasor. Superion. Defensor.
These names evoke towering entities striding across the battlefields of Cybertron and elsewhere, war
machines and defensive guards used by both sides of the Autobot-Decepticon war. But what allows
these Gestalt forms, comprised of several other robots who willingly subsume their own personalities
to create a greater whole?
And what of the volunteers to the Headmaster, Powermaster, and Targetmaster programs? Was the
allure of greater skill in battle and in the laboratory enough to agree to be permanently bonded to
another, sometimes organic, being?
Some might say that the phrase merely refers to the ancient Cybertronian artifact whose very
presence created the first Gestalt entity. But others know that it can also signify the mysteries
behind how these combining processes work, as well as why Cybertronians subject themselves to
such changes.
Come with us now on a journey into those long-asked questions in search of answers that might very
well be within you.
Welcome to The Enigma of Combination, a • A host of General Perks, as well as detailed rules
Transformers Roleplaying Game sourcebook. for joining together to make a combined form.
This book contains everything a Transformers • New equipment options, including weaponry
Roleplaying Game player needs to create a scaled for larger combatants, armor upgrades and
character that can join with other beings to form a gear for Combiner team members, and a pair of
whole new personality, as well as everything a GM Cybertronian artifacts.
needs to run a Combiner-focused campaign.
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Transformers roleplaying game TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
6 Enimga of Combination
CHAPTER 1:
THE SUM OF THEIR PARTS
What are Combiners? Masters. Although there are any number of corner
cases, such as mitotically Sparked individuals
From Termagax’s Lecture at Autobot City capable of splitting their awareness into multiple
Autobots, human hosts, and assorted dignitaries, smaller bodies, we shall confine our discussion to
thank you for your warm welcome. A recently the primary applications. If you are truly interested
deceased Earth philosopher, Aristotle, wisely in outliers, please see me after the lecture for some
observed that “the whole is greater than the sum recommended further reading.
of its parts.” This is a universal and profound truth,
equally applicable to the nuclear fusion that powers Gestalts
the heart of your sun as it is to the social, economic,
A Gestalt is typically a giant, usually comprised of
and military organizations that drive both our
four to six individuals of approximately the same
worlds. But perhaps nowhere is it as true as when
size. The individual members who make up a Gestalt
talking about the surprisingly rich and varied topic
are often referred to as a Combiner Team. The
that is Combiners.
power of the combination process often, although
Yes, Boulder? Ah, I suppose twenty-five hundred not always, allows a form that has a significantly
stellar rotations could be considered quite a long greater mass than that of the sum of the individual
time for a species that only lives for a handful of components. Aristotle’s observation writ large, as
decades. But please, save all further comments it were. Although not quite the size of the walking
until the end. cities that are Titans, few other Cybertronians
Where was I? Oh, yes, Combiners. When two approach the size or bulk of a proper Gestalt.
or more Cybertronians fuse their bodies and Hand down, Neo-Wheel, I promise you I’m
commingle their Sparks, something extraordinary well aware that smaller Gestalts exist. Your fellows,
happens. The resulting form is invariably stronger, Bumble, certain Recordicons, Cog, and so forth.
faster, more alive than the individual components. May we proceed?
Given the many, many millions of years of
I have personally had opportunity to witness the
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
different agenda or indeed morality from individual and others like him from being deployed in
team members. Sometimes one member of a battle, primarily by the Decepticons. The ethical
Combiner Team may hold inordinate sway over the implications of this tendency are outside the
combined form, and sometimes decision-making bounds of this lecture.
may be performed by something approaching
democracy, with individual members able to make
their concerns felt. More often, however, individual
Bonded Masters
awareness is completely subsumed in the new The other main application of Combiner
collective experience. Once separated, Combiner technology is Bonded Masters. A Bonded Master is
Team members generally do retain full memories the combined form of what is usually, for want of
and awareness of actions taken while in Gestalt a better term, an ordinary sized Cybertronian with
form under most circumstances. a much smaller being who forms some component
of their body. The connection between these
There have been observed cases of a single
two individuals is called a Binary Bond. Binary
Gestalt with multiple team configurations. In
Bonding often imparts a telepathic or empathic
nearly all such cases, the combined entity has
link between participants, although this is not
a sense of continuity despite the change in the
always consciously perceptible.
makeup of its members. Perhaps no Gestalt better
ex n, emplifies this capability than Devastator, the Please, Quickmix, I’m aware that sometimes there
combined form of the Constructicons. There are are more than two individuals involved.
reports, albeit unconfirmed, that Devastator has As with Gestalts, the process of Binary Bonding
at various times contained Decepticons Sledge, results in a significant power-up, although generally
Gravedigger, Hightower, or Buckethead as alternate speaking, there are no mass effects involved in such
team members or leaders. More incredibly, I’ve a combination. Instead of physically growing larger,
heard whispers suggesting that even Autobots have a Bonded Master may find themselves enhanced in
occasionally been components of Devastator, any manner of ways, with enhancements to agility
with Wideload, Hauler, Scoop, Quickmix, and, or mental acuity much more common than we
somehow, Prowl all mentioned to me by one bot or observe in Gestalts.
another in hushed tones. And yet amidst all of these
Bonded Masters with the smaller partner forming
rumors, shrouded in the fog of war though they may
the head of the larger robot are called Headmasters,
be, Devastator was always recognizably Devastator,
or sometimes Titanmasters. There are a truly staggering
little different than the Devastator comprised of
number of powers and abilities that a Headmaster
the six most well-known Constructicons that I
team can unlock, including but not limited to
myself mentored so many millennia ago. To me this
teleportation, cloning, gravity control, super speed,
psychological continuity is at least as impressive as
shrinking, self-cloning, and invisibility. Moreover,
their massive scale and martial prowess.
a truly well-trained Headmaster team can switch
Not every Cybertronian is equally suited to the partners to redistribute abilities on the fly, although this
Transformers roleplaying game
combination process, especially psychologically. is not necessarily sustainable over the long term.
Some, including the Multiforce of Planet V
When the small partner forms the weapon of
and many inhabitants of Devisiun, effortlessly
a larger partner, we call this a Targetmaster pair.
combine in spontaneous pairs. But less compatible
Targetmaster weapons possess the ability to draw
Combiner Teams generally result in a Gestalt that
power directly from the Spark of their larger partner,
is prone to indecision and therefore less effective
greatly enhancing the potency of their blasts as well
than any member of the Combiner team would
as the accuracy of their targeting subsystems. The
be on their own. Many Gestalts seem a bit slow
Targetmaster process, perhaps more than any other
in terms of processor speed. Take Bruticus, the
form of Binary Bonding, has found applications
combined form of the Combaticons, who seems
among Transformers of nearly all sizes. Even the
to be made up of a particularly ill-suited group
Gestalts Piranacon and Devastator have plausibly
of mechanoids. The idea that the tactical genius
been described as such.
of Onslaught or the financial acumen of Swindle
is reduced to monosyllables seems nothing less I would be remiss if I didn’t mention
than tragic. This limitation hasn’t stopped Bruticus Powermasters, who have sentient engines capable of
8 Enimga of Combination
regulating their metabolisms and greatly increasing is doing the bonding? Most often, a Binary Bond
fuel efficiency. For the sake of completion, I must is between a Cybertronian and an organic being,
mention that these three forms of Bonded Masters usually a Nebulan or a human. The partner need not
are not the only possible applications of this be fully sapient either; mechanimal partners such as
technology. I’ve read of mechanimals becoming Fistfight or Tyrannitron who become weapons are as
armored chest-plates or helmets, non-sentient much Targetmasters as any Nebulan bureaucrat.
Transtectors controlled entirely by a smaller partner, Yes, General Blaze? Ah, fair question.
and full-sized robots able to download into an
ambulatory brain module. However, I don’t wish Nebulans are organic beings from the planet
to get too far into the wire-weeds. It’s been a long Nebulos, of similar height and basic biology
conflict and the many innovations can be quite and metabolism to Humans, albeit slightly more
overwhelming, so we’ll keep a narrow focus. advanced on the T-20 developmental scale. You
may or may not notice some cosmetic differences
Having discussed the what of Bonded Masters, between them and your own species. I shall refrain
it behooves us to discuss the who. Who exactly
Combiner Lexicon
The following terms are vital to understanding Combiners.
Binary Bonding: The process by which a Cybertronian and another, much smaller, being are
permanently linked. A Cybertronian may have multiple Binary Bonds, such as a Targetmaster with
two weapons or a Headmaster who is also a Targetmaster.
Bonded Master: Any Cybertronian who has been Binary Bonded with another being, or any
being who has been Binary Bonded to a Cybertronian. Bonded Masters include Headmasters,
Targetmasters, and other less-common variants.
Combiner: A Cybertronian made up of two or more smaller sentient beings. The most common
varieties are Gestalts and Bonded Masters.
Combiner Team: A dedicated team of multiple Cybertronians who can come together to form a
Gestalt. Teams may have a specific name, such as Combaticons or Protectobots, and often share
compatible functions.
C-State Transformation Cogs: A Transformation Cog that is capable of supporting the Gestalt process.
Enigma of Combination: An ancient and mysterious artifact from Cybertronian pre-history. It is
purported to be able to turn ordinary Cybertronians into Combiners through modification of their
Transformation Cogs.
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Transformers roleplaying game TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
from commenting on exactly what my own opinion Our mythology is replete with ancient tales
is of the morality of involving Nebulans, or indeed of Gestalt warriors, mighty Combiners whose
humans, in our conflict in such an invasive way. footsteps shook cities and whose weapons tore
gaping wounds in the surface of Cybertron, chasms
The Seeds of the Future that persist to this day. Which of these behemoths
came first, I wonder? Some would have us believe
The central fact of Cybertronian existence for it was one of the mythical Thirteen. Others, the
the past several million years has been war. War Knights of Iacon joined together. My circuits scoff
is many things, most of them tragic, but it is an at such pedantic notions. No, it was a savage time,
astoundingly good catalyst for change. Teams of our prehistory. The first Gestalt must have been
soldiers welding themselves together to form a super truly a truly monstrous devil, perhaps predating
warrior may not have been the kind of unity we Cybertron—and thus the universe— itself. I dwell
might have sought under kinder circumstances, but on this notion, and it feels right. There’s nothing
it is a form of unity, nonetheless. This quite literal natural about fusing a half dozen Sparks into a
meeting of the minds has been largely, lamentably, single life for the span of a battle; we tap primal
used for devastation, but I remain optimistic that and utterly alien forces ill-understood by so-called
this could be a key to our evolution as a species. An scientists like Shockwave and Perceptor.
old rival of mine, a Headmaster these days actually,
But millions of stellar cycles passed and the
used to push a tired idea of efficiency through
technology, whatever its antediluvian provenance,
self-sufficiency. But no ‘bot is an asteroid; we all
was lost. Our conflicts became smaller. We became
exist enmeshed in the web that is society. What are
smaller. Until the Great War reignited all of that, of
Combiners, in all their variegated permutations, but
course. Megatron and Optimus clashed, their struggles
the ultimate form of inter-connectedness?
pulling first cities, then continents, and finally entire
Thank you for allowing an old Cybertronian the planets into never-ending war. War is a hungry
opportunity to address this esteemed body. I believe master, and to feed its maw we rediscovered all the
we’ve barely tapped the potential of Combiner old eldritch horrors, having forgotten why they were
technology, and hope I’ve given you much to dwell on. abandoned. And so, Gestalts walk among us again.
A Brief History
What fools we are. So much the better for one
such as me. All that power, just waiting to be
of Combiners
harnessed, to be directed, to be controlled. And I
am truly the master of control.
I’ve curated a handful of files that will hopefully
shed some light on the past. —Termagax Combiners: Moving Beyond
Rumor, Legend, and Innuendo
Goliaths of Yesteryear Article by Brainstorm originally published in Alt2Day
Transformers roleplaying game
Excerpts from Bombshell’s personal files After millions of years of quiescence, Combiners
have once again burst into our war. The tactical
The further I delve, the less I know. How
and, indeed, strategic implications are no doubt
frustrating. How glorious.
enormous, although I’ll leave that to other minds
The recent reemergence of Gestalt technology has more interested in such pedestrian problems. I am
prompted something of an arms race. We deploy the much more interested in exploring the fundamental
Stunticons, they create the Aerialbots; we unleash the mechanics of it all.
Terrorcons, they counter with the Technobots. How
What is it about Cybertronian physiology that
droll. Megatron has Shockwave doing all he can to
gives us this ability? Is it some ancient secret locked
pump out more of the things, bigger, tougher. He
in our cogs? The conceptual history is long, fraught,
never was any good at seeing the big picture.
and shrouded in mystery and pointless mysticism.
To truly understand the potential of Gestalts, one
Physiologically, the potential for combination
must look to the past. And beetles are very very good
is inherent in all Cybertronian life. It seemed
at burrowing deep, as Needler and I know quite well.
incredible to me at first, but I delight in the
12 Enimga of Combination
symmetry of it. All Transformation Cogs contain A final thought. The prehistoric rallying cry of the
within them the potential for multiple forms; this Autobots and their precursor factions—’Til All Are
is orthodoxy. But indeed, they also carry within One—has long been thought to refer to some kind of
themselves the potential to shift from N-State to mystic afterlife. But given our innate ability to combine
C-State and configure their bearer into a limb or with others, both physically and mentally, perhaps it’s
torso or otherwise any smaller component of our much more literal than that. Perhaps Primus is not an
anatomy. This is a potentiality that dates back to ancient creator deity from our past... but a potential
the earliest remains still available for study and is future of a united Cybertronian race once we finally
indeed consistent with our most ancient (and least set aside conflict and pursue genuine and unalloyed
scientific) writings. unity. Such a being might even be free of such petty
Our Sparks, as well, seem almost designed to constraints as causality and linear time.
facilitate Combination. Two or more Sparks can Something to ponder.
merge and separate with no loss of quantum
resonant cohesion, returning to their original states
unmarred. These emergent neogenic properties
The Enigma of Combination
are truly remarkable when one considers the From the research files of Vorath
incredibly intricate and fragile nature of these Why do I get the feeling Mindwipe is holding
animating balls of positrons. back on me? In theory, I have access to the
Perhaps even more incredible is how Sparks can sweeping vistas that are his memory banks. In
form permanent bonds with the innermost essence practice, I fear his dabbling in the mystic arts allows
of non-Cybertronian life, including organic life. I him to cloud certain avenues from my scrutiny.
myself am linked to Arcana, the Nebulan genius No matter. I have resources of my own. Intelligence
who helped me (re?)create the Binary Bonding Minister Murk and Homeworld Security Director
process. That my Spark can be synced with Chasm have been putting out their own feelers,
whatever organic metabolic processes power his conducting their own interrogations, and generally
consciousness fills me with both skepticism and doing their somewhat sinister jobs quite well. And
awe, and yet I cannot deny the evidence of my own Hi-Test is quite brilliant, if difficult to work with. With
senses, the feel of his thoughts even when we are by their help, my research proceeds apace.
circumstances separated by planetary distances.
How surprising it was for me to discover that
How indeed have Cybertronians come to possess Binary Bonding is merely the latest in a long line
such latent capabilities? Could there be some kernel of technologies, apparently stretching back many
of truth to the old Primus myth? Perhaps, though millions of years. Bonded Masters and Gestalts are
surely a more prosaic truth than would be found in very much of a kind. But key differences exist too,
scripture and tall tales. But whether these capabilities differences with one foot in the world of the rational
are there by design or some natural offshoot of our and one foot in the realm of the mystical. Indeed,
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
Was it a gift to Nexus Prime, who some texts refer The Return of Gestalts
to as the Nexus Maximus? Was it forged by Primus
himself, or his creation Solus Prime? Unclear. I find Entry from Onslaught’s war journal
the concept of Primes to be opaque, not based in What I would have given to see the look on
the realm of the rational. But what is clear is that the Optimus Prime’s face when Devastator first strode
artifact has resurfaced only recently after being lost across the battlefield. The Great War betwixt Autobots
to the eons. and Decepticons has been an absolute marvel of
The Enigma of Combination has no one set military technologies, a renaissance of tactics, a
physical appearance. It has alternately manifested masterpiece of weapons both ancient and modern.
as an orb, a staff, various geometric shapes, even by The Gestalt form of the Constructicons somehow
one measure, a chalice. It tends towards symmetry, manages to be all the above and more, much more.
but it is likely impossible to identify by pure visual Devastator. The name itself strikes fear into the
inspection. I speculate that such an artifact must Spark of the unprepared or superstitious.
radiate a tremendous amount of energy, and that While I wasn’t there to witness the battle, my
scanning for objects manifesting nigh-infinite on Spark locked away in a photonic containment vessel
the combinatronic spectrum might help to locate at the time, I’ve pored over all relevant reports time
this relic. and again. My battle computer has mapped the
As for its capabilities, they seem to be about contours of the fight, every blast and punch and
creating and enhancing the bonds that link agonized scream. I can see, in my mind’s optic, the
a Combiner Team together. The Enigma can terror writ upon the faces of the Autobots as their
transubstantiate an ordinary Transformation Cog lines were torn asunder, their fortifications smashed,
into a C-State cog instantaneously. It can be utilized their comrades rent limb from limb.
to integrate new components into existing teams Glorious.
or enhance preexisting bonds both physically and
mentally. Quite simply, it can make new Gestalts, How the calculus of battle changed after that.
and make existing Gestalts better. In that halcyon period the Autobots must have
scrambled to protect their most critical assets,
It’s difficult to overstate the advantage such an pinning down their few Titans such as Omega
artifact would confer upon its bearer. I can imagine Supreme or Rails, and allowing Megatron’s forces to
Mindwipe at the heart of some sort of Decepticon dominate battle after battle.
god-emperor. Let’s call him... Galvatronus. Oh, I
could get behind that plan! On the other hand, I Alas, such periods of tactical dominance don’t tend
shudder at the carnage the Autobots could inflict to last, and soon the Autobots could bring to bear their
upon our territory if they were to fuse the Dinobots own Combiner Teams, the secret of Gestalts having
into some kind of Beast, or the tactical advantage been pried from us by their crude machinations.
they would enjoy if their leadership were melded Military conflicts do abhor complacency.
Transformers roleplaying game
into an “Optimus Maximus” configuration. Which brings us to the now. Move and
Cybertronian Gestalts are the future, that much is countermove. A marvelous problem with no simple
inarguable. Given the enormous, unrivaled power solution. The strength of a garrison is no longer
they possess, we must spare no effort in locating necessarily linked to the number of defenders, not
and securing the Enigma of Combination to assure when four innocuous-seeming Autobot laborers may
Hive/Decepticon interests over Nebulos, Cybertron, combine so that instead of a squad our forces must
Earth, and, in time, the entire galaxy! fight against the Build King or somesuch. Now more
than ever our species is more than meets the optic.
Combiners in the And how to best counter such giants? How to best
support them? Do you send six Seacons alone to
Modern Era achieve the objective, or assign a squadron of Seekers
for air support? If two Gestalts are equally matched,
Of course, we must also discuss recent events to the battle may well be decided by unaugmented
fully grasp the import of Combiners. —Termagax troops. And, of course, victory in battle is only half the
struggle. Having achieved some tactical goal through
14 Enimga of Combination
the overwhelming power afforded by combination, rules. As long as they’re more or less consistent,
can the primitive Predacons then hold and utilize Nebulans of talent and ambition tend to rise to
the objective effectively? And how can one provide the top, or so I thought. I ignored the curtailment
oversight and discipline to the unruly components of liberty, was oblivious to the death by a
of Monstructor or the witless conscripts of Dinoforce thousand cuts of the body civic as ambitious and
when they can overshadow the firepower of even one amoral grifters hawked their dubious grievances
such as Megatron? and overly simplistic solutions to incredibly
These problems and more now confront every complicated problems.
military commander in the war, from the lowliest That all changed, of course, when the
sergeant to the loftiest of generals. Old dogmas have Cybertronians made planetfall on our blue-green
been cast aside and new stratagems developed. As gem of a world. All the old points of fracture were
I’ve said: glorious. magnified; people chose sides, eventually even
My own status as a leader of a Combiner Team me. We fought side-by-side because the alternative
has afforded me a truly unique perspective, and seemed worse. Working together with the Autobots,
Megatron values my counsel. As well he should. factions who hold freedom and autonomy and
Under my new and revised doctrines, Combiners dignity dear developed the Headmaster process,
are going to win him the war. So do I swear. and we too could change our shapes, becoming the
heads of our allies and merging our perceptions and
insights with theirs.
On Bonded Masters The Decepticons and their Hive allies didn’t sit
From Nebulan industrialist Hi-Q’s private still for this of course. They reverse engineered
correspondence our processes, putting their leadership inside
I’ve always considered myself to be apolitical. Decepticon warriors, though I’m to understand that
You would chide me on it, Kari, say that my their relationships tend to be more adversarial. (Or
privilege was on display. Perhaps. But I’ve always is that just propaganda? Who can say.) But war is a
been more interested in the challenges of science great driver of innovation, and soon the Decepticons
and industry than in who gets to make the were partnering with Nebulan marksmen, fighters,
Hi-Q
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
and saboteurs who could convert into weapons. command the unruly Brawl and the arrogant
Targetmasters had joined the conflict. Blast Off. The Combaticons can combine to form
I am of course culpable myself. I was the principal Bruticus, whose impervious armor and destructive
inventor of Powermaster technology, allowing a temper strike fear into the Sparks of the Autobots.
Nebulan, or indeed any appropriately sized being, Bruticus isn’t very smart, but with the ability to lift
to convert into the engines of Cybertronians. Energy and pulverize massive structures, he doesn’t need
has always been the limiting reagent in the alchemy wits to unleash havoc in combat.
of the Cybertronian wars, and now they could fight COMMANDOS
with a fraction of the energon or other fuels entirely.
Gestalt: Ruination
The technology spread, as technologies do. Not
just to the Decepticons, though of course that did The Commandos are a group of elite Decepticon
happen, but to other worlds. It shames me to say warriors. When combined, Ro-Tor, Armorhide,
that there are now Bonded Masters who hail from Rollbar, and Movor work seamlessly under their
Earth, Dominus, Planet X, Gorlam Prime, and leader, Mega-Octane, in the powerful Gestalt
certainly others. Ruination. Ruination is not only physically strong,
but has an anti-grav unit that allows him to fly under
And then I consider my friends and allies dragged his own power. Unlike some other Decepticon
into this conflict: Stylor, Flintlock, Galen, Leinad, Combiners, he also manages to keep his wits about
Recoil...Llyra. The price they’ve borne in their bodies, him because of the discipline among the team.
in their souls. And though my own Binary Bond This deadly combination of brawn and brains
provides me with an almost indescribable sense of makes Autobots and Decepticons alike wary of the
satisfaction and purpose, I have to wonder if the cost Commandos.
was worth it. To my world. To myself. To the universe
as a whole. I can only hope and pray that it was. CONSTRUCTICONS
Gestalt: Devastator
Decepticon The first known Combiner team, the Constructicons
Combiner Data Files can build and break anything. Under their leader,
master designer Scrapper, they work as the
Combiner teams are among the most impressive Decepticons’ premiere designers and engineers. The
and dangerous weapons that the Decepticons have rest of the team includes the engineer Hook, the
at their disposal. These curated dossiers contain a supplier Scavenger, the chemist Mixmaster, the sturdy
brief overview of all known Combiner teams that Long Haul, and the destructive Bonecrusher. The
Autobot forces may encounter on the battlefield Constructicons are not just skilled builders but fierce
or elsewhere. Some Combiner teams have extra warriors as well. They can all combine to form the
members that can step in, so watch out for them. massive Combiner Devastator. While he may not be
the smartest Combiner, Devastator is terrifyingly good
Transformers roleplaying game
New Combiner forms are popping up with alarming at doing what his name implies: devastating!
frequency. If you come across a Combiner that
doesn’t show up in this database, please alert the Sometimes the Constructicons host other
current curator immediately. —Termagax members, like the dump truck Gravedigger or the
crane Hightower.
COMBATICONS MISFIRE & AIMLESS
Gestalt: Bruticus Misfire is a Decepticon Targetmaster who is
Team Combaticon is a dangerous military unit partnered with the Nebulan Aimless. While their
of Decepticons. While their leader Onslaught accuracy leaves much to be desired, when these
prefers to watch as his meticulously designed two are united as gun and gunslinger, they can
plans are carried out, he’s not above joining the create havoc on the battlefield. The impressive
battle himself, especially when those plans are Targetmaster technology allows Misfire to use
disrupted. He uses his smarts to keep Swindle’s Aimless as a gun, though the infamous laziness
greed and Vortex’s sadism in check, and his of Aimless often makes him as much of a hazard
status as a high-ranking Decepticon officer to to Misfire as he is to the Autobots. Their goals
16 Enimga of Combination
do sometimes align, however, and that’s when Decepticons: the cruel leader Motormaster, the
Aimless and Misfire work together to destroy their paranoid Breakdown, the competitive Drag Strip,
mutual enemies! the melancholy Dead End, and the unhinged
Wildrider. They can combine their bodies and
PREDACONS minds to form Menasor, but they don’t function
Gestalt: Predaking well as a team due to conflicting personalities. This
makes him a danger to enemies and allies alike
As savage as they are powerful, the Predacons
once he’s loose on the battlefield!
are a Decepticon faction that can turn into fierce
animals. The team is made up of five members: the Sometimes, the dubious Offroad joins the
patient leader Razorclaw, the stubborn Headstrong, Stunticons in place of Wildrider. Blackjack, a clever
the upbeat Divebomb, the violent Tantrum, and and resourceful Decepticon, also occasionally joins
the energetic Rampage. These ferocious Cons can Team Stunticon to form Menasor’s chest.
combine to create Predaking. The five Predacons
are united by their animalistic love of the hunt and WEIRDWOLF & MONZO
can pursue prey in harmony when combined. This This bizarre duo is a Headmaster team. The
unity makes Predaking all the more dangerous to eccentric Decepticon Weirdwolf is both a warrior
any Autobot he is stalking, and with his refined and a poet, which sometimes puts him at odds with
sensors and fiery breath, it’s rare for any target to Monzo, his Binary Bonded Nebulan partner. Monzo
elude this savage Combiner. is a brute who simply prefers to fight, and fighting
STUNTICONS
Gestalt: Menasor
The mortal enemies of the Aerialbots,
Team Stunticon is a rebellious group that
even Megatron has trouble bringing to heel.
The Stunticons are made up of a team of five
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is where they find common ground. Somehow, technological advances in weaponry and medical
Weirdwolf’s bizarre manner of speaking doesn’t advances in mnemosurgery. He’s Binary Bonded
prevent him from combining to form a Headmaster with a Nebulan named Stylor, and they combine
unit with Monzo, and Monzo’s brutal efficiency as a single Headmaster unit. While the superficial
lends itself well to their work in battle. Stylor is more preoccupied with looking good
and having fun, Chromedome helps bring out
Autobot Combiner the Nebulan’s more practical side in the name
of intellectual pursuit. In return, Stylor’s cavalier
Data Files attitude influences Chromedome to be more social
on the rare occasion.
While the existence of Autobot Combiners is no
secret, these files are to be treated with standard PROTECTOBOTS
security protocols. This curated database includes Gestalt: Defensor
a summary of each known Autobot Combiner, its
The Protectobots are a human-allied Autobot faction
components, and their skills and personalities. Note
on Earth and provide emergency response support
that some Combiner teams have alternate members
to anyone in need, be they human, Cybertronian,
that can stand in when necessary.
or something else entirely! Operating under their
AERIALBOTS lively leader, Hot Spot, this Combiner team consists
of the mischievous Blades, the medic First Aid, the
Gestalt: Superion good-natured Groove, and the savvy Streetwise.
The mortal enemies of the Stunticons, the Aerialbots These bots are dedicated to helping in any way
are the first known Autobot Combiner team. they can, and they can combine to form Defensor,
Individually, they take the form of various aircraft whose sole purpose is to safeguard the lives of
and are skilled warriors; together, they can form the others. Defensor is one of the most well-adjusted
powerful Superion! The Aerialbots consist of their Gestalts, allowing him to make tactical decisions in
leader Silverbolt, the fearless Air Raid, the absent- emergency situations, and his forcefield projection
minded Fireflight, the tactician Skydive, and the power makes him a force to be reckoned with.
boisterous Slingshot. As Superion, the Aerialbots Defensor is specially modified to allow substitutes
remain focused on a single goal: destroying when combining if one of his main components
Decepticons. While his one-track mind might cause isn’t available. These substitutes include four
him to struggle with change, Superion dedicates his other Protectobots: Heatrock, Medix, Rook, and
impressive power completely to the Autobot cause. Skyfeather.
The Autobots Alpha Bravo and Powerglide
sometimes join the Aerialbots. Powerglide may TECHNOBOTS
serve as Superion’s gun, and when Slingshot isn’t Gestalt: Computron
available, Alpha Bravo joins in his place to form
Transformers roleplaying game
18 Enimga of Combination
TORCHBEARERS
Gestalt: Victorion
The Torchbearers are a traveling Autobot faction
from the colony world Caminus, but they only
nominally pay homage to Optimus Prime. These
Camiens take their duty as protectors of sacred
Cybertronian artifacts very seriously. They are
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20 Enimga of Combination
CHAPTER 2:
COMBINER CHARACTERS
The shapechanging robots from Cybertron can life-form, often an organic one. This relationship has
take multiple forms, which includes the possibility allowed you to interact with your bonded being in a
of joining with others to form even larger robots. way that seems almost like you share a Spark, mind,
This chapter presents new character options for and soul. One’s strengths often complement the
those Cybertronians who want to form Combiner other’s weaknesses and vice versa.
teams with other mechanoids or enter into a Binary
Bonded relationship with an organic being. CHARACTER EXAMPLES
Players who want to be a part of a Combiner Brainstorm, Misfire, Weirdwolf
team create their characters the same way as any INFLUENCE PERK
character in the Transformers Roleplaying Game.
However, such players will want to take advantage Your bonded connection to another life-form goes
of the four new Influences, three new Origins, and beyond just a common friendship. You gain one
eight new Role Focuses presented in this book. These of the following General Perks: Alien Companion
options will help flesh out any characters focused on (page 39), Headmaster Body (page 40), Human
teamwork, but especially those who join their forms Companion, Powermaster (page 40), or Targetmaster
with other beings. Players with already established (page 41).
characters can look to the new General Perks in
POTENTIAL HANG-UPS
this chapter for ways their Transformers can gain the
power to combine. Of course, either group of players Co-Dependent, Mode Attachment, Vainglorious
will need the rules for creating and playing Combiner
forms, which can be found at the end of the chapter.
SUGGESTED CHARACTERISTICS
This Influence is a great way to design a
POTENTIAL HANG-UPS
These new Combiner-focused Influences have
several potential Hang-Ups listed for each one
as normal. These Hang-Ups are a combination of
choices from the Transformers Roleplaying Game
Core Rulebook and those listed on page 25.
Binary Bonded
Brainstorm
You have a symbiotic relationship with a smaller
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22 Enimga of Combination
TABLE 2-2: GESTALT MEMBER BONDS this a number of times per day equal to your Social
Essence Score.
D12 BACKGROUND BOND
1 I take great pride in the piece of the whole I POTENTIAL HANG-UPS
represent. Brutally Honest, Idolizer, Whimsical
2 I sometimes take on the personality traits of
those whom I combine with. SUGGESTED CHARACTERISTICS
3 When I’m not combined, I try too hard to be This Influence is perfect for a team member that
important. wants to keep up their group’s good spirits. A few
4 If I have combined with you, we are like family. well-timed words or a clever phrase is enough to
5 I am secretly afraid that I’m the weakest part turn around the feelings of your allies. You must
of our Gestalt. decide exactly how you boost morale, and whether
6 Protecting my friends and teammates is the
you do it by accident or through a talent you
reason my Spark still shines. have honed.
7 I feel like my contribution is the strongest
within our Gestalt’s personality.
8 When I fail my team, I overcompensate with a
fiery temper.
9 I am almost always the first member to call for
a combining.
10 When my teammates are nearby to have my
back, my mouth can get us into trouble quick.
11 I sometimes take personal credit for things my
teammates or our Gestalt achieved.
12 I pity those who do not know the feeling of the
Enigma within them, and the loneliness they
must feel.
Morale Booster
You are the social glue that holds a team
together, and just a few words from you can
persuade your friends and comrades to do greater
things. Whether it is with heartfelt gestures, thrilling
speeches, or even just a few well-timed jokes or
wisecracks, you can keep up their spirits better
CHARACTER EXAMPLES
Rattrap, Streetwise, Wheeljack
INFLUENCE PERK
Whether it is with speeches, jokes, or
snarky commentary, you can always lift
the broken spirits of your allies.
As a Standard action, you can
remove the Frightened or
Impaired condition from all
allies within 30 feet that Wheeljack
can hear you; you can do
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Titanspark
You have been touched by the ancient strain
of Spark shared by the gigantic Titans. This has
strengthened your body as well as your presence.
This brush with the giants of Cybertron’s past has
made you taller and larger than others from your
TRANSFORMERS ROLEPLAYING GAME
CHARACTER EXAMPLES
Broadside, Deathsaurus, Scorponok
INFLUENCE PERK
Your connection to the old Titans is physically
apparent, as your Bot and Alt Modes are one Size
Class larger than your Origin normally allows, and
you start with +1 Health.
POTENTIAL HANG-UPS
Arrogant, Impulsive, Violent
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9
are watching.
My weapons are built for me and my size. I
Origins
never let anyone else use them. The three new Origins presented here follow
10 I’ve been called a bully in the past, but I don’t the same format as the Origins found in the
think I am. Transformers Roleplaying Game Core Rulebook.
11 I hate being the center of attention, even when Though they work well for characters who are
it is just me and friends. part of a Combiner Team or are Binary Bonded
12 I yearn to understand the ancient Titans and to another, they can be taken by any other
how they are reflected in me. Cybertronian character.
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26 Enimga of Combination
that require articulation or precision, such as a hardened mass of metal and bravery. This gives
Athletics and Finesse. you an increase to your Brawn, Conditioning, or
Special Attack: Flyby (Driving) or Ram (Driving): Intimidation Skill.
Driving Skill, Reach (2 Blunt damage), Trip Starting Health: 4
alternate effect. Languages: Cybertronian, Adopted Earth
language, plus one additional language for every 3
Pillar points of Smarts you possess.
Every team needs the one bot willing to get in ORIGIN BENEFIT: FACE ME!
the way of danger to protect their allies, able to
take a hit and get back up with power and skill. Your stalwart nature combined with your size
That’s you. Your chassis has been designed with make for a formidable-looking opponent on any
reinforced armor, or a bulkier, hardened frame battlefield, one not only marked as a threat to
capable of taking more damage on the battlefield focus attacks on by your enemies, but one capable
than most bots. This larger size makes you far more of frightening damage. When you challenge an
intimidating to your foes and a rallying point for opponent, it holds some weight, shaking the
your allies. These duties often put you in similar confidence of your targeted foe until they engage
battlefield roles as the Monolith. Like Monoliths, with you. As a Move action, you taunt and cajole
you are usually among the largest bots on the an opponent to attack you instead of your friends,
field of battle and draw a great deal of enemy making yourself an easy, slow-moving target, but
attention. This is intentional. The more your enemies also one that needs to be dealt with as fast as
concentrate on you, the less they harass your possible. You then attempt an Intimidate Skill Test
smaller, less protected teammates. against the Willpower Defense of that opponent.
On a success, that enemy must attack you on their
No matter your size or armored plating, you can’t turn or suffer 2 to attack any other opponent.
be everywhere at once. Each injury your friends
sustain, each time one of them is wrecked in an PILLAR BOT MODE
attack, it takes something away from you. No matter Movement: 20ft Ground
how hard your reinforced substructure may be,
those are dents you will wear for all eternity. You Size: Large or Huge
may not be as quick and maneuverable as other Fine Motor: The additional joints and opposable
bots, but if you can take the hit, you don’t really digits gained in Bot Mode allow you to use tools
need to get out of the way. Your intimidating visage and manipulate objects in ways that are impossible
isn’t just a ruse, however; you can dish it out as well in your Alt Mode.
as you take it, something your enemies realize all
too well as you wade into their midst. PILLAR ALT MODE
Your chosen Alt Mode speaks to your indomitable Movement: 45ft Ground
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28 Enimga of Combination
LEVEL PERK
1st Data Bridge
3rd Sensory Link
6th Tactical Triangulation
10th Precise Chronometrics
17th Misery Loves Company
20th Think Tank
Data Bridge
You serve as a wireless conduit for your team’s
total base of knowledge. If you can directly see any
mechanized ally with computing ability in the same
scene, you can, as a Free action once per turn, act
as though you possess any one Language or Skill
Specialization possessed by that ally. Additionally,
you can spend additional Free actions to transmit
that Language or Skill Specialization to additional
mechanized/computerized allies also within line of
sight at a rate of 1 ally per Free action spent. This Cosmos
borrowed ability remains until the beginning of your
next turn.
Sensory Link Precise Chronometrics
You can form a wireless connection between you You and your allies can time your actions down to
and your allies, overlaying their sensory perceptions carefully calculated moments. Upon reaching 10th
over your own. At 3rd level, by spending an level, you can grant bonuses to your own and your
Energon Point as a Free action, you can see/ allies’ Initiative Skill Test results that total no more
than your Smarts Essence. You can choose these
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LEVEL PERK
1st On My Mark
3rd I Got You
6th Not Like That, Like This!
10th We Are One!
17th Together We Stand
TRANSFORMERS ROLEPLAYING GAME
On My Mark
When you give orders to your team, they
are invigorated to see you following alongside
them. If you perform the same action or act in the
same way as your Command given with the Issue
Command Role Perk, your allies following the
Command gain +2 to the chosen Defense or roll the
associated Skill Test with Edge.
I Got You
You are always there for your team, ready to pick
them up when they fall or boost them up when they
are running on empty. Starting at 3rd level, you Breecher
can always Lend Assistance to your teammates
30 Enimga of Combination
you don’t count against this number, though you are Balance and Compensation
part of the team. Then, choose two Skills from two You have an augmented frame that allows you to
different Essence Scores. You and your teammates handle much larger and more powerful weaponry.
can reroll 1s on Skill Dice when using those Skills. It is easier for you to wield a ranged weapon in your
Together We Stand External Hardpoints. Any Skill-based requirements
for such weapons are reduced by two die sizes (to
Upon reaching 17th level, all of your teammates a minimum of d2) and any size-based requirements
(as defined by the We Are One! Focus Perk) are lowered by two Size Classes.
gain 1d2 temporary Health and 1d2 temporary
Energon Points at the beginning of any combat Hardware Training
scene involving two or more team members. These You are ready to wield some truly impressive
temporary resources can bring the characters over firepower. Upon reaching 3rd level, you are
their normal maximum, but each team member is Qualified in Restricted two-handed ballistic
reduced to their normal maximum at the end of the weapons, and you can wield ballistic weapons
scene if these temporary resources remain. upscaled for Gigantic characters in 2 hands even if
‘Til the Last they are four or more Size Classes larger than you
(see pages 47-48).
You would never willingly let down your team
while you still have life within
you. At 20th level, as long
as active members of your
team (as defined by the We
Are One! Focus Perk) are in
the same scene as you, you gain
+2 to your Defenses, and you are
immune to being Frightened.
LEVEL PERK
1st Balance and Compensation
3rd Hardware Training
6th What Cover?
10th Frightening Display
17th Dig In Pyra Magna
20th All I Need is One Shot
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New Modemaster
Focuses
BONDED MASTER
Bonded Masters have a special
technological connection with
another being, allowing it to
literally serve as a symbiotic piece
of itself in a variety of ways. This includes the
Headmasters, Powermasters, and Targetmasters.
32 Enimga of Combination
COMPONENT ACE
The Component Ace is a Cybertronian that thrives
within their exposure to the Enigma of Combination. Skydive
They seem sometimes more at home as a piece of a
greater Gestalt being than as a lone individual.
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34 Enimga of Combination
Focus Skills: Train or specialize in one of these becomes immune to this attack for the remainder of
Skills when your Focus gives you an Essence the scene when you succeed or if you Fumble.
Increase: Animal Handling, Performance, or
Psychological Sway
Persuasion.
A few words, anecdotes, or metaphors can alter
TABLE 2-10: COUNSELOR FOCUS the efficiency of one’s allies and enemies, and
you are artful with them. At 10th level, when you
LEVEL PERK
Lend Assistance, you can grant 2 (instead of the
1st Psych 101 normal 1) to any ally who can hear your voice and
3rd Calming Words understand your words. Alternatively, as a Standard
6th Words Can Hurt! action, you can impose a 1 penalty on the next
Skill Test of a living foe who can hear your voice and
10th Psychological Sway
understand your words.
17th Powerful Suggestions
20th Dominant Thought Powerful Suggestions
If you can get inside a target’s mind, you can
Psych 101
subliminally urge them to remarkable greatness or
You are always studying the mental and emotional terrible failure. Starting at 17th level, if you can hold
workings of others through academic learning and a conversation with a target who can understand
practical research. If you have any Specialization in you for 30 minutes or more, you can suggest a
the Science Skill, you gain 2 on all Culture Skill specific Skill of theirs will either excel amazingly
Tests concerning living beings. or catastrophically fail. A target that will excel
amazingly turns their next Success with that Skill
Calming Words
into a Critical Success. A target destined for terrible
You know how damaging a psychological setback failure suffers 3 with that Skill until they prove
can be, so you’ve studied the best ways to avoid you wrong with a Critical Success using it.
and undo them even in the thick of battle. Starting
at 3rd level, if you spend at least 30 minutes with Dominant Thought
a sentient being and succeed at a Persuasion Skill You have learned how to fully subvert and unlock
Test versus their Willpower or Cleverness Defense, the potential of a sentient mind. At 20th level, if
the target receives Resistance to Psychic damage you can hold a conversation with a target who
and any attacks that would impose the Frightened can understand you for 10 minutes or more, you
or Mesmerized conditions for the next 24 hours. can set up any kind of Contingency action that the
In addition, you can spend a Free action and an target must abide by. If the target is willing, there
Energon Point to attempt the same Skill Test to is no Skill Test necessary. If the target is unwilling
remove the Frightened or Mesmerized Conditions (or unknowing), you must succeed at a Persuasion
from a target. Skill Test versus their Willpower Defense. If the
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36 Enimga of Combination
using your Survival Skill instead of the normal TABLE 2-12: PUGILIST FOCUS
Technology Skill of a standard Proximity Bomb.
LEVEL PERK
Two Steps to the Right 1st Puissance
Your ability to make the most of your mapped-out 3rd Brutal Might
surroundings is mastered enough to allow others to 6th Bump & Run
benefit from your expertise. At 10th level, as long 10th Sucker Punch
as they have open communication with you, your 17th Again and Again and Again
allies within 60 feet benefit from your Lay of the 20th Smash!
Land Perk when you do.
Eidetic Geography
You now have an unerring and undeniable catalog
of terrain and mapping facts within your mind
that rivals some digital libraries of information.
Whether from actual recalled data or matching
and mixing applicable similarities, you now benefit
from your Cartography Suite Perk after just 5
minutes of study.
Perfect Placement
You know where to find the sweet spot in every
terrain. At 20th level, you add an additional
benefit to your Lay of the Land Perk
(though this can’t be shared
with others via Two Steps to
the Right).
• You can dictate a 25-foot ×
25-foot area of the scene that
is a perfectly tactical location.
While wholly within this
location, you always have Cover, ignore
other targets’ Cover in that area, gain +2
to your Evasion Defense, and gain 1 on
the first Skill Test you make each round.
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Puissance attacks that normally use the Might Skill can use
You are remarkably adept in using your raw body, your Brawn Skill instead. Additionally, these tests
no matter the Mode, as a weapon. You inflict 1 gain Edge if you are at least one Size Class larger
additional damage of the appropriate type for than the target.
attacks that do not require any kind of hardpoint or Bump & Run
weapon. This includes Unarmed strike, Claw, Bite,
Bash, Ram, Fly-By, and any other attack the GM Whether you slam foes against your fenders, topple
agrees should qualify. them with the edge of your wings, or trample them
beneath your hooves, your body is a fast-moving
Brutal Might weapon. At 6th level, when using an attack that
You are equally adept at using raw, unmitigated comes as standard with your Alt Mode (Ram, Fly-By,
strength in place of skilled applications of force Claws, and so on), if you move at least 15 feet
when in combat. Starting at 3rd level, any of your before making an attack, you gain 1 on the attack,
and if you achieve a Critical Success, the target is
Stunned until the end of their next turn. You must
move at least 10 feet after making this attack, but if
you cannot, you are Impaired until the end of your
next turn.
Sucker Punch
Many combats are decided in the first few seconds,
especially with your fast fists. Upon reaching 10th
level, if you use any attack that is altered by your
Puissance Focus Perk in the first round of a combat
against a target that has yet to take
an action, any success you achieve
becomes a Critical Success. This Perk
functions only once per scene.
Again and Again and Again
When you lay into a foe, your attacks become a blur
of rising and falling blows. Starting at 17th level, if
an attack that benefits from your Puissance Focus
Perk successfully hits a target, you may choose to
immediately make an additional identical attack
against the same target at 1. If that attack hits, you
may choose to make another additional identical
TRANSFORMERS ROLEPLAYING GAME
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MARTIAL LEADERSHIP
Prerequisite: Persuasion +d4
You are adept at using your physical skills
and martial prowess to lead or dissuade others.
Persuasion is a Strength Essence Skill for you in
addition to a Social Essence Skill. As a Standard
action, you can attempt a Persuasion Skill Test
against a target’s Cleverness Defense. On a success,
you can choose to either impose 1 on the target’s
next Skill Test or grant Edge to the target’s next
Skill Test.
MATCHED COMBINER
Prerequisite: Maximum Energon Pool 2+
You can connect and combine with one or two
other specific beings, becoming equal parts of
a larger, potentially more powerful, Combiner
Megaform. Select a single Combiner feature (page
TRANSFORMERS ROLEPLAYING GAME
OPPORTUNIST
You are ready to act at a moment’s notice. Unless
you are Surprised, you are allowed to set up a single
Contingency action when you test Initiative at the
beginning of a combat. That Contingency action
stays ready for the duration of the scene or until it is
triggered.
POWERMASTER
Prerequisite: Large Size or larger
Zarak
You have been paired up with another sentient
being (often a Nebulan) who can, using a special
40 Enimga of Combination
Transtector Powermaster Rig, convert into a matter- your Targetmaster partner’s Special Attack, you
to-Energon transference module, which provides the always have Edge on the attack Skill Test. This
following benefits when attached to you. Special Attack should be designed to be any kind
• You may draw upon a secondary, additional of weapon you are Trained to use, but it deals 1
pool of 3 Energon Points created by the additional damage of the appropriate type.
module per day. TITAN HARDPOINT UPGRADES
• If you are hit by Energy or Laser damage, the
Prerequisite: Huge Size or larger
module regains 1 Energon Point, up to its
maximum of 3. Your chassis’ integrated hardpoints have been
• Enemies can attack the module by targeting your upgraded to handle Titan-class weaponry (see pages
Evasion and taking a 2 penalty. If the module 47-48). You ignore the Size-based requirements of any
suffers 4 or more damage in a single scene or 2 weapon installed into your Integrated Hardpoints, but
or more damage from a single attack, the linked each weapon requires an additional Hardpoint.
being is Defeated, disconnecting from your
UNIVERSAL COMPONENT
chassis and returning to their normal form.
Prerequisite: You don’t have the Gestalt Combiner or
SPARK OF THE ANCIENTS Matched Combiner General Perk.
There is a bright and powerful reminder of the You do not need to spend a Story Point to merge
ancient progenitors in your Spark. Whether it is with other beings with the Gestalt Combiner or
the flame of Solus’ truth, the light of Primus, or Matched Combiner General Perk, allowing you to
maybe even the sinister chaos of Unicron, you have “stand in” for any normal member of a Combiner
untapped a powerful strain of energy inside of you. team. You must still spend the Energon Points and
Your maximum Energon Pool is increased by 2, and Standard action to merge.
you regain a single Energon Point at the beginning
of any scene. VOICE OF PRIMUS
You do, however, always register as having the Prerequisite: Huge Size or larger
highest amount of Energon in a scene for the When you speak, everyone listens. Even if they
purpose of scanners, Insecticon hunger, and other don’t want to, they cannot help but feel the weight
related effects. of your words. First, you can be heard clearly, if
you wish, up to a half a mile away. Second, you
SYNAPTIC LINKAGE
can attempt a DIF 12 Persuasion Skill Test to Lend
Prerequisite: Headmaster Body, Headmaster Head, Assistance to any ally that can hear your voice.
Powermaster, or Targetmaster Finally, as a Standard action, you can attempt an
Your connection to another life form has evolved Intimidation or Performance Skill Test against a
beyond a basic symbiosis. You are always aware in target’s Willpower Defense. On a success, you
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With one of these Perks, the character will gain Matched Combiner General Perk to shape the
the ability to merge into a Combiner form. collective efficacy of the combined form.
Additional Movement: The Combiner form gains
The Combined Form’s a second Movement Type based on your Alt Mode’s
Statistics Movement Type.
Use the following to calculate the statistics of a Armored Defense: Increase the bonus to the
Combiner form: Combiner form’s Toughness Defense from armor
upgrades by 1.
• The Combiner form acts as one single being,
unless stated otherwise. Commander: You are de facto leader of your
Gestalt Combiner team, and your personality shines
• The Combiner form’s Size Class is based on the
the strongest when combined. Note your two
number of component members. A Combiner
highest Essence Scores (choose in the case of equal
duo or trio is one Size Class larger than its largest
values) and increase each of those Essence Scores of
component. A Combiner Gestalt Megaform is
the Combined Form by 1 (increasing two associated
Towering (or Titanic if at least one component is
Skills accordingly). This Combiner feature can only
Gigantic).
apply to Combiner forms of Gigantic Size or larger,
• The Combiner form has an array of Health based and a Combiner form can only ever benefit from
upon its component members. Instead of adding this Combiner feature once.
all the components’ Health together into one sum,
it is divided into component pieces. For example, Core Essence: Choose an Essence Score. Increase
a Combiner trio with components who have 5, 5, that Essence Score of the Combiner form by 1
and 4 Health doesn’t have a Health of 14; their (increasing one associated Skill accordingly, though
Health is instead represented as 5/5/4. you must have that same Skill at d4 or higher).
• The Combiner form uses the highest Essence Core Body: When merged into your Combiner
Scores of its component members. These set the form, double your base Health to calculate the
base Defenses of the Combined Form. component Health values of the combined form.
• The component member who contributes their This Combiner feature can only apply to Combiner
Essence Score to the Combiner form also sets the forms of Gigantic Size or larger.
combined form’s Skill Ranks associated with that Enhanced Attack: Choose one of your current
Essence Score. attacks to become enhanced while you are merged
• Only specifically noted Role Perks and General in a Combiner form, dealing twice as much
Perks possessed by the components apply to the damage. If the attack is used as one of the Combiner
combined form. Combiner features always apply. forms basic attacks, it deals 1 additional damage of
• The Combiner form benefits from the lowest the appropriate type.
bonuses to each Defense from armor upgrades Enhanced Initiative: Your Combiner form gains
TRANSFORMERS ROLEPLAYING GAME
42 Enimga of Combination
page 49) and an External Titan Hardpoint to wield Standard action to begin the merging process. If,
it. This Combiner feature only applies to Combiner at the end of the round, all component members
forms of Gigantic Size or larger. are within Reach of at least one other component
Universal Receptors: When merging with member, they begin the next round in their
Combiner-capable NPCs, you and your allies spend combined Megaform, which tests its own Initiative
1 fewer Story Point (to a minimum of 0). Skill to determine its place in the Initiative order.
Other Cybertronians: A PC without either of the
Merging Into a Combined Form requisite General Perks can spend a Story Point
(as well as the listed Energon Points and Standard
The Enigma of Combination alters life-forms, giving action) to merge with other Combiner components
them the ability to merge into a Combiner form, for a single scene. At least one member of the
sometimes into a massive Megaform! The following combined form must have the ability to merge, and
rules apply to different Combiner teams during a only one PC without the General Perks can join a
fight; outside of combat, the characters need only combined form in this manner at a time.
spend the Energon Points listed to merge into their
NPCs: If one or more Combiner-capable PCs
Combiner form.
merge with Combiner-capable NPCs, the PCs
Matched Combiners: Each member of a must spend a Story Point for each NPC they are
Combiner duo or trio must spend 2 Energon Points combining with (in addition to the normal Energon
and a Standard action to begin the merging process. Point cost) each time they combine.
If, at the end of the round, all component members
are within Reach of at least one other component
member, they begin the next round in their Fighting Combiners
combined form, which tests its own Initiative Skill to The one truism touted by anyone who has been
determine its place in the Initiative order. changed by the Enigma of Combination is that
Gestalt Combiners: Each member of a Gestalt Combiners are stronger together than they are apart.
Combiner team (which should have at least four Whether through a quickly snapped-together duo,
members) must spend 3 Energon Points and a a trio stacked on top of one other, or a team full of
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
warriors merging into a massive Gestalt titan, the the players might either decide what the Combiner
concept of Combiners brings a new level to the form does by consensus or trade off control over the
never-ending fight between factions of Cybertronians. Combiner form from one round to the next. Advice on
In a narrative sense, Combiners are formed ways this could work can be found in Chapter 5.
of components who each add a piece of their A COMBINER FORM’S ATTACKS
personality and martial aptitudes to the Gestalt
form. They give up their individuality to create Every Combiner form has at least two basic attacks:
a new, powerful being capable of inflicting and one unarmed strike and one ranged attack. These
withstanding more punishment in combat. are calculated using the existing attack profiles of
the component members as follows:
In game terms, Combiner forms operate under
a slightly different set of rules in combat. Once • The unarmed strike of a Combiner is based on a
their base statistics have been calculated using the single component member’s unarmed combat,
Essence Scores, Skills, and Combiner features of its ram, fly-by, or natural (claws, jaws, spines, and so
component members (see The Combined Form’s on) attack; this unarmed strike’s reach increases
Statistics), there are a few notable considerations to to that of the Combiner form’s Size and the base
how to fully utilize Combiners in combat. damage is either doubled (for Combiner duos or
trios) or tripled (for Gestalt Combiners).
SIZE MATTERS • The basic ranged attack of a Combiner is based on
Why don’t Gestalt teams stay in their combined a single component member’s ranged attack with
state all the time? Well, being that big isn’t always a weapon installed in their Integrated Hardpoints;
a benefit. For instance, the team might need to this ranged attack’s range and base damage is
perform a mission in an area where their normal either doubled (for Combiner duos or trios) or
Bot Modes can barely fit. But more importantly, in tripled (for Gestalt Combiners). If no components
the Essence20 Roleplaying System, an attacker suffers have a ranged weapon installed in their Integrated
a penalty when trying to hit a target that is much Hardpoints, the Combiner can still wield a regular
smaller than they are (see Table 9-2: Size Class weapon in their External Hardpoints (see below).
Combat Adjustment Matrix on page 153 of the • Gestalt Combiners can also benefit from Titan-
Transformers Roleplaying Game Core Rulebook). class weaponry if at least one of their component
members possesses the Titan Hardpoint
A GM can decide that Skill Tests for actions where
Combiner feature.
size matters might also use the Adjustment Matrix,
such as when a character the size of building tries • A Combiner has two External Hardpoints, plus
to hide behind a small car. Though context does one Integrated Hardpoint for each component
matter, as the same character could potentially member of the Combiner form. The Combiner
try to hide in a field of redwoods without penalty. can wield regular weapons in these Hardpoints,
Conversely, a GM might decide not to apply the usually scaled up to their size (see Chapter 3),
Adjustment Matrix to attacks where size doesn’t but at least one component member must be
TRANSFORMERS ROLEPLAYING GAME
really matter, such as for the rare psychic attack. Qualified to use the normal size of that weapon.
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46 Enimga of Combination
CHAPTER 3:
COMBINER ARMORY
Cybertronians come in a vast variety of sizes, from isn’t a difference between a blaster wielded by a
the diminutive Mini-Cons all the way up to the Common-sized Autobot and one used by a Huge
city-sized Titans. With so many different shapes and Decepticon. However, sometimes you might want
sizes found on all sides of the many conflicts these the blows dealt by a Gigantic combatant to pack a
populations have and continue to endure, it makes little extra punch.
sense that there are weapons and armor upgrades Using the following rules, you can scale
for every scale of warrior. up Essence20 weapons for characters of larger
Larger combatants, like Combiner forms, need Size Classes.
larger weapons. And their foes need equally
massive weapons to take them down! This chapter
presents rules for making existing weapons larger,
How To Upscale Weapons
sections of new weapons and armor upgrades, and Weapons used by Large, Long, Huge, and Extended
an examination of specialized equipment, including characters should remain unchanged, but for
artifacts such as The Enigma of Combination! armaments used by Gigantic and larger characters,
consult Table 3-1: Weapon Size Class Modifications
1
Applies only to ranged weapons
2
Round up to the nearest 5ft increment
3
The Size Class the weapon has been upscaled to
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
As an example, upscaling a standard blaster Alternate Effects: Trip (added from No Alternate
(page 121 of the Transformers Roleplaying Game Effects)
Core Rulebook) into a weapon for a character Traits: Ballistic, Titan-class
of Towering Size would result in the following Here is another example, this time upscaling an
stat block. energized close combat weapon (page 124 of the
Transformers Roleplaying Game Core Rulebook)
BLASTER (TOWERING SIZE) into a weapon for a character of Titanic Size.
A standard one-handed blaster.
Category: Weapon VOLCANICUS’ BROADSWORD
Availability: Restricted (TITANIC SIZE)
Classification: Targeting sidearm projectile
Requirements: Towering
A white-hot, cleaver-like blade wielded by the rare
Range: 40ft/130ft instance where Grimlock’s Dinobots are altered
Hands: 1 by the Enigma of Combination, becoming the
Effects: 3 Sharp damage Blast: 5ft radius unstoppable Volcanicus.
Category: Weapon
Availability: Unique
Classification: Finesse or
Might sidearm element
Requirements: Titanic
Range: Reach
Hands: 1
Effects: 5 Fire damage
Alternate Effects: Intimidating, Maneuver, Trip
Traits: Computerized, Fire, Reload, Titan-class,
Wrecker
Volcanicus
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Classification: Athletics sidearm explosive on the backs of their knuckles, adding an armor-
Requirements: Nil piercing blast to their punches.
Range: 20ft/50ft Category: Weapon
Hands: 1 Availability: Limited
Effects: 1 Sharp damage Blast: 2d2 × 10ft radius) Classification: Finesse or Might
Traits: Consumable, Sharp, Wrecker integrated melee
Requirements: Finesse or Might d6
NEBULANESE BLASTER and Towering
A recoilless blaster designed for the security forces Range: Reach
of Nebulos. Hands: 0
Category: Weapon Effects: 3 Sharp damage
Availability: Standard Alternate Effects: 3 Sharp damage—
Classification: Targeting sidearm element Multiple (2) Targets (Reach, 1),
Requirements: Nil Maneuver (2),
Range: 25ft/80ft Traits: Anti-Tank, Armor Piercing, Sharp,
Hands: 1 Titan-class
Effects: 1 Energy damage
Traits: Ballistic, Energy BOOM GUN
A powerful firearm that has been tuned to
TITANSWORD hurl blasts of sound capable of fracturing solid
A gigantic sword forged from superdense materials materials.
to leverage the massive strength Gestalt Combiners Category: Weapon
are capable of. Availability: Limited
Category: Weapon Classification: Targeting medium element
Availability: Standard Requirements: Technology d4
Classification: Finesse or Might medium melee Range: 30ft/90ft
Requirements: Brawn d4 and Towering Size Hands: 2
Range: Reach ×2 Effects: 2 Sonic damage Blast: 10ft radius
Hands: 1 or 2 Traits: Computerized, Reload, Sonic
Effects: 4 Sharp damage
Alternate Effects: 6 Sharp damage (2 Hands, CYBERTRONIAN GLAIVE
1), Intimidating, 4 Sharp damage—Multiple This dense blade attached to a long haft is perfectly
(2) Targets (Reach ×2, 2) weighted for fighting multiple opponents at the
Traits: Sharp, Titan-class same time. It is often used by Decepticon Justice
Division agents and select security forces at holy
TRIDENT BLADE
sites of Cybertron.
An aquatic melee weapon frequently used by Category: Weapon
Cutters everywhere. Availability: Limited
TRANSFORMERS ROLEPLAYING GAME
50 Enimga of Combination
Classification: Targeting sidearm projectile over a long distance, saturating a large area with
Requirements: Towering different kinds of munitions.
Range: 60ft/180ft Category: Weapon
Hands: 1 Availability: Limited
Effects: 3 Element damage Classification: Targeting heavy projectile
Alternate Effects: 3 Element damage—Multiple Requirements: Brawn d4 and Huge Size
(3) Targets (60ft, 1) Range: 200ft/500ft; min 45ft
Traits: Element, Reload, Titan-class, Wrecker Hands: 2
Effects: 2 Element damage Blast: 15ft radius
DUAL CANNON Traits: Computerized, Element, Indirect, Mounted,
A handheld blaster designed with a twin Reload
barrel system.
Category: Weapon PHOTON CANNON
Availability: Limited A lower-yielding laser cannon that uses charged
Classification: Targeting medium projectile photons to increase the initial impact of
Requirements: Brawn d4 and Towering Size directed fire.
Range: 70ft/120ft Category: Weapon
Hands: 1 Availability: Limited
Effects: 3 Energy damage Classification: Targeting medium element
Traits: Energy, Multi-Weapon (2), Reload, Titan- Requirements: Nil
class Range: 100ft/400ft
Hands: 1
ENERGON CLAYMORE
Effects: 1 Laser damage
A wide-ended sword made of Energon-laced Alternate Effects: Stun 1, Spot
crystalline alloys. Traits: Computerized, Laser
Category: Weapon
Availability: Limited
Classification: Finesse or Might medium melee
Restricted Weapons
Requirements: Brawn d2 and Towering ENERGIZED CYBERTRONIAN GLAIVE
Range: Reach
Hands: 1 This standard Cybertronian glaive has been outfitted
Effects: 6 Sharp damage to sheathe its blade with elemental energy. Noted
Alternate Effects: Intimidating as the weapon of elite members of the Guardians
Traits: Anti-Tank, Sharp, Titan-class of Solus, supercharged with fusion-flames, or the
standard frozen signature of incarceration officers.
MAG-BOLA Category: Weapon
A thickened cable of braided wires ended with two Availability: Restricted
or three magnetic dodecahedrons hurled at a target, Classification: Finesse or Might long melee
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Range: 100ft/300ft
MAGNA-BLAST GUN Hands: 2
Effects: 2 Energy damage and 2 Fire damage
This heavy, shoulder-rested projector of pressurized, Blast: 10ft radius
supercooled liquid is often associated with the Traits: Energy, Fire, Mounted, Titan-Class, Wrecker
phrase “aggressively non-lethal means.”
Category: Weapon X-RAY LASER
Availability: Restricted
Combining concentrated light energy in a packet of
Classification: Targeting long projectile
supercharged x-rays, this weapon breaks down solid
Requirements: Brawn d2 and Technology d2
Range: 45ft/120ft
matter upon impact but exchanges accuracy for
Hands: 2 penetration and punch.
Effects: 3 Stun damage Category: Weapon
Alternate Effects: 2 Cold damage (1) Availability: Restricted
Traits: Cold, Mounted Classification: Targeting medium element
Requirements: Brawn d2
Range: 30ft/90ft
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
ABLATIVE MATRIX
This boosted version of the standard armor matrices
many Cybertronians use is designed to offer
TRANSFORMERS ROLEPLAYING GAME
EM PROTECTIVE LINING
Using advanced material liners, you can shield
your most sensitive parts from the ravages of
electromagnetic weaponry.
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
important to maintain the merged linkage between • Alt Mode: You ignore Rough Terrain and gain 1
the symbiotic partners. This ferro-magnetic to Ram attacks.
connection booster strengthens their physical bond • Bot Mode: You gain 1 on all Athletics Skill Tests.
to be as strong as their mental one.
ROLLER DRUM
Benefit: Any attempts to remove or dislodge a
merged Headmaster head wearing this item always • Prerequisite: Your Alt Mode has a Ram attack.
suffers Snag, even if it were to gain Edge otherwise. • Alt Mode: Your Ram attacks inflict 1 additional
Blunt damage against Prone targets and no longer
PERSONNEL MUNITIONS PACK needs Movement to use.
(CONSUMABLE) • Bot Mode: Your Unarmed Combat attack deals
This kit is a mobile weapon reloader/power Stun 2 (instead of Stun 1).
recharger that doesn’t have to be keyed to a specific • Combined Mode: You add +1 Health to your part
kind of weapon, unlike an ammo feed upgrade or of a combined form’s Health array.
similar devices.
SUPPORT STRUTS/PYLONS
Prerequisites: Technology d2 to operate; Gigantic
• Alt Mode: You ignore the Mounted trait on all
size to carry
weapons in your Integrated Hardpoints.
Benefit: As long as a personnel munitions pack • Bot Mode: Your Brawn Skill is considered two
is present in a scene, all friendly characters within Skill levels higher when resisting being shoved
their Reach of its location may reload a weapon as or pushed.
a Free action. Roll 1d20 each time this kit is used; • Combined Form: Any combined form you are part
on a 1, this kit is consumed. of ignores the Mounted trait on one attack type
(chosen when the merging takes place).
New Support Equipment
Cybertronians often find new and interesting pieces
of equipment to augment their various Modes, and
Cybertronian Artifacts
this is no different for those who have the ability In the millions of years that Cybertronians have
to combine. existed, there have been several uniquely powerful
artifacts that have left their mark on history. While
AUGUR not the sort of items or equipment characters
• Prerequisite: You have an alt Mode with Flyby/ can just head down to the requisitions office
Ram/Bash attack. to acquire, Cybertronian artifacts are useful as
rewards or goals for narrative arcs or sometimes
• Alt Mode: Your Flyby/Ram/Bash attacks inflict
the goal of entire storylines.
Sharp damage, no longer need Movement to use,
and gain the Armor Piercing Trait. The following are just a couple of these unique
TRANSFORMERS ROLEPLAYING GAME
• Bot Mode: One of your External Hardpoints is items, a bit of their own histories, and how to
replaced by a close combat blade that exchanges use them in your roleplaying game events and
the Silent trait for the Armor Piercing trait. chronicles.
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58 Enimga of Combination
CHAPTER 4:
THREATS AND ALLIES
Both sides of the Autobot-Decepticon war have
access to Combiner teams and their powerful Cybertronian Features
Gestalt Megaforms. This chapter presents many Autobot player characters have immunity to
of those groups, presenting stat blocks for their carbon-based diseases but can be affected by
individual members and their combined forms. Electromagnetic damage and viruses that affect
Some members of certain teams already appear machines, as noted in the For the Allspark! Perk.
in the Transformers Roleplaying Game Core However, the stat blocks for Decepticons and
Rulebook; their stat blocks aren’t repeated here, but unaligned Cybertronians featured in the Transformers
page references are given where appropriate. Roleplaying Game Core Rulebook make no mention
of these resistances and weaknesses.
Those Threats and NPCs, including all the
Cybertronian characters presented in this chapter,
should be considered to have the features listed
above by default.
TABLE 4-1: THREATS BY THREAT LEVEL
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Combaticons
The heavy firepower unit of the Decepticons operates under the watchful eye of their leader, the
tactician Onslaught (flatbed missile truck). Blast Off (space shuttle) is the second-in-command, Brawl
(tank) is the munitions expert, Swindle (all-terrain subcompact SUV) is the arms supplier, and Vortex
(helicopter) is the interrogator. Their Gestalt form, Bruticus, is a force to be reckoned with.
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Armor: Heavy armor matrix (+3 deflective to Tactician: Onslaught is a brilliant strategist and thinks
Toughness) well on his feet. He gains 1 on Alertness and Initiative
Skill Tests, and anyone attempting to roll Deception or
Weapons: Concussion grenades (2), element Infiltration against him suffers Snag.
grenades (3), flame photon blaster (blaster with
TRANSFORMERS ROLEPLAYING GAME
62 Enimga of Combination
Unarmed Combat (Might): +d8, Reach (Stun 1) Gestalt Combiner (Enhanced Initiative): Swindle
Alternate Effects: 1 Blunt damage (1), Maneuver (1) can connect and combine with the other Combaticons,
Requirements: Bot Mode only becoming part of Bruticus (see page 65).
Traits: Martial Arts, Silent Weapon Tech Expert: Swindle knows how to work
with advanced weapons because he knows how
GEAR advanced weapons work. Swindle uses Technology to
Armor: Heavy armor matrix (+3 deflective to Toughness) attack with Computerized weapons.
Weapons: Artillery cannon, electro-shotgun (shotgun ATTACKS
with Voltage Tank upgrade)
Cryo Pistol (Technology): +d8, Range 25ft/80ft (1
HANG-UP Cold damage)
Alternate Effect: 1 Sharp damage
Temperamental: Onslaught hates when things don’t
Hands: 1
go according to his brilliant plans. Whenever he or one
of his allies Fumbles, he enters a rage that causes him Upgrades: Automated, Cryo Tank
to suffer Snag on Skill Tests for 2 rounds. Traits: Ballistic, Computerized
Cybershiv (Might): +d4, Reach (1 Sharp damage)
Swindle Hands: 1
Traits: Silent
Swindle is the arms dealer of the Combaticon Cover Grenade (Technology): +d8, Range (Cover
team. He supplies his teammates with everything Blast: 20ft radius)
they might need, for the right price. Swindle Alternate Effect: Stun 1 (2)
is a capitalist above all else, profiting from the Hands: 1
Cybertronian civil war wherever he can, even if it Upgrades: Automated
means selling his own fellow Combaticons out. His Traits: Computerized, Consumable, Silent
Alt Mode is the fastest of all the Combaticon land Ram (Driving): +d6, Reach (1 Blunt damage)
vehicles, allowing Swindle to cut and run when a Alternate Effects: Trip
deal goes sour. Requirements: Alt Mode only; Move at least 10ft
THREAT LEVEL: 9 before attacking
Traits: Integrated
SIZE: Large/Large HEALTH: 9
MOVEMENT: 30ft Ground (Bot Mode); 60 ft Ground Scatter Blaster (Technology): +d8, Range 40ft/160ft;
(Alt Mode) min 10ft (1 Sharp damage)
Alternate Effect: 2 Sharp damage (1), 1 Sharp
STRENGTH: 4 SPEED: 7
damage—Multiple (2) Targets (30ft cone, 1)
SMARTS: 5 SOCIAL: 8
Hands: 2
TOUGHNESS: 14 EVASION: 20 Upgrades: Automated
WILLPOWER: 15 CLEVERNESS: 18 Traits: Ballistic, Computerized, Reload
SKILLS POWERS
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
related to the weapon, such as to sell it or when using Mode Conversion: Cybertronians spend a Standard
Consummate Entrepreneur, until the end of the scene. action to convert between Bot Mode and Alt Mode.
64 Enimga of Combination
Bruticus
The combined Combaticon Gestalt, Bruticus, is
as deadly as he is dimwitted. He can pulverize
buildings with ease and rain down destruction on
the battlefield. When sheer brute force is needed,
the Decepticons call on Bruticus.
THREAT LEVEL: 16
SIZE: Towering HEALTH: 16/12/9/9/8
MOVEMENT: 40ft Ground
STRENGTH: 13 SPEED: 11
SMARTS: 6 SOCIAL: 8
TOUGHNESS: 25 EVASION: 24
WILLPOWER: 16 CLEVERNESS: 18
SKILLS
• Alertness +d4
• Athletics +d4
• Brawn +d8
• Deception +d6
• Initiative +d6
• Intimidation +d6
• Might +d8
• Persuasion +d4
• Streetwise +d6
• Targeting +d8
• Technology +d8
• Languages: Cybertronian, English
PERKS
Antigrav Unit: Bruticus is outfitted with an antigravity
unit that allows him to leap high and land safely from
any height.
Energon Pool: Bruticus has an Energon Pool of 8.
Enhanced Initiative: Bruticus gains Edge on Initiative Unarmed Combat (Might): +d8, Reach (3
Skill Tests. Blunt damage)
Gestalt Combiner Form: Bruticus is the Gestalt Alternate Effects: Maneuver (1)
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Commandos
Originally Autobots sent to Earth in protoform,
these Cybertronians were corrupted by
Megatron. Imprinted with military vehicle
Alt Modes, they are now known as the THREAT LEVEL: 11
Commandos. The team consists of Armorhide
SIZE: Huge/Extended HEALTH: 11
(tank), Mega-Octane (flatbed truck), Movor MOVEMENT: 30ft Ground, 30ft Aerial (Bot Mode); 60ft
(space shuttle), Rollbar (four-wheeled-drive (30ft) Aerial (Alt Mode)
military vehicle), and Ro-Tor (helicopter),
STRENGTH: 6 SPEED: 11
who merge to form the Gestalt Ruination. The SMARTS: 7 SOCIAL: 4
Commandos are loyal to Megatron but often
TOUGHNESS: 17 EVASION: 21
have a violent rivalry with another Decepticon WILLPOWER: 17 CLEVERNESS: 14
team. In trying to prove their superiority to
TRANSFORMERS ROLEPLAYING GAME
Movor •
•
Might +d6
Persuasion +d4
Though often seen as the quiet one, Movor’s inner • Targeting +d6
commentary is a continuous stream of sarcastic • Technology +d4
criticism and pop-culture references. Even from • Languages: Cybertronian, English, Mandarin, Russian
outer space Movor can aid his allies on the ground,
though sometimes they wish he wouldn’t.
66 Enimga of Combination
PERKS
Rollbar
Gestalt Combiner (Additional Movement): Movor
can connect and combine with the other Commandos, Rollbar is a master of multiple martial arts, both
becoming part of Ruination (see page 69). Cybertronian and Earthling. Rollbar is the most
Mode Conversion: Cybertronians spend a Standard
tactically minded of the Commandos, though his plans
action to convert between Bot Mode and Alt Mode. rarely survive contact with his more aggressive allies.
Eye in the Sky: Whenever Movor is in the air or in THREAT LEVEL: 11
orbit and makes an Alertness Skill Test to scan the SIZE: Huge/Extended HEALTH: 11
surface of a planet, he does so as if Specialized. In MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground
addition, any characters that are not Hidden to Movor (Alt Mode)
are also not Hidden to his allies, though they still may
have Cover or Total Cover. STRENGTH: 8 SPEED: 9
SMARTS: 6 SOCIAL: 5
Zero-G Expert: Movor is optimized for conflicts in the
vacuum of space where ranged combat is a necessity. TOUGHNESS: 20 EVASION: 19
Movor gains 1 to ranged attacks in the same turn he WILLPOWER: 16 CLEVERNESS: 15
uses his Aerial Movement.
SKILLS
ATTACKS • Alertness +d4
Flyby (Driving): +d6*, Reach (1 Blunt damage) • Athletics +d4
Alternate Effects: Trip • Brawn +d4
Requirements: Alt Mode only; Move at least 10ft • Deception +d4
before attacking • Driving (Land) +d6*
• Initiative +d4
Traits: Integrated
• Might (Martial Arts) +d6*
Focused Blaster (Targeting): +d6, Range 25ft/80ft • Persuasion +d4
(1 Energy damage) • Streetwise +d2
Hands: 1 • Survival +d4
Requirements: Bot Mode Only • Targeting +d6
Traits: Computerized • Technology +d4
Twin Argon Lasers (Targeting): +d6, Range • Languages: Cybertronian, English,
150ft/400ft; min. 30ft (2 Laser damage) Japanese, Spanish
Alternate Effects: Multi-Weapon (2)
PERKS
Requirements: Alt Mode Only
Traits: Ballistic, Integrated Gestalt Combiner (Enhanced Attack): Rollbar can
connect and combine with the other Commandos,
Unarmed Combat (Might): +d6, Reach (Stun 1)
becoming part of Ruination (see page 69).
Alternate Effects: 1 Blunt damage (1), Maneuver (1)
Requirements: Bot Mode only Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.
Traits: Martial Arts, Silent
Unflappable: Rollbar’s martial arts training keeps
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
GEAR ATTACKS
Armor: Medium armor matrix (+2 deflective to Blaster (Targeting): +d6*, Range 25ft/80ft (1
Toughness) Sharp damage)
Hands: 1
Weapons: Turret cannon (Targeting integrated
projectile), frag grenades (2) Traits: Ballistic
Tail Rotor (Might): +d4, Reach (1 Sharp damage)
HANG-UP Traits: Integrated, Silent
Assess the Situation: Rollbar prefers to fight with the Flyby (Driving): +d6, Reach (1 Blunt damage)
advantage of position and intelligence. Rollbar cannot Alternate Effects: Trip
attack on his first turn after testing Initiative.
Requirements: Alt Mode only; Move at least 10ft
before attacking
Ro-Tor Traits: Integrated
Unarmed Combat (Might): +d6, Reach (Stun 1)
One half of the Commandos’ air support, the
Alternate Effects: 1 Blunt damage (1), Maneuver (1)
arrogant Ro-Tor looks down on his enemies literally
Requirements: Bot Mode only
and figuratively. Ro-Tor is free with praise when Traits: Martial Arts, Silent
his allies do well, but just as quick to turn on them
when they fail. POWERS
THREAT LEVEL: 12 Arrogance (1/turn): When Ro-Tor or an ally achieves a
SIZE: Huge/Extended HEALTH: 12 Critical Success or any other character Fumbles, Ro-Tor
gains 1 on Skill Tests until the end of his next turn.
MOVEMENT: 30ft Ground, 30ft Aerial (Bot Mode); 60ft
Aerial (Alt Mode) GEAR
STRENGTH: 7 SPEED: 13
Armor: Light armor matrix (+1 deflective to Toughness)
SMARTS: 5 SOCIAL: 5
Weapons: Blaster, tail rotor (Might integrated melee)
TOUGHNESS: 18 EVASION: 23
WILLPOWER: 15 CLEVERNESS: 15 HANG-UP
TRANSFORMERS ROLEPLAYING GAME
68 Enimga of Combination
SKILLS
• Acrobatics +d6
• Alertness (Perception) +d6*
• Athletics +d4
• Brawn +d4
• Deception +d6
• Initiative +d8
• Intimidation +d6
• Might +d8
• Persuasion +d6
• Survival +d4
• Targeting (Cannons) +d8*
• Technology +d4
• Languages: Cybertronian, English, German, Italian, Ruination
Japanese, Mandarin, Russian, Spanish
PERKS
ATTACKS
Ambidextrous Fighter: Ruination can use both of
his hands equally well in combat. When he takes the Dual Pistols (Targeting): +d8, Range 40ft/130ft (3
Attack action, he can make two attacks, each with a Sharp damage Blast: 5ft radius)
different one-handed weapon he is wielding in either Alternate Effects: Trip
hand (such as his two dual pistols), but each Skill Test Hands: 1
suffers 1. Traits: Ballistic
Combiner Megaform: Ruination is the Gestalt Turret Cannon (Targeting): +d8*, Range 240ft/640ft;
Combiner form of Armorhide (see page 196 of the min. 50ft (5 Sharp damage Blast: 5ft radius)
Transformers Roleplaying Game Core Rulebook), Alternate Effects: Trip
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
Constructicons
The Constructicons consist of a large group of Decepticons that are just as talented at demolishing
buildings and fortifications as their Alt Modes are at putting them together. The primary members
of the team are led by Scrapper (front-end loader), and include Bonecrusher (bulldozer), Scavenger
(steam shovel), Mixmaster (cement mixer), Hook (crane), and Long Haul (dump truck). Together the
team combines into the Gestalt form of Devastator, the Decepticons’ most well-known and universally
feared Combiner.
TRANSFORMERS ROLEPLAYING GAME
Bonecrusher SKILLS
• Alertness +d4
A brute warrior of a Constructicon, Bonecrusher is • Athletics +d4
a blunt instrument equally happy to be wielded by • Brawn +d6
Devastator’s hand or Megatron’s will. • Deception +d2
THREAT LEVEL: 9 • Driving (Ramming) +d4*
• Initiative +d4
SIZE: Large/Extended HEALTH: 9
• Intimidation +d4
MOVEMENT: 30ft Ground (Bot Mode); 35ft Ground
(Alt Mode) • Might +d4
• Performance +d4
STRENGTH: 9 SPEED: 6 • Persuasion +d2
SMARTS: 4 SOCIAL: 5 • Streetwise +d2
TOUGHNESS: 20 EVASION: 16 • Targeting +d2
WILLPOWER: 14 CLEVERNESS: 15 • Technology +d4
• Languages: Cybertronian, English
70 Enimga of Combination
PERKS
Hook
Caterpillar Treads: In Bot Mode, Bonecrusher
counts as one size larger and as having moved 20ft The egotistical artist of the Constructicons, Hook
immediately before attacking for the purposes of believes in his own and others’ perfection in all
pushing and shoving. In Alt Mode, he gains Edge on things. This might take a little extra time or multiple
Driving Skill Tests in Rough Terrain. tries, but for him it’s worth it.
Charge: If Bonecrusher moves at least 10ft toward THREAT LEVEL: 9
an enemy immediately before attacking with a Might-
SIZE: Huge/Extended II HEALTH: 9
based attack, he gains 1 on the Skill Test.
MOVEMENT: 30ft Ground (Bot Mode); 40ft Ground
Gestalt Combiner (Enhanced Attack): (Alt Mode)
Bonescrusher can connect and combine with the
other Constructicons, becoming part of Devastator STRENGTH: 7 SPEED: 5
(see page 76). SMARTS: 5 SOCIAL: 7
ATTACKS SKILLS
Blaster (Targeting): +d2, Range 25ft/80ft (1 • Alertness +d2
Sharp damage) • Athletics +d4
Hands: 1 • Brawn +d6
Requirements: Bot Mode only • Culture (Art) +d4*
Traits: Ballistic • Deception +d4
• Driving +d2
Ram (Driving): +d4*, Reach (1 Blunt damage) • Initiative +d4
Alternate Effects: Trip • Might +d4
Requirements: Alt Mode only; Move at least 10 feet • Performance +d6
before attacking • Persuasion +d2
Traits: Integrated • Streetwise +d2
Unarmed Combat (Might): +d4, Reach (Stun 1) • Targeting +d4
Alternate Effects: 1 Blunt damage (1), Maneuver • Technology +d2
(1) • Languages: Cybertronian, English, Junkion
Requirements: Bot Mode only PERKS
Traits: Martial Arts, Silent
Gestalt Combiner (Core Body): Hook can connect
POWERS and combine with the other Constructicons, becoming
part of Devastator (see page 76).
Show of Force (1/scene, 1–3 Free actions):
Bonecrusher throws all of himself into a single act Mode Conversion: Cybertronians spend a Standard
of raw strength. The next Brawn or Might Skill Test action to convert between Bot Mode and Alt Mode.
he performs gains 1 for each Free action spent Tow Cable & Hook: In Bot Mode, Hook uses his tow
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
HANG-UP Out o’ the Way!: When Long Haul spends at least one
Free action to increase his Move action value, he gains
Perfectionist: Hook doesn’t take it well when things 1 on Ram and Unarmed attacks.
go awry. If Hook Fumbles on any Skill Test, he wastes
his following turn’s Standard action ranting and raving ATTACKS
about what went wrong and how it obviously wasn’t
Blaster (Targeting): +d6, Range 25ft/80ft (1
his fault.
Sharp damage)
Hands: 1
Long Haul Requirements: Bot Mode only
Traits: Ballistic
Of all the Constructicons, Long Haul feels like
Close Combat Heavy Bludgeon (Might): +d4,
he has been given the shortest end of the team’s Reach (Stun 1)
collective stick. He picks things up, he moves them Alternate Effects: 1 Blunt damage (2 hands)
around, but occasionally he functions as arguably Hands: 1 or 2
TRANSFORMERS ROLEPLAYING GAME
POWERS
Drop the Haul (1/scene, Standard, Alt Mode only):
Long Haul lowers his lifting bed as he drives forward,
dropping debris and detritus behind him. Any area out
of which he moves this turn becomes Rough Terrain
for the remainder of the scene.
72 Enimga of Combination
Mixmaster
Alternate Effects: Trip
Requirements: Alt Mode only; Move at least 10 feet
Mixmaster calls himself a radical deconstructive before attacking
chemist, enjoying a modest knowledge of elemental Traits: Integrated
chemistry, but remains well-practiced in melting Unarmed Combat (Might): +d4, Reach (Stun 1)
down anything he can get into his cauldron Alternate Effects: 1 Blunt damage (1), Maneuver
of a drum. (1)
Requirements: Bot Mode only
THREAT LEVEL: 9
Traits: Martial Arts, Silent
SIZE: Large/Extended HEALTH: 10
MOVEMENT: 30ft Ground (Bot Mode); 35ft Ground POWERS
(Alt Mode)
Smelting Pot (1/turn, Standard): If Mixmaster begins
STRENGTH: 7 SPEED: 4 his turn grappling a Common creature and succeeds
SMARTS: 8 SOCIAL: 5 at an Athletics Skill Test against the creature’s
TOUGHNESS: 19 EVASION: 14 Evasion Defense, he places them into his tumbling
WILLPOWER: 18 CLEVERNESS: 15 drum. Mixmaster can do the same with an object he
is holding without a Skill Test. The creature or object
SKILLS suffers 2 Acid damage immediately and at the start of
each of Mixmaster’s subsequent turns. A creature can
• Alertness +d4 escape the same way they would a grapple. Mixmaster
• Athletics +d2 can have only one creature or object in his drum
• Brawn +d4 at a time.
• Conditioning +1
• Culture +d2 GEAR
• Deception +d4 Armor: Medium armor matrix (+2 deflective to
• Driving +d4 Toughness)
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74 Enimga of Combination
ATTACKS
Blaster (Targeting): +d4, Range 25ft/80ft (1
Sharp damage)
Hands: 1
Requirements: Bot Mode only
Traits: Ballistic
Breaker-Bar (Might): +d6, Reach (1 Sharp damage)
Alternate Effects: 2 Sharp damage (2 hands, 1)
Special: Inflicts +1 Sharp damage against Combiner
form targets
Hands: 1 or 2
Traits: Silent
Ram (Driving): +d4, Reach (1 Blunt damage)
Alternate Effects: Trip
Requirements: Alt Mode only; Move at least 10 feet
before attacking
Traits: Integrated
Unarmed Combat (Might): +d6, Reach (Stun 1)
POWERS
Plotting and Scheming (1/scene, Standard):
Scrapper looks over the scene and comes up with
a quality plot or plan for his team. He can attempt a
DIF 6 Alertness Skill Test to grant himself and his
allies 1 reroll of any or all the dice of a Skill Test during
this scene. He can raise the DIF to 11 to grant 2 rerolls
instead, to 16 to grant 3 rerolls, or 21 to grant 4 total.
GEAR
Armor: Medium armor matrix (+2 deflective to
Toughness)
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
Devastator ATTACKS
Big Blaster (Targeting): +d8, Range 40ft/130ft (3
One of the first recognized and infamous Combiner Sharp damage Blast: 5ft radius)
Gestalt giants, Devastator was Megatron’s Alternate Effects: Trip
blunt instrument for a long time. When he Hands: 1
needs something torn down, he calls upon his Traits: Ballistic
Constructicons, but when he needs something torn Titansword (Might): +d8, Reach ×2 (4 Sharp damage)
apart, he orders them to become Devastator. Alternate Effects: 6 Sharp damage (2 hands, 1),
THREAT LEVEL: 14 Intimidating, 4 Sharp damage—Multiple (2) Targets
SIZE: Towering HEALTH: 18/16/11/10/9/8 (Reach ×2, 2)
MOVEMENT: 30ft Ground Hands: 1 or 2
Traits: Martial Arts, Titan-class
STRENGTH: 11 SPEED: 6
SMARTS: 10 SOCIAL: 7 Unarmed Combat (Might): +d8, Reach (Stun 4)
TOUGHNESS: 22 EVASION: 16 Alternate Effects: 4 Blunt damage (1), Maneuver (1)
WILLPOWER: 20 CLEVERNESS: 17 Traits: Martial Arts, Silent
SKILLS GEAR
• Alertness +d6 Armor: Light armor matrix (+1 deflective to Toughness)
• Athletics +d4 Weapons: Big blaster (Towering blaster), Titansword
• Brawn +d6 (see page 50)
• Culture +d2
• Deception +d4 HANG-UP
• Initiative +d4 Mental Mixed Signals: Devastator has a powerful
• Intimidation +d4 collection of personalities rolling around inside his
• Might +d8 mindscape, causing him to lose track of coherent logic
• Performance +d6 from time to time. He suffers Snag on all Smarts-based
• Persuasion +d2 Skill Tests.
• Science (Demolitions) +d4*
• Streetwise +d2
• Targeting +d8
• Technology +d6
• Languages: Cybertronian, English, Junkion
PERKS
Energon Pool: Devastator has an Energon Pool of 9.
Gestalt Combiner Form: Devastator is the Gestalt
Combiner form of Bonecrusher (see page 70), Hook
(see page 71), Long Haul (see page 72), Mixmaster
TRANSFORMERS ROLEPLAYING GAME
76 Enimga of Combination
Devastator
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78 Enimga of Combination
THREAT LEVEL: 3 Mysterious Past: Aimless doesn’t like his past coming
up at all. Once per scene, anyone who knows even
SIZE: Common/Small HEALTH: 3
the smallest fact about his past on Nebulos gains
MOVEMENT: 30ft Ground; 0ft (Alt Mode)
Edge on one Skill Test that targets him, due to his
STRENGTH: 2 SPEED: 5 sudden surprise.
SMARTS: 2 SOCIAL: 3
TOUGHNESS: 14 EVASION: 15
WILLPOWER: 12 CLEVERNESS: 13
SKILLS
• Brawn +d2
• Deception +d4
• Infiltration +d4
• Initiative +d2
• Might +d2
• Streetwise +d2
• Targeting +d4
• Technology +d4
• Languages: Cybertronian, English, Nebulanese,
Quintesson
PERKS
Cheap Shot: Aimless is not against taking advantage
of an unwary foe. If he is attacking (or is being used to
attack via his Targetmaster Alt Mode) a target that is
not aware of it, the attack Skill Test gains 2.
Targetmaster Conversion: Aimless is Binary Bonded
to Misfire as part of the Targetmaster program. His
Targetmaster Transtector Rig allows Aimless to spend
a Standard action to convert into and out of his Alt
Mode, but only when within Misfire’s natural Reach.
ATTACKS
Nebulanese Blaster (Targeting): +d4, Range
25ft/80ft (1 Energy damage)
Hands: 1
Requirements: Not in Alt Mode
Traits: Ballistic
Unarmed Combat (Might): +d2, Reach (Stun 1)
Alternate Effects: 1 Blunt damage (1), Maneuver (1)
POWERS
Target On! (1/scene, Move): Aimless paints a target
on a foe to make it easier for allies to attack. The
target’s Defenses are lowered by 2 against ranged
attacks Aimless and his allies make until the beginning
of his next turn.
GEAR
Armor: Targetmaster Transtector Rig (+2 deflective to
Toughness)
Weapons: Nebulanese blaster (see page 50)
HANG-UP
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
Predacons
THREAT LEVEL: 10
The Decepticons’ twisted reflection of the
powerful Dinobots, the Predacons are a pack SIZE: Large/Extended HEALTH: 10
MOVEMENT: 35ft Ground (Bot Mode); 50ft Aerial
of primally charged bots that take on vicious
(Alt Mode)
animal forms. A patient hunter and leader,
Razorclaw (lion) is a ferocious warrior and STRENGTH: 4 SPEED: 10
SMARTS: 6 SOCIAL: 6
uses brains as well as brawn to keep the team
on task. His standard pack includes Divebomb TOUGHNESS: 16 EVASION: 20
(falcon), Headstrong (rhinoceros), Rampage WILLPOWER: 16 CLEVERNESS: 16
(tiger), and Tantrum (bull). Their combined form
TRANSFORMERS ROLEPLAYING GAME
SKILLS
of Predaking is an immensely powerful weapon
• Acrobatics (Flying) +d6*
for the Decepticons to call upon.
• Alertness +d4
The stats for Tantrum appear on page 234 of the • Animal Handling +d4
Transformers Roleplaying Game Core Rulebook. • Brawn +d4
• Culture +d6
• Deception +d2
Divebomb •
•
Infiltration +d4
Initiative +d2
The happiest and most comfortably living Predacon • Might +d4
(possibly of all Decepticons), Divebomb sees the • Persuasion +d4
• Streetwise +d2
world from a calmer emotional perspective, as well
• Targeting +d6
as from a higher physical altitude. He never lets the
• Technology +d2
rigors of warfare or Megatron’s missions get him • Languages: Cybertronian, English, French,
down and loves to see the target-rich world passing Quintesson
beneath his wings.
80 Enimga of Combination
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
Armor: Medium armor matrix (+2 deflective to Gestalt Combiner (Titan Hardpoint): Rampage
Toughness) can connect and combine with the other Predacons,
becoming part of Predaking (see page 84).
Weapons: Diffraction sword (Might medium melee),
plasma cannon (Targeting medium element) Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.
HANG-UP
TRANSFORMERS ROLEPLAYING GAME
Rampage ATTACKS
Claws (Might): +d6, Reach (1 Sharp damage)
A storm of fury and energy encased in a tiger-like Alternate Effects: 1 Sharp damage—Multiple (2)
chassis, Rampage personifies the wild ferocity of Attacks (Reach, 1)
the Predacons. He is a ruthless warrior that longs to Traits: Silent
get his foes into his claws and doesn’t wait around
Unarmed Combat (Might): +d6, Reach (Stun 1)
to figure out how. For Rampage, the ends justify the Alternate Effects: 1 Blunt damage (1), Maneuver (1)
means, as long as the means don’t take too long! Requirements: Bot Mode only
Traits: Martial Arts, Silent
82 Enimga of Combination
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
84 Enimga of Combination
GEAR HANG-UP
Armor: Medium armor matrix (+2 deflective to Instinctual Creature: Predaking comprises five
Toughness) consummate hunters and relishes the chase and the
hunt. If looking for a hidden foe or tracking an escaped
Weapons: Heavy laser array (Towering Targeting
one, Predaking suffers Snag on all Skill Tests that
integrated element), star cannon (see page 52),
aren’t being used to find his unfortunate prey.
Titansword (see page 50)
Predaking
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
Lord Zarak
current battlefield, Scorponok gains Edge.
ATTACKS
Though it would seem that the titanic Scorponok Assault Claws (Might): +d10*, Reach (4 Sharp damage)
needs no allies, he has one in the form of a Nebulan Alternate Effects: Target is Grappled
named Lord Zarak. The two are bonded via the Requirements: Bot Mode or Scorpion Alt Mode only
Headmaster program. Special: Targets Grappled by this weapon suffer
Snag to escape
Scorponok Traits: Silent
Dual Cannon (Targeting): +d10*, Range 80ft/200ft (3
The largest and most physically powerful Decepticon, Energy damage)
Scorponok is the mightiest Headmaster and Triple- Traits: Integrated, Multi-Weapon (2), Reload, Titan-Class
Changer known to Cybertronian history. Whether
Electro-Stinger (Targeting): +d10*, Range 100ft/250ft
battling as a titanic warrior-bot, stalking around as a (4 Electric damage Blast: 10ft radius)
gigantic scorpion, or standing strong as a sprawling Alternate Effects: Stunned for 2d2 turns Blast: 10ft radius
fortress, Scorponok is a terrifying war machine. Requirements: Scorpion Alt Mode only
THREAT LEVEL: 25 Traits: Integrated, Reload, Titan-Class
SIZE: Titanic/Titanic/Titanic HEALTH: 27 Ender’s Rail (Targeting): +d10*, Range 200ft/500ft (5
MOVEMENT: 45ft Ground (Bot Mode); 0ft Ground Sharp damage)
(Fortress Alt Mode); 60ft Ground (Scorpion Alt Mode) Alternate Effects: 7 Sharp damage (2)
STRENGTH: 22 SPEED: 9 Hands: 2
SMARTS: 12 SOCIAL: 13 Requirements: Bot Mode only
Traits: Anti-Tank, Armor Piercing, Reload, Sniper,
TOUGHNESS: 33 EVASION: 19
Titan-Class
WILLPOWER: 22 CLEVERNESS: 23
Unarmed Combat (Might): +d10, Reach (4 Stun)
SKILLS Alternate Effects: 4 Blunt damage (1), Maneuver (1)
• Alertness +d6 • Might (Claws, Requirements: Bot Mode only
• Animal Handling +d8 Grappling) +d10* Traits: Martial Arts, Silent
• Athletics +d6 • Persuasion (Command) +d6*
• Brawn +d10 • Streetwise +d6 POWERS
• Conditioning +2 • Survival +d4 Crush (1/turn, Bot Mode or Scorpion Alt Mode,
• Culture +d6 • Targeting (Titan-class) +d10* Free): Scorponok can spend a Free action to
• Deception +d4 • Technology automatically deal 4 Blunt damage to a target Grappled
• Initiative +d6 (Headmasters) +d6* by his Assault Claw.
• Intimidation +d10 • Languages: Cybertronian, STOMP! (2/scene, Bot Mode Only, Standard): All
English, Nebulanese ground-based creatures within 60 feet of Scorponok
PERKS
TRANSFORMERS ROLEPLAYING GAME
86 Enimga of Combination
HANG-UP
Headmaster Reliance: After being
subjected to the linking process with the
symbiotic Headmaster Rig, Scorponok
can’t convert to his Bot Mode without
Lord Zarak being adjacent.
Mastery of the Fortress: Zarak knows every rivet, plate, Others: Link lock (page 55), Nebulanese universal
and conduit of Scorponok’s sprawling expanse. When translator, Scorponok fortress key
occupying any part of Scorponok in his Fortress Alt Mode,
Zarak gains 1 to all Skill Tests due to his confidence.
HANG-UP
Scorponok Complex: Zarak is a firm believer that the
mighty need no help. He will not Lend Assistance to
anyone of Huge Size or larger.
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
ATTACKS
Bite (Might): +d8, Reach (2 Sharp damage)
Requirements: Alt Mode only
Traits: Silent
TRANSFORMERS ROLEPLAYING GAME
88 Enimga of Combination
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
Stunticons
TRANSFORMERS ROLEPLAYING GAME
90 Enimga of Combination
Drag Strip
For a born racer like Drag Strip, second place is just
the first loser. He loves the thrill of victory and the
rush of winning, especially if the odds were stacked
in his favor to begin with. For Drag Strip, victory,
and gloating over said victory, is what truly matters.
THREAT LEVEL: 7
SIZE: Large/Extended HEALTH: 7
MOVEMENT: 35ft Ground (Bot Mode); 60ft Ground
(Alt Mode)
STRENGTH: 3 SPEED: 11
SMARTS: 3 SOCIAL: 3
TOUGHNESS: 15 EVASION: 21
WILLPOWER: 13 CLEVERNESS: 13
SKILLS
• Alertness +d4
• Athletics +d4
• Brawn +d2
• Deception +d2
• Driving +d6
• Finesse +d4
Requirements: Bot Mode only
• Infiltration +d2
Traits: Consumable, Silent
• Initiative +d6
• Performance +d2 Frag Grenade (Athletics): +d4, Range 20ft/50ft (1
• Streetwise +d2 Sharp damage Blast: 10ft radius)
• Targeting +d4 Hands: 1
• Technology +d2 Requirements: Bot Mode only
• Languages: Cybertronian, English, Italian Traits: Consumable, Wrecker
Ram (Driving): +d6, Reach (1 Blunt damage)
PERKS
Alternate Effects: Trip
Fast Conversion: Drag Strip spends a Free action to Requirements: Alt Mode only; Move at least 10ft
convert between Bot Mode and Alt Mode. before attacking
Gestalt Combiner (Titan Hardpoint): Drag Strip Traits: Integrated
can connect and combine with the other Stunticons,
Unarmed Combat (Might): +d4, Reach (Stun 1)
becoming part of Menasor (see page 94).
Alternate Effects: 1 Blunt damage (1), Maneuver (1)
Rough Tread Wheels: In Bot Mode, Drag Strip gains Requirements: Bot Mode only
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
Weapons: Blaster, cover grenades (2), frag Smarts]): Motormaster can connect and combine
grenades (2) with the other Stunticons, becoming part of Menasor
(see page 94).
HANG-UPS
Reckless Driving: Motormaster is particularly adept
Insufferable: Anyone who spends enough time at bumping, trading paint, and slamming into targets
around Drag Strip begins to realize what an egotistical when he is roaring along the ground at top speeds. He
blowhard he is. Other characters cannot Lend gains 1 on Reinforced Ram attacks. Additionally, he
Assistance to Drag Strip. Not that he would accept can spend a Standard action at the beginning of his
their help if they could! Move action to make any number of Reinforced Ram
Sore Winner: Drag Strip loves to win, and he loves attacks at different targets during that movement at
to make sure everyone knows it. If ever given an the cost of 10 feet of Ground Movement per Reinforced
opportunity to boast or brag about even his littlest Ram attack made.
victories, he will do so, and at length. Anytime Drag Strip Mode Conversion: Cybertronians spend a Standard
achieves a Critical Success, he spends all his next turn’s action to convert between Bot Mode and Alt Mode.
Free actions bragging and mocking “all the losers.”
ATTACKS
92 Enimga of Combination
Weapons: Front-weighted heavy blade (Might medium Reckless Driving: Wildrider is particularly adept at
melee), shock carbine (Targeting medium element) bumping, trading paint, and slamming into targets
when he is roaring along the ground at top speeds. He
HANG-UPS gains 1 on Ram attacks. Additionally, he can spend a
Deeply Sadistic: There is little that makes Standard action at the beginning of his Move action to
Motormaster happier than when he punishes those make any number of Ram attacks at different targets
smaller than him. If given the choice, he will always during that movement, at the cost of 10 feet of Ground
choose to attack the smallest-sized target, and Movement per Ram attack made.
if there is a tie, the one with the lowest Strength Rough Tread Wheels: In Bot Mode, Wildrider gains 1
Essence score. on Athletics Skill Tests. In Alt Mode, he ignores Rough
Fear Over Respect: Motormaster doesn’t care that Terrain and gains 1 on Ram attacks.
his team likes or respects him, as long as they obey
and succeed. If he uses the Lend Assistance action
ATTACKS
to anyone in his team and they fail or Fumble the Electro-Baton (Might): +d4, Reach (1 Electric damage)
associated Skill Test, he will use his next turn’s action to Alternate Effects: Stun 1
attempt to give them an Unarmed Combat slap (in Bot Hands: 1
Mode) or a little fender bump of a Ram (in Alt Mode). Requirements: Bot Mode only
Traits: Computerized, Silent
Wildrider Heavy Laser Pistol (Targeting): +d4, Range
40ft/100ft (2 Laser damage)
Some Cybertronians’ Sparks glow bright and steady, Hands: 1
while others’ flicker. Wildrider’s Spark does all of Requirements: Bot Mode only
this and more. He is dangerous on the road, off the Traits: Computerized, Reload
road, and even near the road. Wildrider is violent Ram (Driving): +d4, Reach (1 Blunt damage)
and doesn’t understand the concept of restraint. In Alternate Effects: Trip
other words, the perfect Stunticon. Requirements: Alt Mode only; Move at least 10ft
THREAT LEVEL: 6 before attacking
SIZE: Large/Extended HEALTH: 6 Traits: Integrated
MOVEMENT: 40ft Ground (Bot Mode); 55ft Ground Unarmed Combat (Might): +d4, Reach (Stun 1)
(Alt Mode) Alternate Effects: 1 Blunt damage (1), Maneuver
STRENGTH: 5 SPEED: 6 (1)
SMARTS: 3 SOCIAL: 4 Requirements: Bot Mode only
TOUGHNESS: 17 EVASION: 16 Traits: Martial Arts, Silent
WILLPOWER: 13 CLEVERNESS: 14
POWERS
SKILLS Chaotic Combat (1/turn, Move, Bot Mode Only):
• Alertness +d4 Instead of moving normally, Wildrider spins around,
cavorting and twirling through the space. He moves
• Athletics +d4
15ft, ignoring other creatures and Rough Terrain. If
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
Menasor ATTACKS
Energon Blade (Might): +d10, Reach (3
Designed hastily by Megatron to be one of the Energy damage)
Decepticons’ most violent and powerful of Alternate Effects: Intimidating, Maneuver, Trip
weapons, Menasor takes everything about the Hands: 1
Stunticons to create a titan of destruction. This Traits: Computerized, Reload
is not a perfect combination, however. All the Plasma Blaster (Targeting): +d4, Range 120ft (3 Fire
Stunticons’ fear and dislike for their leader muddies damage Blast: 5ft radius)
their mental chemistry, adding a dangerous level of Alternate Effects: Trip
instability to the Gestalt powerhouse. Hands: 2
THREAT LEVEL: 17 Traits: Computerized
SIZE: Towering HEALTH: 15/12/7/6/6 Unarmed Combat (Might): +d8, Reach (Stun 4)
MOVEMENT: 40ft Ground Alternate Effects: 4 Blunt damage (1), Maneuver (1)
STRENGTH: 15 SPEED: 11 Traits: Martial Arts, Silent
SMARTS: 9 SOCIAL: 6
GEAR
TOUGHNESS: 26 EVASION: 21
Armor: Light armor matrix (+1 deflective to Toughness)
WILLPOWER: 19 CLEVERNESS: 16
Weapons: Energon blade (Towering energized close
SKILLS combat weapon), Plasma blaster (Towering directed
element rifle)
• Alertness +d6
• Athletics +d4 HANG-UPS
• Brawn +d10
• Culture +d2 Flying off the Handle: None of the Stunticons who
• Deception +d4 compose Menasor are especially patient, so any
momentary confusion or frustration is likely to boil
• Driving +d6
over into full-blown rage at the drop of a hat. If he
• Finesse +d4
fails a Smarts- or Social-based Skill Test, roll 1d2. On
• Initiative +d6
a result of 1, Menasor becomes Impaired for his next
• Intimidation +d6 1d2 turns.
• Might +d10
• Performance +d2 Mixed Mental Signals: Menasor has a powerful
collection of personalities rolling around inside his
• Persuasion +d2
Gestalt mindscape, causing him to lose track of
• Streetwise +d4
coherent logic from time to time. He suffers Snag on all
• Survival +d4
Smarts-based Skill Tests.
• Targeting +d6
• Technology +d6
• Languages: Cybertronian, Catharsian, English,
French, German, Italian, Junkion
PERKS
TRANSFORMERS ROLEPLAYING GAME
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Menasor
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96 Enimga of Combination
PERKS
Headmaster Head: Monzo is symbiotically linked to
Weirdwolf with a special Headmaster Rig. While linked
to Weirdwolf in his Bot Mode, Monzo grants additional
benefits (as listed in Weirdwolf’s stats), uses
Weirdwolf’s statistics, and can’t be targeted directly
without the attacker suffering 2.
ATTACKS
POWERS
A Touch of Anger (1/turn, Free): Monzo taps into
Weirdwolf’s feral fury, gaining Edge on his next Might-
based attack this turn. Wierdwolf & Monzo
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
Aerialbots
Tasked with providing offensive counter-air
for their fellow Autobots, these brave jets are
always ready to bring the rain. This squadron
of aerial Cybertronians is led by Silverbolt
(Concorde SST), and consists of Air Raid (F-15 amount by 1.
Eagle), Fireflight (F-4 Phantom II), Sky Dive Form Superion! (3 Allegiance Points): The Aerialbots
(F-16A Fighting Falcon), and Slingshot (AV-8B merge into their Gestalt Combiner Superion and attack
Harrier II). Together, they combine into the a target of your choice, dealing 5 Sharp damage. 2
Gestalt form of Superion, one of the Autobots’ Allegiance Points may be spent in subsequent rounds
mightiest weapons. to have Superion make a new attack.
CONTACT HANG-UP
TRANSFORMERS ROLEPLAYING GAME
Aerialbot Team Contact Buddy Spike: Each PC must spend a Free Action to
transmit telemetry data every turn the Aerialbots
Allegiance Points: 5
are present in the scene. Otherwise, they will take
CONTACT PERKS no actions, fearful that their attacks might strike
Alert Five (2 Allegiance Point): The Aerialbots pick allied forces.
up and carry up to 5 allied characters to locations of
their choosing within 60ft of their current position. Air Raid
Ground Suppression (1 Allegiance Point): The Loving the thrill of physically striking his foes in
Aerialbots (or Superion) provide cover. One enemy combat, this Autobot warrior dives on his prey like an
suffers Snag on their next ranged attack. eagle. Fearless to the point of recklessness, this young
Strafing Run (2 Allegiance Points): Up to 3 enemies Aerialbot is certain he’ll always get the last laugh.
in the scene takes 1 Sharp damage. An additional
Allegiance Point may be spent to increase this
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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION
GEAR ATTACKS
Armor: Deflective matrix (+2 deflective to Evasion) Missile (Targeting): +d6*, Range 500ft/1000ft; min.
60ft (1 Fire damage Blast: 50ft radius)
Weapons: Deflector knuckles (Might integrated
melee), electrostatic rifle (Targeting medium element) Alternate Effects: 1 Fire damage (1), 2 Fire damage,
2 Fire damage Blast: 20ft radius (1)
HANG-UP Traits: Anti-Tank, Computerized, Consumable,
Acrophobia: Due to his origins as a low-altitude cargo Integrated, Wrecker
carrier from Cybertron, Silverbolt is afraid of heights. Flyby (Driving): +d6*, Reach (1 Blunt damage)
If he is ever more than 60ft above solid ground, he Alternate Effects: Trip
suffers Snag on all Skill Tests. Requirements: Alt Mode Only; Move at least 10ft
before attacking
Skydive Traits: Integrated
Nega Gun (Targeting): +d6, Range 100ft/400ft (1
Like a falcon choosing targets from on high, Skydive Acid damage)
is the Aerialbots’ unmatched master of combat Hands: 2
tactics and military strategy. Though perhaps a little Requirements: Bot Mode only
standoffish at first, this Autobot is dedicated to his Traits: Sniper
comrades and willing to apply all his knowledge of Unarmed Combat (Might): +d4, Reach (Stun 1)
warfare to their defense. Alternate Effects: 1 Blunt damage (1), Maneuver
THREAT LEVEL: 11 (1)
SIZE: Large/Long HEALTH: 11 Requirements: Bot Mode only
MOVEMENT: 30ft Ground (Bot Mode); 60ft Aerial Traits: Martial Arts, Silent
(Alt Mode)
POWERS
VTOL: Even without an Aerial Movement speed, Unarmed Combat (Might): +d10*, Reach (Stun 4)
Superion still benefits from being comprised of jets. Alternate Effects: 4 Blunt damage (1), Maneuver (1)
He can safely land from any altitude without falling Traits: Martial Arts, Silent
and he can high jump a distance equal to his Ground
Movement speed without needing to attempt a GEAR
Skill Test.
Armor: Armored defense (+2 deflective to Toughness),
ATTACKS deflective matrix (+2 deflective to Evasion)
Big Blaster (Targeting): +d10, Range 40ft/130ft (3 Weapons: Big blaster (Towering blast), deflector
Sharp damage Blast: 5ft radius) knuckles (Might integrated melee)
Alternate Effects: Trip HANG-UP
Hands: 1
Traits: Ballistic Narrow Focus: Superion exists for one purpose only:
assaulting Decepticons with overwhelming force. All
Deflector Knuckles (Might): +d10*, Reach (4 personalities belonging to his constituent members are
Sharp damage) suppressed. This is represented by Superion suffering
Alternate Effects: 4 Sharp damage—Multiple (2) Snag on all Social-based Skill Tests.
Targets (Reach, 1), Maneuver (2)
Traits: Anti-Tank, Armor Piercing, Integrated, Martial
Arts, Titan-Class
ATTACKS
Brainstorm Photon Cannons (Targeting): +d6*, Range
Brainstorm (Cybertronian jet) is a never-ending font 100ft/400ft (1 Laser damage)
of ideas for new technological developments but Alternate Effects: Stun 1, Spot
sometimes has trouble finishing one thought before Hands: 1
delving into the next. Traits: Computerized
THREAT LEVEL: 12 Flyby (Driving): +d6*, Reach (1 Blunt damage)
SIZE: Huge/Extended HEALTH: 13 Alternate Effects: Trip
MOVEMENT: 30ft Ground (Bot Mode); 60ft Aerial Requirements: Alt Mode Only; Move at least 10ft
(Alt Mode) before attacking
Traits: Integrated
STRENGTH: 3 SPEED: 10
SMARTS: 12 SOCIAL: 5 Reinforced Wing Struts (Finesse): +d2, Reach (1
Sharp damage)
TOUGHNESS: 15 EVASION: 20
WILLPOWER: 22 CLEVERNESS: 15 Requirements: Bot Mode Only
Traits: Integrated, Silent
SKILLS Unarmed Combat (Finesse): +d2, Reach (Stun 1)
• Alertness (Analytics) +d6* Alternate Effects: 1 Blunt damage (1), Maneuver (1)
• Athletics +d2 Requirements: Bot Mode only
• Conditioning +1 Traits: Martial Arts, Silent
• Deception +d2
• Driving (Flying) +d6* POWERS
• Finesse +d2 Adroit Analysis (Move): Brainstorm attempts
• Initiative +d2
TRANSFORMERS ROLEPLAYING GAME
Arcana being adjacent. Brainstorm must also spend an Unarmed Combat (Finesse): +d2, Reach (Stun 1)
additional Free action to convert into his Bot Mode. Alternate Effects: 1 Blunt damage (1), Maneuver (1)
Requirements: Not in Alt Mode
SIZE: Common/Common HEALTH: 6 Other: Standard Medicine Kit, Standard Repair Kit
MOVEMENT: 30ft Ground; 0ft Ground (Alt Mode)
STRENGTH: 2 SPEED: 5
SMARTS: 9 SOCIAL: 2
TOUGHNESS: 16 EVASION: 15
WILLPOWER: 19 CLEVERNESS: 12
SKILLS
• Deception +d2
• Driving +d2
• Finesse +d2
• Initiative +d2
• Intimidation +d4
• Science (Medicine) +d6*
• Streetwise +d2
• Targeting +d4
• Technology (Headmasters) +d8*
• Languages: Cybertronian, English, Greek,
Nebulanese, Norwegian, Japanese
PERKS
Experimental Medicine: When using
Cybertronian facilities or equipment, Arcana
gains Edge on Science Skill Tests to perform
medical procedures on or restore Health to
living creatures.
Focused Study: Arcana can use his
Technology (Headmasters) Specialization as if
it were also the Communications, Computers,
ATTACKS
Nebulanese Blaster (Targeting): +d4, Range Brainstorm & Arcana
25ft/80ft (1 Energy damage)
Hands: 1
Requirements: Not in Alt Mode
Traits: Ballistic
Chromedome Chromedome
& Stylor Chromedome (Cybertronian sports car) would
probably be more at-home doing research or
Initially a bit of a mismatch, this pairing of a helping his fellow Autobots deal with mental strains.
relatively quiet academic with a stylish and THREAT LEVEL: 8
outgoing Nebulan has managed to be a benefit to SIZE: Huge/Extended HEALTH: 8
them both. Somehow, the two seem to bring out MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground
better qualities in the other, making for a solid team. (Alt Mode)
Those seeking to earn this pair’s favor can engage STRENGTH: 3 SPEED: 6
with Chromedome about his time at Cybertron’s SMARTS: 10 SOCIAL: 3
Institute for Higher Programming, but the far TOUGHNESS: 14 EVASION: 16
easier approach is to appeal to Stylor’s sense of WILLPOWER: 20 CLEVERNESS: 13
dramatic flair. SKILLS
• Athletics +d2
• Culture (Psychology) +d6*
• Driving +d6
• Initiative +d2
• Might +d4
• Persuasion +d6
• Science +d4
• Targeting +d4
• Technology (Repair) +d6*
• Languages: Cybertronian, English, German, Junkion,
Nebulanese
PERKS
Ballistics Precision: Chromedome is particularly
adept at using firing trajectories to anticipate
a target’s defensive movements. His attacks
using a weapon with the Ballistic trait gain
1 within normal range.
Headmaster Body: Chromedome is
symbiotically linked with Stylor, who has access
to a special Transtector Headmaster Rig. While
in Bot Mode and linked to the being using the
Headmaster Rig, Chromedome gains 1 to Skill
Tests with Skills that Stylor has at his Skill Rank
TRANSFORMERS ROLEPLAYING GAME
or higher.
Mnemosurgery: Chromedome can use nanofilament
wires housed within his fingertips to help his fellow
Autobots rewind the effects of mental ailments. He
can make Culture (Psychology) Skill Tests in lieu of
Technology (Repair) Skill Tests when attempting to
restore Health to Cybertronian creatures within his
reach without needing to use a Repair Kit.
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.
ATTACKS
Blaster Carbine (Targeting): +d4, Range 40ft/100ft
(2 Energy damage)
Chromedome
Hands: 2
Requirements: Bot Mode Only
Traits: Ballistic
Cyber-Analyst (Standard): Chromedome can provide Headmaster Head: Stylor is symbiotically linked to
stunning insights to a foe with a few well-placed Chromedome with a special Headmaster Rig. While
words. Chromedome attempts a Technology Skill linked to Chromedome in his Bot Mode, Stylor grants
Test against the Willpower or Cleverness Defense additional benefits (as listed in Chromedome’s stats),
of a Cybertronian target who can hear him. On a uses Chromedome’s statistics, and can’t be targeted
success, the target suffers Stun 1. directly without the attacker suffering 2.
GEAR ATTACKS
Armor: Light armor matrix (+1 deflective to Toughness) Nebulanese Blaster (Targeting): +d2, Range
25ft/80ft (1 Energy damage)
Weapons: Blaster carbine (Targeting long projectile), Hands: 1
carbine stock (Might medium melee)
Requirements: Not in Alt Mode
Other: Standard Repair Kit Traits: Ballistic
HANG-UP Unarmed Combat (Finesse): +d4, Reach (Stun 1)
Alternate Effects: 1 Blunt damage (1), Maneuver (1)
Headmaster Reliance: After being subjected to the
Requirements: Not in Alt Mode
linking process with the symbiotic Headmaster Rig,
Chromedome can’t convert to his Bot Mode without Traits: Martial Arts, Silent
Stylor being adjacent. Chromedome must also spend
GEAR
an additional Free action to convert into his Bot Mode.
Armor: Headmaster Transtector Rig (+4 deflective to
Toughness)
Stylor Weapons: Nebulanese blaster (see page 50)
Nebulan socialite Stylor prefers to spend his
HANG-UP
Protectobots
When emergencies threaten to do harm,
Defensor who either attacks a target of your choice
these steadfast Autobots deploy from their
or activates its force field. 2 Allegiance Points may
headquarters to rescue everyone they can.
be spent in a subsequent round to have Defensor
The team is led by the energetic Hot Spot (fire
make a new attack.
engine), who is joined by Blades (medevac
helicopter), First Aid (ambulance van), Groove Quick Fix (2 Allegiance Points): The team swiftly
(police motorcycle), and Streetwise (police patches up all friendly Cybertronians in the scene,
car). When greater dangers flare up that they restoring 1 Health to such allies. An additional
can’t tackle alone, they unite to form the Allegiance Point may be spent to increase this
TRANSFORMERS ROLEPLAYING GAME
Blades ATTACKS
Flyby (Driving): +d6, Reach (1 Blunt damage)
Being tasked with providing the Protectobots with
Alternate Effects: Trip
aerial reconnaissance rankles this young Autobot’s Requirements: Alt Mode Only; Move at least 10ft
servos, as he’d much rather be hacking and slashing before attacking
Decepticons to bits with his rotor blades. Still, Traits: Integrated
when danger threatens those who can’t protect
Photon Cannon (Targeting): +d6, Range 100ft/400ft
themselves, this scrapper can set his emotions aside (1 Laser damage)
to provide air support and rescue. Alternate Effects: Stun 1, Spot
THREAT LEVEL: 7 Hands: 1
SIZE: Large/Long HEALTH: 7 Requirements: Bot Mode only
MOVEMENT: 40ft Ground (Bot Mode); 55ft Aerial Traits: Computerized
(Alt Mode) Rotor Blades (Finesse): +d6, Reach ×2 (1
STRENGTH: 3 SPEED: 10 Sharp damage)
SMARTS: 3 SOCIAL: 4 Critical Effect: 1 Speed damage
Traits: Integrated
TOUGHNESS: 14 EVASION: 20
WILLPOWER: 13 CLEVERNESS: 14 Unarmed Combat (Finesse): +d6, Reach (Stun 1)
Alternate Effects: 1 Blunt damage (1), Maneuver (1)
SKILLS Requirements: Bot Mode only
• Alertness +d4 Traits: Martial Arts, Silent
• Brawn +d4
• Deception +d4 GEAR
• Driving +d6 Armor: Light armor matrix (+1 deflective to Toughness)
• Finesse +d6
Weapons: Photon cannon (see page 50), rotor blades
• Initiative +d2
• Intimidation +d2 HANG-UP
• Streetwise +d4
• Survival +d2 Impulsive: Blades is reckless and rash. He takes a 1
on his first Skill Test in a combat after testing Initiative.
• Targeting +d6
• Languages: Cybertronian, English, Junkion, Spanish
values increase by 1 until the end of their next turn. degree as First Aid), preferring to wander and help
others when he can.
ATTACKS
THREAT LEVEL: 5
Photon Cannon (Targeting): +d2, Range 100ft/400ft
SIZE: Large/Long HEALTH: 6
(1 Laser damage)
MOVEMENT: 40ft Ground (Bot Mode); 55ft Ground
Alternate Effects: Stun 1, Spot
(Alt Mode)
Hands: 1
Requirements: Bot Mode only STRENGTH: 2 SPEED: 7
SMARTS: 4 SOCIAL: 3
Traits: Computerized
Ram (Driving): +d4, Reach (1 Blunt damage) TOUGHNESS: 13 EVASION: 17
WILLPOWER: 14 CLEVERNESS: 13
Alternate Effects: Trip
Requirements: Alt Mode only; Move at least 10ft
before attacking
Traits: Integrated
ATTACKS
Hot Spot Reinforced Ram (Driving): +d4, Reach (2
Master of both fire and water, the charismatic leader Blunt damage)
of the Protectobots has earned the respect of wildly Alternate Effects: Trip
STRENGTH: 9 SPEED: 5
SMARTS: 5 SOCIAL: 7
Summoned by the Autobots to aid during civil
TOUGHNESS: 19 EVASION: 17 emergencies and natural disasters in addition to the
WILLPOWER: 15 CLEVERNESS: 17 battlefield, Defensor is always ready to answer the
SKILLS call, even when not he’s not fully himself. All the
Sparks that make up this Gestalt Combiner strive to
• Alertness (Perception) +d8*
safeguard life, no matter the cost.
• Brawn +d6
• Driving +d6 THREAT LEVEL: 18
• Initiative +d2 SIZE: Towering HEALTH: 13/10/10/7/6
• Intimidation +d2 MOVEMENT: 40ft Ground
• Might (Grappling) +d8*
STRENGTH: 10 SPEED: 11
• Persuasion +d6
SMARTS: 11 SOCIAL: 11
• Streetwise (Crime) +d6*
• Targeting +d2 TOUGHNESS: 21 EVASION: 23
• Languages: Cybertronian, English, Dutch, WILLPOWER: 21 CLEVERNESS: 21
Italian, Spanish
CHAPTER 5:
COMBINER CAMPAIGNS
Building a campaign around Combiners or inserting • How does the group feel about working closely
them into existing games as a new Threat or together and managing Combiner rules and roles?
potential reward can add whole new layers to your • Are they comfortable with Gestalts or do they
game. Combiners typically serve as an advance plan on maintaining separate personalities?
in power and potential, opening the door to
Particularly independent characters (or independent
seemingly unbeatable villains or surges in power for
players) could struggle with the teamwork and close
player characters. The array of new options can be
coordination that the Combiner rules require. Building
daunting, so it’s important to consider a few things
a Combiner-centered team, especially with a Gestalt
before you throw this new Threat, or new ability,
personality, demands that player characters are
into your story.
ultimately ready and willing to put their differences
aside and work together smoothly.
Using Combiners Players should be encouraged to discuss their
active control over specific actions or allowing Combiner mechanics represent, overall, new
them to roll the dice for a specific weapon or Skill. power levels and options for both player characters
For instance, a Field Commander character might and NPCs. A trio Matched Combiner can deal much
determine when to attack, but the Gunner character more damage than a single Cybertronian, and a
who contributed the Gestalt’s weapon could roll the Gestalt can deal more damage still. Combat works
dice for the attack. differently, and sometimes on a different scale,
Another method is to hand over narrative control than traditional team battles. Encounters that might
of the Gestalt to a different player each round. This have challenged a separated team of bots could
could be a good method to use if you have more prove trivial for sufficiently powerful player-driven
introverted players. By handing these players direct Combiners, while an enemy Gestalt could quickly
control for a turn (as long as they’re comfortable wipe out an underprepared team.
with it), you can provide a moment for them to It’s important to think about how the possibilities
shine in an otherwise crowded interaction. available with the options from this book might
Another potential method for determining a impact the story. If your players are already
Combiner’s actions can simply be player consensus, working closely together and coordinating on the
encouraging your group to each weigh in on what battlefield, adding Combiner mechanics could
the next move should be. The above advice on enhance the play experience significantly. If players
making sure all players are included in making are struggling to coordinate or frequently enact
decisions goes double here; this could be the biggest individual plans, Combiner mechanics might not
pain point for a player group with especially quiet be the best fit for the group, or you should plan on
players or a group with overly assertive members. As including NPCs in player-driven Combiners.
above, seek out player input from everyone on how It may be enticing to consider surprising your
to proceed, and work to actively include all of your players with a powerful new enemy made up of
players in moving the story forward. smaller foes or to offer them a new method of
Discussion points for this stage include: growth in response to a greater threat. Resist the
urge to make Combining the only option if it isn’t
• What role will each player fill on the team as a discussed beforehand and ensure that players
Combiner? How will they coordinate? are on-board and don’t feel funneled into forging
• What social tools can you establish to make sure agreements with one another that may cause
every player is heard and included? This could tensions down the line.
include tools such as a signal that someone wants
Remember that you’re telling a story with your
to speak or agreeing to hold a vote in the event
players, and Combiners focus those stories in a
of a disagreement (and a promise to respect
certain manner. Taking a careful, player-centered
that vote.
approach to making sure everyone’s game to try
As a new option for players just starting a new mechanics and new directions can make all
campaign, Combiners can create thrilling moments
It could be that players come together quickly to to engage with the mechanics. Multiple Combiners
face a new Threat, such as an enemy Combiner, or could be created on the same team, depending on
their new abilities come at the end of a long and the number of players and their decisions, and each
arduous task. In either case, it’s best to go through smaller Combiner merits the same conversations as a
much of the same process listed above: establishing team-wide Cybertronian. As before, discussing these
roles, defining boundaries, and agreeing to potential complications at the point of introduction
ultimately work together. can avoid unpleasant situations later.
Moreover, it could be that not every player joins In short, Combiners change the game for everyone
the Combiner (it’s important that they aren’t pressured involved, so it’s important to check in and measure
to do so, either). It could be an issue of boundaries, a player expectations and character goals once these
player’s goals for their character, or an unwillingness rules have been introduced. Some questions include:
• How does your character feel about the existence
of Combiners? If it’s new to them, what do they
think of the practice?
• Does this seem like a new set of rules we’re
willing to learn and engage with?
• How does this change your goals as a character?
• How does this change your development as a
character, in terms of both their personal arc
and their mechanics? Does this present a new
direction for your character?
Remember that Combining requires teamwork,
meaning players creating a Combiner should agree
to cooperate over and above in-character tensions.
That’s not to say that character tensions should
disappear, but rather players should establish that
the characters will choose the mission above their
disagreement. Make sure players are on board and
comfortable with these kinds of agreements and that
everyone is included in the decision making.
also guiding players into coordinating their efforts in Minicon. Narratively this opens up a lot of options
Skill Tests and in combat. On My Mark and I Got You for you as a GM but also a couple of challenges.
provide bonuses for efficient teamwork and following In Combiner campaigns where teamwork
orders, encouraging players to get comfortable with becomes a central theme, the Bonded Master
that style of play. Focus can become a powerful mechanical
The Component Ace is an obvious pick for a structure for storytelling. Encourage players who
supporting role in a greater Combiner, as well. take this Focus to consider what kind of ally would
Cybertronians with this Focus improve a Combiner’s best support them, and what they would do to
stats just by being present and can help hold a protect that ally as their connection grows stronger
failing situation together. They can reroute Energon through progress in the Focus.
from their personal pool to the group pool, It bears mentioning that this NPC should be
sharing their resources for the whole. If you have considered a viable target in combat, even an
an introverted or new player that may play more especially attractive target for particularly malicious
passively, this could be a good suggestion for them. villains. This should be used to encourage the player
The Hub Focus gives a player a chance to serve as to protect and play around their NPC rather than
the team coordinator, sharing information and creating turned into an active disadvantage, however, and
tactical advantages by combining their Data Bridge targeting a bonded ally to the point of destruction
Perk with Sensory Link and Tactical Triangulation. An should be a considered decision given its potential
Analyst with this Focus becomes the perfect support impact on the player character’s Focus.
character, right down to establishing an ideal Initiative
order with Precise Chronometrics.
Player Plus NPC Teams
It’s certainly not required to use the roles in
If players want to include Combiners in the story
this book to form a Combiner team (or any team,
without necessarily conceding control over their
for that matter.) Instead, look at these roles as
characters, NPCs can help form new Combiners that
suggestions for players looking to coordinate even
leave players ultimately at the helm. This sidesteps
more closely, as Combiners or not.
many of the complications that can arise from trying
to coordinate multiple personalities and motivations
• How does the potential for multiple Combiners in Combiners working against the player group can
a single party affect the campaign? What kind of provide incredible threats or broaden the scale of
adjustments should you make to your encounters? your campaign from comparatively small skirmishes
• How will you manage NPCs working in the to titanic battles between two colossal Gestalts.
background with player groups? Does a squad Even if your players aren’t employing Combiner
of NPCs show up long enough to Combine for a mechanics, an enemy Combiner can create a great
fight or are they always around, participating in “boss battle” situation requiring players to think on
the other parts of a mission? their feet and face overwhelming odds. Imagine a
pitched battle across Cybertron against Devastator!
As a GM, you should also consider how Combiner
NPCs can spice up character arcs or provide new Check out suggested teams in this book or
TRANSFORMERS ROLEPLAYING GAME
objectives for player characters hoping to build new consider designing your own Combiner to surprise
teams. What was a rote rescue mission for a missing your players with a new Threat. Matched Combiners
Autobot now has real, mechanical weight if it leads can let you pull several villains into a single
to a new component Cybertronian in an eventual encounter, while Gestalts can allow you to create
Combiner. The possibility helps create structure that, new menaces by pooling the personalities and
in turn, can encourage players to reinforce or build worst traits of their component parts.
new alliances with their contacts as those contacts
become part of their toolset.
Campaign Seeds
Combiner Threats As a GM, you might sometimes need a little help
formulating an idea for your campaign. Once your
Of course, once players have formed Combiners players have settled on their characters, a story
either amongst themselves or with NPC teams, they might present itself with a clear beginning, middle,
need appropriately powerful antagonists, who often and end. Other times, you might not get so lucky.
prove to be enemy Combiners themselves. Alternatively, you might have a lot of disparate ideas
for scenes or villains and need only a little push team, but to be sure, they will need to evaluate the
in the right direction to have it all coalesce into a PCs’ suitability to handle the rigors of combining
structured campaign. Or perhaps you want to run and train them in how to use their new powers.
a more freeform game and need a handful of plot Before any training can begin, the prospective
hooks to throw out to your players, waiting for them new team must travel to a remote location away
to bite on the one that’s most interesting to them. from prying Earthling eyes (such as the remote
Campaign seeds are basic frameworks of stories plains of Montana, the far reaches of the Sahara,
that you can expand in any direction you wish. or Siberia’s frozen taiga). Unfortunately for them,
They provide reasons for the PCs to get involved they’re spotted by a crew of Decepticon rank-and-
and the general plot beats for you and your players file foot soldiers who are eager to cause trouble
to explore during play. They don’t include specific for the Autobots! After they’ve escaped or defeated
adversaries or encounters; you’ll need to fill in those the interfering Decepticons, the PCs arrive at the
details in ways appropriate for your group. training grounds with no further difficulties.
The campaign seeds on the following pages Next, the scientists need to know that the team can
assume the PCs are on the side of the Autobots, work together, so it’s time for some trials. First, the
but with a few tweaks, they could be used as scientists have the PCs face off against the Aerialbots
plots for Decepticon campaigns (along with The in a little friendly game of capture the flag. The other
Decepticon Directive sourcebook). They are team is happy to help train the next generation of
grouped by tiers of play, as described on page Autobot soldiers and won’t hold back, so the PCs had
27 of the Transformers Roleplaying Game Core better be prepared to leave it all on the field!
Rulebook. For your convenience, these tiers of play Win or lose, next comes psychological evaluation
are summarized below. and training. The mental challenges that face
Tier 1 (1st–4th Levels): The PCs have recently all Combiners are well-known and only can
joined the Autobots and are still finding their place be overcome with cooperation, discipline, and
within the faction. The team is usually sent on coordination, so Perceptor and Wheeljack want to
missions of seemingly little importance, though they give the PCs the experience of struggling through
usually reveal larger Decepticon plots! this sensation before they’re faced with it on an
Tier 2 (5th–10th Levels): By now, the PCs have actual battlefield. To this end, the PCs are placed in a
earned their places in the Autobot faction and are virtual reality simulation that emulates the Combiner
trusted with more dangerous tasks. The Decepticon experience and face a simulated fight against a small
schemes they end up thwarting are of a larger scale. army of simulated Decepticons to see for themselves
exactly how difficult coordinating as a Combiner can
Tier 3 (11th–15th Levels): At this tier, the characters be, and how powerful a weapon a Combiner is!
should have several important missions under their
belts and might even be seen as leaders within the After those tests are complete, the PCs get to
faction. They likely have a specific Decepticon experience what it’s like to combine! The PCs
mechanical suits. The bright yellow scout is too inside! These robots try their best to destroy the PCs
well known among humans to try to confirm the by any means necessary, possibly even razing the
intelligence himself, so that’s where the PCs come in! whole base. If the PCs can save the pilots from the
Bumblebee asks the PCs to sneak in and investigate rogue robots, they can earn valuable contacts in the
so the Autobots can find out how the humans have upper echelons of the human military.
learned this dangerous weapons technology. If the PCs pursue leads on United Robotic
The base is crawling with human soldiers and Assemblies, it doesn’t take long before they discover
scientists, so getting in will require a series of the masterminds behind the plan: Grax and
TRANSFORMERS ROLEPLAYING GAME
challenges to allay suspicious personnel, avoid Skullcruncher, disguised as a brilliant inventor and
detection, or even subdue particularly alert guards. his technological breakthrough, have been slipping
Eventually, the PCs find evidence concerning the this new technology to the military to funnel funding
source of the breakthrough: a corporation called to the production of a new class of Headmasters
United Robotic Assemblies has been providing bonded with human pilots. The backdoor control
hardware enhancements to soldiers that replicates override that Grax used to attack the PCs in the
the Binary Bonding process with suspiciously military base will give the Nebulan industrialist
Cybertronian-like mindless mechs. The PCs have a massive army to advance the evil plans of the
to decide what to do with this knowledge. Should Decepticons, so the PCs need to find a way to stop
they sabotage the project and destroy the weapons? the Headmaster pair. That will require the PCs to visit
Help the military advance the technology in a safe the illegitimate façade of United Robotic Assemblies
direction? Steal the weapons to better use against headquarters, find their way to the innermost
the Decepticons? However, if the PCs choose laboratories, and defeat Grax, Skullcruncher, and
to reveal themselves, the mechs activate hidden their strike force of military-grade robots. Only then
programming and suddenly leap to life to attack can they decide what to do about this powerful new
the PCs, much to the surprise of the pilots trapped technology falling into human hands!
but to steal the ship and and the PCs, but suddenly Decepticons
cement a terrible impression and Autobots alike put down their
of Cybertronians upon the weapons mid-battle and desert their
human scientists. posts. Following the fugitives reveals
Once the PCs have either that all of the infected are gathering
talked their way onto or stolen together, combining into some
the protype space vehicle, monstrous massive form beneath
they need to quickly learn Autobot City and violently
how to operate it, with resisting any attempts to prevent
them from doing so. Suspecting
help if they successfully Scavenger
gained allies at the Colony Decepticon trickery, Optimus
Project or on their own if they’ve Prime himself (one of the few
gone rogue. Next, they must pursue the fleeing left uninfected) asks the PCs
Stunticons through a dangerous meteor shower. to try to find the source of
When they finally arrive at the space station’s the plague.
Optimus is correct. The plague is a Decepticon dwelling in massive underwater domes. Second is
invention, but it has escaped the confines of the a densely populated alien city the size of a planet,
lab it began in and has decimated the ranks of the where tracking the source of the rumors requires
Decepticons as well, making it relatively trivial for navigating a social and political labyrinth. The
the PCs to infiltrate and confront the architect of the PCs then find a world in its final death throes. Its
plague, Shockwave. The Decepticon is surprisingly population is desperate for help relocating and will
happy to cooperate, as the plague was just a means say whatever they have to in order to secure that
to an end. Shockwave had developed a massive, help. Lastly, they arrive at an ancient Cybertronian
city-leveling laser and invented a new method of colony world settled by followers of Nexus Prime,
recursive combining that allowed a theoretically long since abandoned and reduced to ruins. The
infinite number of Cybertronians to channel energy horrors of ancient wars linger throughout in the
into the massive weapon. This Unity Virus was to form of still-active traps and a monstrous Combiner,
be Shockwave’s most efficient way to win the war the first the Enigma ever created. Monstructor’s
once and for all by recruiting Cybertronians by the mind has long since wasted away and only survival
score and using them to power the superweapon. instinct remains. Powerful in its day, its strength has
Shockwave was never able to gain control over the atrophied, but it remains a formidable opponent.
infected victims, though, and when the virus leaked Every step of the way, the PCs are hounded by
containment, it took on a life of its own. Now, with Decepticons and there will be a final reckoning
help from both Optimus Prime and Shockwave, the between the three forces before the PCs eventually
PCs need to save the victims of the plague. It won’t find records that will lead them to the Enigma’s final
be simple though. The virus has infected Metroplex resting place, within the heart of a Titan!
himself, and with the city-sized Combiner armed
with the prototype laser and filled with the unstable OUT OF THEIR MINDS
power gained from the combined infected, it will The minds of Combiners are complicated things.
take everything the PCs have to save Autobot City When a group of bots combine their minds, join a
before they fall to the virus themselves! sort of collective, where each bot is aware, but none
really in control. The mind and personality of the
Tier 3 Combiner itself is both separate from the individual
bots but also formed and influenced by them.
RACE FOR THE ENIGMA, PART 1 Because of this, before a group of bots is given the
ability to combine, they undergo rigorous mental
Rumors abound that the Decepticons have
discipline training to allow them to harmonize well
discovered a way to create a Combiner without the
with their teammates.
Enigma of Combination! To counteract this possible
threat, Autobot leadership tasks the PCs with finding In a recent desperate battle with Decepticon
the legendary artifact, but they have only myths and forces, Optimus Prime used the Enigma of
stories to go on. Combination on himself and several of his
they are forced to confront their fears, anxieties, and form a new Combiner using the same methods he
regrets within a psychic mindscape. These emotions used to make Superion. Once the process works,
take the form of Combiners themselves, which must will the PCs want to remain a Combiner team or go
be overcome before their minds can be in harmony. back to their old dynamic?
Finally, a confrontation with Optimus Maximus
will be more than just physical. The PCs will then Tier 4
need to enter that Combiner’s mind to battle with the
Autobot leaders’ darkest emotional secrets: Prowl’s RACE FOR THE ENIGMA, PART 2
fear of helplessness and his distrust of even those After learning that the Decepticons are able create
closest to him and Optimus’s regret over millennia of powerful new Combiners, the PCs have scoured the
war and the lives it has cost. Once these monsters of galaxy for any information about the artifact known
their minds have been faced, Optimus Maximus finds as the Enigma of Combination to aid the Autobot
the peace necessary to be able to separate back into cause. They eventually learned that the Enigma
the individual bots that make him up. lies in the heart of an ancient, sleeping Titan. The
PCs must now make the perilous journey to the
OVERCHARGED unnamed Titan and retrieve the artifact.
Megatron is at it again! After discovering the
The Titan’s resting place is deep within a
Decepticons have set up a base on Earth’s moon,
nebula whose properties cut off the PCs from
the PCs roll out with the Combiner Superion to
communicating with Autobot leadership, so once
deal with it. Once on site, the team learns that the
they go in, they are on their own. Unfortunately,
Decepticons have managed to fashion a device that
the Decepticons dispatch the immense Gestalt
will filter Energon from the Earth’s atmosphere. This
Devastator to track them down and destroy them.
will have the unfortunate side effect of making the
The PCs can temporarily lose Devastator within the
air unbreathable for humans.
nebula’s cosmic dust clouds to reach the sleeping
The Autobots arrive just as the Decepticons are Titan’s form and find a way inside.
activating the device. They successfully defeat the
However, the gigantic robot isn’t as dormant as it
Decepticons and rush to shut down the technology
appears. Many of its automated defenses are active,
before it can do any lasting harm to Earth’s
and, worse yet, without a Cityspeaker to temper its
atmosphere. As Superion smashes the device, the
thoughts, the titan’s powerful mind begins to invade
small amount of Energon already harvested by the
the PCs’ thoughts. The seemingly nonsensical words
machine splashes onto him.
and images that flood their minds could mean
After returning to the Ark, the Aerialbots begin to nothing, they could be of great import, or they could
seize up. They have trouble moving their joints and allow the Titan to attempt to control their actions.
are unable to convert. Ratchet and Wheeljack study
As Devastator closes in on the PCs once again,
the effect and conclude that while the Energon
the Combiner is similarly bombarded with mental
harvested from the atmosphere could supercharge
TRANSFORMERS ROLEPLAYING GAME