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THE ENIGMA OF
COMBINATION

TRANSFORMERS ROLEPLAYING GAME

TRANSFORMERS ROLEPLA

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THE ENIGMA OF
COMBINATION
Authors: Mercedes Acosta, Joseph Blomquist, RENEGADE GAME STUDIOS
Michael Bramnik, John Curtin, Chesley President & Publisher: Scott Gaeta
Oxendine, David Schwartz, Jim Sorenson, Bryan Vice President Sales: Andrew Lupp
CP Steele, Diego Valdez Controller: Robyn Gaeta
Developers: Jason Keeley and Megan Boatright, Director of Operations: Leisha Cummins
with Ben Heisler
Associate Project Manager: Katie Gjesdahl
Producer, RPGs: Kevin Schluter
Sales Assistant: Sophia Gambill
Art Director: Sarah Robinson
E-Commerce: Nick Medinger
Cover Artist: Setiawan Fajareka
Marketing Manager: Jordan Gaeta
Illustrators: Peejay Catacutan, Beto Lima, Lyss
Marketing Assistant: Anais Morgan
Menold, Mary Jane Pajaron, Pixoloid Studios,
William O’Brien, Alberto Saravia, John Stone, Senior Producer, Board & Card Games:
and Hasbro provided art Dan Bojanowski
Graphic Designer: Sarah Robinson Associate Producer, Board & Card Games:
Kane Klenko
Editor: Shawn Banerjee
Associate Producer, Heroscape: Lee Houff
Essence20 Designers: Ryan Costello, Ben Heisler,
Gabriel Hicks, Paige Leitman, Producer, RPGs: Kevin Schluter
JF Sambrano, Bryan C.P. Steele, TJ Storm, Associate Producer, RPGs: Ben Heisler
Elisa Teague, Eddy Webb Lead Developer, World of Darkness:
Juhana Pettersson
Senior Game Designer: Matt Hyra
Game Designers: Dan Blanchett, Christopher Chung,
& Sarah Rowan
Playtest Coordinator: Marcus E. Burchers
TRANSFORMERS ROLEPLAYING GAME

Director of Visual Design: Anita Osburn


Creative Director, Games: Jeanne Torres
Creative Director, RPGs: Sarah Robinson
Creative Production: Noelle Lopez & Gordon Tucker
Customer Service Manager: Jenni Janikowski
Customer Service: Bethany Bauthues
Finance Clerk: Madeline Minervini

Game Rules are © 2023 Renegade Game Studios. All Rights Reserved.
TRANSFORMERS and HASBRO and all related trademarks and logos are trademarks of
Hasbro, Inc. ©2023 Hasbro. Made in China.

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TABLE OF CONTENTS
JOIN TOGETHER! 5

CHAPTER 1: THE SUM OF THEIR PARTS 7


What are Combiners? 7
A Brief History of Combiners 12
Combiners in the Modern Era 14
Decepticon Combiner Data Files 16
Autobot Combiner Data Files 18

CHAPTER 2: COMBINER CHARACTERS 21


Influences 21
Origins 25
Role Focuses 28
General Perks 39
Combiner Rules 41

CHAPTER 3: COMBINER ARMORY 47


Upscaling Weapons 47
New Equipment Options 49
New Other Equipment 55
Cybertronian Artifacts 56

CHAPTER 4: THREATS AND ALLIES 59


Cybertronian Features 59
Combaticons 60
Commandos 66
Constructicons 70
Misfire & Aimless 78

TRANSFORMERS ROLEPLAYING GAME


Predacons 80
Scorponok & Lord Zarak 86
Skullcruncher & Grax 88
Stunticons 90
Weirdwolf & Monzo 96
Aerialbots 98
Brainstorm & Arcana 104
Chromedome & Stylor 106
Protectobots 108

CHAPTER 5: COMBINER CAMPAIGNS 115


Using Combiners in Your Game 115
Campaign Seeds 120

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Transformers roleplaying game TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

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INTRODUCTION

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?

This truly is the Enigma of Combination.

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.

Transformers roleplaying game


Additionally, this book contains the following
Players interested in playing Combiner characters information and advice to help GMs run a
will find new rules options, including: campaign where the characters play a Combiner
• 4 new Influences, such as Binary Bonded and team (or go against one!):
Gestalt Member, that give any character the • Ways that the existence of Combiners might
chance to be part of a Combiner team right away. impact your campaign world.
• 3 new Origins, such as Pillar and Speaker, that • Threats and allies for Combiner characters of
showcase different ways a Cybertronian can both factions.
contribute to the team. • Campaign seeds for all tiers of play.
• 8 new Focuses, one for each of 6 Roles from the
The Enigma of Combination assumes your game
Transformers Roleplaying Game Core Rulebook
group already has access to the Transformers
and 2 for the Modemaster Role.
Roleplaying Game core rulebook.

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CHAPTER 1: THE SUM OF THEIR PARTS

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

Transformers roleplaying game


conflict, it is perhaps unsurprising that this unique
awesome destructive potential of a Gestalt many
characteristic of our cyberbiology has been largely
times over the eons; their capabilities in battle
harnessed for military applications, although it’s not
simply cannot be overstated. A single Gestalt
hard to imagine a peaceful future where we select a
is more than a match for an entire platoon of
handful of scientists and philosophers who combine
trained warriors. The enhanced capabilities of the
into a single supercomputer for the purposes of
Gestalt form nearly always manifest in terms of
unlocking the mysteries of the universe, rather than
extraordinary strength, armor, and firepower. Some
trying to make the biggest warrior thug with the
especially capable Gestalts may have enhanced
most capable fists and most potent guns.
speed and reflexes, and in at least one observed
Stop trying to get my attention, Afterburner, I’m case, Computron, it was indeed the intellect that
well aware of Computron and will get to your team received the largest boost.
in just a moment.
A Gestalt is a new individual, a separate identity
There are two main applications of Combiner from the individual components. It has its own
technology, the enormous Gestalts towering above name, a distinct personality, and may even have a
the battlefield, and the shrewd and capable Bonded

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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

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CHAPTER 1: THE SUM OF THEIR PARTS

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.

Transformers roleplaying game


Gestalt: The combined form of two or more Cybertronians of similar size. Often enormous,
Gestalts tend to effortlessly dominate a battlefield unless confronted by another Combiner Team.
Headmaster: A Cybertronian whose head is another living being, often a Nebulan or a human.
Said smaller being is also referred to as a Headmaster. This relationship can enhance intellect,
reflexes, or provide special powers. Headmasters are the most common variety of Bonded Master.
Nebulan: An organic humanoid species, the dominant life-form of the planet Nebulos. Nebulans
average 6 feet in height and have technology nearly on par with Cybertron. They are especially
biologically compatible with the surgical aspects of Binary Bonding.
Powermaster: A Cybertronian whose engine transforms into another living being, often a Nebulan
or a human. Powermasters are more energy efficient and able to process a wider variety of fuels
safely. This is a relatively infrequent form of Bonded Master.
Targetmaster: A Cybertronian whose weapon transforms into another living being, often a
Nebulan or a human. This relationship is an example of the Bonded Master relationship.
Targetmasters have enhanced aim and firepower compared to their more prosaic counterparts.

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CHAPTER 1: THE SUM OF THEIR PARTS

Transformers roleplaying game

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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

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CHAPTER 1: THE SUM OF THEIR PARTS

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,

Transformers roleplaying game


unique cyberbiology, present they are. There are is there a Nebulan more suited to research such
even reports of ancient partnerships that could be avenues than myself? With my scientific genius and
analogous to the Headmaster process as far back in Mindwipe’s mastery of necromancy, I may be the
our history as the Battle of Aegiax, and then of course only being suited to unlocking such secrets. Secrets
there are the anomalies found in G-Nebula 88. that begin and end with an artifact called The
Though it pains one such as me to admit it, Enigma of Combination.
there is much about my species that defies easy Even the name suggests arcane whispers
explanation. But though I have not found the exchanged in sepulchral darkness. Cybertronian
scientific explanation behind these myriad baffling religious texts such as the Covenant of Primus and
phenomena, that doesn’t mean one is impossible The Way of the Ultimate Warrior make mention of
to find. I refuse to take the black box of my own such an artifact, although they are woefully short
momentary ignorance and fill it with mysticism and on details and many reports are contradictory. What
nonsense. Binary Bonding and the Gestalt process they tend to agree on is that the Enigma was passed
must be explored with rigor, by unbiased scientists from Primus, the living god of the Cybertronians, to
guided by reason. Only by truly understanding his children.
these processes will we ever be the master of them.

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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

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CHAPTER 1: THE SUM OF THEIR PARTS

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,

Transformers roleplaying game

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

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CHAPTER 1: THE SUM OF THEIR PARTS

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

SCORPONOK & ZARAK


Scorponok and Zarak are a Headmaster Combiner Razorclaw
team, though they don’t always work particularly
well together. While the Cybertronian Scorponok
is both clever and cruel, the Nebulan Zarak’s own
agenda sometimes interferes with Scorponok’s plans.
The constant vying for control makes them one of
the less stable Combiners, but when psychically
and physically bonded as a single Headmaster
unit, the result is incredibly dangerous.

SKULLCRUNCHER & GRAX


Skullcruncher and Grax are a Binary Bonded
Headmaster team. Skullcruncher is a terrifying
Cybertronian who loves sinking his sharp teeth
into Autobots. His Nebulan partner, Grax, is a

Transformers roleplaying game


former businessman who lends his shrewd wit to
the Decepticon’s attacks. This mismatched team
sometimes finds themselves at odds with each other,
but they both take vicious delight in destroying
any competitors, whether in business or on the
battlefield. Together, Skullcruncher and Grax
can tear through their enemies and devour them
with ease.

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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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

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

The Technobots are a faction of temperamental


Superion’s left arm.
Autobot scientists who can combine to form the
BRAINSTORM & ARCANA Gestalt Computron. The team consists of the leader
Scattershot, the irritable Afterburner, the dreamer
Brainstorm is the brilliant Autobot technologist who Lightspeed, the ever-patient Nosecone, and the
is responsible for the creation of the Headmaster high-strung Strafe. Despite their many differences as
process. He works together seamlessly with his individual components, these bots can merge their
partner Arcana, the oldest and wisest among the minds better than most other gestalts, rendering
Nebulan scientists. Both inventors are clever Computron unusually intelligent for a Combiner.
enough when apart, and once their bodies and This high intelligence comes at a price; while it
minds combine into a single Headmaster unit, their serves him strategically when planning tactics prior
intellect is unmatched. to a battle, Computron’s processing is so complex
CHROMEDOME & STYLOR that making a single decision can take longer than is
advised in active combat.
Chromedome is an academic before all else,
and he puts his intelligence to use working on

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CHAPTER 1: THE SUM OF THEIR PARTS

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

Transformers roleplaying game


always six in number, to represent the six sides
of Solus Prime’s Creation Lathe. The Torchbearers
are led by the tough Pyra Magna. The rest of the
team includes the stubborn Dust Up, the loyal
Jumpstream, the bubbly Rust Dust, and the twins
Skyburst and Stormclash. They join together creating
the Gestalt Victorion. Victorion can fly on her own
and has unique gravity-control powers, and the
superb discipline among the Torchbearers grants her
mental stability and clarity of thinking that many
other Combiners cannot claim.
Should one Torchbearer fall, another one must
take her place.

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CHAPTER 2: COMBINER CHARACTERS

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

Influences Headmaster, Powermaster, or Targetmaster at


character creation, but it also can be used to simply
The four new Influences presented here follow create a powerful connection between a character
the same format as the Influences found in the

TRANSFORMERS ROLEPLAYING GAME


Transformers Roleplaying Game Core Rulebook
and have been designed with Combiner-based
characters in mind. However, with a little tweaking,
they can be used by other characters as well.

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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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

and a narratively important non-player character.


There have been many different beings that found
themselves binary bonded to various Cybertronians
over the many Transformers stories.
When you choose this Influence, you must decide
which kind of being you are bonded to, why they
joined with you in this way, and what manner of
relationship you have created. In some cases, this
will require answers related to your choice of Perk
gained from this Influence.
TABLE 2-1: BINARY BONDED BONDS

D12 BACKGROUND BOND


1 I never expected to find myself bonded to
anything. Ever.
2 I will go to extreme lengths to keep my
bonded being involved in our missions.
3 My bonded being and I argue like an old
married couple.
4 When my bonded being and I are in the same
conversation, we often finish each other’s
sentences.
5 I become annoyingly proud when my bonded
being succeeds at something. Firefight
6 My bonded being and I have a secret
code‑language between us that no one else
is privy to.
7 I almost lost my bonded being once, and now CHARACTER EXAMPLES
I’m very overprotective of them. Bonecrusher, Fireflight, Tantrum
8 I tell my bonded being everything, including all
my secrets and other people’s too! INFLUENCE PERK
9 My bonded being is a little troublemaker, Your body and Spark have what it takes to convert
especially for me! into a combined form. You gain one of the following
10 I love to relax and let my bonded being run General Perks: Gestalt Combiner (page 39) or
around doing my light work. Matched Combiner (page 40).
TRANSFORMERS ROLEPLAYING GAME

11 I cherish being alone, and I try to make “me


time” as often as possible. POTENTIAL HANG-UPS
12 Nothing angers me faster than someone Co-Dependent, Subordinate, Supporting Cast
talking down to my bonded being.
SUGGESTED CHARACTERISTICS
Gestalt Member This Influence helps a character be part of
something larger, both figurative and literal.
You are a component member of a Combiner Team
Depending on what manner of Gestalt you are a
or have been in the past. A piece of the mysterious
component part of, you need to determine if you
Enigma of Combination has left its mark upon you
are a member of a specific Combiner Team or a
and your Spark, and you are completely at home
paired duo or matched trio. Perhaps you are just a
lending your entire body to become part of a whole
being whose Spark is malleable and ready to join
new being.
with other Combiners to become more powerful.

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CHAPTER 2: COMBINER CHARACTERS

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

TRANSFORMERS ROLEPLAYING GAME


than most.

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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TABLE 2-3: MORALE BOOSTER BONDS SUGGESTED CHARACTERISTICS


This Influence can be a double-edged sword.
D12 BACKGROUND BOND
While it makes you larger and more imposing, you
1 I get uncomfortably chatty when I sense likely find it more difficult to blend into a non-
sadness or depression.
Cybertronian environment and interact with such
2 My ideas are not always the greatest or the surroundings. Whether you have a personality as
most logical, but I mean well.
large as your chassis, or you overcompensate by
3 When I get a laugh, or even a smile, I call it a acting meek and quiet, your size will likely be an
personal victory. issue from time to time.
4 I don’t take failure lightly and could really use
some kind words when I’m down.
5 I’m my own worst critic.
6 It’s okay for me to talk back to my superiors,
so long as it is for laughs, right?
Broadside
7 My voice pitch changes dramatically when I
get serious (which is rare).
8 I hate long silences and will likely be the one
to awkwardly break them.
9 Nothing short of the apocalypse can get
me down. I always find the silver lining, no
matter how thin.
10 I collect trophies and keepsakes to remember
the good moments and recall them frequently.
11 I often misquote our heroes, use mixed
metaphors, and recall anecdotes wrong,
possibly on purpose.
12 If I haven’t given you a clever or charming
nickname, I haven’t known you for very long.

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

same walk of life.

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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CHAPTER 2: COMBINER CHARACTERS

TABLE 2-4: TITANSPARK BONDS CO-DEPENDENT


Clever enemies can use your connection to
D12 BACKGROUND BOND
someone who’s close to you. Choose a life-form
1 I have a little bit of a height-based to whom you are Binary Bonded, a teammate, or
superiority complex.
a similar being. Anytime this person suffers from a
2 I get unnecessarily angry when I find the world condition (Defeated, Grappled, Unconscious, and
around me to be too small.
the like) when in your line of sight, you suffer 1 to
3 My size always seems to come up in all Skill Tests.
conversations about my worth in a mission,
often by me! SUPPORTING CAST
4 I don’t like to raise my voice, but when I do, Always ready to help prop up those more outspoken
people take notice.
than yourself, you are used to always being the
5 I often put myself in harm’s way to protect background helper or supporting player in someone
those smaller than me.
else’s story. You are never comfortable being in the
6 There isn’t a situation where I won’t stand up limelight and suffer 1 on non-combat Skill Tests in
for my commanders or team leaders. front of a large audience (ten or more people who
7 I’ve always taken my larger size for granted aren’t your allies) who might be potentially judging
and forget that not everybody is like me. your efforts.
8 I am a bit of a showoff, especially if strangers

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.

New Hang-Ups Charger


These new Hang-Ups reflect some of the quirks of You’ve yet to encounter a bot you can’t knock down
Combiner-based characters but could be used by a peg or three. Your chassis contains reinforced
other characters for whom they might fit. structural segments, dozer blades, or even
piledrivers that make you a force to be reckoned
ARROGANT with in both Bot and Alt Modes. You’ve trained

TRANSFORMERS ROLEPLAYING GAME


You think of yourself as better than most beings, to master these tools, often tasking them to help
and it shows in your behavior. On your first turn of you take on opponents much larger than you, to
a combat, after you test Initiative, you can’t attack their surprise and dismay. You live by the mantra
enemies whose Threat Level is lower than your “the bigger they are, the harder they fall,” be they
level, though you can make an area of effect attack obstacle, building, or opposing bot.
that includes such enemies if it also includes at least You relish being in your Alt Mode more than
one enemy whose Threat Level is equal to or higher most of your teammates, partially because you
than your level. can use some of your favorite features designed
to knock others back or away. Your Alt Mode can
BRUTALLY HONEST
appear as nearly any vehicle, but it’s fashioned
You are a terrible liar, and you often “tell it how with an implement of destruction perfect for
it is” no matter how bad it might be. Whether it ramming or flybys. With ground-based Alt Modes
is from a lack of aptitude or some internal code like bulldozers or trucks, your choice of ramming
of honesty, you always suffer Snag on Deception tool is often a dozer blade, cow catcher, or even a
Skill Tests. massive drill. In an Alt Mode that flies, like VTOL

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jet planes, short-range shuttles, or other aircraft,


most chargers choose to have reinforced nosecones
or wing-mounted blades to make flyby attacks
particularly damaging.
Examples of Charger Characters: Air Raid,
Heatrock, Scoop, Twin Twist
Essence Score Increase: Increase your Speed or
Strength Essence by 1.
Origin Skill: Through training, conditioning, and
reinforcing your chassis for your particular style of
vehicular combat, you’ve learned a lot about using
your strength and momentum to your advantage.
You gain an increase to your Athletics, Brawn,
Driving, or Initiative Skill. This Skill training must be
in the Essence taken in your Essence Score Increase.
Starting Health: 3
Languages: Cybertronian, Adopted Earth
language, plus one additional language for every 3
points of Smarts you possess.

ORIGIN BENEFIT: WHEN PUSH COMES


TO SHOVE
You know how to take down bots that are larger
and tougher than you, often by going nose to nose
in your Alt Mode. You may not always win the fight,
but you’ll make sure you can remain standing when
they can’t. The strongest barricades and defenders
know to fear your charge when it comes. When
Pushing or Shoving, you are considered one Size
Class larger.

CHARGER BOT MODE


Movement: 30ft Ground
Size: Large
TRANSFORMERS ROLEPLAYING GAME

Fine Motor: The additional joints and opposable


digits gained in Bot Mode allow you to use tools
and manipulate objects in ways that are impossible
in your Alt Mode.

CHARGER ALT MODE


Movement: 45ft Ground or 45ft Aerial
Size: Long
Crew: 2
Firepoints: 2
Limited Articulation: For all its advantages, this
aerodynamic shape limits how easily you interact
with the world around you. You cannot use Skills

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CHAPTER 2: COMBINER CHARACTERS

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

TRANSFORMERS ROLEPLAYING GAME


nature (military transports and heavy tanks) Size: Long or Extended
or less fearsome forms that hint at the power
Crew: 2
within (construction cranes and pile borers). Like
your Bot Mode, your Alt Mode is rugged and Firepoints: 4
powerful, making smaller vehicles move away to Limited Articulation: For all its advantages, this
give you room. aerodynamic shape limits how easily you interact
Examples of Pillar Characters: Hardhead, with the world around you. You cannot use Skills
Impactor, Pyra Magna, Rook that require articulation or precision, such as
Athletics and Finesse.
Essence Score Increase: Increase your Strength
Essence by 1. Special Attack: Ram (Driving): Driving Skill,
Reach (1 Blunt damage), Trip alternate effect
Origin Skill: You’ve trained long and hard at
preparing to absorb the worst your opponents could
dish out. Your desire to always protect your allies
to the detriment of your own frame has made you

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Speaker team. Under your leadership or camaraderie, your


team has become aware of each other’s capabilities.
You speak with confidence and experience even You’re able to relish each other’s successes and
when you are far out of your depth, and this doesn’t lament each other’s failures. As a voice of reason
go unnoticed by your allies. You’re always the and inspiration for your team, whenever you show
center of attention, speaking for your teammates, remarkable ability or strength of character, you
protecting those you swore loyalty to, and leading inspire the team to further greatness in your wake.
them through danger. Like a Champion, every Once per scene, when you roll a Critical Success on
design element on your chassis is sculpted to get a Skill Test, the team gains a Story Point.
you noticed. You want to be an easily recognizable
reassuring presence to your team, someone even SPEAKER BOT MODE
your enemies will pay attention to. You may have
Movement: 30ft Ground
trained in statecraft and public speaking, you
may have concentrated on physical upgrades and Size: Common or Large
paint jobs, or you may just have the raw charisma Fine Motor: The additional joints and opposable
necessary to lead your teammates and persuade digits gained in Bot Mode allow you to use tools
others to bargain, negotiate, or even retreat. and manipulate objects in ways that are impossible
As a leader, you always have the well-being of in your Alt Mode.
your team members in mind. You are willing to
SPEAKER ALT MODE
share what you’ve overcome, lead from the front,
and inspire them from your example. It’s not that Movement: 45ft Ground or 30ft Aerial
you don’t make mistakes, it’s that you know how to Size: Common or Long
own and learn from them. Even your worst fears can
help strike a note of courage in your team. Crew: 2

Your Alt Mode reflects your confidence, savvy, Firepoints: 2


or even hubris. Like a Champion, you chose an Limited Articulation: For all its advantages, this
Alt Mode that gets noticed such as a rare sportscar, aerodynamic shape limits how easily you interact
customized motorcycle, or Cybertronian hovercar. with the world around you. You cannot use Skills
You may not be the fastest model on the road or in that require articulation or precision, such as
the air, but you look good getting there, and when Athletics and Finesse.
you are as important and valuable as you know you Special Attack: Ram (Driving): Driving Skill,
are, the other bots will wait. Reach (1 Blunt damage), Alternate Effect: Trip
Examples of Speaker Characters: Hot Spot,
Silverbolt, Siren, Swindle
Essence Score Increase: Increase your Social
Role Focuses
Essence by 1. Below are 8 new Focus options for the Transformer
TRANSFORMERS ROLEPLAYING GAME

Roleplaying Game Core Rulebook’s 7 Roles. Each


Origin Skill: You’ve learned to not only speak for new Focus centers around concepts ideal for
your allies but to inspire them to greatness. Some characters with important connections to others.
say that these are abilities that are inherent, but These Focus options are perfect for characters
you’ve spent years honing these particular talents, touched by the Enigma of Combination, but other
which grants you an increase to your Culture, concepts could make good use of them as well.
Persuasion, or Streetwise Skill.
Starting Health: 3 New Analyst Focus
Languages: Cybertronian, Adopted Earth
language, plus one additional language for every 2 HUB
points of Social you possess. Hub Analysts are the central focal point of a team’s
informational sources, both strategic and utilitarian.
ORIGIN BENEFIT: ‘TIL ALL ARE ONE Such a character specializes in operating as a
Sometimes, you don’t need honeyed words or seamless, real-time conduit for beneficial data.
inspiring speeches to bring out the best in your

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Essence Increase: Increase your Smarts Essence by


1 at 1st level, and again at 10th level.
Focus Skills: Train or specialize in one of these
Skills when your Focus gives you an Essence
Increase: Alertness, Culture, or Science.
TABLE 2-5: HUB FOCUS

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

TRANSFORMERS ROLEPLAYING GAME


hear/feel/taste what a willing ally within 1 mile
perceives. This can allow for other beings to be bonuses after everyone has rolled. For instance, if
considered “in line of sight” for the purposes of your Smarts Essence is 8, you can grant one ally a
other Perks, assets, and so on. +8 bonus to their Initiative Skill Test result; +4 to
yourself and +4 to one ally; or +1 to three allies, +2
Tactical Triangulation to yourself, and +3 to a fourth ally.
By putting a target into the visual perceptions of Misery Loves Company
yourself and at least one other ally in your line
of sight, you calculate superior firing angles and Through the use of the Data Bridge Role Perk, you
increase tactical awareness. Starting at 6th level, if can take on or transmit not only data but current
you or an ally currently benefitting from your Data complications. At 17th level, by spending an
Bridge Role Perk makes a ranged attack, that attack Energon Point as a Free action, you can remove
gains 1 for each Data Bridged ally (including one of the following conditions from one ally
you!) currently able to see the target of the attack, to and transmit it to another currently on the Data
a maximum of 3. Bridge (including yourself): Frightened, Impaired,
Mesmerized, and Stunned.

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Think Tank if they are within 60 feet of you. Additionally, once


Your Data Bridge has evolved into a veritable each round, you can spend 1 Energon Point to give
superhighway of information. At 20th level, your teammate 1 on any Skill Test. This can be
when you use your Data Bridge Role Perk, you performed even when it is not your turn.
allow the borrowing of all Languages and all Skill Not Like That, Like This!
Specializations known by the ally in question.
Additionally, you have no maximum number of You often lead by example. Upon reaching 6th
allies that can be part of your Data Bridge, as long level, when a teammate within 60 feet rolls a Skill
as you have the Free actions to spend to create Test, you can ask them to reroll any or all the dice
the links. involved, though they must accept the second
result. If you do this, you must attempt a Skill Test
using the same Skill that was re-rolled on your
New Field Commander Focus following turn, if possible. If it isn’t possible, you
TEAM LEADER lose your Move action for that turn.

Team Leaders are the battlefield commanders that We Are One!


would never allow their team to go into a conflict At 10th level, you understand how to leverage your
without them, leading by example and fighting team’s strengths. Choose a number of allies equal
shoulder-to-shoulder with their peers. to your half of Social Essence Score (rounded up);
Essence Increase: Increase your Social
Essence by 1 at 1st level, and again at
10th level.
Focus Skills: Train or specialize in one
of these Skills when your Focus gives you
an Essence Increase: Animal Handling,
Performance, or Persuasion.
TABLE 2-6: TEAM LEADER FOCUS

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

20th ‘Til the Last

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

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CHAPTER 2: COMBINER CHARACTERS

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.

New Gunner Focus


CANNONEER
Cannoneers are the masters of big
artillery, the kind that put big hurt on single
targets and make them no longer part of the
battlefield equation.
Essence Increase: Increase your Strength Essence
by 1 at 1st level, and again at 10th level.

TRANSFORMERS ROLEPLAYING GAME


Focus Skills: Train or specialize in one of these
Skills when your Focus gives you an Essence
Increase: Athletics, Brawn, or Intimidation.
TABLE 2-7: CANNONEER FOCUS

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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What Cover? Essence Increase: Increase any one Essence Score


When you are packing enough heat, your targets by 1 at 1st level, and again at 10th level.
can’t hide from your shots for long. At 6th level, Focus Skills: Train or specialize in any one Skill
reduce any penalties imposed by Cover by 1. tied to the Essence Score you increased.
Additionally, when you successfully hit a target
benefitting from Cover, the Cover is destroyed (if TABLE 2-8: BONDED MASTER FOCUS
possible) after the attack results are calculated.
LEVEL PERK
Frightening Display 1st Master Specialization
You and your weaponry are an imposing, terrifying 3rd Hit Someone Your Own Size!
sight to behold. Starting at 10th level, if you are 6th Advanced Link
wielding a two-handed ballistic weapon or have
10th Bonded Proficiency
fired one during your previous turn, you can spend
a Standard action and attempt an Intimidation Skill 17th Armored Connection
Test versus the Willpower Defense of all enemies 20th Perfect Link
that can see you within 100 feet. On a success, the
enemy is Frightened for 1d4 rounds.
Getaway
Dig In
Nothing is as feared as a cannoneer that has
entrenched themselves for a long siege. Starting at
17th level, you can Dig In to any physical object at
least half your size that provides Cover as a Move
action. Once Dug In, the Cover imposes an additional
1 to attacks against you; in addition, you ignore the
Mounted trait of your weapons, and when you spend
a Free action to Aim, you gain 2 instead of 1.
You no longer benefit from Dig In if you move or are
moved for any reason.
All I Need is One Shot
Instead of laying on the trigger like some
Gunners would, you take all that aggression
and potential volleys of fire and put the efforts
into one amazingly powerful attack. At 20th level,
instead of attacking multiple times using Bang
Bang or Bang Bang Bang, you make
TRANSFORMERS ROLEPLAYING GAME

a single ranged attack that gains 2


and deals 2 additional damage (of the
appropriate type).

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.

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Master Specialization Essence Increase: Increase any one Essence Score


You are bonded to a diminutive being, whether by 1 at 1st level, and again at 10th level.
it is an organic creature wearing a Transtector Focus Skills: Train or specialize in any one Skill
Headmaster Rig or a specialized Mini-Con. You gain tied to the Essence Score you increased.
the Headmaster Body (see page 40), Powermaster
(see page 40), or Targetmaster (see page 41) General TABLE 2-9: COMPONENT ACE FOCUS
Perk. If you already possess one of these Perks,
you and your bonded ally each gain 1 additional LEVEL PERK
Health instead. 1st Combiner Specialization
3rd Efficient Combination
Hit Someone Your Own Size!
6th Invigorating Connection
You find yourself particularly protective of your
10th Better as One
bonded ally. Starting at 3rd level, all attacks that
target your bonded ally when within your natural 17th Keep it Together!
Reach suffer a 2 penalty. Additionally, when 20th Prime Component
within 5 feet of you, your bonded ally can use your
Toughness Defense instead of their own.
Advanced Link
Your connection with your bonded ally has
increased significantly. Upon reaching 6th level,
your bonded ally gains 2 Essence Increases (along
with associated Skills) and +1 Health.
Bonded Proficiency
You and your bonded ally share more than just a
bodily linkage, and some of your aptitudes have
begun to rub off on each other. At 10th level, you
and your bonded ally can use each other’s Skill
Specializations while linked.
Armored Connection
When you are linked to your bonded
ally, it takes a massive effort to forcibly
disconnect you. Starting at 17th level,
you and your bonded ally gain +2 to your
Toughness Defenses while linked, and

TRANSFORMERS ROLEPLAYING GAME


nothing short of a Critical Success can break
apart your linkage; even one or the other being
Defeated will not separate you!
Perfect Link
Your connection with your bonded ally is as close
as two beings can be. At 20th level, your bonded
ally also gains 2 Essence Increases (along with
associated Skills) and +1 Health.

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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Combiner Specialization New Scientist Focus


You have focused all your efforts into performing
your part of a combined form. You gain the Gestalt COUNSELOR
Combiner (see page 39) or Matched Combiner (see Counselor Scientists understand the inner workings
page 40) General Perk. If you already have either of of a bot’s mind and Spark, helping their allies
these Perks, you gain 1 additional Health instead. overcome their mental and emotional weaknesses.
They can also wield their psychological tools
Efficient Combination
against their foes as weapons.
You are well practiced at becoming your piece of
Essence Increase: Increase your Social Essence by
a Combiner form. At 3rd level, it costs you only a
1 at 1st level, and again at 10th level.
Free action and 1 Energon Point to become part of a
Combiner form (see page 43).
Invigorating Connection
When you merge with other members of a
Combiner configuration, your chassis or those
of your fellow Combiners are partially repaired.
Starting at 6th level, at the end of the round
where you successfully merge into some kind of
Combiner form, all component members of the
Combiner form regain 1 Health. Only 1 Health
can be regained in this way, no matter how many
component members might possess this Focus Perk.
Better as One
Something about your Spark makes your aptitudes
apply in a stronger way within the melded mentality
of the Combiner form. Upon reaching 10th level, any
Skill Specializations you possess are also applied to
the Skills of a Combiner form you are a component
of. Additionally, you may spend 1 Energon Point from
your personal Energon pool to give a combined form
you are a component of the normal 1 bonus to a
Skill Test (instead of spending from the combined
form’s Energon pool, if any).
Keep it Together!
TRANSFORMERS ROLEPLAYING GAME

Your presence in a combined form holds the


team together. Literally! Starting at 17th level, while
you are merged into a Combiner form, that form can
remain together after suffering significant damage
solely due to your presence. Unlike a normal
Combiner, which falls apart when more than half of
the Combiner component members are reduced to 0
Health, a combined form you are merged with will
not fall apart as long as you still have Health.
Prime Component
You represent the best and most capable of
Combiner components. At 20th level, you may
choose an additional Combiner feature (see page
Froid
42) to apply to any Combiner form you merge with.

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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

TRANSFORMERS ROLEPLAYING GAME


target is Asleep or Unconscious, you gain Edge on
Words Can Hurt!
this roll. The Contingency action implanted with
After seeing the behavioral patterns of a target, you this Perk cannot be used to ask the target to harm
know a way to inflict staggeringly effective damage themself or violate one of the target’s core beliefs.
upon a target’s mental or emotional well-being.
Upon reaching 6th level, you can spend a Move
action to study a living target, allowing you to make
New Scout Focus
a special attack against that creature. As a Standard SURVEYOR
action, attempt a Performance or Persuasion Skill
Test against the target’s Willpower or Cleverness The Surveyor Scout maps out an area and calculates
Defense. The Range of this attack is the range of your the best ways to utilize cover, terrain, constructions,
ability to communicate, and you must use a language and possibly more in just a few sweeping passes of
the target understands. On a success, the target takes their brilliantly tactical senses.
either 1 Psychic damage or gains the Frightened Essence Increase: Increase your Speed Essence by
Condition for 2d2 rounds (your choice). The target 1 at 1st level, and again at 10th level.

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Focus Skills: Train or specialize in one of these Cartography Suite


Skills when your Focus gives you an Essence Your awareness and understanding of a topographical
Increase: Driving, Infiltration, or Targeting. area are uncanny. As long as you are given at least 1
TABLE 2-11: SURVEYOR FOCUS hour to look over an area (be it using existing data,
collected map programs, old texts, or even just your
LEVEL PERK own optical sensors), you receive several benefits
when in that area. Your allies also gain these benefits
1st Cartography Suite
as long as they are within 60 feet of you.
3rd Lay of the Land
• All per-hour and per-day travel pace rates (see
6th Traps and Obstacles
page 169 of the Transformers Roleplaying Game
10th Two Steps to the Right Core Rulebook) are doubled.
17th Eidetic Geography • You and your allies may still take Move actions
20th Perfect Placement when Surprised.
• You and your allies have Resistance to all terrain
or environmental-based sources of damage.
Lay of the Land
You know how to personally make
the best out of your cartographic
knowledge. Starting at 3rd level, you
gain the following benefits when
in the terrain you scouted for your
Cartography Suite Focus Perk.
• Unless it is imposed by not
possessing a specific Movement type
(Aquatic, Burrowing, Climb, or the
like), you are immune to the effects of
Rough Terrain.
• You have Edge on all Infiltration and Survival
Skill Tests.
• You ignore the1 penalty imposed on ranged
attacks from terrain or environmental-based Cover.
Traps and Obstacles
If given an opportunity to do so, you can use a
TRANSFORMERS ROLEPLAYING GAME

combination of energy, spare equipment, and the


local environment to create unique, one-use traps
to stymie and potentially endanger trespassers.
Upon reaching 6th level, by spending 1
Energon Point and using one non-Integrated
weapon with some local environmental
terrain (scrap materials or natural detritus),
you may add the Proximity Bomb Weapon
Upgrade (see page 128 of the Transformers
Roleplaying Game Core Rulebook) to the
weapon in question, ignoring the upgrade’s
Prerequisite. This process takes 2d2 Standard
Beachcomber actions’ worth of activity.
When placed, the improvised trap attacks
with the weapon’s own profile when triggered,

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CHAPTER 2: COMBINER CHARACTERS

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.

New Warrior Focus

TRANSFORMERS ROLEPLAYING GAME


PUGILIST
Pugilist Warriors are masters of using their bodies,
in both Bot and Alt Modes, with a remarkable
degree of martial expertise. While normally
reserved for fist fighters, this also includes more
bestial unarmed attacks and vehicular methods of
attack as well.
Essence Increase: Increase your Strength Essence
by 1 at 1st level, and again at 10th level.
Focus Skills: Train or specialize in one of these Mudflap
Skills when your Focus gives you an Essence
Increase: Athletics, Brawn, or Intimidation.

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

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

attack against the same target with an additional 2


(for a total of 3). Only two additional such attacks
can be taken in a single turn.
Smash!
You put your entire body into a devastating
overhead attack, bringing all of your frame down
onto a target with crater-making force. At 20th level,
you can spend your Standard and Move action to
make a single attack of a type modified by your
Puissance Focus Perk against a target within Reach
that is at least one Size Class smaller than you. On
success, the attack deals 1 additional damage of the
Probat appropriate type per Size Class larger than the target
you are and knocks the target Prone.

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General Perks CONTACT: COMBINER TEAM


Prerequisite: 5th Level, must be of same faction as
Many of the following new General Perks have been Combiner team
designed to facilitate Combiner-based elements
of play but are available to all Transformers You gain a connection to a Combiner Team that
Roleplaying Game characters. allows you to call upon their members and their
Gestalt Megaform.
ALIEN COMPANION The number of Allegiance Points this Contact has
Prerequisite: Culture Skill d4 or higher and their Contact Perks depend upon the team. Two
You have befriended a non-Earthling, non- examples—the Aerialbots and the Protectobots—are
Cybertronian alien being. You gain the primary listed on page 98 and page 109, respectively.
language of the being in question. Also, choose CONTACT: NEBULAN TECHNICIAN
two Essence Scores for your alien companion to
concentrate on. Those two Essence Scores are equal Prerequisite: Culture +d2, Technology +d2
to half your current level (round up) +1. Your alien A citizen of Nebulos is willing to lend you their
companion purchases Skills and Specializations the gift for engineering. The Nebulan Technician has 3
same way as a standard PC. Allegiance Points.
The Who is Your Companion to You? sidebar on Here, Let Me (1 Allegiance Point): You or an
page 109 of the Transformers Roleplaying Game ally may ignore the Mounted or Reload trait of a
Core Rulebook applies to alien companions just as weapon during the following round.
it does for human ones. I Brought a Little Something (2 Allegiance
BALLISTICS PRECISION Points): All enemies in a 10-foot-radius burst suffer
2 Electromagnetic damage.
You are particularly adept at anticipating a target’s
defensive movements with your ballistic weapons. Just a Little Adjustment (1 Allegiance Point): You
Your attacks using a weapon with the Ballistic trait or an ally either deal 1 additional damage with a
gain 1 at normal range. successful attack during the following round or gain
+1 to your Toughness or Evasion Defense until the
Nebulan Technician’s next turn.
Contact Perks GESTALT COMBINER
Contact Perks are ways for characters or teams to Prerequisite: Maximum Energon Pool 3+
call upon aid in the middle of a scene. These are
special General Perks that have their own rules. You can connect and combine with three or more
specific beings, becoming equal parts of a larger,
• Activating a Contact Perk requires the potentially more powerful, Combiner Megaform.
character with access to it to expend a Upon choosing this Perk, you may denote you are a

TRANSFORMERS ROLEPLAYING GAME


Story Point and spend a Standard action. A member of a specific Gestalt Combiner team or that
Contact comes into play with a pool called your allegiance varies.
Allegiance Points that fuels their abilities, Pick a single Combiner feature (see page 42) that
usually starting at 3. defines what asset your character brings to your
• The Contact acts on initiative count 0, be- Combiner Megaform.
ginning on the turn they are summoned.
GESTALT HUNTER
• When a Contact’s turn begins, the players
choose from a limited list of abilities listed Prerequisite: Targeting d6
specifically to that Contact. Each Contact You are particularly skilled at picking apart
action has a cost in Allegiance Points. combined enemy targets, focusing your attacks
• The Contact withdraws when it reaches 0 upon specific component members to incapacitate
Allegiance Points or at the end of the scene, their combined form. Instead of suffering Snag to
whichever instance happens first. target a specific component in a Combined Form,
you suffer 1.

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

HEADMASTER BODY Headmaster Reliance: After being subjected to the


Prerequisite: Huge Size or larger linking process with the symbiotic Headmaster Rig,
you can’t convert into your Bot Mode without the
You have been symbiotically linked with another other member of the linked pair being adjacent to
sentient being (created by the GM) with access to you. You must also spend an additional Free action
a special Transtector Headmaster Rig. While in Bot to convert into your Bot Mode.
Mode and linked to the being using the Headmaster
Rig, you gain 1 to Skill Tests with Skills that being HEADMASTER HEAD
has at your Skill Rank or higher. Prerequisite: Large or smaller
Additionally, you possess the You have been symbiotically linked with a
following Hang-Up: Cybertronian using your special Transtector
Headmaster Rig (see page 55). While linked to
them in their Bot Mode, you grant them additional
benefits (usually listed in their stats), use their
statistics, and can’t be targeted directly without the
attacker suffering 2.

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

42) that defines what asset your character brings to


your Combiner Megaform.

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

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CHAPTER 2: COMBINER CHARACTERS

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

TRANSFORMERS ROLEPLAYING GAME


which direction your bonded being currently is and deal 1 Psychic damage or impose the Frightened
can roughly approximate how far away they are, Condition on them for 2d2 rounds.
as long as you are both in the same dimension or
plane of reality.
Combiner Rules
Once per scene, you gain Edge on any Skill Test
A player who wants their character to be part of
in which both of you have at least a d2 Skill Level.
a larger Gestalt Combiner will need to take the
Additionally, once per scene at the beginning of
Gestalt Combiner or Matched Combiner General
your turn, you can pass one Condition you are
Perk, depending on how many others are part
suffering from to your bonded being.
of the team. These Perks are available through
TARGETMASTER the Gestalt Member Influence (see page 22), the
Component Ace Modemaster Focus (see page 33),
Prerequisite: Large Size or larger
or through the General Perk feature of any role in
You have been paired up with another the Transformers Roleplaying Game.
Cybertronian Mini-Con whose Alt Mode is an
alternate, more powerful weapon. When using

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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

possessed by the component members. Edge on Initiative Skill Tests.


• The Combiner form uses the slowest rates of the
Enhanced Move: Add +10 feet to one of the
Movement Types of its component members’
Combiner form’s Movement Types.
Bot Modes.
• The Combiner form has a base maximum of Safe Release: When you are forced to leave
Energon Points equal to half the number of a Combiner form, no matter the reason, you
Energon Points spent to assume the combined do so with at least 1 Health, even if you were
form (rounding up). momentarily reduced to 0 Health to cause your
separation. This Combiner feature only applies to
• Other rules for how a Combiner form attacks, deals
Combiner forms of Gigantic Size or larger.
and takes damage, uses Energon, and performs
other combat-related activities are found below. Skill Expertise: Choose two Skills that you
possess at d4 or higher. While you are merged, the
COMBINER FEATURES Combiner form receives 1 to each of these Skills.
The following Combiner features can be chosen Titan Hardpoint: Your Combiner Megaform
by characters who take the Gestalt Combiner or manifests a specified Titan-class Weapon (see

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CHAPTER 2: COMBINER CHARACTERS

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

TRANSFORMERS ROLEPLAYING GAME

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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.

A COMBINER FORM’S ACTIONS TAKING DAMAGE AS A COMBINER FORM


A Combiner form is a single entity. Once you’ve As mentioned above, a Combiner form has an array
determined the form’s Speed Essence, calculate the of Health values that represents the components’
number of actions it can perform in a turn the same individual Health.
way as any other Essence20 character. The Combiner Whenever an enemy attacks a Combiner form,
form uses these actions also in the same way as any they must choose to attack the Combiner as a
other character, though who decides what those whole or attempt to single out a specific component
actions are depends on the individual components. member. In either case, the Combiner form’s Size is
If a Combiner form is made up of a single PC and an used to modify the attack in question, but an attacker
assortment of NPCs, the player character is obviously that tries to focus on one component member suffers
in charge of the Combiner form’s actions. In the Snag on the attack. If a game effect would impose a
cases where multiple PCs make up a Combiner form, Condition on the Combiner form, that attack or effect
must target the Combiner as a whole.

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If an attack successfully hits the Combiner as a Using Energon Points as a


whole, the total damage inflicted is divided as equally
as possible between all active component members; Combiner Form
if it can’t be distributed equally, determine randomly A Combiner form’s Energon Point pool is comprised
which component members take the damage, but of the Energon spent by the components to
each component should take 1 damage before another merge (see page 43). A Combiner can spend its
member takes a second point of damage. If an attack Energon Points in specific ways. The following list
successfully hits a specific component member, all replaces the Using Energon Points list found on
the damage is applied to that member’s portion of the page 105 of the Transformers Roleplaying Game
Combiner form’s Health array. Core Rulebook.
If a component member’s individual Health is • Gain 1 to a Skill Test;

TRANSFORMERS ROLEPLAYING GAME


reduced to 0, they are no longer considered active • Ignore Snag;
and any attacks or powers they contribute to the • Postpone breaking apart from a Combiner form
Combiner form can no longer be used, though their for 1d2 turns by spending 1 Energon Point per
Combiner features still apply. Additionally, since currently combined component member (whether
that component member is no longer able to take active or not);
damage for the whole, the other components of • Activate particular Perks, equipment, or other
the Combiner will be more likely to take greater game effects as noted in their descriptions.
amounts of damage.
Note that a Combiner form doesn’t regenerate
When more than half of a Combiner form’s Energon in most standard ways but can still receive
component members are no longer active, the Energon from an outside source. Additionally, all
Combiner is Defeated and breaks apart into its Energon Points remaining in a Combiner form’s pool
component members, each falling Prone within the are lost when it breaks apart!
space and Reach of the Defeated Combiner.

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CHAPTER 3: COMBINER ARMORY

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

Upscaling Weapons to see what changes should be made. No matter


how large a weapon gets, its category, classification,
Many different weapons can be found in the and most of its traits remain unchanged. In addition,
Transformers Roleplaying Game Core Rulebook if a weapon requires any special costs to use (such
and its sourcebooks, such as blasters, machine as Energon Points), those values are also unchanged
guns, and element jets. In game mechanics, there if it is upscaled.

TABLE 3-1: WEAPON SIZE CLASS MODIFICATIONS

SIZE ALTERNATE AREA OF

TRANSFORMERS ROLEPLAYING GAME


CLASS AVAILABILITY REQUIREMENTS RANGE1,2 EFFECTS EFFECTS EFFECT2 TRAITS
Gigantic– Up 1 level Size Class3
+30% +1 damage — +50% —
Extended II or Brawn d6
Towering– Up 2 levels Size Class3 +60% +2 damage Trip +100% or —
Extended III (maximum add Blast:
Prototypical) 5ft radius
Titanic Up 2 levels Size Class3 — +4 damage Trip +200% or Titan-Class,
(maximum add Blast: Rewcker
Unique) 15ft radius

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

Size and Number of


Hardpoints
There are some considerations when a character
of a drastically larger or smaller Size Class
tries to wield or attach a weapon made for a
different Size Class in their Hardpoints.
• A weapon that is three or more Size
Classes smaller than your Modes’
smallest Size requires only 1 Hand/
TRANSFORMERS ROLEPLAYING GAME

Hardpoint to wield, regardless of the


weapon’s statistics.
• A weapon that is three Size Classes larger
than your Modes’ largest Size requires 2 Hands/
Hardpoints to wield, regardless of the weapon’s
statistics.
• A weapon that is four or more Size Classes larger
than your Modes’ largest Size can’t be wielded
normally, instead requiring special modifications
or GM permissions, regardless of the weapon’s
statistics.

Volcanicus

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CHAPTER 3: COMBINER ARMORY

New Equipment New Condition:


Options Mode Lock
The following equipment options expand on the The ability to convert Modes is key to how
gear available to Transformers Roleplaying Game Cybertronians interact with their environment,
characters. and some sinister weapons presented in this
chapter impose a new Condition meant to
New Weapon Traits especially hamper Combiners.
Mode Lock: A character suffering from Mode
Those weapons designed for the largest
Lock can’t convert from their current Mode;
Cybertronian fighters might have one of the
this includes Alt Modes, Mass Shifts, Partial
following new traits.
Conversions, and merging as a Combiner
Element (Energy): Energy is a collective term for raw (even with a symbiotic Transtector Rig).
elemental emissions that cannot be classified through While afflicted, the character can remove the
one of the other previously detailed elements. Energy Condition by performing an Energon flush,
weapons grant the user 1 on attacks against targets which requires spending 1 Energon and
that are being subjected to a form of drastic size/ succeeding at a DIF 12 Technology Skill Test as
mass alteration (such as the Modemaster’s Mass Shift, a Standard action.
the Object Alt Mode General Perk, and mystically
enlarged or reduced objects).
Titan-Class: Weapons with this trait are built Availability: Standard
for the massive Gestalt Combiners and the last Classification: Might integrated melee
remaining Titans of Cybertron. This weapon ignores Requirements: Replaces one External Hardpoint
all bonuses to Toughness Defense from armor Range: Reach
upgrades when used to attack anything of a smaller Hands: 0
Size Class than the wielder. However, the wielder Effects: 1 Sharp damage
must first spend 1 Energon Point each time they Alternate Effects: Target is Grappled
wish to attack with this weapon. This Energon Special: Targets Grappled by this weapon suffer
must be spent before any attacks are made, but the Snag to escape
wielder need only pay the cost once per round if Traits: Sharp, Silent
they have Perks that allow them to take more than
BREAKER-BAR
one attack per round.
A reinforced demolition tool that is particularly
good at separating combined elements.
New Weapons Category: Weapon

TRANSFORMERS ROLEPLAYING GAME


The weapons listed in the Transformers Roleplaying Availability: Standard
Game Core Rulebook are designed primarily using Classification: Might medium melee
broad terms and definitions, and they still apply Requirements: Brawn d4 and Technology d2
normally for characters created using the assets Range: Reach
in this sourcebook. There are new weapons that Hands: 1 or 2
might be better for characters that are involved Effects: 1 Sharp damage
Alternate Effects: 2 Sharp damage (2 hands, 1)
with Combiners, Headmasters, Powermasters, and
Special: Inflicts +1 Sharp damage against
Targetmasters – or those who fight against them.
Combiner form targets
Traits: Sharp, Silent
Standard Weapons
CLUSTER GRENADE
ASSAULT CLAW A fragment-based explosive device with a random
A powerful clamping claw that replaces one of the area of effect.
wielder’s own external hardpoints. Category: Weapon
Category: Weapon Availability: Standard

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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

Category: Weapon Classification: Finesse or Might long melee


Availability: Standard Requirements: Brawn d2
Classification: Finesse or Might medium Range: Reach ×2
melee Hands: 2
Requirements: Athletics d2 Effects: 2 Sharp damage
Range: Reach Alternate Effects: 2 Sharp damage—Multiple
Hands: 1 (2) Targets (Reach ×2, 1), 2 Sharp damage—
Effects: 1 Sharp damage Multiple (3) Targets (Reach ×2, 2)
Alternate Effects: Nil Traits: Martial Arts, Sharp, Silent
Traits: Amphibious, Sharp, Silent
CYCLER WARHEAD ARRAY
Limited Weapons A titan-sized revolver that fires a cluster of element-
modified rockets at a group of targets.
BLASTER KNUCKLES Category: Weapon
Many titanic Cybertronians implant energy blasters Availability: Limited

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CHAPTER 3: COMBINER ARMORY

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

TRANSFORMERS ROLEPLAYING GAME


intertwining and catching their limbs to impede Requirements: Brawn d2
movement and conversion ability. Range: Reach ×2
Category: Weapon Hands: 2
Availability: Limited Effects: 2 Element damage
Classification: Athletics medium projectile Alternate Effects: 2 Element damage—Multiple
Requirements: Athletics d4 (2) Targets (Reach ×2, 1), 2 Element damage—
Range: 20ft/50ft Multiple (3) Targets (Reach ×2, 2), Intimidating
Hands: 1 Traits: Computerized, Element, Reload, Silent
Effects: Restrained
GYRO-GUN
Alternate Effects: Mode Lock
Special: DIF 10 Athletics or Brawn Skill Test to This energy-based weapon disrupts a target’s
remove the Restrained condition balance based upon its mass and center of gravity.
Traits: Consumable, Mode Lock Category: Weapon
Availability: Restricted
MORTAR SHELL CANNON Classification: Targeting sidearm projectile
A large-barreled device that launches element shells Requirements: Nil

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

Range: 20ft/80ft PRIMEON BLADE


Hands: 1
Effects: Stun 1 Because it is forged of solidified energy, this huge,
Alternate Effects: Target is Impaired for 1d2 turns wedge-shaped sword is wieldable by smaller
(1) combatants.
Traits: Computerized Category: Weapon
Availability: Restricted
INHIBITOR CHARGE Classification: Finesse or Might long melee
Requirements: Brawn d4
This modified grenade saturates a small area with
Range: Reach ×2
magnetically charged particles designed specifically
Hands: 2
to gum up and stymie the mechanisms surrounding Effects: 2 Sharp damage
the function of T-Cogs. Alternate Effects: 2 Sharp damage and 1 Energy
Category: Weapon damage (1)
Availability: Restricted Special: Deals 1 additional Energy damage to a
Classification: Athletics sidearm explosive single component member in a combined form
Requirements: Technology d4 Traits: Energy, Reload, Sharp, Silent
Range: 20ft/50ft
Hands: 1 RAIL RIFLE
Effects: Mode Lock Blast: 10ft radius
Alternate Effects: 1 Electromagnetic damage
This heavy, magnetically powered rifle launches
Blast: 10ft radius solid rounds with intense momentum.
Traits: Computerized, Consumable, Category: Weapon
Electromagnetic Availability: Restricted
Classification: Targeting long projectile
INHIBITOR JET Requirements: Alertness d4 and Brawn d4
Range: 120ft/600ft; min 30
This projection-based weapon hurls a cloud of Hands: 2
magnetic particles that get into a target’s T-Cog Effects: 2 Sharp damage
mechanisms to keep them from converting modes. Alternate Effects: 4 Sharp damage (3)
Category: Weapon Traits: Anti-Tank, Ballistic, Mounted, Reload, Sharp
Availability: Restricted
Classification: Targeting medium element STAR CANNON
Requirements: Technology d4
This massive, shoulder-mounted projection weapon
Range: 15ft
Hands: 2
hurls blasts of plasma as hot as the corona of most suns.
Category: Weapon
Effects: Mode Lock Blast: 15ft cone
Availability: Restricted
Alternate Effects: 1 Electromagnetic damage
Classification: Targeting long element
Blast: 15ft cone, Intimidating
Requirements: Towering
Traits: Computerized, Electromagnetic, Reload
TRANSFORMERS ROLEPLAYING GAME

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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CHAPTER 3: COMBINER ARMORY

Hands: 1 Extended targets, +2 damage against Gigantic


Effects: 2 Laser damage or Extended II targets, +3 damage against
Traits: Armor Piercing, Laser Towering or Extended III targets, +4 damage
against Titanic Targets

Prototypical Weapons Traits: Energy, Mounted, Reload

DEMOLECULARIZATION GUN New Weapon Upgrades


Designed using a reverse polarity version of the These are useful new upgrades that characters can
molecular bonding used in the Transtector Rigs that acquire from the usual sources to alter their weapons.
allow Headmasters and their partners to combine, Many of these upgrades are designed for characters
this gun turns armor into brittle rubber. that have either been in touch with the Enigma of
Category: Weapon Combination or can link together with another being
Availability: Prototypical in some symbiotic fashion but could also be useful for
Classification: Targeting sidearm element characters who fight against these combined forms.
Requirements: Technology d2
Range: 40ft/90ft FRONT-WEIGHTED
Hands: 1
Effects: 1 Energy damage
Whether using the simple placement of weights,
Special: Targets hit are partially demolecularized the addition of liquid cores, or advanced tech like
for the remainder of the scene, granting Edge to magnetic impellers or hydraulic counter-slides, this
attacks against them that deal Sharp damage weapon picks up momentum very quickly.
Traits: Anti-Tank, Computerized, Energy Availability: Limited
Prerequisite: Close combat blade or bludgeon
ENDER’S RAIL Benefit: Grants 1 on attacks against targets
smaller than the wielder
Made infamous in the titanic hands of the
Decepticon titan Scorponok, this rail-rifle fires one MASS REACTIVE ROUNDS
of the single most devastating payloads known to
Cybertronian military scholars. Adding tiny impact anti-armor explosive charges to
Category: Weapon the tips of a ballistic weapon’s rounds makes them
Availability: Prototypical almost impossible to simply shrug off.
Classification: Targeting heavy projectile Availability: Restricted
Requirements: Brawn d6 and Towering Prerequisite: Weapon with the Ballistic trait that
Range: 200ft/500ft deals Sharp damage
Hands: 2 Benefit: Deals 1 additional Sharp damage to any
Effects: 5 Sharp damage attack versus a target’s Toughness Defense
Alternate Effects: 7 Sharp damage (2)
SCRAMBLE MODULATOR
Traits: Anti-Tank, Armor Piercing, Reload, Sharp,

TRANSFORMERS ROLEPLAYING GAME


Sniper, Titan-class Using a secondary wavelength generator to
feed into the emissions of a sonic weapon, the
NEGAVATOR BEAM connections that keep a Combiner form merged can
Originally designed as a siege weapon by be greatly weakened.
Wheeljack, this enormous weapon must be Availability: Restricted
mounted on a large enough frame with access Prerequisite: Weapon that deals Sonic damage
to enough stabilization to fire, but the results are Benefit: When successfully attacking a Combiner
form and this weapon’s damage is divided
tremendous.
among its components, the component
Category: Weapon
member with the highest current Health takes 1
Availability: Prototypical
additional Sonic damage; if multiple component
Classification: Targeting heavy element
members tie for the highest, they each suffer
Requirements: Gigantic
the additional damage
Range: 80ft/250ft
Hands: 2
Effects: 3 Energy damage
Special: Deals +1 damage against Huge or

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

SOLUS CHARGE Availability: Restricted


Prerequisite: Science or Technology d4
Adding concentrated Energon directly into the Benefit: Weapons dealing Electromagnetic
discharge of a laser weapon (a tactic taught by the damage gain no special benefits against you for
Guardians of the Flame of Solus) requires specific being computerized or mechanical
weapon adjustments and a dedicated Energon
conduit. The result is a significantly hotter beam that JET PROPULSION ATTACHMENTS
is somewhat taxing to the user. Using your armor as a mounting point, your Bot
Availability: Restricted
Mode can fly at a modest pace. This is a favorite
Prerequisite: Ranged weapon that deals Laser damage
of Decepticons, who use it to keep up with their
Benefit: Wielder may spend up to 2 Energon Points
Insecticon and Seeker troops.
when attacking; each Energon Point spent in this
Availability: Standard
way adds 1 additional Fire damage to the attack
Prerequisite: Driving d2
SUSTAINED BEAM Benefit: You gain an Aerial Movement value of 40ft
while in Bot Mode; This has no benefit in Alt Mode
Modifies a laser to fire longer, sweeping beams
instead of individual lancets of concentrated MACRO-MAGNETIC LINKAGE
light and heat. Your armor has powerful electromagnet connection
Availability: Restricted
points that help hone in your momentum toward
Prerequisite: Ranged weapon that deals Laser
merging with another component being.
damage
Availability: Standard
Benefit: Once per round on a hit, the wielder may
Benefit: Doubles your Reach for calculating how
choose to spend 1 Energon Point and a Free
far you can be from another component being
action to immediately attack the same target a
to merge into a combined form
second time with Edge
OBSCURING MATRIX
New Armor Upgrades Blurring the visible edges of the wearer’s outline
These are new ways that Cybertronians can protect when in motion, this armor upgrade makes the
themselves from the many kinds of harm that might target more difficult to hit precisely.
cross their path. They are potentially designed with
Combiners and Binary Bonded beings in mind but
could be just as useful to any characters capable of
donning these upgrades.

ABLATIVE MATRIX
This boosted version of the standard armor matrices
many Cybertronians use is designed to offer
TRANSFORMERS ROLEPLAYING GAME

additional protection but breaks away and falls


apart over time.
Availability: Standard (Light); Limited
(Medium); Restricted (Heavy)
Prerequisite: Brawn d2
Benefit: Grants deflective
bonus to Toughness—Light
(+2), Medium (+4), or Heavy
(+5); this bonus is reduced by 1 each time the
wearer is hit by a Critical Success attack Skill
Test

EM PROTECTIVE LINING
Using advanced material liners, you can shield
your most sensitive parts from the ravages of
electromagnetic weaponry.

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CHAPTER 3: COMBINER ARMORY

Availability: Limited (Basic); Restricted


(Advanced) What About the
Prerequisite: Technology d2 (Advanced only)
Benefit: Grants computerized bonus to Evasion—
Battle Transtectors?
Basic (+2) or Advanced (+4); this bonus is There are new and prototypical designs of
negated while the wearer has the Grappled, massive “Battle Transtector” warsuits that allow
Immobilized, Prone, or Restrained Condition
a Headmaster in a common Transtector Rig to
PROTOMATTER INJECTION LAYER link up and control the robotic vehicle-body,
but they have always been seen as unreliable
Your armor hides a lining of heated, liquid and too costly to mass produce. Battle
protomatter that automatically flows into your open Transtectors are theoretically available for a
wounds, patching them up temporarily until proper Headmaster to acquire, effectively becoming
repairs can be made. their own Huge-sized Bot Mode with no
Availability: Restricted attached personality, just a physical shell to
Prerequisite: Conditioning +1
merge with and pilot.
Benefit: The first three times (per requisition of
this upgrade) you suffer 2 or more damage from
a single source, the damage is reduced by 1.
This upgrade can be replenished with an hour of
New Other
repairs, a successful DIF 12 Technology Skill
Test, and the expenditure of 2 Energon Points.
Equipment
In the Transformers universe, there are many
RIG REINFORCEMENT different pieces of gear, tools, and gadgets that
Adds additional armor plating to an existing aren’t weapons or armor upgrades.
Transtector Rig.
Prerequisite: Can only be added to a
Transtector Rig
New General Equipment
Availability: Limited No matter how your characters interact with
Benefit: Increases Toughness bonus gained others, they will need a variety of tools and other
from a Transtector Rig by 1; can be chosen up equipment for their missions.
to three times
GESTALT FIREWALL CROWN
STATIC SLIDE INHIBITOR Being part of a combined form’s mixture of
Light plating added to a chassis deflects physical mentalities and personalities can be disorienting
blows, while small electro-static generators create and confusing. This specialized circlet of
an invisible buffer against certain energy attacks. protomatter and crystalline-alloy circuitry is
Availability: Limited designed to be worn by members of a combined
Benefit: Grants +1 deflective bonus to Toughness form, protecting their individual minds from psychic

TRANSFORMERS ROLEPLAYING GAME


and imposes 1 to Energy and Laser attacks interference between members.
targeting the wearer
Prerequisites: Technology d4
TRANSTECTOR RIG Benefit: The wearer gains Resistance to Psychic
A fully armored exo-suit used by Binary Bonded damage, which transfers to any Combiner form
beings to convert into their necessary component of they are part of. Additionally, once per scene, such
a Headmaster, Powermaster, or Targetmaster pairing. a Combiner form can roll a Skill Test with a Skill
Availability: Restricted (Standard for using a Specialization that the wearer has but the
Headmasters, Powermasters, and combined form doesn’t.
Targetmasters)
Prerequisite: Large or smaller (Bot Mode) LINK LOCK
Benefit: Grants +4 deflective bonus to Toughness, The weakness inherent to the Headmaster process
offers full environmental protection, and allows is that the Cybertronian host body cannot convert
for Headmaster Head conversion detailed in the into Bot Mode when their bonded companion’s
General Perk of the same name Transtector Rig is not present, making it additionally

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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.

CLAWED FEET Enigma of Combination


• Prerequisite: You have the Matched Combiner or
Crafted in the age of the Matrix and initially held
Gestalt Combiner General Perk.
by Nexus Prime, the Enigma of Combination is
• Alt Mode: You ignore Rough Terrain. one of the original artifacts of the omni-powerful
• Bot Mode: You gain Edge on climbing-based Skill Tests. Thirteen. It is, at its core, a containment device
• Combined Form: Your combined form gains 1 that holds the concentrated essence of cooperation
on kicking/stomping Unarmed Combat attacks. in the same way that the Matrix of Leadership
holds the energy of valor and command. Just being
HARD TREAD WHEELS near the Enigma is enough to foster feelings of
• Prerequisite: Your Alt Mode has a Ground camaraderie and togetherness.
Movement value.

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CHAPTER 3: COMBINER ARMORY

Prolonged exposure or direct


connection to the Enigma is enough to
alter the function of a Cybertronian’s
Transformation Cog, turning them
into a component piece of a larger
state. It is through the Enigma that the
creation of the Gestalt Combiners was
made possible.
The Enigma, or rather the primary
containment unit in which it can be found, has
been ferried across the universe in many hands, but
wherever it goes, Combiners and their offshoots will
appear in greater numbers.

USING THE ENIGMA OF COMBINATION


There are two ways to use the Enigma of
Combination: proximity or direct exposure.
truest tool of fabrication Cybertron has ever known,
Proximity: Being in the same scene as the aside from the artful hands of Primus himself.
Enigma bathes Cybertronians with the energies of
fostered teamwork. Affected characters can use USING THE FORGE OF SOLUS PRIME
the Lend Assistance action as a Free action and
When being wielded as a weapon, the Forge of
ignore any Hang-Ups or other effects that prevent
Solus Prime has the following statistics:
a character from using or benefitting from the Lend Category: Weapon
Assistance action. Availability: Unique
Direct Exposure: While holding the Enigma, Classification: Might long melee
a character gains their choice of the Gestalt Requirements: Brawn d12 and Huge or Brawn d10
Combiner, Matched Combiner, or Universal and Gigantic or Brawn d8 and Towering
Component General Perk as a free Perk without Range: Reach
having to meet the prerequisite. Additionally, Hands: 2
any costs the character must pay to merge into a Effects: 4 Blunt damage
Alternate Effects: Intimidating, target is Stunned
Combined form are waived once per scene via
for 2d2 turns
the Enigma. If a character retains possession of the
Traits: Anti-Tank, Reload, Titan-class
Enigma for an entire mission, they can keep the free
General Perk indefinitely if they wish, even after To use the Forge for its intended purpose—a tool
they no longer have the Enigma. for creation—the wielder must expend 3 Energon
Points and attempt a DIF 8 Technology Skill Test;

TRANSFORMERS ROLEPLAYING GAME


Forge of Solus Prime this activity takes 1 hour. On a success, the wielder
can create any single piece of armor, equipment,
Containing the fabled Flame of Solus Prime, this or weapon that they have at least a d2 Skill Rank to
monstrous hammer was once wielded by the use, regardless of availability (though not Unique
Thirteen against the rise of Unicron in Cybertron’s items). For every 5 by which the result of the Skill
pre-history. While it can be wielded as a weapon to Test exceeds the DIF, the wielder can do one of the
great effect, its primary use is to funnel energy as a following:
force for creation. It is said that the Forge was used
• Add a viable upgrade to a created item.
to create the other weapons of the Thirteen, as well
as the containers for the Enigma of Combination • Perfect the created item, granting 1 to its use.
and the Matrix of Leadership. The items created by the Forge are permanent.
Powered by the equivalent of a collapsing neutron It is, after all, one of the most powerful artifacts of
star, the Forge allows a skilled user to pound energy creation in Cybertronian history.
and matter together in unimaginable ways, creating
almost anything their minds can fathom. It is the

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CHAPTER 4: THREATS AND ALLIES

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

THREAT LEVEL THREAT PAGE THREAT LEVEL THREAT PAGE


3 Aimldeess Page 78 10 Lord Zarak Page 87
4 Stylor Page 107 10 Rampage Page 82
5 Grax Page 89 10 Skullcruncher Page 88
5 Groove Page 110 10 Streetwise Page 112
5 Misfire Page 78 11 Headstrong Page 81
6 Arcana Page 105 11 Movor Page 66
6 Monzo Page 97 11 Rollbar Page 67
6 Slingshot Page 102 11 Scrapper Page 74
6 Wildrider Page 93 11 Skydive Page 101

TRANSFORMERS ROLEPLAYING GAME


7 Blades Page 109 12 Brainstorm Page 104
7 Brawl Page 61 12 Ro-Tor Page 68
7 Drag Strip Page 91 12 Weirdwolf Page 96
8 Chromedome Page 106 13 Hot Spot Page 111
8 Fireflight Page 99 14 Devastator Page 76
8 Long Haul Page 72 14 Onslaught Page 62
8 Scavenger Page 74 14 Razorclaw Page 83
8 Vortex Page 64 15 Motormaster Page 92
9 Air Raid Page 99 15 Silverbolt Page 100
9 Bonecrusher Page 70 16 Bruticus Page 65
9 First Aid Page 109 16 Ruination Page 68
9 Hook Page 71 17 Menasor Page 94
9 Mixmaster Page 73 18 Defensor Page 112
9 Swindle Page 63 18 Predaking Page 84
10 Blast Off Page 60 19 Superion Page 103
10 Divebomb Page 80 25 Scorponok Page 86

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

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.

Blast Off SKILLS


• Alertness (Perception) +d6*
As the Combaticon’s long-distance sniper, second-
TRANSFORMERS ROLEPLAYING GAME

• Brawn (Carrying Capacity) +d6*


in-command Blast Off feels above everyone in more • Conditioning +2
ways than one. In Alt Mode, he can rain seeking fire • Deception +d6
from space. In Bot Mode, he can pick off long-range • Driving +d4
targets with precision and grace, something he takes • Finesse +d4
great pleasure in noting to his less sophisticated • Initiative +d4
teammates. • Targeting (Sniper) +d8*
• Technology +d4
THREAT LEVEL: 10
• Languages: Cybertronian, English,
SIZE: Huge/Extended HEALTH: 12 Japanese, Mandarin
MOVEMENT: 40ft Ground (Bot Mode); 80 ft (40ft)
Aerial (Alt Mode) PERKS
STRENGTH: 6 SPEED: 11 Gestalt Combiner (Enhanced Move): Blast Off can
SMARTS: 6 SOCIAL: 3 connect and combine with the other Combaticons,
becoming part of Bruticus (see page 65).
TOUGHNESS: 17 EVASION: 21
WILLPOWER: 16 CLEVERNESS: 13 Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.

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CHAPTER 4: THREATS AND ALLIES

Sharpshooter’s Grace: Blast Off’s deadly aim is


famous. He doesn’t suffer Snag when making a ranged Brawl
attack outside a weapon’s normal range. He gains 2 Brawl lives up to his name with alarming ease as
on ranged attacks on targets farther than 30 feet away. the munitions expert of the Combaticons. He loves
Size Change: Blast Off’s Alt Mode is a space shuttle nothing more than a good fight, whether it’s with his
large enough to carry up to four other Cybertronians. fists, his guns, or his grenades. Often heard before he’s
ATTACKS seen, Brawl converts into a tank on the battlefield.
Cyberstunner (Finesse): +d4, Reach (Stun 1) THREAT LEVEL: 7
Alternate Effects: 1 Energy damage SIZE: Huge/Extended HEALTH: 9
Hands: 1 MOVEMENT: 30ft Ground (Bot Mode); 60ft Ground
Requirements: Bot Mode only (Alt Mode)
Traits: Computerized STRENGTH: 10 SPEED: 4
Long Range Rifle (Targeting): +d8*, Range SMARTS: 4 SOCIAL: 2
150ft/600ft; min. 30ft (1 Sharp damage) TOUGHNESS: 23 EVASION: 14
Alternate Effects: 2 Sharp damage (1), 3 Sharp WILLPOWER: 14 CLEVERNESS: 12
damage (3)
Hands: 2 SKILLS
Upgrades: Piercing • Brawn +d4
Requirements: Bot Mode only • Conditioning +2
Traits: Armor Piercing, Ballistic, Mounted, Reload, • Deception +d4
Sniper • Driving +d2
• Initiative +d6
Mounted Missile (Targeting): +d8, Range
500ft/1,000ft (1 Fire damage Blast: 50ft radius) • Intimidation +d4
• Might +d8
Alternate Effects: 1 Fire damage (1), 2 Fire damage,
• Technology (Explosive) +d6*
2 Fire damage Blast: 20ft radius (1)
• Languages: Cybertronian, English, Korean
Requirements: Alt Mode only
Traits: Anti-Tank, Computerized, Consumable, PERKS
Element, Wrecker
Gestalt Combiner (Armored Defense): Brawl can
POWERS connect and combine with the other Combaticons,
becoming part of Bruticus (see page 65).
Orbital Missiles (2/scene, Move and Standard
action): Things are clearer up there. Blast Off launches Mode Conversion: Cybertronians spend a Standard
himself into the air to rain down heavy fire from above. action to convert between Bot Mode and Alt Mode.
He attempts a Targeting Skill Test against each of 3 Munitions Expert: Brawl is knowledgeable in all
targets in the scene, no two of which can be more things explosive as the resident munitions mech of the
than 20 feet apart. He deals 3 Fire damage to each Combaticon Gestalt. Brawl uses Technology to attack
target he hits. He then remains out of range of any with ballistic weapons or explosives.
weaponry until the beginning of his next turn, where
Pack Mule: Brawl’s role as explosives expert requires

TRANSFORMERS ROLEPLAYING GAME


he returns to his original position (or adjacent to that
him to pack some serious heat. He can carry up to 3
position if his original position was occupied). If Blast
additional hands of weapons.
Off Fumbles any of his attacks, he comes hurtling back
down to his original position at the end of his turn and ATTACKS
suffers Snag on all Skill Tests for his next turn.
Concussion Grenade (Technology): +d6*, Range
GEAR 20ft/50ft (Stun 1 Blast: 10ft radius)
Armor: Light armor matrix (+1 deflective to Toughness) Hands: 1
Requirements: Bot Mode only
Weapons: Cyberstunner (Finesse sidearm melee), Traits: Consumable
long-range rifle, mounted missiles (2)
Element Grenade (Technology): +d6*, Range
Other: Sniper’s visor (2 to Alertness Skill Tests) 20ft/50ft (1 Fire damage Blast: 10ft radius)
HANG-UP Hands: 1
Requirements: Bot Mode only
Above It All: Blast Off’s self-imposed isolation and Traits: Computerized, Consumable, Element
haughty manners don’t endear him to his fellow
Decepticons. He suffers 1 to all Social Skill Tests with
other Decepticons, including his teammates.

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Flame Photon Blaster (Technology): +d6, Range THREAT LEVEL: 14


25ft/80ft (1 Fire damage)
SIZE: Huge/Extended HEALTH: 16
Hands: 1 MOVEMENT: 30ft Ground (Bot Mode); 60ft Ground
Requirements: Bot Mode only (Alt Mode)
Upgrades: Ignition Tank
STRENGTH: 12 SPEED: 7
Traits: Ballistic
SMARTS: 9 SOCIAL: 6
Frag Grenade (Technology): +d6*, Range 20ft/50ft (1
TOUGHNESS: 25 EVASION: 17
Sharp damage Blast: 10ft radius)
WILLPOWER: 19 CLEVERNESS: 16
Hands: 1
Requirements: Bot Mode only SKILLS
Traits: Consumable, Sharp, Wrecker
• Alertness (Tactics) +d8*
Ram (Driving): +d6, Reach (1 Blunt damage) • Brawn +d6
Alternate Effects: Trip • Conditioning +2
Requirements: Alt Mode Only; Move at least 10ft • Deception +d4
before attacking • Driving +d2
• Initiative +d8
Traits: Integrated
• Intimidation +d6
Unarmed Combat (Might): +d8, Reach (Stun 1) • Might +d8
Alternate Effects: 1 Blunt damage (1), Maneuver • Persuasion +d4
(1) • Streetwise +d4
Requirements: Bot Mode only • Survival +d4
Traits: Martial Arts, Silent • Targeting +d4
• Technology +d4
POWERS • Languages: Cybertronian, English, Korean, Russian
Artillery Away! (2/scene, Move and Standard PERKS
Action): It’s time for some mayhem! Brawl converts
from Bot Mode to Alt Mode and fires up his tank cannon. Combaticons Leader: As a high-ranking officer,
He then attempts a Technology (Explosives) Skill Test Onslaught enjoys 2 on all Skill Tests against his own
against a target within 100ft. On a success, he deals 3 team members and 1 against all other lower-ranking
Sharp damage to that target, each creature within 20ft Decepticons.
of the original target takes 1 Sharp damage from the Gestalt Combiner (Commander [Strength, Speed]):
shrapnel, and the area in a 10ft radius around the original Onslaught can connect and combine with the other
target becomes Rough Terrain for the remainder of Combaticons, becoming part of Bruticus (see page 65).
the scene.
Mode Conversion: Cybertronians spend a Standard
GEAR action to convert between Bot Mode and Alt Mode.

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

Ignition Tank upgrade), frag grenades (3) ATTACKS


HANG-UP Back-Mounted Artillery Cannons (Targeting): +d4,
Range 300ft/600 ft (2 Sharp damage)
Cyberbull In a Crystal Shop: Brawl isn’t graceful, and Alternate Effects: 1 Sharp damage Blast: 20ft radius
it only gets worse when he’s pumped up for battle.
Requirements: Alt Mode Only
Whenever he misses an attack, Brawl suffers –1 to his
Traits: Integrated
Evasion Defense until the beginning of his next turn.
Electro-Shotgun (Targeting): +d4, Range 20ft/60ft (1
Electric damage Blast: 15ft cone)
Onslaught Hands: 2
Upgrades: Voltage Tank
Onslaught is the frighteningly clever leader of the
Traits: Ballistic, Reload
Combaticons. With a processor like a vault and
a tactician’s cool head, he directs his team with Ram (Driving): +d2, Reach (1 Blunt damage)
military precision. Onslaught isn’t above joining the Alternate Effects: Trip
fray when his plans go wrong, and his ferocity in Requirements: Alt Mode Only; Move at least 10ft
before attacking
battle is Spark-chilling to behold.
Traits: Integrated

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CHAPTER 4: THREATS AND ALLIES

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

TRANSFORMERS ROLEPLAYING GAME


• Alertness +d2 Consummate Entrepreneur (Free): “But wait,”
• Brawn +d4 Swindle likes to say as he reloads. “There’s more!”
• Driving +d6 Swindle can explain all the features of a weapon
• Infiltration +d4 he’s using to the target of his attack. He attempts a
• Initiative +d4 Performance (Con Artist) Skill Test against the
• Might +d4 target’s Willpower or Cleverness. On a success,
• Performance (Con Artist) +d8* Swindle unnerves his target, gaining 1 on his attack.
• Streetwise +d6 On a failure, he showed his hand, suffering 1 on
• Technology +d8 his attack. If his weapon affects multiple targets,
• Languages: Arabic, Cybertronian, English, French, he can spend a Free action on each target, rolling a
Japanese, Mandarin, Russian, Spanish Performance (Con Artist) Skill Test against each target.
War Profiteer (2/scene, Free): Swindle excels at
PERKS selling weapons because he knows two things above
Con Artist: Swindle’s words are full of such sweetness all else: selling and weapons. Swindle can attempt a
and shine, it’s easy to lose track of what he’s actually Technology Skill Test against the Requisition DIF of
saying. Swindle uses Performance in place of a weapon (DIF 10 for his scatter blaster). On a success,
Deception and Persuasion for Skill Tests. he gains 1 on Performance (Con Artist) Skill Test

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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.

GEAR Razor Tongue: Vortex’s chatter is downright


dangerous. He gains +2 to his Cleverness Defense
Armor: Breakaway matrix (+3 computerized to Evasion) and deals an additional damage with attacks that
Weapons: Cryo pistol (blaster with Automated and successfully hit an enemy’s Cleverness Defense.
Cryo Tank upgrades), cybershiv (close combat blade),
cover grenade, scatter blaster (machine gun with
ATTACKS
Automated upgrade), Rotor Blades (Finesse): +d6, Reach (2
Sharp damage)
Other: Exotic cashbox (3 on Skill Tests
related to money) Alternate Effects: 2 Sharp damage—Multiple (2)
Targets (Reach, 1)
HANG-UP Hands: 2
Capitalist First, Decepticon Second: Swindle’s Requirements: Bot Mode only
primary motivation is greed. Whenever an opportunity Traits: Martial Arts, Silent
presents itself, be it a freshly scrapped enemy or an Flyby (Driving): +d4, Reach (1 Blunt damage)
easy mark, Swindle rolls an Initiative Skill Test against Alternate Effects: Trip
Onslaught, who also rolls Initiative. On a success, his
Requirements: Alt Mode Only; Move at least 10ft
greed wins out and he abandons the current objective
before attacking
to pursue business endeavors.
Traits: Integrated
Unarmed Combat (Finesse): +d6, Reach (Stun 1)
Vortex Alternate Effects: 1 Blunt damage (1), Maneuver
Vortex is the team’s interrogator. Don’t be fooled by (1)
his friendly chatter and smart mouth; this sadistic Requirements: Bot Mode only
Traits: Martial Arts, Silent
copter revels in violence and mayhem, and takes
great delight in his work while in battle or during a Voltage Whip (Finesse): +d6, Reach ×3 (Maneuver)
shakedown. He converts into a helicopter and can Alternate Effects: 1 Electric damage, Intimidating
use his rotors as deadly blades when in Bot Mode. Hands: 2
Requirements: Bot Mode only
THREAT LEVEL: 8
Upgrades: Tasing
SIZE: Huge/Extended HEALTH: 8 Traits: Martial Arts, Silent
MOVEMENT: 40ft Ground (Bot Mode); 80 ft Aerial
(Alt Mode) POWERS
STRENGTH: 5 SPEED: 10 Maelstrom (Move and Standard Action): Let’s get
SMARTS: 3 SOCIAL: 4 reckless! In Bot or Alt Mode, Vortex may use his rotors
to create a maelstrom to stun his foes. He attempts
TOUGHNESS: 16 EVASION: 20
an Acrobatics Skill Test against the Evasion or
WILLPOWER: 13 CLEVERNESS: 16
Cleverness Defense of all targets within a 40ft cone.
SKILLS On a success, a target takes Stun 2 and is pushed
TRANSFORMERS ROLEPLAYING GAME

back 10ft. On a Fumble, Vortex’s rotors jam, and he


• Acrobatics +d4 must spend his next Standard action unjamming them.
• Alertness +d6
• Deception +d4 GEAR
• Driving +d4 Armor: Light armor matrix (+1 deflective to Toughness)
• Finesse +d6
• Infiltration +d2 Weapons: Rotor blades (Finesse medium melee),
voltage whip (grappler with Tasing upgrade)
• Initiative +d4
• Intimidation +d6 HANG-UP
• Persuasion +d4
• Languages: Cybertronian, English, Japanese, Korean Sadistic: Vortex delights in causing pain and will always
choose to attack the target suffering from the most
PERKS Conditions in any specific scene, regardless of orders.
Gestalt Combiner (Core Essence [Speed]): Vortex
can connect and combine with the other Combaticons,
becoming part of Bruticus (see page 65).

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CHAPTER 4: THREATS AND ALLIES

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)

TRANSFORMERS ROLEPLAYING GAME


Combiner form of Blast Off (see page 60), Brawl (see Special Effects: If Bruticus used his Antigrav Unit
page 61), Onslaught (see page 62), Swindle (see page Perk to leap high before the attack, it deals Stun 2 in
63), and Vortex (see page 64). addition to regular damage.
Traits: Martial Arts, Silent
ATTACKS
Flamethrower (Targeting): +d8, Range 30ft (3 Fire GEAR
damage Blast: 30ft cone) Armor: Armored defense (+2 deflective to Toughness),
Alternate Effects: Trip breakaway matrix (+3 computerized to Evasion)
Hands: 2
Weapons: Flamethrower (Towering element jet), rotor
Traits: Reload
shield (Towering close combat blade)
Rotor Shield (Might): +d8, Reach (3 Sharp damage)
Alternate Effects: Trip HANG-UP
Hands: 1 Bungling Bag of Bolts: While Bruticus is a terrifying
Special: Bruticus increases his Toughness and combatant, the chaotic nature of the Combaticon team
Evasion Defenses by 1 when wielding renders him easily confused and angered. He suffers
Traits: Silent Snag on all Smarts-based Skill Tests and takes 1 on
Skill Tests opposed by Deception or Persuasion.

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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

Megatron, the team may even go so far as to SKILLS


sabotage the others’ missions. • Alertness +d6
The stats for Armorhide and Mega-Octane • Brawn +d6
appear on pages 196 and 218 respectively • Culture +d4
• Deception +d4
of the Transformers Roleplaying Game
• Driving (Aerospace) +d6*
Core Rulebook.
• Infiltration +d4
• Initiative +d4
• Intimidation +d4

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.

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CHAPTER 4: THREATS AND ALLIES

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

TRANSFORMERS ROLEPLAYING GAME


POWERS him cool-headed in combat. Intimidation Skill Tests
Lasers from Space (3/scene, Standard): Movor targeting Rollbar suffer Snag.
makes a ranged attack beyond a weapon’s maximum
ATTACKS
range, though he still suffers Snag.
Frag Grenades (Athletics): +d4, Range 20ft/50ft (1
GEAR Sharp damage Blast 10ft radius)
Armor: Light armor matrix (+1 deflective to Toughness) Hands: 1
Traits: Consumable, Wrecker
Weapons: Focused blaster (Targeting sidearm
element), twin argon lasers (Targeting Turret Cannon (Targeting): +d6, Range 150ft/400ft;
integrated element) min. 30ft (2 Sharp damage)
Traits: Anti-Tank, Ballistic, Integrated, Reload, Wrecker
HANG-UP
Ram (Driving): +d6*, Reach (1 Blunt damage)
It Wasn’t Me!: If Movor makes a ranged attack with Alternate Effects: Trip
Snag and misses, instead of his intended target, he Requirements: Alt Mode only; Move at least 10ft
hits a random ally or object (creating a 5ft square of before attacking
Rough Terrain) within range.
Traits: Integrated

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

Unarmed Combat (Might): +d6*, Reach (Stun 1) PERKS


Alternate Effects: 1 Blunt damage (1), Maneuver (1)
Gestalt Combiner (Enhanced Move): Ro-Tor can
Requirements: Bot Mode only
connect and combine with the other Commandos,
Traits: Martial Arts, Silent becoming part of Ruination (see page 69).
POWERS Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.
Crystalocution: In hand-to-hand combat, practitioners
of this Cybertronian martial art focus their attacks Sneak Attack: Once per turn, when Ro-Tor is using a
on their opponent’s metal fracture points. Rollbar Silent weapon to attack a target within 20 feet, and he
can apply the benefits of the Aim Free action to has Edge on the attack or an ally also within 20 feet of
melee attacks. the target, he deals 3 additional damage.

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

SKILLS Uncle!: Ro-Tor relies on maneuverability in combat and


becomes unsettled if he loses this advantage. If Ro-Tor
• Alertness +d4 is Grappled, Immobilized, or Restrained he becomes
• Athletics +d2 Frightened until he loses that Condition.
• Brawn +d2
• Deception +d4
• Driving +d6 Ruination
• Infiltration (Stealth) +d6*
• Initiative +d4 With a shout of “Ruination awakens!” the five
• Intimidation (Taunt) +d4* Commandos combine into a single Megaform.
• Might +d4 Ruination’s great strength and intelligence are focused
• Persuasion +d2 entirely on battle. Though capable of deception,
• Streetwise +d4 Ruination prefers straight talk, intimidating his
• Survival +d4 opponents with the cold facts of their imminent defeat.
• Targeting (Silent) +d6*
• Technology +d2
The Commandos’ Megaform has two variations:
• Languages: Cybertronian, English, Spanish In Flight Mission mode, Movor and Ro-Tor form

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CHAPTER 4: THREATS AND ALLIES

the arms, while in Land Mission mode, Armorhide


and Rollbar form the arms. In both modes, Mega-
Octane serves as the torso and coordinates
Ruination’s movements.
THREAT LEVEL: 16
SIZE: Towering HEALTH: 14/13/12/11/11
MOVEMENT: 30ft Ground; 60ft (30ft) Aerial
STRENGTH: 11 SPEED: 13
SMARTS: 8 SOCIAL: 6
TOUGHNESS: 21 EVASION: 23
WILLPOWER: 18 CLEVERNESS: 16

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

TRANSFORMERS ROLEPLAYING GAME


Mega-Octane (see page 218 of the Transformers Traits: Anti-Tank, Ballistic, Integrated, Reload,
Roleplaying Game Core Rulebook), Movor (see Wrecker
page 66), Rollbar (see page 67), and Ro-Tor (see page
68). When combining, Ruination can take one of two Unarmed Combat (Might): +d8, Reach (Stun 4)
different forms. In Flight Mission Mode, he gains Edge Alternate Effects: 4 Blunt damage (1), Maneuver (1)
on Acrobatics Skill Tests. In Land Mission Mode, he Traits: Martial Arts, Silent
gains Specialization in Might (Martial Arts).
GEAR
Energon Pool: Bruticus has an Energon Pool of 8.
Armor: Medium armor matrix (+2 deflective to
Heat Shielding: Fire and Laser damage Ruination Toughness), heat shielding
suffers from any source is reduced by 1 (minimum of
0). This Perk comes from an armor upgrade. As gear, Weapons: Dual pistol (Towering blaster), turret
this can be taken from him when Defeated, or removed cannon (Towering Targeting integrated projectile)
by force while grappling.
HANG-UP
The Bigger They Are: Ruination’s Unarmed Combat
attacks deal +1 damage of the appropriate type against The Harder They Fall: Though tough and mobile,
Huge or smaller targets. Ruination’s weakness is his stability. Might tests to
Shove or Trip Ruination gain 2.

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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

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CHAPTER 4: THREATS AND ALLIES

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

Mode Conversion: Cybertronians spend a Standard TOUGHNESS: 18 EVASION: 15


action to convert between Bot Mode and Alt Mode. WILLPOWER: 15 CLEVERNESS: 17

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

TRANSFORMERS ROLEPLAYING GAME


activating this Power. cable and hook as a grappler. In Alt Mode, he gains
Use That Anger (1/turn, Move): Bonecrusher’s Edge on Brawn Skill Tests to carry or move anything
temper can be a useful fuel for his aggression. If he attached to his hook.
suffers any kind of damage, he can use this Power on
his next turn to add Edge to one attack Skill Test. ATTACKS
Blaster (Targeting): +d4, Range 25ft/80ft (1
GEAR Sharp damage)
Armor: Light armor matrix (+1 deflective to Toughness) Hands: 1
Weapons: Blaster Requirements: Bot Mode only
Traits: Ballistic
HANG-UP Grappler (Athletics): +d4, Reach ×3 (Maneuver)
Ugh, Disgusting: Bonecrusher is utterly put off by Alternate Effects: Intimidating
flawed beings. Whenever a weakness or vulnerability Hands: 2
is exposed in an ally (such as when they Fumble or Requirements: Bot Mode only
take a critical hit), Bonecrusher can no longer benefit Traits: Martial Arts, Silent
from or use the Lend Assistance action with that ally
for the remainder of the scene.

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

Ram (Driving): +d2, Reach (1 Blunt damage) SKILLS


Alternate Effects: Trip
• Alertness +d4
Requirements: Alt Mode only; Move at least 10 feet
• Athletics +d4
before attacking
• Brawn +d6
Traits: Integrated • Culture +d2
Unarmed Combat (Might): +d4, Reach (Stun 1) • Deception +d4
Alternate Effects: 1 Blunt damage (1), Maneuver (1) • Driving +d4
Requirements: Bot Mode only • Initiative +d2
• Might +d4
POWERS • Persuasion +d2
Hook Sweep (1/turn, Standard and Move, Bot • Streetwise +d4
Mode only): Hook swings his towing cable at leg level, • Survival +d4
trying to knock over everyone around him. He attempts • Targeting +d4
a single Athletics Skill Test against the Evasion • Languages: Cybertronian, English, Spanish
Defense of all creatures within 30 feet. On a success,
the creature is knocked Prone. PERKS
Perfect Moment (1/scene, Free): Hook believes Gestalt Combiner (Core Body): Long Haul can
heavily in his own practiced expertise, and this is connect and combine with the other Constructicons,
reflected in the occasional “perfect moment.” Upon becoming part of Devastator (see page 76).
succeeding at a Skill Test, Hook can spend a Free Heavy Load: Long Haul’s Brawn Skill Rank counts as
action to turn that success into a Critical Success. 2 higher when calculating his carrying capacity, and
he gains 2 to Might Skill Tests to shove objects and
GEAR
creatures.
Armor: Light armor matrix (+1 deflective to Toughness)
Mode Conversion: Cybertronians spend a Standard
Weapons: Blaster, grappler action to convert between Bot Mode and Alt Mode.

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

the most central piece of their team’s titan. Traits: Silent


THREAT LEVEL: 8 Ram (Driving): +d4, Reach (1 Blunt damage)
SIZE: Large/Extended HEALTH: 8 Alternate Effects: Trip
MOVEMENT: 30ft Ground (Bot Mode); 40ft Ground Requirements: Alt Mode only; Move at least 10 feet
(Alt Mode) before attacking
STRENGTH: 7 SPEED: 5 Traits: Integrated
SMARTS: 5 SOCIAL: 5 Unarmed Combat (Might): +d4, Reach (Stun 1)
TOUGHNESS: 18 EVASION: 15 Alternate Effects: 1 Blunt damage (1), Maneuver (1)
WILLPOWER: 15 CLEVERNESS: 15 Requirements: Bot Mode only

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.

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CHAPTER 4: THREATS AND ALLIES

GEAR Hard Tread Wheels: In Bot Mode, he gains 1 on


Athletics Skill Tests. In Alt Mode, Mixmaster ignores
Armor: Light armor matrix (+1 deflective to Toughness) Rough Terrain and gains 1 on Ram attacks.
Weapons: Blaster, close combat heavy bludgeon Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.
HANG-UP
Quiet Complacency: Long Haul knows that he is an ATTACKS
important member of the team, but he isn’t terribly Catalytic Pistol (Targeting): +d4, Range 30ft/75ft (1
satisfied with always getting the grunt work. This Acid damage)
makes him do his job quietly, efficiently, and without
Hands: 1
having to check in with anyone else. Long Haul does
Requirements: Bot Mode only
not benefit from Lend Assistance actions performed by
Threats of his TL or lower. Traits: Reload
Ram (Driving): +d4, Reach (1 Blunt damage)

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)

TRANSFORMERS ROLEPLAYING GAME


• Intimidation +d2
Weapons: Catalytic pistol (Targeting sidearm element)
• Might +d4
• Persuasion +d2 HANG-UP
• Science (Chemistry) +d6*
• Streetwise +d4 Curious Chemistry: Mixmaster lives to see what
happens when things are molten down, and if given the
• Targeting +d4
opportunity to investigate the dissolutive properties of
• Technology +d2
an object, he will go out of his way to do so. This may
• Languages: Cybertronian, English, Greek, Quintesson affect his combat efficiency, but he will not put himself
PERKS or allies in danger on purpose to do so.

Anti-Acid Plating: Mixmaster is immune to Acid


damage and related effects.
Gestalt Combiner (Core Essence [Strength]):
Mixmaster can connect and combine with the
other Constructicons, becoming part of Devastator
(see page 76).

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Scavenger Unarmed Combat (Might): +d4, Reach (Stun 1)


Alternate Effects: 1 Blunt damage (1), Maneuver (1)
Scavenger is a consummate follower, never believing Requirements: Bot Mode only
enough in himself to take the lead on anything. Traits: Martial Arts, Silent
THREAT LEVEL: 8 POWERS
SIZE: Large/Extended HEALTH: 8 Analyze Target (1/turn, Move): Scavenger attempts
MOVEMENT: 30ft Ground (Bot Mode); 35ft Ground an Alertness Skill Test against the Willpower or
(Alt Mode) Cleverness Defense of a target he can see in the
STRENGTH: 7 SPEED: 6 scene. If successful, Scavenger learns a valuable piece
SMARTS: 5 SOCIAL: 4 of knowledge about the target.
TOUGHNESS: 18 EVASION: 16 Scanner Shovel (1/turn, Standard): Scavenger can
WILLPOWER: 15 CLEVERNESS: 14 scan his surroundings with his extended shovel in
search of specific elements or materials. He attempts
SKILLS a DIF 10 Alertness (Perception) Skill Test to know
the direction and distance a certain substance or
• Alertness (Perception) +d4*
object is within the scene.
• Athletics +d6
• Brawn +d4 GEAR
• Culture +d2
Armor: Light armor matrix (+1 deflective to Toughness)
• Deception +d2
• Driving +d4 Weapons: Blaster, frag grenades (2)
• Initiative +d2
• Might +d4 HANG-UP
• Persuasion +d2 Obedient: Scavenger takes orders well. Too well. So
• Streetwise +d4 much so that he flounders when not acting under
• Targeting +d6 them. Anytime Scavenger takes an action that isn’t
• Technology +d2 part of a larger plan or attacking someone an ally has
• Languages: Cybertronian, English, Spanish previously attacked in the same turn, he suffers 1 to
the related Skill Test.
PERKS
Caterpillar Treads: In Bot Mode, Scavenger counts as
one size larger and as having moved 20ft immediately Scrapper
before attacking for the purposes of pushing and Leader and planner of the Constructicons, Scrapper
shoving. In Alt Mode, he gains Edge on Driving Skill is big on schemes and designs though light on
Tests in Rough Terrain.
handing out praise or rewards.
Gestalt Combiner (Titan Hardpoint): Scavenger can
THREAT LEVEL: 11
connect and combine with the other Constructicons,
becoming part of Devastator (see page 76). SIZE: Large/Extended HEALTH: 11
Mode Conversion: Cybertronians spend a Standard MOVEMENT: 30ft Ground (Bot Mode); 35ft Ground
(Alt Mode)
TRANSFORMERS ROLEPLAYING GAME

action to convert between Bot Mode and Alt Mode.


STRENGTH: 8 SPEED: 5
ATTACKS SMARTS: 9 SOCIAL: 6
Blaster (Targeting): +d6, Range 25ft/80ft (1 TOUGHNESS: 20 EVASION: 15
Sharp damage) WILLPOWER: 19 CLEVERNESS: 16
Hands: 1
Requirements: Bot Mode only SKILLS
Traits: Ballistic • Alertness +d4 • Persuasion (Leadership) +d4*
Frag Grenade (Athletics): +d6, Range 20ft/50ft (1 • Athletics +d4 • Science
Sharp damage Blast: 10ft radius) • Brawn +d6 (Demolitions) +d4*
Hands: 1 • Culture +d2 • Streetwise +d4
Traits: Consumable, Wrecker • Deception +d2 • Targeting +d4
• Driving +d4 • Technology +d6
Ram (Driving): +d2, Reach (1 Blunt damage) • Languages: Cybertronian,
• Initiative +d2
Alternate Effects: Trip English, Junkion
• Might +d6
Requirements: Alt Mode only; Move at least 10 feet
before attacking
Traits: Integrated

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CHAPTER 4: THREATS AND ALLIES

PERKS Weapons: Blaster, breaker-bar (see page 49)


Gestalt Combiner (Commander [Strength, HANG-UP
Smarts]): Scrapper can connect and combine with
the other Constructicons, becoming part of Devastator Quiet Contemplation: If left to his own devices,
(see page 76). Scrapper tends to fall into deep thought and
overplanning. If an entire round goes by and Scrapper
Heavy Load: Scrapper’s Brawn Skill Rank counts as is not targeted by any Skill Tests, his place in the
2 higher when calculating his carrying capacity, and Initiative order is reduced by 1d4.
he gains 2 to Might Skill Tests to shove objects and
creatures.
I Got You!: Scrapper can Lend Assistance to other
Constructicons within 60 feet. Additionally, once each
round, he can grant a teammate 1 to any Skill Test.
This can be performed even when it is not his turn.
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.
We Are Constructicons!: As long as Scrapper is
in the scene and not Defeated, all members of the
Constructicons team may reroll 1s on Skill dice when
attempting Brawn and Technology Skill Tests.

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)

TRANSFORMERS ROLEPLAYING GAME


Alternate Effects: 1 Blunt damage (1), Maneuver (1)
Requirements: Bot Mode only
Traits: Martial Arts, Silent

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

(see page 73), Scavenger (page 74), and Scrapper


(see page 74).
Invigorating Connection: When the Constructicons
merge to form Devastator, they each regain 1 Health (if
they are damaged).

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CHAPTER 4: THREATS AND ALLIES

TRANSFORMERS ROLEPLAYING GAME

Devastator

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

Misfire & Aimless ATTACKS


Double-Barreled Blaster (Targeting): +d2, Range
One of the worst shots on the firing line, Misfire’s 25ft/80ft (2 Sharp damage)
name is well rooted in fact and is only partially Hands: 1
alleviated by his bonded being, Aimless. Requirements: Bot Mode only; must be merged with
Aimless
Traits: Ballistic
Misfire Flyby (Driving): +d4, Reach (1 Blunt damage)
One of the strangest subjects to be enrolled in the Alternate Effects: Trip
Targetmaster program, Misfire is kind of a general Requirements: Alt Mode Only; Move at least 10ft
grunt. Leaning into his Alt Mode’s aerial abilities as a before attacking
fighter jet, he managed to fail out of the Decepticon Traits: Integrated
Military College on Cybertron, though he claims it Laser Knife (Finesse): +d4, Reach (1 Laser damage)
was a technicality. Hands: 1
THREAT LEVEL: 5 Requirements: Bot Mode only
Upgrades: Radiant
SIZE: Large/Extended HEALTH: 5
Traits: Silent
MOVEMENT: 40ft Ground (Bot Mode); 60ft Aerial
(Alt Mode) Unarmed Combat (Finesse): +d4, Reach (Stun 1)
Alternate Effects: 1 Blunt damage (1), Maneuver (1)
STRENGTH: 3 SPEED: 6
SMARTS: 3 SOCIAL: 4 Requirements: Bot Mode only
Traits: Martial Arts, Silent
TOUGHNESS: 14 EVASION: 16
WILLPOWER: 13 CLEVERNESS: 14 POWERS
SKILLS Scramble (1/turn, Move): Moving fast is always the
answer. Misfire moves no farther than 20 feet, but
• Alertness +d2 at least 10 feet. Until the beginning of his next turn,
• Athletics +d2 attacks made against him target his Evasion, even if
• Brawn +d4 the attack normally dictates the Defense it targets.
• Deception +d2 If the attack hits and normally has an effect with a
• Driving +d4 numeric value (such as 1 Sharp damage), reduce the
• Finesse +d4 numeric effect by 1 (to a minimum of 0).
• Initiative +d2
• Persuasion +d4 GEAR
• Streetwise +d2 Armor: Light armor matrix (+1 deflective to Toughness)
• Targeting +d2
Weapons: Double-barreled blaster (Aimless), laser
• Technology +d4 knife (close combat blade with Radiant upgrade)
• Languages: Cybertronian, English, Nebulanese
HANG-UP
PERKS
TRANSFORMERS ROLEPLAYING GAME

It Isn’t My Fault!: Misfire is used to getting blamed


Covering Fire: Misfire makes the most out of his for all kinds of mishaps, even he can’t fathom why.
poor aim. If he makes a ranged attack and misses, the Anytime one of Misfire’s allies Fumbles a Skill Test, he
target of his attack suffers Snag on the first attack automatically spends his next turn making excuses and
they make on their next turn. explaining why it shouldn’t have happened, imposing
Macro-Magnetic Linkage: Misfire doubles his natural Snag on his own Skill Tests for that turn as a result.
Reach when calculating if Aimless can convert into his
special Targetmaster form and merge with him.
Mode Conversion: Cybertronians spend a Standard
Aimless
action to convert between Bot Mode and Alt Mode. Chosen to be the Binary-Bonded partner to what
Targetmaster: Misfire has been paired up with many might think is a pity assignment, this Nebulan
Aimless, whose Alt Mode is a double-barreled blaster. now goes by the name of Aimless. To separate his
When using this weapon, Misfire gains Edge on position as a Targetmaster from his shadowed past
the attack. on Nebulos, he no longer uses his given name.
Misfire is gleefully ignorant of whatever Aimless is
running from.

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CHAPTER 4: THREATS AND ALLIES

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)

TRANSFORMERS ROLEPLAYING GAME


Requirements: Not in Alt Mode
Traits: Martial Arts, Silent

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.

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CHAPTER 4: THREATS AND ALLIES

PERKS effect that imposes a negative Condition on him lasts


for one additional turn, if possible.
Diving Charge: If Divebomb moves at least 20ft
toward a target who is at a lower altitude before
attacking, he gains 1 on the attack Skill Test. Headstrong
Gestalt Combiner (Additional Movement):
Divebomb can connect and combine with the other
Not the brightest Predacon by a long shot,
Predacons, becoming part of Predaking (see page 84). Headstrong is a tough fighter and a tenacious
member of the team. He doesn’t understand
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode. sarcasm, and most kinds of intellectual misdirection
usually confuse him, which quickly turns to anger
Winged Warrior: Divebomb’s Alt Mode’s wings act
like something between flexible appendages and stiff
and violence!
locomotive stabilizers. He uses his Acrobatics Skill in THREAT LEVEL: 11
place of Driving when flying and inflicts 1 additional
SIZE: Huge/Extended HEALTH: 11
damage on Flyby attacks.
MOVEMENT: 30ft Ground (Bot Mode); 55ft Ground
ATTACKS (Alt Mode)

Blaster (Targeting): +d6, Range 25ft/80ft (1 STRENGTH: 12 SPEED: 6


Sharp damage) SMARTS: 4 SOCIAL: 6
Hands: 1 TOUGHNESS: 24 EVASION: 16
Requirements: Bot Mode only WILLPOWER: 14 CLEVERNESS: 16
Traits: Ballistic
SKILLS
Flyby (Acrobatics): +d6*, Reach (2 Blunt damage)
• Alertness +d4
Alternate Effects: Trip
• Animal Handling +d4
Requirements: Alt Mode only; Move at least 10 feet
• Athletics +d4
before attacking
• Brawn +d10
Traits: Integrated
• Infiltration +d2
Rocket Bombs (Targeting): +d6, Range 30ft/60ft (2 • Initiative +d6
Sharp damage Blast: 10ft radius) • Intimidation +d4
Traits: Anti-Tank, Consumable, Integrated Reload, • Might +d6
Wrecker • Performance +d4
Unarmed Combat (Might): +d4, Reach (Stun 1) • Persuasion +d2
Alternate Effects: 1 Blunt damage (1), Maneuver (1) • Streetwise +d2
Requirements: Bot Mode only • Survival +d2
Traits: Martial Arts, Silent • Targeting +d4
• Technology +d2
POWERS • Languages: Cybertronian, English
Mockery (1/scene, Standard): Divebomb picks a PERKS
single target out of his foes to make searing, savage

TRANSFORMERS ROLEPLAYING GAME


mockery of, knowing the best parts of the being’s Charging Impact: Headstrong can put significant force
lifestyle, personal history, or past mistakes. He behind his attacks with a running charge. If he moves
attempts a Culture Skill Test against the target’s at least 30ft in a straight line toward a target, he can
Cleverness Defense. On a success, the target is use Brawn in place of Might for melee attacks. On a
Impaired for 1d4 turns and takes 1 Psychic damage if success, in addition to dealing damage, Headstrong
they’ve already Fumbled a Skill Test this scene. can also push or shove the target. The attack still
counts as a Might-based attack for other rules.
GEAR Gestalt Combiner (Titan Hardpoint): Headstrong
Armor: Medium armor matrix (+2 deflective to can connect and combine with the other Predacons,
Toughness) becoming part of Predaking (see page 84).
Weapons: Blaster, rocket bombs (4) Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.
Other: Onboard recording suite (6-hour storage)
Quadruped: Headstrong’s Alt Mode has four legs.
HANG-UP This makes him faster, but he also gains 1 to Might-
or Finesse-based attacks if he uses his Ground
Don’t Bring Me Down: Divebomb loves to be happy,
Movement to move at least 25ft toward the target in
making the hard moments hit a little harder. Any game
the same turn.

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

ATTACKS THREAT LEVEL: 10


Acidic Horn (Might): +d6, Reach (2 Blunt damage) SIZE: Huge/Extended HEALTH: 10
Alternate Effects: 1 Blunt damage and 1 Acid damage MOVEMENT: 30ft Ground (Bot Mode); 55ft Ground
Requirements: Alt Mode only; Move at least 10ft (Alt Mode)
before attacking STRENGTH: 7 SPEED: 8
Traits: Silent SMARTS: 6 SOCIAL: 5
Diffraction Sword (Might): +d6, Reach (2 TOUGHNESS: 19 EVASION: 18
Sharp damage) WILLPOWER: 16 CLEVERNESS: 15
Hands: 1
SKILLS
Requirements: Bot Mode only
Traits: Martial Arts, Silent • Acrobatics +d2
• Alertness +d6
Plasma Cannon (Targeting): +d4, Range 200ft/400ft;
• Animal Handling +d4
min 40ft (2 Fire damage Blast: 15ft radius)
• Athletics +d4
Hands: 1
• Brawn +d2
Requirements: Bot Mode only
• Culture (Pop Culture) +d4*
Traits: Computerized, Fire, Indirect, Mounted, Reload
• Deception +d2
Unarmed Combat (Might): +d6, Reach (Stun 1) • Infiltration +d4
Alternate Effects: 1 Blunt damage (1), Maneuver (1) • Initiative +d4
Requirements: Bot Mode only • Intimidation +d2
Traits: Martial Arts, Silent • Might +d6
• Streetwise +d4
POWERS • Targeting +d6
Image Diffusion (1/turn, Standard or Free, Bot • Languages: Cybertronian, English, Junkion
Mode Only): As long as Headstrong is wielding
his diffraction sword, he can use its light-bending PERKS
properties to make him difficult to target. Until the Clawed Feet: Rampage’s limbs end in sharp claws
beginning of his next turn, all ranged attacks directly in all his Modes. In Bot Mode he gains Edge on
targeting Headstrong suffer 1 and cannot benefit climbing-based Skill Tests, and in Alt Mode he ignores
from the Aim action. If Headstrong has used the Rough Terrain.
diffraction sword attack this turn, this Power only
Feral Fighter: Rampage taps into his more monstrous
takes a Free action to activate (instead of a Standard).
side whenever he is in his Alt Mode, treating all
GEAR Athletics and Might Skill Tests as being Specialized.

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

Quadruped: Rampage’s Alt Mode has four legs. This


One Very Dim Light: Headstrong’s weakness is his makes him faster, but he also gains 1 to Might-
stifled intelligence. He suffers 1 on non-Alertness or Finesse-based attacks if he uses his Ground
Smarts-based Skill Tests. Movement to move at least 25ft toward the target in
the same turn.

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

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X-Ray Laser (Targeting): +d6, Range 30ft/90ft (2 SKILLS


Laser damage)
• Alertness (Tracking) +d6*
Hands: 1
• Animal Handling (Pack Leader) +d6*
Requirements: Bot Mode only
• Athletics +d6
Traits: Armor Piercing
• Brawn +d2
POWERS • Culture +d2
• Deception +d2
Hobble (1/turn, Standard): Rampage makes a single • Initiative +d6
Claws attack against a target that is either Prone or
• Might +d8
has attacked a target other than Rampage this turn.
• Persuasion +d4
This attack gains Edge, and if it hits, the target treats
all terrain as Rough Terrain until the beginning of • Streetwise +d4
Rampage’s next turn in addition to doing damage. • Survival +d4
• Targeting (Laser) +d8*
GEAR • Technology +d4
• Languages: Cybertronian, English, Junkion,
Armor: Medium armor matrix (+2 deflective to
Nebulanese
Toughness)
Weapons: X-ray laser (see page 52) PERKS
HANG-UPS Duelist’s Focus: Razorclaw lives to hunt down worthy
foes and fight them on his own. Once he has challenged
Impatient: Rampage never waits around long if action a single foe and that foe has accepted, Razorclaw gains
is afoot. He cannot use Contingency actions unless 1 on all attacks versus that target until he or the
the action is also benefitting from the Lend Assistance target have been Defeated (or the scene ends).
action from a fellow Predacon.
Gestalt Combiner (Commander [Smarts, Social]):
Screen Time: Rampage is weirdly calmed, soothed, Razorclaw can connect and combine with the other
and pacified when watching television, streaming Predacons, becoming part of Predaking (see page 84).
video, or other screened visual media. If within 30 feet
Gestalt Firewall Crown: Razorclaw has Resistance to
of at least a Common-sized viewing screen showing
Psychic damage.
some kind of visual media entertainment, Rampage
suffers 1 to all Initiative, Alertness, and attack Skill Mode Conversion: Cybertronians spend a Standard
Tests from the distraction. action to convert between Bot Mode and Alt Mode.
Quadruped: Razorclaw’s Alt Mode has four legs.

Razorclaw This makes him faster, but he also gains 1 to Might-


or Finesse-based attacks if he uses his Ground
The leader of the Predacons is a pragmatic warrior Movement to move at least 25ft toward the target in
the same turn.
who knows the strength in patience and in picking
your targets skillfully. Razorclaw is a consummate We Are Predacons!: As long as Razorclaw is in the
scene and not Defeated, all members of the Predacons
hunter, personified by his massive lion Alt Mode,
team may reroll 1s on Skill Dice when attempting
passing on his instincts and skills to his team’s Alertness and Initiative Skill Tests.

TRANSFORMERS ROLEPLAYING GAME


mighty Gestalt form. His sense of honor is stronger
even than his desire for victory, something that ATTACKS
pits him against the will of Megatron occasionally. Bite (Might): +d8, Reach (2 Sharp damage)
But to Razorclaw, defeat is more acceptable Requirements: Alt Mode only
than dishonor. Traits: Silent
THREAT LEVEL: 14 Claws (Might): +d8, Reach (1 Sharp damage)
SIZE: Huge/Extended HEALTH: 14 Alternate Effects: 1 Sharp damage—Multiple (2)
MOVEMENT: 30ft Ground (Bot Mode); 55ft Ground Targets (Reach, 1)
(Alt Mode) Requirements: Alt Mode only
STRENGTH: 8 SPEED: 8 Traits: Silent
SMARTS: 9 SOCIAL: 9 Concussion Blaster (Targeting): +d8, Range
25ft/80ft (Stun 2)
TOUGHNESS: 20 EVASION: 18
WILLPOWER: 19 CLEVERNESS: 19 Alternate Effects: 1 Sonic damage (1)
Hands: 1
Requirements: Bot Mode only
Traits: Ballistic

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

Heavy Laser Array (Targeting): +d8*, Range SKILLS


80ft/200ft (2 Laser damage)
• Acrobatics +d6
Alternate Effects: Target is Blinded for 1d2 turns (1)
• Alertness +d10
Traits: Integrated, Multi-Weapon (2)
• Animal Handling +d8
Sonic Sword (Might): +d8, Reach (2 Sonic damage) • Athletics +d4
Alternate Effects: 3 Sonic damage (2 hands), • Brawn +d8
Intimidating • Culture +d2
Hands: 1 or 2 • Deception +d2
Requirements: Bot Mode only • Initiative +d6
Traits: Martial Arts • Intimidation +d4
Unarmed Combat (Might): +d8, Reach (Stun 1) • Might +d8
Alternate Effects: 1 Blunt damage (1), Maneuver (1) • Persuasion +d6
• Streetwise +d4
Requirements: Bot Mode only
• Survival +d4
Traits: Martial Arts, Silent
• Targeting (Laser) +d6*
POWERS • Technology +d4
• Languages: Cybertronian, English, French, German,
Pounce (1/turn, Standard): Razorclaw moves up to Junkion, Nebulanese, Quintesson, Russian
his Ground Movement speed. If he ends adjacent to a
foe, he can attempt an Athletics Skill Test against PERKS
that target’s Toughness or Evasion Defense. If he
succeeds, he deals 2 Sharp damage and knocks the Energon Pool: Predaking possesses an Energon
target Prone. Pool of 8.
Gestalt Combiner Form: Predaking is the Gestalt
GEAR Combiner form of Divebomb (see page 80), Headstrong
Armor: Medium armor matrix (+2 deflective to (see page 81), Rampage (see page 82), Razorclaw
Toughness) (see page 83), and Tantrum (see page 234 of the
Transformers Roleplaying Game Core Rulebook).
Weapons: Concussion blaster (Targeting sidearm
element), heavy laser array (Targeting integrated Haze of Rage: Predaking is charged up when he
element), sonic sword (Might medium melee) gives over to his bestial instincts. If every component
member has suffered at least 1 damage while part
HANG-UP of Predaking’s Health Array, Predaking is Immune to
attacks that Stun, as well as the Mesmerized and
Honor Between Warriors: Razorclaw has a strong
Stunned Conditions.
sense of honor. If ever challenged to fight one-on-one,
he will enter such a duel and even go so far as to ATTACKS
attack his own allies to keep them out of the fight! If
the duel is interrupted by a foe, however, he will sic his Heavy Laser Array (Targeting): +d8*, Range
whole team upon the dishonorable cur! 240ft/600ft (4 Laser damage)
Alternate Effects: Target is Blinded for 3d2 turns
(1), Trip
Predaking
TRANSFORMERS ROLEPLAYING GAME

Traits: Integrated, Multi-Weapon (2)


A tower of bestial fury and unbridled ferocity, Star Cannon (Targeting): +d8, Range 100ft/300ft (2
Predaking is a force of nature more than a robotic Energy damage and 2 Fire damage Blast: 10ft radius)
being. Unlike the mental mashups that most Gestalt Traits: Mounted, Titan-Class, Wrecker
Combiners become, the Predacons all donate their Titansword (Might): +d8, Reach ×2 (4 Sharp damage)
hunters’ instincts to Predaking. Alternate Effects: 6 Sharp damage (2 hands, 1),
Intimidating, 4 Sharp damage—Multiple (2) Targets
THREAT LEVEL: 18
(Reach ×2, 2)
SIZE: Towering HEALTH: 14/11/11/10/10 Hands: 1 or 2
MOVEMENT: 30ft Ground, 50ft Aerial
Traits: Martial Arts, Titan-Class
STRENGTH: 12 SPEED: 10
Unarmed Combat (Might): +d8, Reach (Stun 4)
SMARTS: 10 SOCIAL: 10
Alternate Effects: 4 Blunt damage (1), Maneuver (1)
TOUGHNESS: 24 EVASION: 20 Traits: Martial Arts, Silent
WILLPOWER: 20 CLEVERNESS: 19

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CHAPTER 4: THREATS AND ALLIES

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

TRANSFORMERS ROLEPLAYING GAME

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

Scorponok & Veteran of the Wars: When attempting an Alertness


Skill Test to gain information or understanding of the

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

roll a Brawn Skill Test. Scorponok then rolls a Brawn


Arthropod Assault: While in his Scorpion Alt Mode, Skill Test. For every 5 by which Scorponok’s result
Scorponok ignores Rough Terrain and gains 2 to his exceeds a creature’s result, that creature takes 1
Brawn Skill Tests. Sonic damage. Any creature who takes at least 1 Sonic
damage is knocked Prone.
Headmaster Body: Scorponok is symbiotically
linked with Lord Zarak, who has access to a special GEAR
Transtector Headmaster Rig. While in Bot Mode
and linked to the being using the Headmaster Rig, Armor: Static slide inhibitor (+1 deflective to
Scorponok gains 1 to Skill Tests with Skills that Lord Toughness, imposes 1 to Energy and Laser attacks)
Zarak has at his Skill Rank or higher. Weapons: Dual cannon (see page 51), electro-stinger
Slow Conversion: Scorponok spends his entire turn’s (Targeting integrated element), ender’s rail (see page 53)
worth of actions to convert between his three Modes. Other: Link lock (page 55), 10 Requisition Budget’s
Titanic Chassis: Unless his attacker is of Gigantic Size worth of assorted Standard and Limited equipment in
or larger, Scorponok is immune to all Conditions and fortress storage
alternate effects caused by attacks, Perks, Powers, or
other game effects.

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CHAPTER 4: THREATS AND ALLIES

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.

Lord Zarak Scorponok & Zarak


A member of the corrupt Nebulan aristocracy, Lord
Zarak is considered the most powerful Headmaster
in the Decepticon ranks, especially from his
position on the shoulders of the walking fortress-
monster, Scorponok. He is not as influential as say,
Megatron, but even that tyrannical warlord knows
to respect such immense power.
THREAT LEVEL: 10
SIZE: Common/Large HEALTH: 10 ATTACKS
MOVEMENT: 30ft Ground; 0ft (Alt Mode) Brace of Mini-
STRENGTH: 4 SPEED: 5 Lasers (Targeting):
SMARTS: 9 SOCIAL: 8 +d4, Range
30ft/60ft (1 Laser damage)
TOUGHNESS: 18 EVASION: 15 Hands: 1
WILLPOWER: 19 CLEVERNESS: 18
Requirements: Not in Alt Mode
SKILLS Traits: Computerized, Multi-Weapon (2)

• Alertness +d2 • Performance +d2 Unarmed Combat (Might): +d2,


• Persuasion +d4 Reach (Stun 1)
• Animal Handling +d4
• Brawn +d2 • Science +d2 Alternate Effects: 1 Blunt damage (1),
• Culture +d4 • Streetwise +d2 Maneuver (1)
• Deception +d4 • Targeting +d4 Requirements: Not in Alt Mode
• Driving +d2 • Technology Traits: Martial Arts, Silent
• Infiltration +d2 (Headmasters) +d8*
• Languages: Nebulanese; POWERS
• Initiative +d2
• Intimidation +d4 Universal Translator Do You Know Who We ARE?!? (1/scene, Standard):
• Might +d2 grants fluency in all known Zarak bellows out a fearsome reminder who he is
spacefaring languages. Binary Bonded with, chilling most foes to their cores.
PERKS He attempts a single Intimidation Skill Test against
the Cleverness Defense of all foes that can hear his

TRANSFORMERS ROLEPLAYING GAME


Aristocratic Command: When Zarak tells others
voice. On a success, the target is Frightened of him
how best to do something, his words carry additional
and Scorponok for the next 2d2 rounds.
weight. When Zarak Lends Assistance to an ally of a
lower Threat Level, he grants 2 instead of 1. GEAR
Headmaster Head: Zarak is symbiotically linked to Armor: Modified Headmaster Transtector Rig with
Scorponok with a special Headmaster Rig. While linked psionic resistors (+4 deflective to Toughness, grants
to Scorponok in his Bot Mode, Zarak grants additional Immunity to Psychic damage)
benefits (as listed in Scorponok’s stats), uses
Scorponok’s statistics, and can’t be targeted directly Weapons: Brace of mini-lasers (Targeting
without the attacker suffering 2. sidearm element)

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

Skullcruncher & Grax SKILLS


• Alertness +d2 • Might +d8
Skullcruncher was one of the first Cybertronians to • Animal Handling +d6 • Persuasion +d2
join the Headmaster program, bonding with a crafty • Athletics +d4 • Streetwise +d2
Nebulan named Grax. • Brawn +d4 • Survival +d4
• Conditioning +1 • Targeting +d4
• Infiltration +d2 • Technology +d4
Skullcruncher • Initiative +d4 • Languages: Cybertronian,
• Intimidation +d4 English, Nebulanese
A true Decepticon monster, even when not in his
monstrous crocodilian Alt Mode, Skullcruncher has PERKS
a taste for Cybertronian metal… or any matter, really.
Aquatic Beast: When in an aquatic environment,
He is a machine of nonstop carnage that many of his Skullcruncher gains 1 on all Might-based attacks.
commanding officers don’t respect unless they are
Consumption Furnace: Any item destroyed or being
talking about his appetite for destruction! Defeated by Skullcruncher’s Bite attack is ground
THREAT LEVEL: 10 down and pushed into his special smelting pit of a
stomach, converting it (at least partially) into Energon.
SIZE: Huge/Extended HEALTH: 11
Skullcruncher gains 2 Energon Points.
MOVEMENT: 30ft Ground (Bot Mode); 40ft Aquatic,
55ft Ground (Alt Mode) Headmaster Body: Skullcruncher is symbiotically
linked with Grax, who has access to a special
STRENGTH: 11 SPEED: 5
Transtector Headmaster Rig. While in Bot Mode
SMARTS: 5 SOCIAL: 5
and linked to the being using the Headmaster Rig,
TOUGHNESS: 23 EVASION: 15 Skullcruncher gains 1 to Skill Tests with Skills that
WILLPOWER: 15 CLEVERNESS: 15 Grax has at his Skill Rank or higher.
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.
Quadruped: Skullcruncher’s Alt Mode has four legs.
This makes him faster, but he also gains 1 to
Might- or Finesse-based attacks if he
uses his Ground Movement
to move at least 25ft
toward the target in the
same turn.

ATTACKS
Bite (Might): +d8, Reach (2 Sharp damage)
Requirements: Alt Mode only
Traits: Silent
TRANSFORMERS ROLEPLAYING GAME

Demolecularization Gun (Targeting): +d4, Range


40ft/90ft (1 Energy damage)
Hands: 1
Requirements: Bot Mode only
Special: Targets hit are partially demolecularized for
the remainder of the scene, granting Edge to attacks
against them that deal Sharp damage
Traits: Anti-Tank, Computerized
Energon Broadsword (Might): +d8, Reach (1
Sharp damage)
Alternate Effects: 1 Sharp damage—Multiple (2)
Targets (Reach, 1), Intimidating
Skullcruncher & Grax Hands: 1
Requirements: Bot Mode only
Traits: Silent

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CHAPTER 4: THREATS AND ALLIES

Unarmed Combat (Might): +d8, Reach (Stun 1) SKILLS


Alternate Effects: 1 Blunt damage (1), Maneuver (1)
• Alertness +d2 • Persuasion +d2
Requirements: Bot Mode only
• Animal Handling +d2 • Streetwise +d2
Traits: Martial Arts, Silent • Targeting +d4
• Culture +d4
POWERS • Deception +d4 • Technology +d2
• Infiltration +d2 • Languages: Cybertronian,
Deathroll (1/turn, Move): If Skullcruncher has • Initiative +d2 English, French,
successfully used his Bite attack on a Huge or smaller • Intimidation +d4 Nebulanese, Quintesson
target this turn, he can spend a Move action to
• Might +d2
immediately Bite the target a second time. This attack
is against the target’s Toughness and ignores any PERKS
bonuses from armor.
Cruel: Grax lives to kick others while they’re down. He
GEAR receives 1 to all Skill Tests versus targets currently
suffering from a harmful Condition (Frightened, Prone,
Armor: Medium armor matrix with energy
Stunned, and so on).
resistance (+2 deflective to Toughness; Immune to
Energy damage) Headmaster Head: Grax is symbiotically linked to
Skullcruncher with a special Headmaster Rig. While
Weapons: Demolecularization gun (Targeting medium
linked to Skullcruncher in his Bot Mode, Grax grants
element), Energon broadsword (Might medium melee)
additional benefits (as listed in Skullcruncher’s stats),
HANG-UPS uses Skullcruncher’s statistics, and can’t be targeted
directly without the attacker suffering 2.
Headmaster Reliance: After being subjected to the
linking process with the symbiotic Headmaster Rig, ATTACKS
Skullcruncher can’t convert to his Bot Mode without
Micro-Pulse Laser (Targeting): +d4, Range 20ft/50ft
Grax being adjacent. Skullcruncher must also spend an
(1 Laser damage)
additional Free action to convert into his Bot Mode.
Alternate Effects: Target is Blinded for 1d2 turns (1)
What’s That Racket?: Skullcruncher gnashes and Hands: 1
grinds his teeth constantly when in his Alt Mode,
Requirements: Not in Alt Mode
audibly announcing his presence. While in Alt Mode,
Traits: Computerized
Skullcruncher suffers 2 on Infiltration (Stealth) Skill
Tests from the noise. Unarmed Combat (Might): +d2, Reach (Stun 1)
Alternate Effects: 1 Blunt damage (1), Maneuver (1)
Requirements: Not in Alt Mode
Grax Traits: Martial Arts, Silent
One of the earliest Nebulans to sign on to the POWERS
Headmaster program, Grax was a corporate
predator, which made his choice to become bonded That’s the One (1/Scene, Move): Grax knows the
power behind targeted aggression. He points out a
to an actual predator perfect for him. Grax uses single foe to be prioritized as a target. Until they attack
Skullcruncher’s savagery as he would any other any other targets, Grax and Skullcruncher gain 1 on

TRANSFORMERS ROLEPLAYING GAME


weapon to destroy his rivals, his allies’ enemies, attacks versus the singled-out foe.
and anything else that might be an obstacle to
his success. GEAR
THREAT LEVEL: 5 Armor: Headmaster Transtector Rig (+4 deflective to
Toughness)
SIZE: Common/Common HEALTH: 5
MOVEMENT: 30ft Ground (Bot Mode); 0ft (Alt Mode) Weapons: Micro-pulse laser (Targeting
sidearm element)
STRENGTH: 3 SPEED: 4
SMARTS: 4 SOCIAL: 5 HANG-UP
TOUGHNESS: 17 EVASION: 14 Opportunistic User: Grax is always ready to take
WILLPOWER: 14 CLEVERNESS: 15 advantage of others’ weaknesses. He will not use the
Lend Assistance action, nor will he allow Skullcruncher
to do so when they are merged.

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

[[PICK-UP Art: Half-page


CH4_Stunticons_Team]]

Stunticons
TRANSFORMERS ROLEPLAYING GAME

Thrill-seekers and troublemakers all, the Stunticons


are fast-driving, rubber-burning rebels that often rebel
against Megatron’s orders in their own ways. Motivated
by their merciless leader Motormaster (semi-truck and
trailer), the team counts Drag Strip (racecar), Dead End
(muscle car), Breakdown (sportscar), and Wildrider
(sportscar) among its primary members. They are the
sworn foes of the Autobot Aerialbots. The Stunticons’
Gestalt form of Menasor is a walking, talking demolition
derby personified!
The stats for Breakdown and Dead End appear on
pages 204 and 208, respectively, of the Transformers
Roleplaying Game Core Rulebook.

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CHAPTER 4: THREATS AND ALLIES

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

TRANSFORMERS ROLEPLAYING GAME


1 on Athletics Skill Tests. In Alt Mode, he ignores
Traits: Martial Arts, Silent
Rough Terrain and gains 1 on Ram attacks.
Running Toss: If Drag Strip moves at least 30ft before POWERS
making a grenade attack, he doubles all Range values Bury the Needle (1/turn, 1–3 Free actions): Drag
and gains Edge on the attack Skill Test. Strip is built for speed. When spending Free actions to
add to Movement, his first three actions spent add 10ft
ATTACKS (instead of 5ft), and there is no maximum Movement
Blaster (Targeting): +d4, Range 25ft/80ft value he can achieve as long as the Move action is
(1 Sharp damage) taken in a straight line.
Hands: 1
Requirements: Bot Mode only
GEAR
Traits: Ballistic Armor: Medium armor matrix (+2 deflective to
Toughness)
Cover Grenade (Athletics): +d4, Range 20ft/50ft
(Cover Blast: 20ft radius)
Alternate Effects: Stun 1 (2)
Hands: 1

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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

Motormaster Front-Weighted Heavy Blade (Might): +d8, Reach (2


Sharp damage)
Self-proclaimed lord of the road, Motormaster leads Alternate Effects: 3 Sharp damage (2 hands), 2
his Stunticons with nothing short of an iron, vice- Sharp damage—Multiple (2) Targets (Reach 1)
like fist. While his team might hate him for how he Hands: 1 or 2
treats them, the power behind Motormaster’s voice Requirements: Bot Mode only
and his armaments are unquestionable. Traits: Silent

THREAT LEVEL: 15 Shock Carbine (Targeting): +d6, Range 40ft/70ft (2


Electric damage)
SIZE: Huge/Extended II HEALTH: 15 Alternate Effects: 2 Electromagnetic damage (1)
MOVEMENT: 35ft Ground (Bot Mode); 50ft Ground Hands: 1
(Alt Mode)
Requirements: Bot Mode only
STRENGTH: 13 SPEED: 9
Reinforced Ram (Driving): +d8*, Reach (2
SMARTS: 8 SOCIAL: 6
Blunt damage)
TOUGHNESS: 25 EVASION: 19 Alternate Effects: Trip
WILLPOWER: 18 CLEVERNESS: 16 Requirements: Alt Mode only; Move at least 10ft
before attacking
SKILLS
Traits: Integrated
• Alertness +d4
Unarmed Combat (Might): +d8, Reach (Stun 2)
• Athletics +d4
Alternate Effects: 2 Blunt damage (1), Maneuver (1)
• Brawn +d8
Requirements: Bot Mode only
• Culture +d2
• Deception +d2 Traits: Martial Arts, Silent
TRANSFORMERS ROLEPLAYING GAME

• Driving (Land) +d8* POWERS


• Initiative +d2
• Intimidation +d6 Booming Terror (1/scene, Standard): Motormaster’s
• Might +d8 deep and dark voice bellows out a very real threat to
• Persuasion (Leadership) +d4* all who can hear him within the scene. He attempts a
single Intimidation Skill Test against the Willpower
• Streetwise +d4
Defense of all targets. On a success, the target is
• Survival +d4
Frightened for 2 rounds. On a Critical Success, the
• Targeting +d6 target also takes 2 Psychic damage.
• Technology +d6
• Languages: Cybertronian, Catharsian, English, Ramming Tackle (1/turn, Free): After Motormaster
Italian, Junkion makes a successful Ram attack that ends with the
target becoming (or remaining) Prone, he can convert
PERKS into Bot Mode and automatically Grapple the target.
Brutal Spark: There is something inside Motormaster’s GEAR
Spark that calls out for violence and cruelty. He gains
1 whenever attacking a target that isn’t at full Health. Armor: Medium armor matrix (+2 deflective to
Toughness)
Gestalt Combiner (Commander [Strength,

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CHAPTER 4: THREATS AND ALLIES

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

TRANSFORMERS ROLEPLAYING GAME


• Brawn +d2
Wildrider makes an attack afterward, it gains Edge.
• Deception +d4
• Driving +d4 GEAR
• Initiative +d4
Armor: Medium armor matrix (+2 deflective to
• Might +d4
Toughness)
• Performance +d2
• Streetwise +d2 Weapons: Electro-baton (Might sidearm melee), heavy
• Targeting +d4 laser pistol (Targeting sidearm element)
• Technology +d2
HANG-UP
• Languages: Cybertronian, Catharsian, English
Driven to Distraction: Wildrider’s audacious,
PERKS impetuous behavior can exasperate even his most
Gestalt Combiner (Core Essence [Strength]): free-wheeling companions. He is erratic, undisciplined,
Wildrider can connect and combine with the other and cannot be expected to stick to a plan, even if
Stunticons, becoming part of Menasor (see page 94). it was his own to begin with! Wildrider can’t use
Contingency Actions, and he cannot perform the exact
Fast Conversion: Wildrider spends a Free action to same Standard action two turns in a row.
convert between Bot Mode and Alt Mode.

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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

Energon Pool: Menasor possesses an Energon


Pool of 8.
Gestalt Combiner Form: Menasor is the Gestalt
Combiner form of Breakdown (see page 204 of the
Transformers Roleplaying Game Core Rulebook),
Dead End (see page 208 of the Transformers
Roleplaying Game Core Rulebook), Drag Strip (see
page 91), Motormaster (see page 92), and Wildrider
(see page 93).

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CHAPTER 4: THREATS AND ALLIES

Menasor

TRANSFORMERS ROLEPLAYING GAME

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

Weirdwolf & Monzo ATTACKS


Bite (Might): +d8*, Reach (2 Sharp damage)
Weirdwolf was paired with the Nebulan wrestler- Alternate Effects: 3 Sharp damage (1)
turned-socialite Monzo, and now the two of Requirements: Alt Mode only
them are a dangerous and violent duo capable of Traits: Silent
seemingly anything. Claws (Might): +d6, Reach ×2 (1 Sharp damage)
Alternate Effects: 1 Sharp damage—Multiple (2)

Weirdwolf Targets (Reach ×2, 1)


Requirements: Alt Mode only
This monstrous member of the elite warrior corps Traits: Silent
joined forces to serve with the titanic Scorponok. Particle Gun (Targeting): +d6*, Range 60ft/150ft (2
Weirdwolf was always skipped over by Megatron Energy damage)
and Shockwave for promotions and accolades due Hands: 1
to his irritating verbal tics. Requirements: Bot Mode only
THREAT LEVEL: 12 Traits: Reload

SIZE: Huge/Extended II HEALTH: 12 Tail Blade Sword (Might): +d8, Reach (1


MOVEMENT: 35ft Ground (Bot Mode); 60ft Ground Sharp damage)
(Alt Mode) Alternate Effects: Intimidating, Reduce target’s bonus to
Toughness from armor by 2 for the remainder of the scene
STRENGTH: 11 SPEED: 6
Hands: 1
SMARTS: 6 SOCIAL: 7
Requirements: Bot Mode only
TOUGHNESS: 25 EVASION: 16 Traits: Martial Arts, Silent
WILLPOWER: 16 CLEVERNESS: 17
Unarmed Combat (Might): +d8, Reach (Stun 1)
SKILLS Alternate Effects: 2 Blunt damage (1), Maneuver (1)
• Alertness +d6 • Persuasion +d4 Requirements: Bot Mode only
• Animal Handling +d6 • Streetwise +d4 Traits: Martial Arts, Silent
• Athletics +d6 • Targeting (Energy
Weapons) +d6*
POWERS
• Brawn +d4
• Initiative +d4 • Technology Pounce (Move and Standard, Alt Mode Only):
• Intimidation +d4 (Headmasters) +d4* Weirdwolf moves at least 25 feet, ending adjacent to
• Might +d8 • Languages: Cybertronian, a target, and can perform both a Bite and Claws attack
English, Nebulanese, Russian against that target with 1 to each attack. If both attacks
PERKS hit and deal damage, the target is also knocked Prone.
Feral Fighter: Weirdwolf taps into his more monstrous Rend (1/turn, Free, Alt Mode Only): Immediately
side whenever he is in his Alt Mode, treating all uses of after Weirdwolf makes a successful Claws attack, he
Athletics and Might as Specialized. may spend a Free action to attempt to Claw the target
a second time.
Headmaster Body: Weirdwolf is symbiotically linked
TRANSFORMERS ROLEPLAYING GAME

with Monzo, who has access to a special Transtector GEAR


Headmaster Rig. While in Bot Mode and linked to the
being using the Headmaster Rig, Weirdwolf gains 1 to Armor: Heavy armor matrix (+4 deflective to
Skill Tests with Skills that Monzo has at his Skill Rank Toughness)
or higher. Weapons: Particle gun, tail blade sword
Mode Conversion: Cybertronians spend a Standard Other: 2d2 random art/conversational objects
action to convert between Bot Mode and Alt Mode.
Quadruped: Weirdwolf’s Alt Mode has four legs. This HANG-UPS
makes him faster, but he also gains 1 to Might- Headmaster Reliance: After being subjected to
or Finesse-based attacks if he uses his Ground the linking process with the symbiotic Headmaster
Movement to move at least 25ft toward the target in Rig, Weirdwolf can’t convert to his Bot Mode without
the same turn. Monzo being adjacent. Weirdwolf must also spend an
Veteran of the Wars: When attempting an Alertness additional Free action to convert into his Bot Mode.
Skill Test to gain information or understanding of the Weird Beyond Words: Weirdwolf’s strange speech
current battlefield, Weirdwolf gains Edge. patterns are hard to follow, making his constant
chatter all the more aggravating. He suffers 1 to all
conversation-based Social Skill Tests.

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CHAPTER 4: THREATS AND ALLIES

Monzo Two-Handed Monzo Bomb (1/turn, Standard):


Monzo still remembers his old power-wrestling
Once a popular Nebulan power-wrestler in the finisher and can use it against a Large/Long size or
Hyper Circuit, Monzo used his vast wealth to smaller target he currently has Grappled. The target
automatically takes 2 Blunt damage, the Grapple is
purchase nightclubs and social spots. He soon ended, and the target is Prone in a space of Monzo’s
found himself forcibly enrolled into Lord Zarak’s choosing within 10ft of the target’s original position.
new Headmasters program and was symbiotically
bound to the maddeningly strange Weirdwolf. GEAR
Monzo finds the Decepticon entertaining, especially Armor: Headmaster Transtector Rig (+4 deflective to
when they link and he is exposed to the inner Toughness)
workings of Weirdwolf’s mind. Weapons: Antimatter pistol (Targeting
THREAT LEVEL: 6 sidearm element)

SIZE: Common/Common HEALTH: 6 Others: Link lock (see page 55)


MOVEMENT: 30ft Ground; 0ft (Alt Mode)
HANG-UP
STRENGTH: 6 SPEED: 3
Is Someone Watching?: Monzo’s reputation is tied to
SMARTS: 3 SOCIAL: 6
his social exploits, and seconds of bad publicity could
TOUGHNESS: 20 EVASION: 13 cost him thousands of Shanix. If Monzo Fumbles when
WILLPOWER: 13 CLEVERNESS: 16 anyone aside from Weirdwolf is watching, he suffers
a 1 penalty on all Skill Tests until he manages a
SKILLS Critical Success to even things out.
• Alertness +d2 • Performance +d4
• Animal Handling +d2 • Streetwise +d4
• Athletics +d2 • Targeting +d2
• Brawn +d4 • Technology +d4
• Deception +d2 • Languages:
• Infiltration +d2 Cybertronian, English,
• Initiative +d2 Nebulanese, Quintesson,
• Might (Brawling) +d4* Regulonian, Russian

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

TRANSFORMERS ROLEPLAYING GAME


Antimatter Pistol (Targeting): +d2, Range 30ft/60ft
(2 Energy damage)
Alternate Effects: 1 Strength Essence damage
Hands: 1
Requirements: Not in Alt Mode
Traits: Anti-Tank, Armor Piercing, Computerized
Unarmed Combat (Might): +d4*, Reach (Stun 1)
Alternate Effects: 1 Blunt damage (1), Maneuver (1)
Requirements: Not in Alt Mode
Traits: Martial Arts, Silent

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

[[Art: Half-page CH4_Aeri-


albots_Team]]

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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THREAT LEVEL: 9 POWERS


SIZE: Large/Long HEALTH: 10 Gate Press (1/scene, Free, Alt Mode only): Air Raid
MOVEMENT: 30ft Ground (Bot Mode); 60ft Aerial throws all power to his afterburners. For the duration
(Alt Mode) of this turn, his Alt Mode speed is doubled. In addition,
STRENGTH: 11 SPEED: 7 his Flyby attack gains Edge and deals 1 additional Blunt
SMARTS: 4 SOCIAL: 2 damage. If Air Raid misses a Flyby attack while within
30ft of the ground, he crashes and lands Prone.
TOUGHNESS: 21 EVASION: 19
WILLPOWER: 14 CLEVERNESS: 12 GEAR
SKILLS Armor: Deflective matrix (+2 deflective to Evasion)

• Alertness (Perception) +d6* Weapons: Energon chocks (Might sidearm melee),


• Brawn +d4 torque gun (Targeting integrated projectile)
• Conditioning +1


Driving (Flying) +d6*
Initiative +d4
Fireflight
• Intimidation (Frighten) +d6* Awestruck by the beauty of the world around
• Might (Martial Arts) +d6* him, this Autobot has a Spark that leads him to be
• Streetwise +d4 easily distracted. If his fellow Aerialbots don’t keep
• Targeting +d2 a close eye on him, he might fly off in search of
• Languages: Cybertronian, English, Japanese new sources of wonder. This leaves his teammates
PERKS wondering if they’ve partnered with some kind of
idyllic dreamer.
Fast Conversion: Air Raid spends a Free action to
convert between Bot Mode and Alt Mode. THREAT LEVEL: 8
Gestalt Combiner (Titan Hardpoint): Air Raid can SIZE: Large/Long HEALTH: 9
connect and combine with the other Aerialbots, MOVEMENT: 30ft Ground (Bot Mode); 60ft Aerial
becoming part of Superion (see page 102). (Alt Mode)
Mayhem Attack: After making an attack aided by STRENGTH: 3 SPEED: 9
an ally via the Lend Assistance action, Air Raid can SMARTS: 2 SOCIAL: 8
immediately spend a Free action to make another TOUGHNESS: 15 EVASION: 19
attack against the same target with the same benefits. WILLPOWER: 12 CLEVERNESS: 18
ATTACKS SKILLS
Energon Chocks (Might): +d6*, Reach (2 • Animal Handling +d6
Blunt damage)
• Conditioning +1
Alternate Effects: Maneuver • Culture +d4
Hands: 1 • Deception +d2
Requirements: Bot Mode Only • Driving (Flying) +d6*
Upgrades: Deadly

TRANSFORMERS ROLEPLAYING GAME


• Initiative +d4
Traits: Blunt, Martial Arts, Silent • Might +d4
Flyby (Driving): +d6*, Reach (1 Blunt damage) • Persuasion (Diplomacy) +d6*
Alternate Effects: Trip • Targeting +d6
Requirements: Alt Mode Only; Move at least 10ft • Languages: Cybertronian, English, Esperanto, Greek,
before attacking Korean, Kurdish
Traits: Integrated PERKS
Torque Gun (Targeting): +d2, Range 25ft/80ft (1
Barrel Roll: In any turn where Fireflight moves at
Sharp damage)
least 10ft using his Aerial Movement, he may take the
Traits: Ballistic, Integrated Defend action for 2 Free actions instead of the normal
Unarmed Combat (Might): +d6*, Reach (Stun 1) Standard action.
Alternate Effects: 1 Blunt damage (1), Maneuver (1) Gestalt Combiner (Enhanced Move): Fireflight
Requirements: Bot Mode only can connect and combine with the other Aerialbots,
Traits: Martial Arts, Silent becoming part of Superion (see page 102).
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

ATTACKS THREAT LEVEL: 15


Flyby (Driving): +d6*, Reach (1 Blunt damage) SIZE: Huge/Extended HEALTH: 15
Alternate Effects: Trip MOVEMENT: 30ft Ground (Bot Mode); 60ft Aerial
Requirements: Alt Mode Only; Move at least 10ft (Alt Mode)
before attacking STRENGTH: 14 SPEED: 9
Traits: Integrated SMARTS: 7 SOCIAL: 6
Photon Cannon (Targeting): +d6, Range 100ft/400ft TOUGHNESS: 24 EVASION: 21
(1 Laser damage) WILLPOWER: 17 CLEVERNESS: 16
Alternate Effects: Stun 1, Spot
SKILLS
Hands: 1
Requirements: Bot Mode only • Athletics +d8
Traits: Computerized • Brawn (Endurance) +d8*
• Driving (Flying) +d8*
Unarmed Combat (Might): +d4, Reach (Stun 1)
• Initiative +d4
Alternate Effects: 1 Blunt damage (1), Maneuver (1)
• Might (Martial Arts) +d8*
Requirements: Bot Mode only
• Persuasion (Truth) +d10*
Traits: Martial Arts, Silent • Science +d4
POWERS • Survival (Tracking) +d8*
• Targeting +d4
Scramble (1/turn, Move): Moving fast is always the • Languages: Cybertronian, English, French, Malay
answer. Fireflight moves no farther than 20 feet, but
at least 10 feet. Until the beginning of his next turn, PERKS
attacks made against him target his Evasion, even if
the attack normally dictates the Defense it targets. Carrier: While in Alt Mode, Silverbolt’s Brawn Skill is
If the attack hits and normally has an effect with a considered to be two ranks higher for the purpose of
numeric value (such as 1 Sharp damage), reduce the determining his Carrying Capacity.
numeric effect by 1 (to a minimum of 0). Gestalt Combiner (Commander [Strength, Speed]):
Wild Weasel (3/scene, Free): Fireflight emits a Silverbolt can connect and combine with the other
carefully modulated anti-radiation signal, causing Aerialbots, becoming part of Superion (see page 102).
attacks from enemy weapons with the Computerized, Mode Conversion: Cybertronians spend a Standard
Electromagnetic, or Seeking traits within 100ft to suffer action to convert between Bot Mode and Alt Mode.
Snag until the start of his next turn, including guided
Titan Hardpoint Upgrades: Silverbolt’s integrated
projectiles that are fired into this area from longer
hardpoints have been upgraded to handle Titan-class
range, such as missiles.
weaponry (see pages 47–48).
GEAR ATTACKS
Armor: Medium armor matrix (+2 deflective to
Deflector Knuckles (Might): +d8*, Reach (3
Toughness)
Sharp damage)
Weapons: Photon cannon (see page 51) Alternate Effects: 3 Sharp damage—Multiple (2)
TRANSFORMERS ROLEPLAYING GAME

Targets (Reach, 1), Maneuver (2)


HANG-UP
Requirements: Bot Mode Only
Daydreamer: Fireflight is constantly wonderstruck by Traits: Anti-Tank, Armor Piercing, Integrated, Martial
pretty scenery, novel surface geology, native flora, and Arts, Titan-Class
so on. Whenever a distraction such as this is present
Electrostatic Rifle (Targeting): +d4, Range
in a scene, Fireflight suffers 1 on all Skill Tests for 1
100ft/400ft (1 Electric damage)
round. New distractions may prompt penalties in future
rounds at the GM’s discretion. Alternate Effects: Stun 1 (1)
Hands: 2
Requirements: Bot Mode only
Silverbolt Traits: Sniper
Chosen by Optimus Prime to lead the Aerialbots, Flyby (Driving): +d8*, Reach (1 Blunt damage)
this brave warrior cares deeply for his squadron, Alternate Effects: Trip
even in the face of his own fears. Whether on or Requirements: Alt Mode Only; Move at least 10ft
off the battlefield, this Autobot always seeks to before attacking
Traits: Integrated
encourage harmony.
Unarmed Combat (Might): +d8*, Reach (Stun 2)

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Alternate Effects: 2 Blunt damage (1), Maneuver (1) PERKS


Requirements: Bot Mode only
Aerial Superiority: When Skydive attacks from higher
Traits: Martial Arts, Silent
ground, he gains Edge as well as 1 on attacks.
POWERS Gestalt Combiner (Enhanced Attack): Skydive
can connect and combine with the other Aerialbots,
Break the Sound Barrier (1/scene, Move and
becoming part of Superion (see page 102).
Standard, Alt Mode only): Silverbolt moves at least
30ft. All creatures within 10ft of Silverbolt when he Mode Conversion: Cybertronians spend a Standard
ends this Movement must succeed at a DIF 14 Brawn action to convert between Bot Mode and Alt Mode.
Skill Test or be dealt 2 Sonic damage. Multi-Role Loadout: Skydive’s chassis has been
Stay in Formation (1/scene): At the start of combat, modified so he can carry two missiles on each
instead of testing their own Initiative, all other Hardpoint instead of one. While so armed, decrease
Aerialbots may choose to set their Initiative as 1d2 each of his Movement speeds by 10ft until all his
lower than his (minimum final result of 1). missiles have been fired.

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

TRANSFORMERS ROLEPLAYING GAME


STRENGTH: 4 SPEED: 10
SMARTS: 11 SOCIAL: 3 Ripple Fire (2/scene, 1–4 Free and Standard):
Skydive can lock onto and attack multiple targets at
TOUGHNESS: 16 EVASION: 20 the same time in a devastating barrage. Skydive can
WILLPOWER: 21 CLEVERNESS: 13 use Free actions to track up to four enemies, as long
as he has that many ranged weapons available to fire.
SKILLS As a Standard action, he can then make a missile or
• Alertness (Situational Awareness) +d6* gun attack against each of these targets, firing each
• Brawn +d4 weapon or consumable once.
• Culture (Military History) +d6*
GEAR
• Driving (Flying) +d6*
• Initiative +d4 Armor: Medium armor matrix (+2 deflective to
• Might +d4 Toughness)
• Performance +d6 Weapons: Integrated missiles (4), nega gun (Targeting
• Targeting (Missiles) +d6* medium element)
• Technology +d6
• Languages: Cybertronian, English, Hebrew, Mandarin,
Taiwanese, Urdu

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

Slingshot Unarmed Combat (Might): +d2, Reach (Stun 1)


Alternate Effects: 1 Blunt damage (1), Maneuver (1)
Brash, loud, and outspoken, Slingshot often writes Requirements: Bot Mode only
checks that he can’t cash, requiring his Aerialbot Traits: Martial Arts, Silent
teammates to come to the rescue. Not content with
POWERS
simply hovering around near stronger Autobots,
this wisecracking scrapper likes to go out looking Quick Repair (1/scene, Standard, Bot Mode only):
Slingshot repairs 1d2 Health to himself or a Cybertronian
for trouble.
ally within Reach without attempting a Skill Test.
THREAT LEVEL: 6
SIZE: Large/Long HEALTH: 6
GEAR
MOVEMENT: 30ft Ground (Bot Mode); 60ft Aerial Armor: Light armor matrix (+1 deflective to Toughness)
(Alt Mode) Weapons: Neutron rifle (Targeting medium projectile)
STRENGTH: 2 SPEED: 6
SMARTS: 4 SOCIAL: 6 HANG-UP
TOUGHNESS: 14 EVASION: 16 Delusions of Grandeur: Slingshot talks a good game,
WILLPOWER: 14 CLEVERNESS: 16 but sometimes has trouble living up to his own hype.
Any time he fails a Skill Test, he must succeed at a
SKILLS DIF 12 Deception (Bragging) Skill Test, or he suffers
• Targeting +d4 Snag on all Skill Tests until the end of his next turn.
• Deception (Bragging) +d6*
• Driving (Flying) +d4* • Technology


Initiative +d2
Intimidation +d2
(Repair) +d6*
• Streetwise +d4 Superion
• Might +d2 • Languages: One of the first giant Gestalt Combiner Megaforms,
Cybertronian, Arabic, Superion has been called upon by the Autobots to
PERKS English, Junkion
turn the tide of battle in several major engagements,
Aerial Superiority: When Slingshot attacks from to the dismay of both Decepticons and nearby
higher ground, he gains Edge as well as 1 on attacks. structures alike. Despite his destructive paradigm,
Earlier is Better than Later: Slingshot always likes Superion’s purpose is to help the Autobots achieve
to jump headlong into battle. While in Alt Mode, Free peace, though through superior firepower!
Actions used for additional Movement add 10 feet to
THREAT LEVEL: 19
Slingshot’s Movement instead of 5.
SIZE: Towering HEALTH: 15/11/10/9/6
Gestalt Combiner (Armored Defense): Slingshot
can connect and combine with the other Aerialbots, MOVEMENT: 40ft Ground
becoming part of Superion. STRENGTH: 15 SPEED: 11
Mode Conversion: Cybertronians spend a Standard SMARTS: 11 SOCIAL: 8
action to convert between Bot Mode and Alt Mode. TOUGHNESS: 27 EVASION: 23
Scrounging Kit-Bash: Slingshot’s experiences have WILLPOWER: 21 CLEVERNESS: 18
TRANSFORMERS ROLEPLAYING GAME

taught him the value of sourcing spare parts from


other places, even fancy Earth cars! Any source of
SKILLS
nearby technological parts counts as Slingshot having • Acrobatics +d8 • Initiative +d4
a Standard Repair Kit on him. • Alertness +d8 • Might (Martial Arts) +d10*
• Animal Handling +d6 • Persuasion +d8
ATTACKS • Athletics +d8 • Targeting +d10
Neutron Rifle (Targeting): +d4, Range 100ft/400ft (1 • Brawn (Endurance) +d8* • Technology +d8
Energy damage) • Culture +d6 • Languages:
Alternate Effects: 2 Energy damage (1) • Deception +d2 Cybertronian, English
Hands: 2
Requirements: Bot Mode only
PERKS
Flyby (Driving): +d4*, Reach (1 Blunt damage) Energon Pool: Superion possesses an Energon
Pool of 8.
Alternate Effects: Trip
Requirements: Alt Mode Only; Move at least 10ft Gestalt Combiner Form: Superion is the Gestalt
before attacking Combiner form of Air Raid (see page 98), Fireflight (see
Traits: Integrated page 99), Silverbolt (see page 100), Skydive (see page
101), and Slingshot.

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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

TRANSFORMERS ROLEPLAYING GAME

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

Brainstorm & Arcana Headmaster Body: Brainstorm is symbiotically linked


with Arcana, who has access to a special Transtector
Headmaster Rig. While in Bot Mode and linked to the
Credited with inventing the original Headmasters, being using the Headmaster Rig, Brainstorm gains 1
these two scientists arguably share the closest bond to Skill Tests with Skills that Arcana has at his Skill
between those who have undergone the Binary Rank or higher.
Bonding process. They complement each other Mode Conversion: Cybertronians spend a Standard
extremely well, bringing unbridled imagination and action to convert between Bot Mode and Alt Mode.
innovation to aid the Autobots. Photographic Memory: Brainstorm’s memory buffers
Earning this team’s assistance is generally easy. are much larger than the typical Cybertronian, allowing
Enticing Brainstorm with opportunities to test out him to recall the tiniest details with ease from anything
he’s seen in the last 6 months.
various hypotheses in the field is a surefire winner,
and despite being a bit aloof at times, Arcana can be Roll With It: Brainstorm can ride the force of a blow to
safety. Once per turn, when he takes damage, he can
susceptible to flattery for his wise and learned counsel.
immediately move 10ft away from the source of the attack.

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

an Alertness (Analytics) Skill Test against the


• Intimidation +d2 Willpower or Cleverness Defense of a target he
• Persuasion (Truth) +d4* can see. On a success, he learns a valuable piece of
• Science (Physics) +d6* information of his choice about them, such as their
• Streetwise +d2 Rank in a specific Skill or a Defense score. In addition,
• Targeting (Photon Cannons) +d6* he gains 1 on all Tests against that target until the end
• Technology (Engineering) +d6* of his turn.
• Languages: Arabic, Cybertronian, English, Greek,
GEAR
Hebrew, Latin, Nebulanese, Quintessan
Armor: Medium armor matrix (+2 deflective to Toughness)
PERKS
Weapons: Photon cannons (Targeting
Doubleshot: Brainstorm understands how to balance sidearm element)
opposing forces in his weaponry. When using two
identical integrated or one-handed weapons (such as HANG-UP
his photon cannons), he can make an attack with each Headmaster Reliance: After being subjected to the
weapon once as part of a single Attack action. If these linking process with the symbiotic Headmaster Rig,
attacks are made at different targets, each suffers 1. Brainstorm can’t convert to his Bot Mode without

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CHAPTER 4: THREATS AND ALLIES

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

Arcana Traits: Martial Arts, Silent

Nebulan doctor Arcana boasts an intelligence GEAR


comparable to Brainstorm’s while being tempered Armor: Headmaster Transtector Rig (+4 deflective to
with old age (by Nebulan standards). Toughness)

THREAT LEVEL: 6 Weapons: Nebulanese blaster (see page 50)

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,

TRANSFORMERS ROLEPLAYING GAME


Engineering, and Repair Specializations when
interacting with those with the Headmaster
Body or Headmaster Head Perk. These Skill
Tests are made at 1.
Headmaster Head: Arcana is symbiotically
linked to Brainstorm with a special
Headmaster Rig. While linked to Brainstorm in his
Bot Mode, Arcana grants additional benefits (as
listed in Brainstorm’s stats), uses Brainstorm’s
statistics, and can’t be targeted directly without the
attacker suffering 2.

ATTACKS
Nebulanese Blaster (Targeting): +d4, Range Brainstorm & Arcana
25ft/80ft (1 Energy damage)
Hands: 1
Requirements: Not in Alt Mode
Traits: Ballistic

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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

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Carbine Stock (Might): +d4, Reach (1 Blunt damage) SKILLS


Hands: 2
• Culture (Fashion) +d4*
Requirements: Bot Mode Only
• Finesse +d4
Traits: Silent
• Intimidation +d4
Ram (Driving): +d6, Reach (1 Blunt damage) • Performance +d2
Alternate Effects: Trip • Persuasion +d6
Requirements: Alt Mode only; Move at least 10ft • Streetwise +d4
before attacking • Targeting +d2
Traits: Integrated • Languages: Cybertronian, English, French, Spanish,
Nebulanese
Unarmed Combat (Might): +d4, Reach (Stun 1)
Alternate Effects: 1 Blunt damage (1), Maneuver (1) PERKS
Requirements: Bot Mode only
Fashion Forward: When dressed in his best finery
Traits: Martial Arts, Silent
and trying to impress, Stylor gains Edge on Persuasion
POWERS Skill Tests.

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

TRANSFORMERS ROLEPLAYING GAME


downtime out on the town (regardless of what
kind of town that is) or carefully applying the finest Not the Paint Job!: Stylor is hyperfixated on looks. If
an enemy attacks him with a Critical Success when
of detailing products to his and Chromedome’s
he isn’t in Alt Mode, he spends his next Move action
armored shells, so that they make a fashionable checking over his rig’s detailing.
splash when next they’re seen together.
THREAT LEVEL: 4
SIZE: Common/Common HEALTH: 4
MOVEMENT: 30ft Ground; 0ft Ground (Alt Mode)
STRENGTH: 2 SPEED: 3
SMARTS: 3 SOCIAL: 6
TOUGHNESS: 16 EVASION: 13
WILLPOWER: 13 CLEVERNESS: 16

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[[Art: Half-page CH4_Pro-


tectobots_Team]]

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

Gestalt Defensor, protector of life. amount by 1.


S.O.S. (1 Allegiance Point): The Protectobots
(or Defensor) spend this turn evacuating
Protectobot Team Contact noncombatants and putting out any active
environmental hazards, in an area determined
Allegiance Points: 5
by the GM.
CONTACT PERKS
CONTACT HANG-UP
Activate Force Field (2 Allegiance Points): While
Protect and Serve: At the GM’s discretion,
in Gestalt Form, Defensor encases an ally in an
if any PC takes an action that risks harm to
impenetrable force field. The ally gains Resistance
innocent bystanders, the Protectobots/Defensor
to all damage for 1 round unless the attack has the
will disengage from the fight to safeguard
Indirect trait.
noncombatant lives.
Form Defensor! (3 Allegiance Points): The
Aerialbots merge into their Gestalt Combiner

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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

PERKS First Aid


Aerial Archon: While in Alt Mode, Blades can lower a Compassionate to a fault, this Autobot is one of
platform beneath his chassis to add additional carrying the most empathetic Sparks in the universe. Even
capacity. His Brawn Skill is considered to be two ranks more so than his fellow Protectobots, he devotes
higher for the purpose of determining his Carrying every circuit and fiber of his being to the health
Capacity. When not using this platform, Blades gains
and well-being of others, even extending that to
the benefits of having a tow cable & hook.
inanimate objects.

TRANSFORMERS ROLEPLAYING GAME


Autorotation: In any turn where Blades moves at
least 10ft using his Aerial Movement, he may take the THREAT LEVEL: 9
Defend action for 2 Free actions instead of the normal SIZE: Large/Long HEALTH: 10
Standard action. MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground
Gestalt Combiner (Enhanced Move): Blades can (Alt Mode)
connect and combine with the other Protectobots, STRENGTH: 4 SPEED: 4
becoming part of Defensor (see page 112). SMARTS: 11 SOCIAL: 5
Mode Conversion: Cybertronians spend a Standard TOUGHNESS: 15 EVASION: 15
action to convert between Bot Mode and Alt Mode. WILLPOWER: 21 CLEVERNESS: 15
Weapon Master: When Blades attacks with his
rotor blades, he can spend 2 Free actions to make
an additional attack with his rotor blades against the
same target once per turn.

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SKILLS Unarmed Combat (Might): +d2, Reach (Stun 1)


Alternate Effects: 1 Blunt damage (1), Maneuver (1)
• Animal Handling +d4
Requirements: Bot Mode only
• Brawn +d4
Traits: Martial Arts, Silent
• Conditioning +1
• Driving +d4 POWERS
• Initiative +d2
• Might +d2 I Will Not Fight You (2/scene): Even while refusing
• Persuasion +d2 to engage in combat, First Aid still reluctantly
deploys alongside his fellow Protectobots. While on
• Science (Medicine) +d8*
a battlefield, he can use his surroundings to protect
• Streetwise +d4
himself. When attacked, First Aid can attempt a Driving
• Targeting +d2 (when in Alt Mode) or Streetwise (when in Bot Mode)
• Technology (Repair) +d10* Skill Test. If his result is higher than that of the attack
• Languages: American Sign Language, Cybertronian, roll, he gains Immunity to all damage from that attack.
English, Hindi, Junkion, Mandarin, Quileute
GEAR
PERKS
Armor: Partial defense matrix (+1 deflective to Evasion
Deep Reserves: First Aid has a reservoir of 2 and Toughness)
Energon Points. Once per turn, he can spend one
of these Energon Points to attempt a Skill Test to Weapons: Photon cannon (see page 50)
repair a Cybertronian, vehicle, or other machine as a Other: Emergency medical care equipment, vehicle
Free action. repair equipment, Limited Repair Kits (2), Standard
Diode Overhaul: First Aid is among the finest Repair Kits (2)
Cybertronian medics in the known universe. In his
hands, Standard Repair Kits function as Limited
HANG-UP
kits, and Limited Repair Kits function as Restricted Pacifist: First Aid is a medic, not a warrior. He cannot
kits. Furthermore, Skill Tests that call for a Standard abide the thought of doing harm to anyone or anything,
Repair Kit do not consume these kits unless First Aid be they Cybertronian, organic, or even a non-sentient
rolls a Fumble. machine. If First Aid takes an action that results in
Dodgy: First Aid can take the Defend action as a Free damage being dealt, he suffers Snag on all Tests until
action during any turn in which he doesn’t move more the end of his next turn while worrying about the
than 5 feet. consequences of what he’s done.

Gestalt Combiner (Armored Defense): First Aid can


connect and combine with the other Protectobots,
becoming part of Defensor (see page 112).
Groove
The open highway. The wind rushing through his
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.
carburetor. The echo of engines from hills and
canyons. These are the things this Autobot scout
Quick Rebuild: If an ally is Defeated, First Aid can use
loves. He sometimes wonders about his place
a Free action and expend a Repair Kit to revive that
ally with 1 Health. Additionally, all the ally’s Defense on the Protectobot team (though not to the same
TRANSFORMERS ROLEPLAYING GAME

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

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CHAPTER 4: THREATS AND ALLIES

SKILLS diverse team members. Whether on his own or


• Conditioning +1 leading his squad, this energetic Autobot is always
• Culture +d4 full of zeal for whatever job lies ahead of him:
• Driving +d4 fighting Decepticons, putting out dangerous blazes,
• Infiltration +d4 or even rescuing pets from trees.
• Initiative +d2 THREAT LEVEL: 13
• Might +d2
• Performance +d2 SIZE: Huge/Extended HEALTH: 13
• Persuasion +d4 MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground
• Survival +d4 (Alt Mode)
• Targeting +d4 STRENGTH: 8 SPEED: 9
• Languages: Cybertronian, English, Lakota SMARTS: 5 SOCIAL: 10
TOUGHNESS: 19 EVASION: 19
PERKS
WILLPOWER: 15 CLEVERNESS: 20
Gestalt Combiner (Core Essence [Speed]): Groove
can connect and combine with the other Protectobots, SKILLS
becoming part of Defensor (see page 112). • Alertness +d2
Mode Conversion: Cybertronians spend a Standard • Animal Handling (Calm) +d8*
action to convert between Bot Mode and Alt Mode. • Athletics +d8
• Driving +d6
ATTACKS • Initiative +d2
Photon Cannon (Targeting): +d4, Range 100ft/400ft • Intimidation +d4
(1 Laser damage) • Might +d4
Alternate Effects: Stun 1, Spot • Persuasion (Diplomacy) +d8*
Hands: 1 • Survival +d6
Requirements: Bot Mode only • Targeting (Fireball Cannons) +d8*
Traits: Computerized • Technology +d2
• Languages: Cybertronian, English, Ukrainian
Ram (Driving): +d4, Reach (1 Blunt damage)
Alternate Effects: Trip PERKS
Requirements: Alt Mode only; Move at least 10ft
Doubleshot: Hot Spot is well-practiced at dual
before attacking
wielding. When using two identical integrated or one-
Traits: Integrated handed weapons (such as his fireball cannons), he
Unarmed Combat (Might): +d2, Reach (Stun 1) can attack with each weapon once as part of a single
Alternate Effects: 1 Blunt damage (1), Maneuver (1) Attack action. If these attacks are made at different
Requirements: Bot Mode only targets, each suffers 1.
Traits: Martial Arts, Silent Durabyllium Super-Alloy: When an opponent targets
Hot Spot with an attack that deals Blunt, Cold, or Fire
POWERS damage, they suffer a 1 on the Skill Test.

TRANSFORMERS ROLEPLAYING GAME


Vaporate (1/scene, Standard): Groove has taken Gestalt Combiner (Commander [Strength,
some lessons from Hot Spot on how to deal with Social]): Hot Spot can connect and combine with the
flames. As a Standard action, he can fire a stream other Protectobots, becoming part of Defensor (see
of freezing chemicals in a 15ft cone, automatically page 112).
extinguishing any fires in the area. He also attacks
any creatures in the area with a Targeting Skill Test, Heavy Arms: Hot Spot has trained himself to carry
dealing 1 Cold damage on a hit. hefty burdens in the literal sense. Hot Spot can wield
items requiring two hands, one in each hand, so
GEAR long as the objects are alike in terms of size, shape,
and weight.
Armor: Light armor matrix (+1 deflective to Toughness)
Mode Conversion: Cybertronians spend a Standard
Weapons: Photon cannon (see page 50)
action to convert between Bot Mode and Alt Mode.

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

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Requirements: Alt Mode only; Move at least 10ft PERKS


before attacking
Always Alert: Streetwise gains Edge on Initiative Skill
Traits: Integrated
Tests and can’t be Surprised while conscious.
Fireball Cannons (Targeting): +d8*, Range
Fast Conversion: Streetwise spends a Free action to
100ft/400ft (1 Fire damage)
convert between Bot Mode and Alt Mode.
Alternate Effects: 2 Fire damage (1), 3 Fire damage (3)
Hands: 2 Gestalt Combiner (Enhanced Initiative): Streetwise
can connect and combine with the other Protectobots,
Traits: Ballistic
becoming part of Defensor (see page 112).
Unarmed Combat (Might): +d2, Reach (Stun 1)
Protective Custody: Streetwise is an expert at
Alternate Effects: 1 Blunt damage (1), Maneuver (1) subduing foes. He doesn’t suffer penalties when using
Requirements: Bot Mode only the alternate effects of Unarmed Combat. Furthermore,
Traits: Martial Arts, Silent when he is grappling a Target, he gains a +1 bonus to
Water Cannon (Targeting): +d8, Range 30ft/75ft his Toughness and Evasion. If an enemy grappled by
(1 Cold damage) Streetwise attacks the Autobot and Fumbles, that
Alternate Effects: Push enemy takes 1 Blunt damage.
Traits: Integrated ATTACKS
GEAR Gyro-Gun (Targeting): +d2, Range 20ft/80ft (Stun 1)
Armor: Light armor matrix (+1 deflective to Toughness) Alternate Effects: Target is Impaired for 1d2 turns (1)
Hands: 1
Weapons: Fireball cannons (Targeting medium
Traits: Computerized
element), water cannon (Targeting integrated element)
Ram (Driving): +d6, Reach (1 Blunt damage)
Other: Ladder
Alternate Effects: Trip
Requirements: Alt Mode only; Move at least 10ft
Streetwise before attacking
Traits: Integrated
Almost nothing gets past the clever and savvy
Unarmed Combat (Might): +d8, Reach (Stun 1)
Streetwise unless he’s low on gas. This sleek Autobot
Alternate Effects: 1 Blunt damage, Maneuver
might not be the most learned member of the
Requirements: Bot Mode only
Protectobots, but he is most certainly the most level-
Traits: Martial Arts, Silent
headed. When duty calls, his attention to detail and
nuance helps keep his teammates focused on the GEAR
task at-hand. Armor: Deflective matrix (+2 deflective to Evasion)
THREAT LEVEL: 10 Weapons: Gyro-gun (see page 51)
SIZE: Large/Long HEALTH: 10 Other: Cage
MOVEMENT: 40ft Ground (Bot Mode); 55ft Ground
(Alt Mode)
Defensor
TRANSFORMERS ROLEPLAYING GAME

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

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CHAPTER 4: THREATS AND ALLIES

SKILLS Unarmed Combat (Might): +d10, Reach


(3 Stun damage)
• Animal Handling (Calm) +d8*
Alternate Effects: 3 Blunt damage (1), Maneuver (1)
• Brawn +d6
Traits: Martial Arts, Silent
• Finesse +d6
• Initiative +d8 POWERS
• Intimidation +d2
Force Field (Standard): Defensor can convert energy
• Might (Grappling) +d8*
into a nigh-impenetrable defensive shield, but only for
• Persuasion (Diplomacy) +d10*
a short time. By spending 3 Energon Points, a glowing
• Science (Medicine) +d8*
globe of energy surrounds the giant Gestalt Combiner
• Targeting +d8 in a 30ft radius. This gives all creatures and structures
• Technology (Repair) +d10* inside the globe Resistance to all damage from an
• Languages: Cybertronian, English attack originating outside the globe (unless it comes
from an attack with the Indirect trait). This protection
PERKS lasts until the beginning of Defensor’s next turn, but he
Energon Pool: Defensor possesses an Energon can spend 3 additional Energon Points as a Free action
Pool of 8. at the start of his next turn to maintain the effect.
Defensor can’t move while this field is active.
Enhanced Initiative: Defensor gains Edge on Initiative
Skill Tests. GEAR
Gestalt Combiner Form: Defensor is the Gestalt Armor: Armored defense (+1 deflective to Evasion and
Combiner form of Blades (see page 109), First Aid (see +2 deflective to Toughness)
page 109), Groove (see page 110), Hot Spot (see page
111), and Streetwise (see page 112). Weapons: Fire cannon (Towering Targeting
medium element)
ATTACKS
HANG-UP
Fireball Cannon (Targeting): +d8*, Range
300ft/1200ft (3 Fire damage Blast: 5ft radius) No More Harm!: Defensor protects the lives of
Alternate Effects: 4 Fire damage Blast: 5ft radius humans and other organic species as if they were his
(1), 5 Fire damage Blast: 5ft radius (3) children, even as his towering size and destructive
potential can unnerve them. If sentient organic life is
Hands: 2
ever in danger, Defensor will disengage from combat to
Traits: Ballistic save whatever lives he can. This single-minded focus
also gives him Snag on all Smarts-based Skill Tests.

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CHAPTER 5: COMBINER CAMPAIGNS

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

in Your Game characters’ personalities and boundaries in clear,


certain detail so everyone can be sure they’re on the
In many Transformers stories, Combiners become same page (and maybe even in the same robot!).
central figures in the action. Between their rarity Certain character concepts, such as mercenaries
and comparative power level, many Combiners that insist on working alone or gung-ho leaders who
command their own narrative arcs. It’s worth don’t listen to others’ input, may not fit well with
considering what kind of impact introducing the a Combiner team. If something that one character
Combiner mechanic, both for your NPCs and does grinds another’s proverbial gears, personal
players, will have on your campaign. tensions could cause arguments between players on
what to do next in combat or descend into debates
It’s great to use Combiners as a new avenue for
about particulars of a melded personality.
plot hooks, thrilling boss battles, and opportunities
for teamwork. But it’s important to consider how Of course, characters like the ones described above
you implement it. The best ways to do that depend could add interesting tension to a story. Age-old rivals
on when you’re throwing these new teams and coming together to Combine at a crucial turning

TRANSFORMERS ROLEPLAYING GAME


Cybertronians into your campaign. point could make for a great moment at the table, or
a bickering “odd couple” Binary Bonded pair could
During your Session Zero, before the players
give players a chance to banter and roleplay.
even begin to make characters, ask them whether
being a Combiner team is a concept they’d like to However, it’s important that players agree ahead
build their characters around or would they like it of time that at the end of those discussions, they
to happen organically over the course of the story. will work together. The age-old rivals will eventually
Do they begin as Combiners or is that technology agree that there is a greater threat standing over
added to the campaign later? that way, or the bickering Cybertronians will put
their differences aside long enough to take out their
Starting with Combiners frustrations on a more dangerous foe.
Further questions for your players at this
If you make the Combiner-focused rules in the
step to help establish boundaries that allow
book available at character creation, follow up with
otherwise opposing characters to work together
a couple of important questions surrounding the
effectively include:
possible dynamics.

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• What would drive your character to work with an


ally they don’t agree with?
• What would be a line in the sand that your
character wouldn’t allow to be crossed?
• Are there specific kinds of relationships or
arguments you want to avoid?
More information on safety tools such as
“lines and veils” is available in the Transformers
Roleplaying Game Core Rulebook under the
heading Session 0 on page 265. Discussing players’
boundaries and preferences is always important,
and players of Combiner characters especially
should be familiar with using these safety tools.

INCLUDE EVERYONE IN THE


CONVERSATION
Once characters are made and the team concept
is sketched out, it’s equally important to establish
roles as soon as possible. Are all players members
of the same Combiner? If not, who fulfills which
roles in each one? Who calls the shots as a Gestalt?
It’s crucial to establish how players will function as
a team throughout the campaign. Discuss how the
group will determine their actions as a Combiner.
This can be a similar discussion to safety tools, such
as giving hand signals when one wants to speak or
establishing things like a party vote for especially
contentious actions.
This can be tricky, as extroverted players can
accidentally exclude quieter members of a group
and push them to the periphery. Even in groups of
primarily extroverted people, tensions can rise when
players have differing thoughts on the personality of
their Gestalt. Combiner-based characters work best
with everyone’s involvement and investment, which
TRANSFORMERS ROLEPLAYING GAME

means it’s important to make sure everyone at the


table has input.
If you notice that some players aren’t getting to
speak or aren’t speaking up on their own, ask them
their thoughts on the topic directly. Make every effort
to include everyone at the table in the discussion. A
Combiner team that isn’t sufficiently discussed and
inclusive can leave players feeling left out, which can
impact everyone’s enjoyment at the table.

ESTABLISH A CHAIN OF COMMAND


Regardless of which Role and Focus a player selects
for their character, it’s important to find places for
them on Combiner teams if that’s the direction the
group takes. Sometimes this means giving them

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CHAPTER 5: COMBINER CAMPAIGNS

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

TRANSFORMERS ROLEPLAYING GAME


the difference and keep a long-running campaign
of cooperative victory, capturing the sensation of from unwinding.
playing a well-oiled, coordinated squad moving and
thinking as one unit. Answering these questions for TALK WITH YOUR PLAYERS
yourself and your players ahead of a campaign will Introducing Combiner mechanics to an existing
ensure the only thing getting more complex are the campaign presents a host of questions for the
Cybertronians themselves). player characters. Just like the Session Zero
questions for starting a campaign with Combiners
Adding Combiners listed above, it’s important to establish a chain of
If you want to introduce the Combiner rules command and roles for each player in the eventual
presented in this book at a later point in your story Combiner. Given that player characters have had
(whether because you already have an on-going time to develop apart, getting everyone on board
campaign or you’d rather have the characters for a particular Gestalt idea or set of roles can be
establish themselves as separate entities first), you’ll more complicated than establishing the dynamic
need to prepare. from the start.

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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.

ADJUST FOR TEAMPLAY AND


COORDINATION
Many Combiner stories hold teamwork as
an overarching theme. Settling into roles that
TRANSFORMERS ROLEPLAYING GAME

mechanically reinforce that theme can smooth over


the process of widening a story’s scope to include
new concepts like combination.
For players interested in altering their characters
into Combiners, share some of the Role Focuses
and Perks in this book that might be effective tools
in adding this new dimension to their characters.
The array of team-focused, supportive Role Focuses
add all-new ways for players to support one another
should be considered when shifting gears into a
Combiner-enabled campaign.
The Team Leader role, for example, can help begin
building that hierarchy among player characters
Silverbolt necessary for creating an effective Combiner, while

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CHAPTER 5: COMBINER CAMPAIGNS

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

Adding Combiner into a cohesive whole, leaving those steps solely up


to the GM and player in question.
Mechanics This provides a fundamentally different
experience from players forming a Combiner
When introducing the Combiner rules to an together, however, and presents its own set of
existing campaign, consider allowing your questions for both the players and you as a GM.
players to rebuild their characters, possibly
taking a different Role Focus (such as the ones For players:

TRANSFORMERS ROLEPLAYING GAME


presented in this book) or switching out a few • Are you hoping to create a Matched Combiner or
General Perks to better take advantage of the a Gestalt Combiner?
situation. Alternatively, you can grant each • Do you have particular contacts you want to
character a bonus General Perk (such as Gestalt approach about forming a Combiner?
Combiner or Matched Combiner; see pages 39– • For players forming a Gestalt with NPC
40) as they form their new Combiner team. This Cybertronians, what kind of changes to your
will make the characters a touch more powerful, character’s ideals and goals occur as a result of
but they might need that boost to face off against the Combining?
other Gestalts!
For GMs:
• Which NPCs would be willing to play along with
Bonded Masters the character? Will they need to be persuaded or
Another notable Role Focus in The Enigma of are they on board?
Combination is Bonded Master, which ties a player • How will enemy Cybertronians react to this
character to a smaller being, such as a human or development? Do they retaliate and form their
own Combiner?

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• 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

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CHAPTER 5: COMBINER CAMPAIGNS

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

TRANSFORMERS ROLEPLAYING GAME


nemesis or two and perhaps several human allies. take some time to decide how to configure
themselves and select their Combiner abilities.
Tier 4 (16th–20th Levels): The PCs are on par When they finish assembling themselves, it’s not
with Optimus Prime and his trusted lieutenants. The a moment too soon, as the Decepticon soldiers
team is regularly called upon to handle the largest- tracked the PCs back to the training grounds. And
scale threats. they’ve brought Misfire and Aimless along! The
PCs need to use their new combined might to
Tier 1 drive off this Binary Bonded Targetmaster pair and
keep Perceptor’s advanced methods of combining
THE CALL TO COMBINATION out of the hands of the Decepticons!
Perceptor and Wheeljack have been on the look-out
A DANGEROUS BREAKTHROUGH
for how best to upgrade the Autobots’ capabilities
as a fighting force, and they think that the PCs might Bumblebee has received some sobering intelligence
be the answer. The Autobot scientists think that the from a friend in the U.S. military: Army engineers have
PCs have what it takes to succeed as a Combiner somehow begun making their own Combiner-like

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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!

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OUT OF THE FIRE Tier 2


When the Protectobots receive a call for help
from the nearby university town of Thompson’s CHANGING ALLEGIANCES
Bridge, they reach out to the PCs for some extra Rewind has noticed that Cybertronian civilians are
assistance! Forest fires are threatening the small going missing around Autobot City and asks the
town and its campus’ advanced radio observatory. PCs to go investigate. While the Autobot know-it-
Streetwise needs help from the PCs to clear the all can share a ton of useless information about all
streets and help transport victims to safety. Then, the missing Cybertronians, he is able to provide
Hot Spot and a crew of human firefighters need the one helpful lead: one of the missing civilians was a
PCs’ help to douse a burning bridge and prevent it trader with a small shop, which is the perfect spot
from collapsing onto a passing passenger ferry, all to start looking for clues. Once at the building,
without succumbing to the flames or the rushing though, a squad of Decepticon foot soldiers attack,
river below! If the PCs can successfully save the including the trader and some of the missing
town, the scientists at the town’s radio observatory civilians, brainwashed to Megatron’s cause! The
would be more than happy to assist the Autobots mind-wiped soldiers don’t know how they got this
and become valuable new contacts to help the PCs way and fight the PCs tooth and nail, but if the PCs
explore the greater galaxy. are able to trick, deceive, or interrogate them, they
When more fires start to spring up nearby, the PCs can give intelligence that leads the PCs back to their
are sent to take care of them. There they find the real warehouse lair and the similarly mindwiped Seeker
source of the fire: Decepticon foot soldiers, more leader of their gang.
than happy to turn their pyrotechnic weapons against The gang has very simple goals: kidnap more
Autobots instead of trees! After the PCs take down Cybertronians, restrain them with brute force, and
these enemy soldiers, they can interrogate them to send them away to a secret location in large shipping
find out that the grunts are following orders given by containers. The PCs will need to investigate the
Monzo and Weirdwolf, who have been coordinating warehouse to find out the ultimate destination of
this ecological disaster from an abandoned logging the shipping containers, a remote location out in
camp nearby. Tracking down the Headmaster pair, the mountains, but they’d better be careful. The
however, plays right into their master plan! guards attempt to subdue the PCs on sight and will
In concert with the Combaticons, Monzo and immediately call for back-up if they know the PCs
Weirdwolf are planning a trap for the Protectobots are there. If the PCs successfully keep a low profile
and the PCs by putting them right in the way of as they search, they might spot a familiar face visiting
Bruticus! The Headmaster pair leap to take down the gang: Scavenger, checking in on the mindwiped
the PCs, hurling burning trees and rusting logging army he’s been making for the Constructicons! If
equipment in their attempts to destroy the PCs. If the PCs go in guns blazing or things devolve into
the PCs can defeat Monzo and Weirdwolf quickly, a firefight, the Decepticon arrives to take a couple
they need to race through the burning forest and the pot shots to protect his investment before making

TRANSFORMERS ROLEPLAYING GAME


Decepticon front lines with enough time to warn the an escape to warn the other Constructicons that the
Protectobots. The Autobots only have a little time to Autobots are on their tail.
finish the evacuation of the town and to prepare any Even if Scavenger escapes, there’s enough
defenses they can wrangle before the rampaging information in the gang’s lair to track him and
Decepticon Combiner shows up. Hot Spot even has the kidnapped civilians to the Constructicons’
an idea to defeat the enemy Combiner: while the hidden fortress deep in the mountains, where the
Protectobots form Defensor and hold off Bruticus, Decepticons have been using a machine called
he sends the PCs to the radio observatory to call for the Robosmasher to reprogram the minds of every
help! With Decepticon soldiers in the streets, fires Cybertronian they can get their hands on. The PCs
approaching the town, and two massive Combiners will need to infiltrate the remote fortress, rescue the
locked in combat nearby, the PCs need to safely kidnapped Cybertronians from their captors, and
find their way to the observatory, figure out how to find a way to reverse the Robosmasher’s effects.
use the human technology to send messages, and But they had better keep a low profile to avoid the
fire an SOS to any available Autobots to come and Constructicons, lest they catch the PCs and come
help defeat Bruticus. after them in their Gestalt form Devastator!

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

THE HIGHEST HEIGHTS coordinates, the Decepticon endgame is revealed:


When Silverbolt goes missing, the Aerialbots call Menasor, with Silverbolt bound to the Stunticon
upon the PCs to assist them in finding their missing Combiner to serve as an unwilling jetpack, is
leader! Silverbolt had last been investigating some attempting to steal the space station and gain access
rumors of Decepticon activity around an upcoming to the massive amount of energy generated by the
supply run to the Colony Project, a space station nuclear reactor contained within. The PCs need
in Earth’s orbit designed to foster breakthroughs in to save Silverbolt from his unwilling combined
space exploration. Investigations reveal that there’ve captivity so he and the other Aerialbots can form
been several reckless driving incidents in the area Superion, then support and fight alongside the
lately. The PCs have the opportunity to befriend massive Autobot as he struggles to adapt to a high-
members of the Colony Project team during this flying zero-gravity battle against Menasor and a fleet
time, but they can find no sign of the missing of Insecticon drones to save the space station and
Silverbolt or his whereabouts until all of the astronauts on it!
Wildrider and a crew of Decepticon WITH GREAT POWER
commandos suddenly ambush
the PCs from the cover of a car Something strange is
show. Wildrider doesn’t stick happening in Autobot City
around for long. He and the and it’s up to the PCs to find
Commandos were only a out what! A skirmish with
distraction, and as soon some Decepticon spies gets
as the fight turns against strange when one of the spies
him, he races off to the runs away from a fight they were
Colony Project supply clearly winning. Little do the PCs
ship that the Stunticons have know that they’re one of the first to
been planning to steal this entire see the effects of a dangerous new
time! As the Decepticons blast off, virus devastating the Cybertronian
the PCs need the Colony Project’s population! With similarities to the
experimental high-speed shuttle Hate Plague, this new illness affects the
prototype to catch up with the mind, and the PCs get a front row seat to
Stunticons and discover what they the strange effects of the virus: a sudden
have done with Silverbolt. If the loss of free will and an overwhelming
PCs can persuade the company imperative to travel to an unknown
to assist them, they may gain destination.
valuable allies in future space As the PCs team up with the concerned
endeavors, but if they fail to do Chromedome and Stylor to investigate,
that, they may have no choice more Decepticons ambush the Autobots
TRANSFORMERS ROLEPLAYING GAME

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.

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CHAPTER 5: COMBINER CAMPAIGNS

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

TRANSFORMERS ROLEPLAYING GAME


lieutenants in a last-ditch effort. This act created the
The search begins on Cybertron where the records
Combiner Optimus Maximus. But the team wasn’t
of Alpha Trion tell the origin and early history of
equipped for the mental cost. Prowl’s need for
the Enigma. It doesn’t take long to find tales of
control was at odds with Optimus, which proved to
the Enigma on several worlds. But the PCs aren’t
be devastating. While Optimus and Prowl wrestle in
alone in their search. The Decepticons have also
a purely mental space, Optimus Maximus rampages
sent a team to find the Enigma, both to prevent the
in the physical world, attacking friend and foe alike.
Autobots from acquiring it and to have a second,
The Decepticons retreated, but with their leadership
faster method of creating their own Combiners. This
at the mercy of an out-of-control Combiner, the
team is led by a duo of bots named Darkwing and
Autobots were left without direction.
Dreadwind. The two are a result of the early phases
of the Decepticons’ technology and can combine If the PCs can snatch the Enigma away from
into the dangerous Dreadwing. Optimus Maximus, they can use it to merge into a
new Combiner that can subdue him. But is the team
The two groups race to the source of each rumor,
prepared for what that will do to their own minds?
taking them to a variety of locations. First, they visit
When they have the Enigma in their possession,
a world covered entirely in water, its population

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TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION

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

disruptions, slowing him down. This gives the team


most bots, it has a different effect on Combiners. The
another chance to escape and discover the chamber
extra power from this “atmo-Energon” overwhelms
that holds the Enigma of Combination. However,
their C-cogs, causing them to malfunction. To create
it is guarded by a group of ancient bots with no
a cure, Ratchet and Wheeljack will need some more
allegiance to either Autobots or Decepticons. They
atmo-Energon. Unfortunately, the only way to get
have sworn to protect the Enigma, but the PCs might
it is to return to the moon, repair the Decepticon
be able to convince them that the Autobot cause
device, and use it briefly.
is a righteous one. If they don’t, they may have to
Optimus is certain Megatron will want to fight these guardians. Or perhaps they can force a
recapture the mechanism as soon as it is repaired. confrontation between Devastator and the wardens
The Autobot PCs will have to defend it while it and steal the artifact while everyone is distracted.
works and then destroy it beyond repair once it
Regardless of how the PCs return with the Enigma,
has harvested enough atmo-Energon. But without
the Autobots will eventually have to ask themselves
Superion, they may not be strong enough to do that.
whether a single allied Combiner is powerful
Wheeljack offers the team the ability to temporarily
enough to defend against future Decepticon

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CHAPTER 5: COMBINER CAMPAIGNS

threats. Should the artifact be used to make more


Combiners? Should it be destroyed? Should it be
returned to the center of the sleeping Titan?

HUNTING THE HUNTERS


Every month for several months now, several bots
have disappeared from the Ark. None of them have
been heard from since. The little evidence available
suggests they were all abducted, but nothing
indicates by who, or why.
The PCs are the latest group of abductees who
awake to find themselves in the wilderness on an
unfamiliar world. Their weapons and all the gear
they need to survive in the wilderness for a few days
have been left nearby. As they get their bearings,
they get the sense they are being watched, maybe
even stalked. They come across the mangled chassis
of the previously vanished bots, giving them a
glimpse of their possible eventual fate. The rends
and tears in the bodies suggest the claws of some
large and powerful animals. Downloading the final
message of one deceased bot reveals that this world
is a hunting ground for the Predacons. In addition
to being a group of elite Decepticon warriors, they
are also capable of combining into the Decepticon’s
most dangerous Combiner, Predaking.
The PCs soon encounter the Predacons first-hand, Combiner team—to provide aid. Their orders are
as the master trackers and stalkers ambush them to shore up the city’s defenses, train the residents
over and over again, briefly attacking and then in anti-Decepticon combat tactics, and provide
fading back into the underbrush to slowly wear combat support in the event of an attack.
down the unfortunate Autobots. But the Predacons The squid-like people, who call themselves
aren’t the only danger. This world is teeming with Oegidae, take to the training easily enough, and their
dangerous territorial wildlife, some of which might infrastructure is easily upgraded to better repel the
even pose a threat to even the Predacons. Decepticons. All of this is put to the test when the
Eventually, the PCs discover a lone survivor first attack comes, which is quickly fended off. But
the second attack brings the Decepticon Combiner

TRANSFORMERS ROLEPLAYING GAME


who helps them find a place to rest and repair.
She believes that the Predacons must have a ship Menasor. After a harrowing battle, the city remains
somewhere nearby, but she hasn’t been able to locate safe, but Menasor promises to return with other
it. She offers to Binary Bond with one of the PCs Combiner teams. The PCs must then teach the weary
to increase their power, which might be enough to Oegidae all they know about how to battle Combiners
survive the wilderness long enough to find the vessel as quickly as possible before the Decepticons regroup.
and escape. But the Predacons don’t lose their prey The final attack sees Abominus and Bruticus
easily, and they certainly don’t let their prey steal leading squadrons of shock troops and Seekers.
their ship. A showdown with Predaking is inevitable. Luckily, the PCs receive a message that Autobot
reinforcements are inbound. Can they coordinate
SPARKING A RESISTANCE the defense of the city and direct the Oegidae’s
Autobot command receives a call for help from a efforts against the Decepticons to hold back the
previously unknown world that is under attack from tide of enemies long enough? Will they fall against
the Decepticons. With only one city remaining a two-pronged attack from Abominus and Bruticus?
unconquered, the senders are desperate. Optimus Or will they, with the help of their new allies, repel
Prime selects the veteran Autobot PCs—and the Decepticons from the planet for good?

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