TEXT: Composed by THK/JN
  Disclaimer: This booklet is for anyone who wishes to look at it. It is 100 percent free and should 
  remain so. It is the core book of a completely unofficial Transformers D6 role-playing game. 
  Readers and gamemasters are free to use the material however they choose to do so (except sell it). 
  All of the illustrations were drawn on MS Paint by the author.  
  Note: Throughout this guide, one will see gray patched areas of text. These were questions that 
  arose from my original players. There are some good clarifications contained within them.
  1
  
  CHAPTER ONE – INTRODUCTION 
  The Autobots and Decepticons are a diverse group of robots. They come in many different sizes. 
  This is one of the most important factors in deciding what type of robot you will want to play. 
  Introduction: The Importance of Scale
  There are some guidelines regarding how humans and smaller creatures can interact with large 
  powerful robots, some of them being the size of planets. This is just an introductory look to explain 
  away some basics. 
  Scale is very important for figuring out most combat scenarios, and scale is almost always figured 
  in regards to the size of the robot, not the ruse it transforms into (unless we’re talking vehicle 
  combat). Most large Transformers turn into large machines, but this is not always true as in the case 
  of Soundwave and Blaster, both Class Three Transformers who transformed into tape cassette 
  decks. Scale is the first issue to address in creating a character for the Transformers D6 Modified 
  RPG.
  All characters in the Transformers D6 Modified RPG have 18 attribute dice to divide up amongst 6 
  attributes, meaning that most characters from very large to very small will have 2D to 3D for their 
  base attributes. For example, a character like Spike might have 3D in Strength, but so might 
  Unicron. Spike is a human, and Unicron is a planet-sized robot. They naturally wouldn’t have the 
  same Strength attribute. This is just one of the many places where scale offsets things greatly.
  2
  
  Scale Listing, Table 1-1
  Scale
  Example Characters
  Offset 
  Modifier
  Typical Size
  Human
  Spike Witwicky
  -
  4-6 feet
  Class One
  Bumblebee, Cliffjumper
  2D
  8-17 feet
  Class Two Arcee, Springer
  4D
  18 feet
  Class Three Optimus Prime, Ultra Magnus, Megatron, 
  Soundwave
  6D
  24 feet +
  Class Four Combiner Transformers like Devastator
  12D
  48 feet +
  Class Five Omega Supreme, Metroplex
  18D
  100-300 feet +
  Class Six
  Unicron
  24D
  Planetary
  How much a character can dish out in damage with their hands and feet…How much a character 
  can lift, their ability to dodge and parry, and how much punishment one can take are just some more 
  examples of how scale affects a character. Naturally, Spike or Bumblebee couldn’t lift as heavy of 
  weaponry as Defensor, take as much punishment as Optimus Prime or Megatron…or deal as much 
  out as either of them as well.
  Understanding scale will help you, the player, give a spark to a Transformer that fits well within a 
  campaign. Knowing that the bigger one is, the more he or she can carry, the more punishment he or 
  she can take and the more damage he or she can deal out. On the other hand, it’s harder for them to 
  get out of the way of certain attacks…and the slower it is for them to transform. Issues like these 
  can really be a deciding factor in what a player is looking for in a character.
  Hypothetical Skill Listing for three Example Characters, Table 1-2 
  Character 
  Name
  Scale Strength 
  Attribute
  Energy 
  Weapons 
  Skill
  Damage from 
  Energy or Fueled 
  Weapon
  Physical and Energy 
  Weapon Armor 
  Resistance
  Nightlife
  Class 
  1
  2D
  5D
  3D (class 1)
  3D/2D+2
  Goat
  Class 3D
  5D+1
  4D (class 2)
  4D/3D+2
  3
  
  2
  Torque
  Class 
  3
  3D
  4D
  0D (class 3)
  4D/3D+2
  *These stats will reflect the ones found in the character creation walkthrough section in Chapter 
  Five.
  Three Autobots arrive on Earth and understand that they will almost immediately be put at odds 
  with the Decepticon forces there. They must prepare and understand their strengths and weaknesses. 
  The smallest of the three, Nightlife, at times, is pleased that he is small and maneuverable, but is 
  still very afraid of what might happen if he is immobilized. Decepticons that are Goat or Torque’s 
  size could do some real damage to him if he is caught off-guard, and there really isn’t much he can 
  do in return with his typical weapon loads.
  For example, if Nightlife were to shoot his energy weapon at an opponent that is Torque’s size, he 
  would be granted a +4D to hit because of the difference between Class 1 and Class 3 is 4D. This 
  greatly raises the likelihood that Nightlife would hit a Class 3 opponent, but if the opponent has 3D 
  in Strength, that opponent could resist Nightlife’s 3D class 1 laser at (3D Strength +4D Scale 
  Difference + 2 Energy resistant armor) 7D+2. Most Class 3 opponents are impervious to Class 1 
  weapons due to the massive soaking difference.
  Likewise, if Torque or an opponent his size were to try to physically strike Nightlife, he would be at 
  a -4D to strike due to trying to hit a much smaller target. If Nightlife managed to get struck by such 
  an attack (however unlikely), it would do massive amounts of damage. Nightlife would roll his 
  Strength of 2D + 1D physical armor versus Torque’s Strength of 3D + 4D scale difference = 7D. 7D 
  against 3D spells pain for Nightlife.
  Size and strength versus slightness and speed evens the playing field until larger opponents can 
  slow down smaller opponents, and smaller opponents get bigger guns.
   
  Transformation Time, Table 1-3
  Scale
  Transformation Time
  Class 1 2 seconds [sequence 1]
  Class 2 3 seconds [sequence 2]
  Class 3 1 round [five seconds]
  Class 4 2 rounds [ten seconds]
  Class 5 6 rounds [30 seconds]
  How fast a Transformer can transform is dependant on their size. The smaller one is, the less 
  accessories, moving parts, and or baggage a robot usually has to deal with. Class 1 transformers can 
  transform easily and back again within one round’s time. Class 2 can transform by the end of their 
  second action within a round. A Class 3 transformer can transform fully by a count of five, or in one 
  round. Any transformer rare enough to be Class 4 or greater will need more time than a round to 
  transform. 
  A transformer can of course try to half their transformation time (double the speed they transform 
  at) by making a moderate Dexterity roll (typically an 11 or higher)…Results of failure though may 
  not be worth it though (Dexterity dice in damage at that character’s scale). Transformation is 
  4
  
  important in battle sequences. A larger Transformer may wish to transform into their vehicle or 
  secondary capacity to start a charge, whereas a smaller one will really want quick transformation for 
  faster flight than he or she would ordinarily have on foot.
  In regards to sequence 1 and sequence 2 under Class 1 and Class 2 Transformer transformation 
  speeds, that means that Class 1 transformer can transform by the end of their first action within a 
  round. A Class 2 can transform by the end of the length of time necessary for two normal actions 
  within a round.
  So, if Nightlife, Goat and Torque all decided to transform at the beginning of a combat round and 
  they had the initiative: Nightlife would transform as his first turn. Goat and Torque would continue 
  to transform while their enemies took their actions, and Goat would be transformed by the end of 
  his next turn in that round (i.e. after the enemies’ turns). Torque would be transformed at the round’s 
  end. (this if of course if they chose not to use the Dexterity check option)
  Chapter One – Starting Off The Character Creation Process
  Now that Scale has been discussed and one has had a chance review the advantages and 
  disadvantages of the scales, one is ready to create their character. As a refresher before finalizing the 
  choice, a quick summary about types of scale classifications will follow, but first, a few terms need 
  to be discussed in regards to the tables below each scale group.
  Integrated Weapons: Energy Consuming – This integrated weapon is fueled directly by the 
  Transformer’s Energon tap. Typically, these weapons are lasers, but can be melee weapons as well 
  in the form of energy swords, axes, and power saws (a possible tool system as well). There are no 
  external power sources to worry about, but at the same time, if one uses their integrated energy-
  consuming weapon too much, they can run out of power and shut down. These weapons tend to be 
  very accurate, and are not designed for area affect. The number in the category at the time of 
  character creation is the damage output.
  Integrated Weapons: Fuel Consuming – This integrated weapon has its own power source, and 
  typically, there is some sort of gas involved in the weapon’s function. Either to propel rockets, 
  missiles or bullets, form bolts of plasma, or propel a type of liquid like glass gas or liquid nitrogen 
  (always a ranged weapon). These weapons tend to be area affect weapons. The number in the 
  category at the time of character creation is the damage output.
  5
  
  Integrated Physical State Weapons – These weapons are non-complex and have either a few or no 
  moving parts at all (they are non-energy). They are often things like blades, clubs, and hammers 
  (i.e. helicopter blade swords, tail-fin axes, smoke stack clubs) Strong Transformers tend to benefit 
  best from this sort of weapon. The number in the category at the time of character creation is the 
  damage output added to the Transformer’s Strength attribute.
  Extra Payload - Transformers don’t have purses or pockets. All the non-integrated items they carry 
  fall into this category. One thing to remember is that payload can be taken away (at character 
  creation for improving other systems), but it cannot be added to without the "Extra Payload" special 
  ability. A Transformer can add extra equipment from Chapter Three to his arsenal or toolbox. Some 
  of these weapons are very similar to other Transformer’s Integrated Weapons and Tools, but these 
  weapons or tools have their own power sources and may even be at a higher class of scale (enabling 
  more damage and enabling more tool functions). The best thing about this category is that these 
  extra items can be switched out or replenished without a major overhaul. Often times, they are 
  magnetically attached to the character and can be gripped very quickly. Typically, a Transformer 
  will carry a sidearm and has the option of carrying another weapon or a tool. The number in the 
  category at the time of character creation is the number of extra items a Transformer can carry and 
  functionally transform.
  Integrated Tool Systems - This is the most vague category as the fuel source is dependant on the 
  type of tool. If there is a gas involved, it is fueled and powered by another power source. If it is 
  strictly an electrical device, it is powered by the robot’s energon tap. The number in the category 
  could mean a wide variety of things (its vague, but Chapter Three does a better job of explaining 
  things), though typically the higher the number, the more minor tool functions one receives or the 
  more versatile a tool package is.
  Special Abilities - Everyone gets at least a minor ability, but in order to have a moderate or major 
  ability, one has to sacrifice functions from other areas of a Transformer’s trade and arsenal. The 
  number in this category will be the basis for what abilities one can receive. A 1 will grant one minor 
  ability. A 2 will grant two minor abilities, or a moderate ability. A 3 will grant a major ability, or one 
  minor and one moderate, or three minor.
  Optional Player Characters: Below, specifics for humans and the first four playable classes of 
  Transformers are listed.
  Human (human scale) – I don’t particularly want to start off by casting the role of “victim” over 
  humans or near human characters, but in a lot of instances, human beings will need large amounts 
  of Autobot help against Decepticons aggressors. They’re not nearly as hardy, strong, or fast as many 
  of the relatively smaller Class One Transformers. They need oxygen, food, water, and shelter from 
  the environment…many things that Transformers only consider briefly when they consume 
  Energon or recharge. Yet, they do have advantages that can bring balance to their frailty and 
  inability to transform. They’re small, and can slip past passive sensors with ease. Some of them are 
  highly trained, and given the right tools or weapons, they can defend themselves from Decepticons 
  and or Autobots (for instance, G.I. JOE and COBRA) with the advantage of being a relatively small 
  target (they are small enough to evade most direct fire, but really need to watch the indirect fire). 
  Lastly, some humans have strange and special powers that give them uncanny abilities (Spider Man 
  worked with Gears at one point in time) either through mutation, experimentation, cybernetics, and 
  or drugs. Most Humans stand between 1.2 and 1.9 meters tall, and weigh in between 45 and 100 kg.
  6
  
  Integrated 
  Weapon: Energy 
  Consuming
  Integrated 
  Weapon: Fuel 
  Consuming
  Physical 
  State 
  Weapons
  Extra Payload
  Integrated 
  Tool System
  Special 
  Abilities
  -
  -
  -
  Varies with 
  equipment, 
  speak with GM
  -
  1 to 2, 
  speak with 
  GM
  Class One Transformers- More common than Class Three or Four Transformers but less common 
  than the Class 2 Transformers, these Transformers are small but in many cases fairly mighty. Their 
  biggest advantages are the ability to transform very rapidly and their natural smallness when it 
  comes to evading attacks from larger opponents. Most Class One Transformers excel at espionage 
  and reconnaissance type jobs, in fact, many of their special abilities complement their already small 
  size to further aid in their tasks. Humans who work and fight along side the Autobots are sometimes 
  afforded an exo-suit which makes them a Class One Transformer.
  Bumblebee, Exo-suit Spike, and Rumble are all examples of Class I sized characters.
  Integrated Weapon: 
  Energy Consuming
  Integrated 
  Weapon: Fuel 
  Consuming
  Physical 
  State 
  Weapons
  Extra 
  Payload
  Integrated 
  Tool System
  Special 
  Abilities
  1
  2
  1
  2
  1
  1
  7
  
  Class Two Transformers- The most common type of Transformer, these robots form the bulk of 
  both Optimus Prime and Megatron’s troops. In many regards, they have the best of both worlds. If 
  they’re cautious and skillful, they can assume jobs only assigned for smaller counterparts, but they 
  can also back themselves up with a greater compliment of firepower and toughness should they be 
  compromised.
  The Decepticon Wing Commander, Starscream, and the Autobot Master-At-Arms, Ironhide are 
  examples of Class II characters.
  Integrated Weapon: 
  Energy Consuming
  Integrated 
  Weapon: Fuel 
  Consuming
  Physical 
  State 
  Weapons
  Extra 
  Payload
  Integrated 
  Tool System
  Special 
  Abilities
  2
  2
  2
  2
  2
  1
  8
  
  Class Three Transformers- Often termed as the largest and strongest of the Autobots or 
  Decepticons, but that is only in relative terms. They’re a rare breed, but more common than Class 4 
  or larger Transformers. Often times, because of their size and training, these Transformers are fitted 
  for leadership positions. Ultra Magnus, Optimus Prime, Soundwave and Megatron are all 
  considered Class Three Transformers.
  The evil Decepticon Leader, Megatron, and his arch-enemy, the heroic Commander of the Autobots, 
  Optimus Prime are examples of Class III characters.
  Integrated Weapon: 
  Energy Consuming
  Integrated 
  Weapon: Fuel 
  Consuming
  Physical 
  State 
  Weapons
  Extra 
  Payload
  Integrated 
  Tool System
  Special 
  Abilities
  3
  3
  3
  3
  3
  1
  9
  
  Class Four Transformers- Most Transformers that are Class Four aren’t in fact one Transformer 
  but are likely five or six formed together to make one large robot, also known as a Combiner. When 
  Decepticons or Autobots combine together to form a giant robot, a new set of payload rules and 
  scale rules apply (this will be discussed in Chapter Four).
  Integrated Weapon: 
  Energy Consuming
  Integrated 
  Weapon: Fuel 
  Consuming
  Physical 
  State 
  Weapons
  Extra 
  Payload
  Integrated 
  Tool System
  Special 
  Abilities
  4
  4
  4
  4
  4
  1
  Not to scare anyone off, but character creation is a four-chapter process. This doesn’t mean that one 
  has to read the first four chapters from this guide, but one will surely find the material in the first 
  four chapters very useful in character creation. Transformers are created in four basic steps:
  Step One – Initiate Background and decide which scale of character you’re going to play. 
  Step Two – Determine attributes and skills. We’ll be talking about the attributes very shortly, but all 
  of the skills will be listed in Chapter Two.
  Step Three – Calculate points to come up with the number of special abilities, tools, and integrated 
  weapons systems you wish your Transformer to possess (is determined by size class and can be 
  altered or left alone... covered in Chapter One) Pick from a list of integrated weapons, physical state 
  weapons, extra payload devices, integrated tool systems and special abilities and be sure they 
  correspond to your character's point allowance. (Chapter Three)
  Step Four – Finalize Character Background. This sometimes is done to see how your character 
  evolved or may have changed from your original concepts.
  Above, each optional player character scale showed how many points were given by default. Prior 
  to the listings, each category was explained in definition format and what could be altered and how 
  was explained. This is the first explanation as to how do the calculations (i.e. customizing your 
  Transformer to fit what types of tools and weapons it should have). If you as the reader don’t 
  understand it the first time, it will be explained again in Chapter Three with some ideas for the 
  weapons, tools, and special abilities. It should be fully understood by the time Chapter Five is 
  concluded, so remember, this initial explanation is geared more at letting you understand options for 
  items in creating a character concept and altering point allowances to define your character's 
  armaments and abilities. Chapter Three is refining those choices with actually putting the weapons, 
  tools and powers in the allotted slots, and by Chapter Five, your understanding and level of 
  certainty in your choices should make you feel ready for game play.
  At character creation, a player will be faced with the option of altering the layout of their 
  equipment, weaponry, and special abilities based on their character size class choice.
  Here’s an example of how to do this:
  Brad wants to create a Class Two Transformer. Below are the unaltered points:
  Integrated Weapon: 
  Energy Consuming
  Integrated 
  Weapon: Fuel 
  Physical 
  State 
  Extra 
  Payload
  Integrated 
  Tool System
  Special 
  Abilities
  10
  
  Consuming
  Weapons
  2
  2
  2
  2
  2
  1
  The special ability category cannot have that one point removed, but in all other categories, points 
  can be adjusted (remember the payload exception though...extra payload can be taken away, but not 
  added to at this time). There are eleven total points to play around with for the Class Two 
  Transformer. Brad decides to take all of the physical state weaponry points and put them into the 
  Special Abilities category (unfortunately, the special abilities category is a two [based on class] for 
  one trade, i.e. two points in physical state weaponry equals one point over in the special abilities 
  category…if the character being created was a Class Three Transformer, it would be three points in 
  physical state weaponry equaling one point over in the special abilities category). Next he decides 
  to take all of his Integrated Weapon: Energy Consuming points and move them over to Integrated 
  Weapon: Fuel Consuming. He has decided to eliminate his physical state weapons and energy 
  consuming weaponry completely in order to gain a better special ability, and a decent Fuel 
  Consuming Integrated Weapon. Keep in mind that anytime one adds to their special abilities, 
  they’re losing points from the grand total (Brad started with eleven points total, when the dust 
  settled, he ended up with 10 points, but with a character that better fit his design plans (he figured 
  the special ability boost was worth the trade). The end result:
  Integrated Weapon: 
  Energy Consuming
  Integrated 
  Weapon: Fuel 
  Consuming
  Physical 
  State 
  Weapons
  Extra 
  Payload
  Integrated 
  Tool System
  Special 
  Abilities
  0
  4
  0
  2
  2
  2
  What were just covered were the concept portions of character creation (i.e. thinking about scale, 
  weaponry, tools, and special abilities). Attributes and Skills are covered in next chapter. Weapon 
  choices (or ideas for), tool choices (or ideas for), and special abilities choices are covered in 
  Chapter Three. Movement is covered in Chapter Four, and until those chapters are gone over, 
  initially, all one could do is very basic conceptual work on what one might want their Transformer 
  to do. Chapters 2, 3, and 4 will fill in the blanks, so that by the time we get to Chapter Five, the 
  walkthroughs of the character creation process of Nightlife, Goat, and Torque won’t seem so alien 
  (even though they’re all from Cybertron). 
  11
  
  CHAPTER TWO – ATTRIBUTES, SKILLS, SPECIAL ABILITIES AND DISABILITIES
  In the Great War of Cybertron, Autobot Scouts performed many tasks besides just fighting. In the 
  picture above, an Autobot stands by, waiting for collections material to report to headquarters over a 
  long range communicator. Another looks through a set of macro-enhancers at an enemy position. 
  Two of the Autobots appear to be using tactics in covering their comrades, whereas the leader 
  carries an Autobot flag, insping the others to move on and take the next position. These 
  characteristics, skills, and abilities will be discussed in this chapter. Pace yourselves. This is a long 
  chapter.
  Chapter Two – Attributes and Skills (Part One-Vital Statistics)
  Attributes give a character skill sets that allow them to perform functions within a game. There are 
  two different sets of attributes that will be discussed in this chapter before we journey into the skills 
  section. 
  The first sets of attributes covered are the vital attributes. They are composed of the following:
  Code Name: If you choose to play to play a Human character, then your character’s name will go 
  here. Autobots and Decepticons have earthly code names like Bumblebee and Skywarp to give an 
  idea of what form they choose to transform into, or a hint into their special abilities and disposition.
  Affiliation: Are you a member of an earth military force, or are you playing an Autobot or 
  Decepticon? Just a few brief words to sum up who you’re loyal to go here.
  12
  
  Gender: Male or Female?
  Age: Humans on average live into their seventies and eighties, but Transformers are immortal 
  through parts switch-outs and high technology. Death usually only occurs for Transformers through 
  accident or combat…so, the quick, smart, and strong Autobots and Decepticons could very well be 
  several thousand years old or more.
  Rank: If a character is a Transformer, this statistic is more important than age. When one is 
  immortal, experience will define how they’re looked upon much more accurately than age. Ranks 
  tend to fall between 1 and 20. Anything higher than 12 is extremely rare, as Optimus Prime and 
  Megatron are roughly around the 10 or 11 range. A character’s rank is determined by taking the 
  average of all the skills the character has in their skills sets. I.E. A transformer with a Rank of 5 
  means that their average skills rating in all skills is 5D. Most beginning characters start out with a 
  ranking of 2 to 3. Gaining rank is a very slow progression.
  Height: Character Height is listed here in feet / inches or in meters if metric is preferred.
  Weight: Autobots and Decepticons are made of highly durable but light-weight composite alloys. 
  They are surprisingly light-weight compared to what many people may think…this being said, most 
  weigh at least 1600 lbs, or 1.6 metric tons. Here is a scale on how to determine Transformer 
  weights:
  Scale
  Height (h) Formula
  Weight (w)
  Class One
  8-17 feet
  [hx2] x 100 
  1600 to 3400 lbs.
  Class Two
  18-23 feet [hx2.5] x 100 4500 to 5750 lbs.
  Class Three 24-47 feet [hx3] x 100 
  7200 to 14100 lbs.
  Class Four
  48-99 feet [hx5] x 100 
  24000 to 49500 lbs
  Move [Robot]: This is the robot’s speed in meters per round. Typically, only the tactical movement 
  is listed.
  Move [Vehicle]: This is the Transformer’s vehicle speed per round. The vehicle speed isn’t always 
  a multiplier like the movement on foot speed. All ranges of the vehicles speed will be listed.
  Energon Supply: Unless altered by the Energon Booster special ability, a Transformer’s Energon 
  Supply is 100 at fully charged. Each time the Transformer uses a special ability or an integrated 
  energy weapon, it can affect the Energon Supply count. When a count of 0 is reached on the 
  Energon Supply, the Transformer collapses until recharged.
  Besides weapons usage, tool usage, and special abilities that require energon, 
  How else is it used up?
  The question posed lists the main ways energon is expended...but there are 
  other things that cause energon drain. If a character has a solar port, he 
  shouldn't ever have to worry about running out of power as long as he has the 
  light of a nearby star shining upon him. If not, then he will find out that time is 
  a drain on his battery. Batteries lose their charge...and after 1 day, the character 
  will lose 10 points of energon if not charged. A starving Autobot or Decepticon 
  can move and function on one point of energon, but the reason why the 
  Decepticons crave so much energy is so that they can power energon-guzzling 
  13
  
  weapons that do the most destruction...and plus, they want to remain at peek 
  energy levels to go on a rampage...likewise, the Autobots will turn to normal 
  powersources (i.e. plugging into a wall outlet and charging for four hours) so 
  that they can remain at peek physical energon levels to defend the humans and 
  earth.
  Injury can also lead to energon leaks. This is a factor if the character is older. A 
  good solid smack that causes the robot to lose functions may end up losing 
  energon as well...a slow bleed...or could be a real gusher.
  Existing Armor: Unless altered by the Quadratanium Skin special ability, a Transformer’s natural 
  armor setting is +1D against physical attacks, and +2 against energy attacks.
  Experience Points: Experience points can be used in game sessions to boost certain skills, and they 
  can be used in between sessions to permanently improve skills and attributes. At the end of this 
  Chapter, a quick chart on which skills/actions have limitations concerning character point usage will 
  be listed.
  Disposition Numbers: This set of numbers combines alignment, appearance, and perceptions of 
  your character. It would appear as such: 7/5/6
  The first number indicates a character’s moral compass. A ten would indicate that character was a 
  noble good character, basically a character who is good to a fault. A seven to nine range indicates a 
  typical heroic character. Four to six would represent a wide variety of masterless, neutral or selfish 
  characters who may lean towards good or bad depending on what’s at stake for them. One to three 
  would represent evil characters, one being the worst of pure evil. Alignments will be covered more 
  in depth in Chapter Five. 
  The next number represents approachability, likeability, attractiveness, and perhaps even having a 
  horrible appearance that generates fear. Seven to ten represents a character that is attractive, 
  approachable (typically humans recognize a champion and won’t run away screaming) and for the 
  most part, likeable. A 7 gets a +1D to Bargain, Con and Command, an 8 gets +2D, a 9 gets +3D, 
  and a 10 gets +4D. Four to Six represents a plain character…which in times can be very good when 
  it comes to blending into the surroundings. Attractive and terrifying characters tend to get noticed 
  more often, so a character who falls into the extremes cannot perform a hide or sneak action unless 
  they have that skill (Four to Six middle scored characters can just make Dex checks without even 
  having the skill). They have no special bonuses other that they are obscured when doing recon. Of 
  course, those who fall into the one to three range are either really super ugly, or absolutely 
  terrifying…or both. In any case, they typically generate a certain amount of horror amongst smaller 
  beings…and sometimes even their peers...They receive bonuses to the skill of Intimidation, +2D at 
  3, +3D at 2, and +4D at 1. Typically, Autobots tend to have higher middle scores because they don’t 
  want to appear grotesque, mean, or insanely war-like. Their blue eyes and readable expressions 
  almost give them angelic qualities, whereas the Decepticons…with their red glowing eyes and 
  disturbing features can appear similar to demons. To conclude the middle number representation 
  discussion, know that this number typically reflects only the appearance of the robot (it can be both, 
  but isn’t always so). Starscream transforms from a beautiful jet fighter into a horrifying monster of 
  a robot.
  The last number is based on how your character registers to others…and this is done based on how 
  NPCs perceive your character. It keeps players in check with what their character’s moral compass 
  14
  
  says in regards to their actions. A character’s last number shouldn’t be too different from their first 
  number. In the example above, the character with a 7/5/6 is a reasonably heroic character, who has 
  an average appearance, and looks to have done something that has damaged his reputation or 
  perception of him slightly. Anytime one steps out of their home range and into another field of 
  behavior…they will hear about it. A fall from 10 to 9 is a big deal to extremely noble characters. A 
  fall from a 9 to an 8 or a 7 isn’t a big deal, but crossing that threshold to 6 is a big deal. Likewise, a 
  character going from a 3 to a 4 based on a subtle kind or merciful action can bring a nest of bad 
  guys down onto the one bad guy who performed the act. It is all based on character action, and in 
  time, the reflection of the character through the eyes of others may be the character’s new alignment 
  (the GM will determine the time of when that change occurs). 
  Special Note: Just a little on advancement…the bigger the gap between the first number and the 
  last, the less experience points the character will receive when advancement is underway simply 
  because they are playing a character who is not acting in character. There is some leeway, because 
  heroes do screw up, and perceptions can mend in time, but if a selfish character commits anything 
  besides selfish acts, he will be ridiculed by his peers. If an evil character commits acts of great 
  sacrifice, charity or goodness, he will be ridiculed…and likely killed by his peers. If a good 
  character performs evil acts, harms the innocent, or abuses his or her power…that character will be 
  brought to justice by his [former] peers…and yes, it is possible for a character’s last number to slip 
  from a 9 to a 3 with one action…and vice versa. A heroic Autobot wouldn’t turn his guns on and 
  spin around in town square killing hundreds of people, and likewise, an evil Decepticon wouldn’t 
  put out a burning building to rescue the people inside…but it could happen, and their character’s 
  perception could change in a heartbeat.
  Remember, First is what is at the core (alignment), Middle is what is on the outside (appearance…
  approachable or terrifying…attractive or ugly), and Last is what others see in your character based 
  on your actions (character perception). The first and last should be reflections of each other, and if 
  they aren’t, there will be consequences in game and more than likely, there will be serious 
  repercussions in terms of advancement.
  Spark [Life] Points: Transformers are DNA based computers, living robots. They have a life force 
  and when that life force is threatened, they can reach within themselves and use that power for a full 
  round to double their efforts to complete their tasks…whether for the good of themselves and 
  others…or carry out their terrifying new order on Earth.
  Integrated Weapon: Energy [#] This represents the number of dice attributed to Integrated 
  weapons, for instance (where there is a #, a 4 in that spot would mean 4D in damage). There may be 
  one weapon that does 4D in damage…there may be one that does 1D in damage, and another that 
  does 3D. It is up to the player where he wants to allocate his dice to his or her weaponry.
  Integrated Weapon: Fuel Consuming [#] This represents number of dice attributed to Fuel 
  Consuming weapons, for instance (where there is a #, a 4 in that spot would mean 4D in damage). 
  There may be one weapon that does 4D in damage…there may be one that does 1D in damage, and 
  another that does 3D. It is up to the player where he wants to allocate his dice to his or her 
  weaponry.
  Physical State Weapons: [#] This represents the number of dice attributed to Physical state 
  weapons, for instance (where there is a #, a 4 in that spot would mean 4D in damage). There may be 
  one weapon that does 4D in damage…there may be one that does 1D in damage, and another that 
  does 3D. It is up to the player where he wants to allocate his dice to his or her weaponry.
  15
  
  Extra Payload: [#] The number # indicates the amount of items that can be carried on the robot 
  that are apart from his or her normal weapons or tool systems. Some items may only count for .3 of 
  1 slots, most items are 1 slot, while some larger items are 2 slots. See tools and weapons in Chapter 
  3.
  Can transformation from vehicle to robot take place with a human sized 
  passenger?
  Sometimes. Typically a small human such as a child counts as one point of 
  payload. A full sized adult is approximately two points of payload. This means 
  that most Class II characters and above who aren’t carrying any payload tools, 
  weapons, or gear can transform and hold a human sized character inside 
  themselves (as a hostage, or for protection)…If payload is taken up, this is not 
  advisable. Lots of moving parts with no extra room involved means that the 
  human subject would likely be crushed.
  Edit: The scale listed above was for human characters both small or large with 
  a Class II character. Below is a chart explaining how much payload a human 
  character would cost per class.
  Class Small Human (child) Large human (teenager-adult) class I transformer
  I
  Payload 2
  Payload 3
  - 
  II
  Payload 1
  Payload 2
  - 
  III
  Payload .5
  Payload 1
  Payload 2 
  IV
  Payload .25
  Payload .5
  Payload 1 
  Some transformers are large enough to where they can carry a Class I 
  transformer as payload. For example, a Class II transformer could carry a Class 
  I transformer without symbiotic special abilities for a cost of two payload 
  points. 
  Integrated Tool System: [#] The number # indicates the amount of tool packages a robot can 
  purchase at character creation. Most tool sets have multiple tools within them, while more elaborate 
  or sophisticated ones can be worth up to 2. Sometimes tool packages or sets aren't purchased and 
  players add in individual tools. Some tools are worth fractions of 1. For more information, please 
  see Chapter Three.
  Special Abilities: [#] The number # will represent the amount of points allocated towards special 
  abilities…and these special abilities will be listed here as well.
  Cybertronian Attributes (special abilities that are inherent to all Cybertronians): Protoform 
  and Transformation : Every Autobot and Decepticon that arrived on Earth came in protoform, or 
  Cybertronian form. They found disguise vehicles or objects and at will, they can pick new forms in 
  order to keep their disguises current. Regular Cybertronians can only keep one form logged at one 
  particular time. Multichangers can have several forms. Vehicle and object utility : If a robot changes 
  into a gun, it will fire just like a real gun. If a robot changes into a car, people can ride in it…doors 
  open, trunk space is available. In robot form, their may be functions of the vehicle or object that can 
  16
  
  assist them. Headlights, horns, wheels on or near the feet, rocket boosters or jet afterburners…etc. 
  These functions will be at gamemaster discretion, to talk to him or her about it. Factioned : Yes, one 
  is likely either to be an Autobot or a Decepticon…there are differences between the two. For the 
  purposes of character creation, Autobots have no changes, but Decepticons were born for war, they 
  are missing 1 point of Integrated Tool Systems for Robot Flight regardless of their transformation 
  vehicle (i.e. Megatron could fly regardless of him turning into a gun). There are quite a few 
  Autobots who were engineers or artisans before the war, but that's not the case with the "new" 
  flying robots...the Decepticons.
  Character Advancement:
  Can amounts for Integrated Weapons, Physical state weapons, payload, special abilities and tools be 
  improved over time?
  Yes. The number off to the side of the category you wish to improve is the multiplier x 100 in order 
  to improve with experience points; i.e. if one has 2 points of integrated weaponry, it can be 
  improved to 3 (i.e. 3D damage instead of 2D damage) for 200 experience points. Since these 
  components are part of the transformer’s being, they can’t be physically altered through upgrades 
  but actually grow with the transformer in power with experience. Everything can be improved 
  overtime with the exception of payload. 
  Can numbers be altered around; i.e. transferring points from one category to another in order to 
  another after character creation?
  Sometimes. An overhaul can be done if the character is moving points from one category to another 
  and only if the donating group and receiving group haven’t had any improvements. In other words, 
  if 3 points were in Integrated Weapons: Energy Fueled, and one wished to have 1 point go from 
  IW:EF to Tools, this could be done only if both Int Weapons Energy Fueled and Tools haven’t had 
  any improvements through experience points. Also, even though this can be done, it requires 
  robotics knowledge (a skill roll by an outside party…preferably someone with the skill of 
  Wheeljack or Ratchet), time, and with multiple point transfers, the more difficult the procedure may 
  be. Failure could mean damage, or even lost category points.
  How does advancement take place?
  Characters will receive experience points that can be designated to improving skills and attributes 
  for the long run or temporarily.
  First, we'll cover advancement over the long run (permanent improvement). Normal unspecialized 
  skills advance at face value of dice amount. Dodge 5D would cost 5 experience points in order to 
  raise it to 5D+1. Normal specializations cost half rounded up to advance; i.e. Melee Weapons: 
  Energy Blade 5D would cost 3 experience points to raise to 5D+1. Attributes can be raised at face 
  value of dice x 10. I.e. a Dexterity attribute at 4D can be raised to 4D+1 with 40 experience points.
  Secondly, temporary improvements...Experience Points can be used in battle to raise skills to give 
  characters an edge in time of emergency or to offset a bad roll. There are limits as to what can be 
  done in regards to the amount of experience points used per a particular type of action:
  •
  two to improve a skill or attribute roll.
  17
  
  •
  Five to improve a specialization roll.
  •
  Five on any defensive action (dodge, melee parrying skill, vehicle evasion)
  •
  Five to increase Strength roll to resist damage
  •
  A character cannot spend EXP Points on another character's actions.
  •
  A character can spend EXP Points only for one action in a round.
  •
  A character cannot use EXP Points in a round the same round a Spark Point is used.
  •
  A character CANNOT use EXP Points in a round to improve damage on an attack. 
  How are training time and using skills not formally taught handled?
  Training time issues - If you use the skill, you can advance it. If you don't use the skill, you can't 
  advance it. This should be kept plain and simple. This is not a Matrix game. If learning a new skill, 
  unless it is an advanced skill, training time is subjective and warrants a GM ruling.
  Untrained skills - Think about the skill's complexity. If a character is relatively coordinated and 
  doesn't have thrown weapons, I would rule that the character could use their full Dexterity attribute 
  to roll the skill. If the skill is complex and requires weeks if not years of training, and the character 
  doesn't have the training or skill, there may be penalties added to the base attribute (more than 
  likely, there will be). The rules need to be left open here in order to allow a GM to regulate what 
  would be simple and complex. I would penalize a first time car driver who is learning without an 
  instructor (HG Wells driving in the movie Time After Time comes to mind)...I would allow but I 
  would mercilessly penalize someone who never flew a fighter jet to make an attempt without 
  training (What does this button do?). The same goes for the practice of surgery beyond removing a 
  splinter.
  Can multiple systems be set up in the long run or even possibly at character creation...i.e. where a 
  character selects a completely different integrated energon weapon from what they have already?
  Yes, if a player wants to take points from one specific system at character creation or wants to add 
  another weapon system within the fields of integrated energon, fueled, or physical state weapons, he 
  can. For example, if he has a mini-gun IFW 3 (3D damage), and he wishes to get rockets, he can 
  spend 100 experience points and have IFW 3 (minigun 3D) and IFW 1 (rockets 1D). This answers 
  another question...if a character has zero in a specific field, it would cost 100 experience points to 
  raise it to a 1..the same as for raising it to 2 (100 points)raising it to 3 would cost 200 experience 
  points and so on....
  Chapter Two – Attributes and Skills (Part II, Physical Attributes)
  Physical Attribute Roles: The six physical attributes form categories and skills base for all of the 
  character’s skill types. The number of dice allocated between these attributes at the very start of the 
  game must equal 18D. Once the dice are allocated, the physical attributes determine how many 
  skills a character can have in any one physical attribute.
  This will all be covered in greater detail in this chapter, and by the end of Chapter Five, everyone 
  will have plenty examples of how this is handled and a fairly decent understanding of the process.
  Below are the Physical Attributes: 
  18
  
  Dexterity- This attribute deals with a character’s hand-eye coordination and balance. Characters 
  with a high dexterity score are nimble, quick, and accurate in ranged attacks. Robots and humans 
  would use this attribute and its skills to fight from a distance, and defend themselves by avoiding 
  attacks or parrying them.
  Knowledge- This attribute deals with a character’s memory, common sense, and common 
  knowledge. Characters with a high knowledge score are wise: knowledgeable about a wide variety 
  of subjects, have good memories, are excellent researchers and are typically street savvy.
  Mechanical- This attribute deals with mechanical abilities such as piloting, and the usage of 
  machinery in support of piloting or driving a vehicle or suit of power armor. For robot characters 
  who transform into vehicles, the mechanical attribute represents their ability to strike at a ranged 
  distance in vehicle form, as well as gives the necessary skills to avoid being struck by enemies at a 
  range or up close. Characters with a high Mechanical attributes are excellent human drivers or 
  pilots, or are robots who are just as or even more so comfortable in flight or driving as they are 
  when walking.
  Perception- This attribute deals with the character’s awareness of his surroundings and those in his 
  surroundings. Because of this awareness, he or she becomes more confident in bargaining, 
  commanding others, and in other social settings. Perception rolls are used to alert players of danger, 
  events taking place nearby that they are not involved in that may be an opportunity, or something 
  they may want to get away from. Perception is also used to determine initiative in combat. 
  Characters with a high Perception attribute are socially astute, are looked to for leadership, and are 
  usually first responders in an emergency.
  Strength- This attribute is two fold: it represents a character’s ability to lift, grab, grapple and do 
  physical damage…as well as it reflects a character’s core toughness. It is used to cause melee and 
  brawling damage, as well as it is designed to help the character resist damage should he or she be 
  hit. Characters with a high Strength attribute are typically in great physical shape, work out to keep 
  in that condition, and are typically more muscular or larger than their cohorts.
  Technical- This attribute is related to both the knowledge and mechanical attributes. Most 
  characters are technically inclined and can fix basic components or gear with little knowledge, but 
  in order to engineer or repair most nuclear aged and beyond technology, one has to have specialized 
  knowledge in order to fix or create something elaborate. Starships, Robots, advanced energy 
  weaponry, and gadgets of great complexity are created by this attribute. Characters with high 
  technical attributes are more inclined to become doctors, engineers, architects, and mechanics.
  I noticed that characters that are smaller class sizes get bonuses to hit larger targets, and larger 
  opponents are at a negative to hit smaller opponents (covered in intro/chapter 1). Are there skill 
  checks made that are affected the same way?
  Absolutely! Smaller characters are shooting at larger targets and because they are smaller, they are 
  more likely able to sneak past something that is twenty to fifty feet tall...On the other hand, larger 
  characters are very scary when they're angry or making demands.
  Besides the attack skills (ranged, melee, brawling), skills like sneak, hide, pickpocket all grant size 
  bonuses to smaller characters versus larger characters. I.e. a human character who has a high sneak 
  skill would get a 6D bonus in efforts to sneak past a Class III transformer (could explain why 
  Megatron or Soundwave were rarely able to catch Spike when he was making an effort to hide and 
  19
  
  sneak around).
  Likewise, for larger characters, generally they would receive a bonus to skills such as lifting and 
  intimidation. Lifting bonuses are shown already in Chapter Two in reference to size (the more the 
  character weighs, the more overall weight can lift in proportion to their own size). 
  Intimidation...well, that's pretty self-explanatory. If you're a human character being held in the grasp 
  of a Megatron...or have failed to sneak past him and he's pointing a fusion cannon at you, Megatron 
  would have a +6D to his already very imposing Intimidation skill. 
  Chapter Two- Attributes and Skills (Part Three- Skill Listing and Descriptions)
  Dexterity Skills
  All skills marked with an * are opposed by the Dodge skill. 
  All skills marked with a ^ are opposed by the opposing Melee roll of the target (or Brawling if 
  applicable).
   
  The two melee combat skills are confusing, I need some clarification.
  One can determine which skill one would be using for a melee attack by 
  answering one simple question: Is one holding the weapon in their hand? If so, 
  then it would be melee combat. If the weapon is a physical state weapon that is 
  attached to a leg or elbow and spun around rapidly (for example, a helicopter 
  blade or a hoist crane ball), this would be an integrated melee weapon.
  How do advanced skills work?
  Base Skill 
  Advanced Skill 
  Engineering 1D 
  Energy Weapons Repair 
  Scholar Applied Science 
  Engineering 
  Engineering 2D or Appl Science 6D Robotics 
  First Aid 5D 
  Medicine 
  Physics 4D 
  Celestial Mechanics 
  Physics 4D 
  Astrogation 
  Brawling 4D 
  Martial Arts 
  Advanced skills advance at a rate of double the number in experience points; 
  i.e. Medicine 1D takes two Exp points to raise to 1D+1. Specializations are at 
  normal rate; i.e. Medicine: cybernetic surgery 5D would cost 5 Experience 
  Points to raise to 5D+1. 
  Ordinarily, when a base skill is rolled, the advanced skill total may be rolled 
  additionally if the GM allows (not all situations apply). I.e. medicine roll could 
  20
  
  apply to First aid...However, this doesn't necessarily mean that Celestial 
  Mechanics would apply to a specific Physics roll, it could...but may not. Again 
  GM discretion. 
  Some rolls and checks are completely based on advanced skills. With brain 
  surgery, medicine would be rolled...First aid wouldn't apply.
  *Ranged Conventional Weapons: This skill reflects the user’s accuracy with conventional ranged 
  arms. This includes automatic and semi-automatic pistols, rifles, and submachine guns. These are 
  non-attached weapons that are counted as payload if the robot transforms while carrying one.
  Skill Type: Dexterity Base
  Specializations: revolvers, bolt-action rifles, assault rifles, autoloader pistols, flamethrowers…etc.
  Time to use: One action
  Prerequisites: None
  *Ranged Ancient Weapons: This skill reflects the user’s accuracy with ancient ranged arms. This 
  includes crossbows and bows. These are non-attached weapons that are counted as payload if the 
  robot transforms while carrying one.
  Skill Type: Dexterity Base
  Specializations: Compound Bow, Crossbow…etc.
  Time to use: One action
  Prerequisites: None
  *Ranged Energy Weapons: This skill reflects the user’s accuracy with advanced technology 
  weaponry that fires high energy plasma or lasers. These are non-attached weapons that are counted 
  as payload if the robot transforms while carrying one.
  Skill Type: Dexterity Base
  Specializations: Pulse Rifle, Null Ray, Fusion Cannon, Plasma Launcher, etc.
  Time to use: One action
  Prerequisites: None
  ^Melee Weapons: This skill reflects the user’s accuracy with melee weapons, ranging from the 
  most ancient of swords to plasma swords. These are non-attached weapons that are counted as 
  payload if the robot transforms while carrying one.
  Skill Type: Dexterity Base
  Specializations: Plasma Mace, Plasma Axe, Energy Sword, saber, axe, vibroblade…etc.
  Time to use: One action for attack, active for full round for parry
  Prerequisites: None
  I mean to ask this a while ago but I kept forgetting. I noticed there is no Melee 
  Parry or Brawling Parry skill - does the parrying (as well as the striking) fall 
  under the normal skill (Melee Weapons and Brawling)?
  If you check out the description in Chapter Two for melee weapons, martial 
  arts, and brawling, they all mention parrying or defending oneself with the 
  same skill. So, if you can throw a karate kick, it is granted that you can block a 
  punch.
  21
  
  *Integrated Weapons System: Ranged: This skill reflects the user’s accuracy with ranged 
  integrated weaponry that can fire a wide variety of payloads, from conventional rounds to rockets, 
  and even plasma. This is not a payload weapon, but an actual extension of the robot itself. Its power 
  source is the robot’s power core instead of an external magazine, gas canister or energy-clip.
  Skill Type: Dexterity Base
  Specializations: Depends solely on the character’s choice of integrated ranged weapon system. If a 
  player chooses to specialize in an integrated ranged weapons system, they can choose from the 
  conventional, energy, and heavy weaponry depending on the type of weapon. For example, smaller 
  robots may have a small laser weapon, or a conventional ranged weapon, whereas larger robots may 
  carry heavy weapons and larger scale energy weapons.
  Time to use: One action
  Prerequisites: None
  ^Integrated Weapons System: Melee: This skill reflects the user’s accuracy with melee integrated 
  weaponry that can vary from weapons made of conventional metal (by Cybertronian standards) to 
  high energy plasma. This is not a payload weapon, but an actual extension of the robot itself. Its 
  power source is the robot’s power core instead of an external energy-clip.
  Skill Type: Dexterity Base
  Specializations: Depends solely on the character’s choice of integrated melee weapon system. If a 
  player chooses to specialize in an integrated melee weapons system, they can choose from the 
  conventional blades and hafts of metal to weapons consisting of energy. For example, smaller 
  robots may have claws, or extending vibroblades, whereas larger robots may use parts of their 
  vehicle transformation as weaponry…or they may hold a retracting plasma blade of some sort (one 
  much more substantial than that of a smaller robot).
  Time to use: One action for attack, active for one round for parry
  Prerequisites: None
  *Heavy Weapons: This skill reflects the user’s accuracy with heavy weaponry. For Human 
  characters, anti-tank weapons, crew-serviced machine guns, gatling guns, rocket launchers, and 
  most mounted weaponry are "crew served or mounted weapons", but for Autobots and Decepticons, 
  they are easily picked up and used, and may be similar in function to many of their heavy integrated 
  ranged weapons systems.
  Skill Type: Dexterity Base
  Specializations: Heavy Machine gun, gatling gun, rocket launchers, crew served weaponry
  Time to use: One action
  Prerequisites: None
  *Thrown Weapons: This skill reflects the user’s accuracy with thrown weapons. For most 
  characters, they would wish to specialize in a specific thrown weapon such as a dagger, a shuriken, 
  or boomerang like weapon, but for Autobots and Decepticons, improvised weapons (such as cars, 
  telephone poles, and concrete medians) can be used with devastating effects.
  Skill Type: Dexterity Base
  Specializations: daggers, knives, shurikens, bolos, improvised weaponsTime to use: One action
  Prerequisites: None
  *Grenade: This skill reflects the user’s accuracy with grenade-like weapons (indirect or mostly 
  indirect weapons) and weapons that fire grenades.
  Skill Type: Dexterity Base
  Specializations: handgrenade, grenade launcher, moltov cocktail, satchel charge, claymore mine
  Time to use: One action
  22
  
  Prerequisites: None
  Dodge: This skill allows characters to dodge ranged attacks. Without it, the attacker would just 
  have to roll a to hit difficulty based on range...with it, one can offset close quarters to hit difficulties 
  by adding in a dodge roll (which is hopefully harder to beat than an easy to hit difficulty if you are 
  the defender)
  Skill Type: Dexterity Base
  Specializations: direct weapons, spread weapons, indirect weapons
  Time to use: Active for One Round
  Prerequisites: None
  Sneak: This skill represents the ability to remain unseen while on the move or while remaining still. 
  It is opposed by the Spot skill or Perception attribute.
  Skill Type: Dexterity Base
  Specializations: pick a setting: desert, city, forest
  Time to use: Active for a full round
  Prerequisites: None
  Hide:This skill represents the ability of hiding something on a person or out of view. It is opposed 
  by the Search skill or the Perception attribute.
  Skill Type: Dexterity Base
  Specializations: pick an object category: weapons, money, contraband...etc.
  Time to use: Active for a full round
  Prerequisites: None
  Run: This skill represents the ability of running while trying to keep one's balance over difficult 
  terrain.
  Skill Type: Dexterity Base
  Specializations: long distance, sprint
  Time to use: Active for a full round, possibly more
  Prerequisites: None
  Pick Pocket:This skill represents the act of trying to lift something off a person (steal) or plant an 
  object on someone without them noticing. It is opposed by the Spot skill or the Perception attribute.
  Skill Type: Dexterity Base
  Specializations: pick an object category: weapons, money, contraband...etc.
  Time to use: Active for a full round
  Prerequisites: None
  Martial Arts: Unlike Brawling which focuses on raw strength, martial arts uses finesse and 
  combines strength and agility for power. It can be used to attack with the open hand, or defend 
  against similar attacks.
  Skill Type: Dexterity Advanced
  Specialization: Pick a type of Martial Arts
  Time to use: One action
  Prerequisites: Must have a teacher; Brawling at 4D in proficiency
  Effects: Brawling damage begins to do more damage than just the Strength attribute base, parries 
  which involve actual physical contact, if done correctly will allow the parrying of hand held 
  weapons.
  23
  
  Knowledge Skills
  Astrogation Traveling from Earth to Char to Cybertron to Junk...or to other planets around the 
  universe take planning through mathematical calculation. For the galaxy itself moves...
  Skill Type: Knowledge Advanced
  Specializations: Specific Galactic Route...i.e. Earth to Cybertron
  Time to use:1 minute to a day
  Prerequisites: Must have a teacher; Scholar: Physics at 4D in proficiency
  Alien Species: This skill represents the knowledge gathered about alien species. Humans would 
  consider Cybertronians, Quintessons, and other races to be alien.
  Skill Type: Knowledge Base
  Specializations: Alien lifeform races...
  Time to use: One round
  Prerequisites: None
  Bureaucracy: This skill represents the knowledge gathered about a specific government, or 
  branches within it.
  Skill Type: Knowledge Base
  Specializations: Iocon Affairs, US Government, Sector 7
  Time to use: One round to several days
  Prerequisites: None
  Affects: This skill can be used in two main ways: first to make an educated guess as to how a 
  specific group or organization would react in certain events, or to guess as to what can be expected 
  from the group. Secondly, it can be used to take steps in making things happen within a 
  bureaucracy: i.e. filling out the right forms, speaking with the right people, etc.
  Business: This skill represents a character's working business knowledge. It helps a character 
  negotiate prices, determine real value of products, and establish contacts in the business world.
  Skill Type: Knowledge Base
  Specializations: Field or specific companies
  Time to use: One round to a full day or longer
  Prerequisites: None
  Celestial Mechanics: This skill is used in conjunction with astrogation. Astrogation is the skill used 
  to move from star to star, or planet hop. Celestial mechanics are used to enter a planet's atmosphere 
  and land successfully after moving at hypersonic speeds. The type of atmosphere determines the 
  difficulty of one's approach.
  Skill Type: Knowledge Advanced
  Specializations: Single Entry, Starship Entry
  Time to use: One round, but can be planned over weeks
  Prerequisites: Must have a teacher; Scholar: Physics at 4D in proficiency
  Intimidation: Characters who are frightening in appearance or skilled in interrogation techniques 
  that can play upon a target's fears can use this skill to force opponents into fright, to obey 
  commands, or reveal secrets
  Skill Type: Knowledge Base
  Specializations: fear, interrogation
  Time to use: one round
  Prerequisites: None
  24
  
  Languages: There are only a few relatively common languages spoken across the Earth, and the 
  galaxy at large is no different.
  Skill Type: Knowledge Base
  Specializations: Specific type of language
  Time to use: One round
  Prerequisites: Base difficulties for a language are dependent on the complexity of a language, and 
  then the complexity of what is trying to be communicated...i.e. simple languages that many beings 
  partially or fully understand with simple statements being made are the easiest to relay and 
  comprehend.
  Gaining Fluency in a language: (1) A language can be specialized in. Once that specialization 
  reaches 5D, they are considered fluent. (2) A character that makes 10 Difficult language rolls to 
  speak a specific language is considered fluent in that language, no longer needing to make language 
  rolls in order to speak that language. I.e. Optimus Prime, Jazz, Ratchet, and Ironhide must have 
  done language tutorials over the world wide web while in transit to earth.
  Law Enforcement: This skill represents a wide variety of knowledge pertaining to any of the 
  following: law enforcement procedures and techniques, laws of a jurisdiction, as well as the 
  temperament of law enforcement in a certain area.
  Skill Type: Knowledge Base
  Specializations: Type of jurisdiction
  Time to use: One round
  Prerequisites: None
  Navigation: This skill allows a character to plot a course through air, sea, or land to get from one 
  destination to another.
  Skill Type: Knowledge Base
  Specializations: Air navigation, land navigation, sea navigation
  Time to use: Anywhere from one minute to a day.
  Prerequisites: None
  Planetary Systems: This skill gives a character an idea of the geology, environment, life forms, and 
  technology of a world, or a specific system.
  Skill Type: Knowledge Base
  Specializations: A specific system
  Time to use: One round
  Prerequisites: None
  Scholar: A character who has been trained in a particular field of study can use this skill to aid him 
  or herself in other skills. Mathematics and science can often help most mechanical or technical skill 
  applications, as well as history may help in dealing with different cultures or during business 
  meetings.
  Skill Type: Knowledge Base
  Specializations: field of study
  Time to use: one round to several days
  Prerequisites: None
  Streetwise: A streetwise character has an understanding of illegal activity in an area, and more 
  specifically, who is involved with the illegal activities.
  25
  
  Skill Type: Knowledge Base
  Specializations: A particular gang, Cobra, etc.
  Time to use: One round, may take up to several days for obscure information
  Prerequisites: None
  Survival: Characters are sometimes forced to exist in dangerous and hostile environments without 
  food, water, or shelter being provided. The survival skill represents a character’s knowledge of 
  these places and what they can do in order to survive in places such as the desert or the blackness of 
  space.
  Skill Type: Knowledge Base
  Specializations: mountains, forest, desert, space…etc.
  Time to use: one round when reacting to danger, an hour or more when looking for provisions.
  Prerequisites: None
  Tactics: The tactics skill represents a character’s ability to perform certain deployments, as well as 
  being able to react to an enemy force. For example, a character may specialize in performing sieges, 
  but also has a tactical specialty in understanding the method of operations for the Constructicons.
  Skill Type: Knowledge Base
  Specializations: A particular type of deployment, or an understanding of a particular enemy.
  Time to use: A round to several minutes
  Prerequisites: None
  Willpower: A character with a high willpower can resist temptation, pain, and fear in order to 
  persevere…or survive.
  Skill Type: Knowledge Base
  Specializations: persuasion, intimidation
  Time to use: One round
  Prerequisites: None
  Mechanical Skills
  Armor Weapons: Accuracy with ranged weapons on exo-suits and robot armor is determined with 
  this skill.
  Skill Type: Mechanical Base
  Specializations: rockets, lasers, torch cutters, shock prod...etc.
  Time to use: one action
  Prerequisites:: None
  Auto Evasion / Operation: A human sized character would use this skill to perform maneuvers or 
  to dodge enemy attacks. This skill also serves as a vehicular dodge for transformed robots who turn 
  into cars.
  Skill Type: Mechanical Base
  Specializations: sports car, sedan, pick-up truck, 
  Time to use: One action
  Prerequisites:: If not a vehicle transformed into, must have been taught this skill
  Beast Riding: This skill encompasses knowledge about beasts and how to get them to follow 
  commands. Also serves as a dodge while riding.
  Skill Type: Mechanical Base
  Specializations: Horses, Dinobots...etc.
  26
  
  Time to use: One round to one action
  Prerequisites:: None
  Vehicle Weapons: Accuracy with ranged weapons on vehicles is determined with this skill. Also, if 
  tranformed robots wish to use weapons, this is the skill they would use to judge accuracy
  Skill Type: Mechanical Base
  Specializations: typically whatever the robot uses as weaponry
  Time to use: one action
  Prerequisites:: None
  If I am driving in vehicle form but want to launch a rocket (that are exposed 
  when I lift the bed of the dump truck a bit) would that be vehicle weapons or 
  IWSR? It is not a weapon normal found on a dump truck - but it is in this case / 
  but it is also an integrated weapon...
  They can come out from under the bed, from out of the headlights or wherever 
  you choose...The main factor is that you're using them in vehicle form and 
  would be considered a "transformed robot"...so the skill would be vehicle 
  weapons.
  Artillery: Human and Cybertronian militaries use shipboard weaponry, and ground based weaponry 
  mounts capable of doing great harm from afar. These weapons aren't often aimed at a target through 
  sights, but instead use coordinates to fire at targets
  Skill Type: Mechanical Base
  Specializations: solid non-explosive shell, laser, bombs
  Time to use: one round
  Prerequisites:: None
  Ground Combat Vehicle Evasion / Operation: A human sized character would use this skill to 
  perform maneuvers or to dodge enemy attacks. This skill also serves as a vehicular dodge for 
  transformed robots who turn into LAVs, tanks and APCs.
  Skill Type: Mechanical Base
  Specializations: tank, LAV, Amtrak, mobile artillery
  Time to use: One action
  Prerequisites:: If not a vehicle transformed into, must have been taught this skill
  Helo Evasion / Operation: A human sized character would use this skill to perform maneuvers or 
  to dodge enemy attacks. This skill also serves as a vehicular dodge for transformed robots who turn 
  into helicopters.
  Skill Type: Mechanical Base
  Specializations: Attack helicopter, transport helicopter,
  Time to use: One action
  Prerequisites:: If not a vehicle transformed into, must have been taught this skill
  Jet Evasion / Operation: A human sized character would use this skill to perform maneuvers or to 
  dodge enemy attacks. This skill also serves as a vehicular dodge for transformed robots who turn 
  into cars.
  Skill Type: Mechanical Base
  Specializations: sports car, sedan, pick-up truck, 
  Time to use: One action
  27
  
  Prerequisites:: If not a vehicle transformed into, must have been taught this skill
  Power Armor Evasion / Operation: Those wearing exo-suits would use this skill to operate the 
  normal functions of the suit, as well as to dodge enemy attacks, and or transform into a vehicle. 
  Once in vehicle mode, the character would continue to use the power armor evasion to dodge 
  attacks.
  Skill Type: Mechanical Base
  Specializations: specific type of powered armor
  Time to use: one action
  Prerequisites:: none
  High Technology Evasion / Operation: A human sized character would use this skill to perform 
  maneuvers or to dodge enemy attacks. This skill also serves as a vehicular dodge for transformed 
  robots who turn into spacecraft.
  Skill Type: Mechanical Base
  Specializations: Autobot Shuttles, Decepticon Cruisers
  Time to use: One action
  Prerequisites:: If not a vehicle transformed into, must have been taught this skill
  Vehicle Sensors: Sensors aboard ships mostly have bonus arrays that aid in efforts to pick up life 
  forms, energy readings, and long distant objects.
  Skill Type: Mechanical Base
  Specializations: heat sensors, life detectors
  Time to use: 1 round
  Prerequisites:: None
  Vehicle Communications: Most comms are easy rolls, the difficulty goes up when unscrambling 
  enemy comms using this roll.
  Skill Type: Mechanical Base
  Specializations: line of sight links, radio, space bridge link...
  Time to use: 1 round
  Prerequisites:: None
  Perception Skills
  Bargain: This skill can be used to haggle for merchandise. Success lowers prices, and failure 
  increases prices
  Skill Type: Perception Base
  Specializations: weapons, drugs, medicine, etc.
  Time to use: One round to several minutes
  Prerequisites:: None
  Command: Command is used to coordinate attacks, as well as when teams are working together on 
  tasks. The amount of people being commanded, and their allegiances effect the difficulty of the roll.
  Skill Type: Perception Base
  Specializations: Autobots, Decepticons, Constructicons, Protectobots
  Time to use: one round
  Prerequisites:: None
  28
  
  Con: Conning can be used to trick others into thinking one is doing something opposite of what one 
  is doing...in other words, lying and misdirecting.
  Skill Type: Perception Base
  Specializations: fast talking, disguise
  Time to use: None
  Prerequisites:: None
  Search: Used when a character is searching for something hidden.
  Skill Type: Perception Base
  Specializations: tracking
  Time to use: one round to several minutes
  Prerequisites:: None
  Forgery: Skilled used to make fake documents, or alter them.
  Skill Type: Perception Base
  Specializations: security IDs, checks, documents, etc.
  Time to use: one round to several days
  Prerequisites:: None
  Gambling: General knowledge of games of chance...Highest roll wins the pot.
  Skill Type: Perception Base
  Specializations: poker, dominos, etc.
  Time to use: one round to several hours
  Prerequisites:: None
  Spot: A perception skill used to locate movement, or detect ambush within the character's 
  surroundings.
  Skill Type: Perception Base
  Specializations: often referred to as the easily improveable Perception check.
  Time to use: one round
  Prerequisites:: None
  Scan: Used to detect life signs and statistics. Most often used to gain insight on the strength, 
  experience, health, weaknesses, injuries, and armaments of a being.
  Skill Type: Perception Base
  Specializations: weaponry, health, experience
  Time to use: one round to several minutes
  Prerequisites:: None
  Investigation: Used to gather information on a target or dig for obscure information about an area.
  Skill Type: Perception Base
  Specializations: locale or type of information, i.e. criminal records
  Time to use: One round to several days
  Prerequisites:: None
  Persuasion: A diplomatic way of doing a little bit of conning and bargaining. Rewards can be 
  offered and based on the amount of dice one has in the skill, the more likely the opposing party will 
  agree and the issue won't end in failure or compromise.
  Skill Type: Perception Base
  Specializations: flirt, oration, storytelling
  29
  
  Time to use: one round to an hour
  Prerequisites:: None
  Strength Skills
  Brawling: While in many instances unorthodox and informal, this form of fighting is dangerous 
  nonetheless. Strength damage is dealt to an opponent wo fails to defend himself using the same 
  skill.
  Skill Type: Strength Base
  Specializations: bar boxing, streetfighting, military recruit combat
  Time to use: one action
  Prerequisites:: None
  Lifting: The raw ability to lift an object and hold it over one's head.
  Very Easy: 1/4 weight
  Easy: 1/2 weight
  Moderate: 3/4 weight
  Difficult: Weight
  Very Difficult: 1.5 weight
  Heroic: 2 x weight
  Skill Type: Strength Base
  Specializations: none
  Time to use: one action to one round
  Prerequisites:: None
  Stamina: Whether a character is a flesh creature or a cybernetic organism, they have physical 
  limitations. If a character is pushed beyond their physical norms, they would have their physical 
  limits tested in the form of this skill. It would represent their ability to keep moving onward and 
  fight off the effects of fatigue...
  Skill Type: Strength Base
  Specializations: none
  Time to use: 1 round
  Prerequisites:: None
  Swimming: While Autobots and Decepticons don't drown, they need to stay afloat through 
  swimming or they'll sink.
  Skill Type: Strength Base
  Specializations: rivers, lakes, oceans
  Time to use: Several Minutes to several hours.
  Prerequisites:: None
  Climbing/Jumping: Characters that can't fly use this skill to scale buildings or large gaps between 
  surfaces.
  Skill Type: Strength Base
  Specializations: long jump, rope climb, high jump
  Time to use: 1 action
  Prerequisites:: None
  30
  
  Technical Skills
  Demolitions - This skill represents the knowledge of demolitions charge types an explosives expert 
  would use and the proper application of the charge for maximum effect.
  Skill Type: Technical Base
  Specializations: improvised, energon
  Time to use: one round to several hours
  Prerequisites:: Need the detonating material and tools for set-up.
  Energy Weapon Repair: This skill represents the knowledge of parts and functions of energy 
  weaponry and the knowledge of tools used to make repairs.
  Skill Type: Technical Advanced
  Specializations: energy blades, cannons, plasma ejectors...etc. A specific type of energy weapon.
  Time to use: one round to several days
  Prerequisites:: Must have 4D in Scholar: Physics, or must have at least 1D in Engineering. Must 
  have necessary skills to perform task.
  Engineering: An advanced skill that is the foundation for the construction and repair of most 
  advanced technical skills. 
  Skill Type: Technical Advanced
  Specializations: Typically, one that reflects a field of engineering study: mechanical, electrical, 
  civil, chemical, etc.
  Time to use: one round to several days.
  Prerequisites:: Technical Attribute of 3D, or must have 4D in Scholar: Math or an Applied Science
  Conventional Weapon Repair: This skill represents the knowledge of parts and functions of 
  conventional weaponry and the knowledge of tools used to make repairs.
  Skill Type: Technical Base
  Specializations: pistols, rifles, submachine guns...etc
  Time to use: one round to several days.
  Prerequisites:: None
  First Aid: When a character is hurt and requires immediate stabalization or treatment for minor 
  injuries, the medic would use this skill to provide the proper attention. See section in Combat and 
  Injuries, Chapter 6 where Ratchet speaks about these matters at length.
  Skill Type: Technical Base
  Specializations: specific patient species
  Time to use: 1 round to several minutes
  Prerequisites:: None
  Robotics: Robots don't require medicine - they require diagnostic and repairs through an 
  understanding of robotic systems. With this skill, robots can be brought back to working service 
  from just short of having their sparks extinguished. See section in Combat and Injuries, Chapter 6 
  where Ratchet speaks about these matters at length.
  Skill Type: Technical Advanced
  Specializations: Autobots, Decepticons, drones
  Time to use: 1 round to several days
  Prerequisites:: Must have 2D in Engineering, or 6D in an Applied Science
  Medicine: First aid doesn't solve all medical problems. With the first aid skill, brain surgery isn't 
  31
  
  possible....more thorough medical treatment is used to treat much more dire wounds. See section in 
  Combat and Injuries, Chapter 6 where Ratchet speaks about these matters at length.
  Skill Type: Technical Advanced
  Specializations: type of patient
  Time to use: one round several days
  Prerequisites:: Must have 5D in First Aid
  Conventional Vehicle Repair: This skill represents the knowledge of parts and functions of 
  conventional vehicles and the knowledge of tools used to make repairs.
  Skill Type: Technical Base
  Specializations: cars, trucks, tanks, boats..etc.
  Time to use: one round to several days.
  Prerequisites:: None
  High Technology Vehicle Repair: This skill represents the knowledge of parts and functions of 
  high technology vehicles and the knowledge of tools used to make repairs.
  Skill Type: Technical Base
  Specializations: Decepticon Cruisers, Autobot shuttles, Junkion Junker....Quintesson Starship...etc.
  Time to use: one round to several days.
  Prerequisites:: None
  Primitive Construction: This skill represents the knowledge of basic construction and the 
  knowledge of tools used to make repairs. Autobots tend to use this skill alot in the aftermath of 
  battles on earth against the Decepticons. Buildings, bridges, roads, and damns often need repair 
  when they become the backgrounds for high energy weapons...
  Skill Type: Technical Base
  Specializations: bridges, buildings...etc.
  Time to use: one hour to several months
  Prerequisites:: None
  Security: This skill is used in efforts of bypassing physical security. The higher the dice total, the 
  more knowledge a character has in getting past blast doors, security cameras, or other security 
  measures.
  Skill Type: Technical Base
  Specializations: vault doors, security cameras, heat sensors..etc.
  Time to use: one round
  Prerequisites:: None
  Computer Operation / Repair: Computer programming / repair can be used to fix computers that 
  have been damaged, and also used to bypass computer security...i.e. hacking.
  Skill Type: Technical Base
  Specializations: hacking, repairs..
  Time to use: one round to several days
  Prerequisites:: None
  32
  
  Chapter Two - (Part IV -Special Abilities) 
  There are currently almost 60 special abilities that can be picked at character creation or gotten later 
  in time through advancement. Some of the abilities have prerequisites, some have multiple levels, 
  each level giving the user significantly more ability. Just about every special ability has an energon 
  expenditure, and it will be described in detail as to whether the expenditure will be per usage, per 
  round, or whether or not there even is an expenditure.
  *Denotes special ability that humans can acquire
  **Denotes special ability that only humans can acquire
  Special Ability Name / Number of levels the special ability has
  Air Jets 1
  Prerequisites: none
  Power Description: Air jets are built into the robot's legs or back, allowing them to add +5D to the 
  robot's jump skill. A character can jump much higher than they would ordinarily. The best feature of 
  the special ability is that it doesn't consume energon. Its drawback is that it only works in 
  atmosphere. 
  Energon Expenditure: none
  *Acrobatic 1
  Prerequisites: Climbing / Jumping Skill and a Dexterity of 3D 
  Power Description: This ability grants an extra acrobatic dodge. Dice used for Climbing / Jumping 
  can be used in all dodge actions while on the ground.
  Energon Expenditure: none
  FAQ Issue 33
  Quote: 
  Acrobatic = Is it right to think that if a class 1 character with 4dex and 4str will 
  have a combined dodge dice roll of 12d when dodging something shot by a 
  class 3 (4d dodge + 4d climbing/jumping from acrobatic + 4d difference 
  between I and III) ? Is there a class/size restriction on choosing Acrobatic 
  (should there be?)
  Consider this...it is hard to hit something smaller than you are at a range or up 
  close...It is even harder to hit something smaller than you that is moving...and 
  even more difficult to hit something smaller that can leap, spin and roll for its 
  life if it needs to. A Class I character who has a Dex of 4D and a Str of 4D + 
  size difference bonus is likely to survive direct weapon actions against him 
  from a Class III character. The danger lies in the amount of damage that the 
  blast from a Class III character does to the surrounding area of where a Class I 
  character is (indirect weapons). The Class III character might not be able to 
  target the Class 1 robot, but he can target the large chunk of street or building 
  he's standing on...when you figure it that way, Acrobatic is a good thing to have 
  when making a run for it from a Class III plasma wave gun. Keep in mind the 
  fight...no...massacre that Blackout unleashed on the military forces at the 
  beginning of the live action movie. Based on his weaponry (appeared to be a 
  33
  
  machine gun / mini-gun, and a plasma wave gun), he didn't need to be a straight 
  shooter. The amount of destruction dealt out pretty much hit anything in its very 
  wide path.
  *Aerial Combat 1
  Prerequisites: Must be used in flying a vehicle or being a robot capable of transforming into an air 
  vehicle.
  Power Description: 1/2 of dodge dice can be applied to existing vehicular evasion skill. 1/2 of 
  ranged weapons dice can be applied to vehicular weapons dice.
  Energon Expenditure: none
  *Ambidextrous 1
  Prerequisites: none
  Power Description: Robots are already ambidextrous, but humans are note. This ability allows a 
  person to use paired weapons with no offsets. See Chapter Six for rules concerning paired weapons 
  and ambidexterity.
  Energon Expenditure: none
  *Athlete 1
  Prerequisites: A character can have no specializations in Strength Skills, and a Strength of 4D
  Power Description: For generalizing ones strength skills, they can become a well rounded athlete 
  and improve all their skills under the Strength attribute all at once. Each skill would improve at the 
  double the normal cost, but it would improve all five Strength skills (Brawling, Climbing/Jumping, 
  Lifting, Stamina, and Swimming) 
  Energon Expenditure: none
  My original intent was in line with characters improving other skills besides 
  Strength skills, and then spending 8 or so experience points to raise all the skills 
  under Strength at 4D to 4D+1. If someone at character creation puts lots of dice 
  in certain Strength skills, the benefit is still there, but the skill that has the 
  highest dice rating would set the cost.
  For example, if a character has Strength 4D, Brawling 6D, Stamina 4D, 
  Swimming 4D, Climbing/Jumping 4D...
  It would cost 12 exp to improve to Brawling 6D+1, Stamina 4D+1, Swimming 
  4D+1, Climbing/Jumping 4D+1... 
  *Architect 1
  Prerequisites: Knowledge 3D, Technical 3D
  Power Description: Knowledge attribute is applied in conjunction with any design usage of 
  technical skills (i.e. designing weaponry, buildings, vehicles) (Corrected Errata Issue 6) Does 
  being an architect help with actually repairing things? Yes. It is assumed that if you can design or 
  build something, you can repair it...and probably repair it with with much greater ease than 
  someone either guessing how to rig something or someone not trained in design. Is designing 
  something harder than doing a repair? I would have to say so. You can count on the difficulty of a 
  design project of a ship as being much more difficult than simply repairing it. This means that if one 
  has the skill of Primitive construction, energy weapon repair, conventional weapon repair, robotics, 
  conventional vehicle repair, high technology vehicle repair, one could use their Architect special 
  34
  
  ability in the repair of an item, vehicle...possibly even themselves or friends if they are 
  Cybertronians. In effect, an individual using this ability would be rolling their repair skill, their 
  Knowledge attribute roll, and possibly engineering combined as well for any repair they 
  attempt....Meaning if they have the time and the tools, there is a way to fix some very complex 
  stuff. This is truly a dynamic and versatile special ability. 
  Energon Expenditure: none
  Combiner Limb 2
  Prerequisites: Assigned as a part of a combiner team, Class I or II Transformer
  Power Description: Ability to merge with up to five others into a Class IV champion robot. Having 
  1 level of special ability in Combiner Limb means that one is a fixed leg or arm. Having 2 levels of 
  the special ability means that one can switch.
  Energon Expenditure: None
  Combiner Body 2
  Prerequisites: Assigned as a part of a combiner team, Class III Transformer
  Power Description: Ability to merge with up to five others into a Class IV champion robot. Having 
  one level of Combiner Body allows a the Class III tranformer to combine with team members. 
  Having two levels of Combiner Body allows the acceptance of other combiner teams (i.e. a 
  Stunticon merging with Bruticus).
  Energon Expenditure: None
  Charger 2
  Prerequisites: None other than posessing an integrated energy weapon.
  Power Description: The charger special ability allows an extra point of energon to be spent per 
  usage of an integrated energy weapon for an extra 1D of damage. With one level of the special 
  ability, one extra dice is added (energon expenditure 2). With two levels of the special ability, two 
  extra dice can be added (energon expenditure would be 3)
  Energon Expenditure: Power only requires energon when the weapons are firing.
  Color Shifter 2
  Prerequisites: none
  Power Description: Color shifting abilities can aide an Autobot or Decepticon in many ways. It can 
  disguise them further in their vehicle form (i.e. if enemies are looking for a red car, and they 
  disguise themselves from red to blue), and it can aide them in their environment (i.e. a character 
  changes from gray to orange to be seen better in case of emergency...or from white to black to avoid 
  detection at night...+2D to Sneak and Hide). One further application of this power (with two 
  selections) is that a character can completely blend in with his or her surroundings (almost as if they 
  are bending light around them +4D to Sneak and Hide).
  Energon Expenditure: 3 for a color change, 6 for environmental blend...(Errata Issue 7, 
  corrected) 6 energon for environmental blend every minute in order to prevent returning back to 
  default color.
  Diagnostic 2
  Prerequisites: First Aid 5D, Medicine 1D
  Power Description: For the first selection of this power, one would add +2D to any medical skill 
  roll (i.e. first aid, medicine and robotics). The knowledge attribute is applied to rolls instead of the 
  +2D bonus after selecting Diagnostic 2.
  Energon Expenditure:none for Diagnostic 1, 5 points per Knowledge attribute application 
  (Diagnostic 2)
  35
  
  Extra-Payload 2
  Prerequisites: none
  Power Description: Extra space is built aboard the robot character for extra weapons, items and 
  tools. Adds one extra point of payload. 
  Energon Expenditure: none
  Electronic Hijack 2
  Prerequisites: Brawling 4D, Perception 4D, Command 5D, Intimidation 4D
  Power Description: This ability gives the user the ability to make an attempt at becoming the 
  master in a master/slave relationship with another Cybertronian construct (it doesn't work on 
  biologicals). A successful hand to hand touch attack must be made in order to make the attempt. 
  Attackers would roll Perception versus the target's Perception. At second selection of this power, a 
  user can make a verbal command attempt if their victim is within 10 meters x character class. I.E. 
  Class 1 = 10 meters, Class 2 = 20 meters, Class 3 = 30 meters...etc.
  Energon Expenditure: If successful slave-out is made, 5 energon per three rounds
  Energon Vampire 1
  Prerequisites: Perception 4D, Strength 3D, Brawling 4D 
  Power Description: A character can attempt to steal energon from opponents on the battlefield. A 
  successful hand to hand touch attack must be made in order to make the attempt if the victim is 
  unwilling or in a position where they can resist. Attackers would roll Perception versus the target's 
  Perception. Characters who cannot resist can be drained with repeated usages of this power. 
  Energon Expenditure: 1point to make the attempt...up to 10 points can be received.
  Energon Port 1
  Prerequisites: This special ability is actually built onto the character (the special ability is fortitude 
  to withstand the energy)
  Power Description: A user can hook a generator or power source up to their body to fuel their 
  abilities or weapons. Depending on the type of generator, this can increase their reserve, the power 
  of their attacks, or both. This is a GM call. 
  Energon Expenditure: none
  Engineer 1
  Prerequisites: Must have tools used for practical artisan or medical trades for this power to be 
  worthwhile. War and Espionage packages don't fall under this ability: see Warrior 1 
  Power Description: Tools that use energon for cutting, drilling, welding...etc. don't expend energon 
  as they normally would...in fact, the energon expenditure is half.
  Energon Expenditure: none, basically this power makes tools for engineering much more efficient 
  in their energon expenditure.
  Force Field 2
  Prerequisites: none
  Power Description: The Autobot or Decepticon can use his own force of will to project a forcefield 
  around him or herself. With application one, the energy field is the Strength of his or her Perception 
  roll. With Force Field 2, the energy field uses the dice from Perception and Knowledge. I.e. if a 
  Class II Autobot has 4D in Perception, and 3D in Knowledge, the Force Field strength would be 7D 
  class II scale.
  Energon Expenditure: The Force field can be extended out 10 meters in all directions x Class 
  scale. For Force Field 1, the expenditure is 10 per round. Force Field 2 is 20 per round.
  36
  
  *Hacker 1
  Prerequisites: Security 3D, Computer Programming / Repair 3D
  Power Description: Knowledge rolls would be applied to rolls made to exploit electronic security 
  measures, as well as hacking into computer systems.
  Energon Expenditure: none
  Headmaster 1
  Prerequisites: See note below
  Power Description: A headmaster robot tends to have little advantage in robot form from any other 
  robot, but in vehicle form, the main robot can drive, while the other robot or suited human who 
  forms the main robot's head can perform other skills unpenalized during the same round...i.e. a 
  vehicular dodge can be performed by Chromedome while at the same time the vehicle's weapons 
  are used by Styler with no penalties because the two actions are performed by separate entities 
  instead of just one.
  Energon Expenditure: none
  If a character wishes to play a Head-Master, Target-Master, or a Symbiotic 
  Master, can they have an NPC assigned to be their head, weapon, or symbiote?
  Absolutely yes…however it doesn’t work the other way around. In other words, 
  one can be the main body and have an NPC that turns into your character’s 
  head, weapon, or symbiote, but you cannot be the weapon, the head, or the 
  symbiote and have a main robot assigned to you.
  Hologram 2
  Prerequisites: Knowledge 2D+2 - This power requires a robot have an imagination. 
  Power Description: Holograms can be simple or very elaborate, but what sets the power levels 
  apart (1 and 2) is that with two selections of this special ability, the Holograms can actually interact 
  with targets (i.e. move, shoot, dodge, talk..etc.)
  Energon Expenditure: 2 for very simple illusions (smoke coming from a building), 5 for illusions 
  that are complex (an image of a person with detail about the face), +10 for every one time larger the 
  illusion is than the hologram caster. For example, Hound using his Holgram ability to create a fake 
  power plant for the Decepticons to attack left him fairly depleted. +5 for every 12 rounds of usage.
  Improved Sense 1
  Prerequisites: Perception 3D, Knowledge 3D 
  Power Description: Knowledge roll is rolled with all Perception checks (i.e. spot, scan, search)...
  (corrected by Errata, issue #3) All perception checks concerning "Sensory Applications." Not all 
  perception checks are covered under this ability (including initiative checks...at least with one pick 
  it doesn't). Bargain, Con, Persuasion, Command...they fall under Perceptions because one has to be 
  perceptive in order to use them effectively, but Improved Sense is designed to boost skills like spot, 
  scan and search (visual awareness). The above should have said Improved Sense is going to be a 2 
  pick Special Ability. The above covers the first pick. With two picks of this skill, it also covers 
  initiative checks.
  Energon Expenditure: none
  Invisible 2
  Prerequisites: Dexterity 3D - This power requires good motor function and body control.
  Power Description: This powerful special ability in its lesser form allows a robot to turn 
  37
  
  completely invisible provided that they hold almost perfectly still. The greater ability allows a 
  player to move and remain invisible. Discharging of energy weapons will render an invisible user as 
  visible (this doesn't stop a character from blackjacking while invisible).
  Energon Expenditure: 15 for 1 round
  Junked 2
  Prerequisites: You must be a Junkion 
  Power Description: End of the line my valentine...or er Geron-ron-ronimo! With this power, you 
  can take a direct hit and suffer just short of complete vaporization, and within seconds you begin to 
  heal without a roll or the need for medical care...provided you are on the planet of Junk, or in an 
  area like a junkyard or near lots of spare parts....But wait...there's more...If you order two levels 
  now of Junked, you can even be off world or away from spare parts...heck, your ashes could be 
  scattered over junk and within minutes (i.e. you can get killed offworld and have a friend bring your 
  remains back to Junkion...), you'd be up and running...complete with 10 year / 100,000 mile 
  warranty. Hurry, order now, operators are standing by. 
  Energon Expenditure: 0 for a dazing (1-4 points of damage difference), 2 for stunned (5-9 points 
  of damage difference), 4 for having your diodes scrambled (10-14 points of damage difference), 6 
  for a wounding (15 points of damage difference), 8 for second wounding (16-19 points of damage 
  difference), 10 for third wounding (20-24 points), 15 for incapacitation (25-30), and 25 for spark 
  failure (i.e. twenty percent of the robot must remain in order to be saved by junk). 
  Kamikaze 1
  Prerequisites: Strength of 4D 
  Power Description: Some would say this method of attack is not using one's head, when in fact, 
  that's exactly what one is doing. Ramming is very dangerous, but this power protects those who 
  wish to attempt ramming. It grants one character class size larger in resisting impact damage. For 
  example, A class II character who turns into a Class III vehicle rams a target. Opposing Strength 
  rolls are rolled to see which target is the most damaged. The rammer would resist as a Class IV 
  vehicle, and the target would resist damage that was Class III in scale.
  Energon Expenditure: 10 per impact
  *Leadership 1
  Prerequisites: Knowledge 3D, Command 4D 
  Power Description: Knowledge roll is applied to command rolls.
  Energon Expenditure: none
  Mutant Spark 1
  Prerequisites: none 
  Power Description: It's a risky proposition allowing the GM to pick what a character's special 
  ability is...but this special ability allowed Starscream to live beyond the grave. 
  Energon Expenditure: none
  Matrix of Leadership 1
  Prerequisites: One must be a Matrix bearer...i.e. You're Optimus Prime or Rodimus Prime....or 
  they're dead and you inherited it (you must be an Autobot)
  Power Description: The Matrix of Leadership makes one more fit to lead by example. Each skill is 
  improved by 2D, character class size is changed to Class III if not already, and energon reserve 
  increases to 200.
  Energon Expenditure: none
  38
  
  Magnetic Force 2
  Prerequisites: none 
  Power Description: With the first application of this power, the character can control magnetic 
  forces within him or herself. This allows them adhesion on metallic surfaces. The second 
  application of this power allows them awesome ability to do ranged retrieval of all smaller class 
  hand held enemy weaponry that are within 10 meters x class level. I.e. a Class II transformer could 
  attempt disarming of enemies Class I and smaller within 20 meters. Opposing rolls are Perception.
  Energon Expenditure: 5 for adhesion, 10 for disarming property.
  Macro-Changer 1
  Prerequisites: none 
  Power Description: This power allows a robot to skip one size gap and transform into larger 
  vehicle than their robot form. I.e. the Decepticon seekers who are all Class II robots who turn into 
  Class IV fighter jets. 
  Energon Expenditure: none
  Micro-Changer 1
  Prerequisites: none 
  Power Description: This power allows a robot to skip one size gap and transform into smaller 
  vehicle or object than their robot form. I.e. the Decepticon Soundwave who is a Class III robot who 
  turns into a tape deck. 
  Energon Expenditure: none
  Multi-changer 3
  Prerequisites: Dexterity 4D; The ability to take on multiple vehicular forms requires that a robot be 
  very flexible and have a great amount of control over his or her body.
  Power Description: Springer, Octane, Astrotrain, Blitzwing...all of these Cybertronians are able to 
  take on multiple vehicular forms. Most Cybertronians who take on multiple forms are referred to as 
  Triple-Changers, but some have devoted more time to gaining special access to more vehicular 
  forms. With one application of this special ability, one would roll a dice to see if they take one or 
  two additional forms. An odd roll means one is a triple changer. An even roll means one is a quadra-
  changer. Two slots of the special ability allows the possibility of a quinta-changer. Three slots allow 
  one to be a hexa-changer.
  Energon Expenditure: none
  *Navigator 1
  Prerequisites: Must have the Astrogation advanced skill
  Power Description: Most robots have navigation computers, but in the instance of this special 
  power, the navigation system or part of the person's brain that handles mathematical figurings is far 
  faster than normal...in fact, a person or robot that has this ability could be considered a 
  mathematical genius. +4D to Navigation and Astrogation rolls.
  Energon Expenditure: none
  **Occultist 3
  Prerequisites: Intelligence 4D
  Power Description: This special ability comes with study of earth's powers; elemental magic. 
  There are three different levels of study; Novice, Journeyman, and Master. Upon initial study 
  (Occultist 1), characters can learn skills up to 4D under their knowledge attribute: the skills are 
  Earth, Air, Water, and Fire. Occultist 2 allows a character to learn up to 8D in proficiency in these 
  four skills. Occultist 3 allows way beyond 8D; though it is rare to see anything above 12D. Most of 
  39
  
  the time, study in this field is for learning destructive forces. Novices do 1/4 their skill dice in the 
  skill in damage, Journeymen do half, and Masters do full damage. Sometimes this special ability is 
  chosen from the beginning at Occultist 3. This represents a character's potential. They will not start 
  doing half damage of their skill dice rating until after they've passed 4D, and won't do full damage 
  fo their skill dice rating after they've passed 8D.
  Energon Expenditure: None; but this power can leave characters exhausted. Characters who are 
  casting at the novice level must make a moderate stamina roll per casting; Journeymen a difficult 
  stamina roll, and a heroic stamina roll for master casters. Penalties for failure of stamina rolls can be 
  as minor as a stunning or fatigue to being rendered unconscious or death. Failure for knowledge 
  skill roll during casting could result in losing control of the spell and possibly striking an ally, or 
  calling down elemental powers upon oneself.
  *Pilot 1
  Prerequisites: Must have a Mechanical of 3D
  Power Description: A person or robot with this ability feels far more comfortable in the seat of a 
  high performance vehicle, jet or spacecraft than they do on their own two feet. +3D to vehicle 
  evasion / ops skill, vehicle weapons, vehicle comms
  Energon Expenditure:
  **Psychic 3
  Prerequisites: Perception 4D 
  Power Description: This special ability comes with study of the mind and how it can be used to 
  alter its surroundings. There are three different levels of study; Novice, Journeyman, and Master. 
  Upon initial study (Psychic 1), characters can learn skills up to 4D under their knowledge attribute: 
  the skills are Mind, Body, Aura. Psychic 2 allows a character to learn up to 8D in proficiency in 
  these four skills. Psychic 3 allows way beyond 8D; though it is rare to see anything above 12D. 
  Most of the time, study in these fields are for insight, healing, and manipulating one's environment. 
  Rarely are these abilities used for attack, but if a mental attack is used it would do 1/4 skill dice 
  damage for novices, 1/2 skill dice damage for journeymen, and full dice damage for masters. 
  Sometimes this special ability is chosen from the beginning at Psychic 3. This represents a 
  character's potential. They will not start doing half damage of their skill dice rating until after 
  they've passed 4D, and won't do full damage fo their skill dice rating after they've passed 8D.
  Energon Expenditure: None; but this power can leave characters exhausted. Characters who are 
  casting at the novice level must make a moderate stamina roll per casting; Journeymen a difficult 
  stamina roll, and a heroic stamina roll for master casters. Penalties for failure of stamina rolls can be 
  as minor as a stunning or fatigue to being rendered unconscious or death. Failure for knowledge 
  skill roll during casting could result in losing control of the action (mental attack, mental stun, 
  telekinetic attack, etc.) and possibly striking an ally, or calling down psychic powers upon onself.
  Quake 2
  Prerequisites: Strength 3D, Technical 3D 
  Power Description: Extremely powerful in the hands of Class II transformers and above, this 
  devastating ability does STR damage to a 10 meter x character Class size area around the 
  transformer. A second selection of this power grants a very noticeable range boost of 100 meters x 
  character class size. Surrounding structures would roll their strength versus the strength of the 
  Quake output. Characters within the radius of effect would roll their Dexterity versus the Strength 
  damage output to see if they remain upright. Due to size, larger characters would have a bonus to 
  damage output by quake, and larger characters would have a bonus to their Dexterity to remain on 
  their feet. 
  Energon Expenditure: 15 per round (doesn't count as an action, but instead is a full round action)
  40
  
  Does Quake do STR damage to the targets and possibly knock them off their 
  feet or are the damage rolls strictly to see if people stay on their feet?
  Quake is used to damage structures that are primarily immobile. Characters 
  who can fly would be immune to the damage once taking off. Damage would 
  not be applied to the destruction of the character but in efforts to knock them 
  off their feet or collapse a structure on top of them...have them fall of a 
  structure...fall into the gap the quake causes etc. On the other hand, if a 
  character falls over from the standing position, they may take damage, but 
  probably not much. Rumble primarily used this attack to stir up water or knock 
  grounded Autobots over...I don't think it actually ever really caused any real 
  direct damage to a specific living target...It's primarily an indirect weapon...and 
  the damage characters will suffer would come from falls, and crushing from 
  structure collapses.
  Since it adds to Str, special ability Super Strength will add to Quake damage as 
  well, right?
  Super Strength would add to the damage of Quake.
  Quadratanium Skin 2
  Prerequisites: none 
  Power Description: Extra armor...plain and simple. Characters with this special ability can be 
  considered a class higher in resisting damage. +2D to Natural Armor at one level, and +4D to NA at 
  two selections of this power. 
  Energon Expenditure: none
  Reserve 1
  Prerequisites: none 
  Power Description: Characters who have lots of weapons, tools, and other abilities that draw alot 
  from the energon pool would benefit from this power. The power grants an extra 50 points of 
  energon. 
  Energon Expenditure: none
  Robot Flight 1
  Prerequisites: none 
  Power Description: Autobots don't fly without this power or a jet pack. Even the Aerialbots need 
  this power if they plan to do any flying outside of jetfighter form. This ability grants the 
  comparitively slow ability of flight outside of vehicle form: flight speed is at maximum run speed. 
  Energon Expenditure: (corrected by Errata, issue #1) No energon expenditure if one is a 
  Decepticon. If one is an Autobot, then it is 1 energon per round (equates to 12 energon per minute). 
  So, on average, an Autobot with this power can swing right around 8 minutes of flight before 
  practically reducing his energon to zero. That sounds about right. The good guys are pretty much 
  grounded.
  Super Speed 2
  Prerequisites: Must be able to transform into a vehicle capable of sonic speeds; Jets, Spacecraft, 
  Cars of cybertron 
  41
  
  Power Description: Super speed effects robot form only. For Superspeed 1, robot movement speed 
  is doubled per movement action. Robot speed is tripled for Super Speed 2. 
  Energon Expenditure: None, but characters with this power must make moderate Stamina rolls 
  every three rounds in order to not overheat.
  Notes: Characters with this power tend to be impulsive, jumpy, and get bored easily with sitting 
  still. They're typically showoffs, like to run circles around their comrades as they're talking and 
  speak very quickly. Due to the heavy clanking of their feet, they suffer a -3D to sneak rolls on solid 
  ground (them walking slowly and carefully is almost impossible as cautious speed for them is 
  normal tactical pace for anyone else their size)...Also, failed running rolls tend to have more 
  disastrous results as common sense dictates that they were moving...too quickly when they slipped 
  or tripped.
  Super Strength 1
  Prerequisites: none 
  Power Description: This power tends to compliment Class I and Class II transformers really well. 
  They may be smaller, but they sure are mighty. A Class 1 character would be able to lift and do 
  melee damage as if he or she was a Class II transformer. It allows a character to do lifting and hand 
  to hand damage as if they were a class size larger.
  Energon Expenditure: none
  Since my character is class III and I selected Super Strength SA does that give 
  me the Str of a class IV (like the SA says) even though the jump from III to IV 
  is 6d? Or do I only get a smaller bump 3d or 2d?
  No, you are correct. Which is why after you punch one Decepticon's head off, 
  the rest of them will fly up into the air and shoot at you...way out of melee 
  range. If you take a peek at the skill of lifting, you'll see that the lifting 
  difficulties are based on your weight in proportion to what you're lifting. Your 
  weight would be considered that of a Class IV transformer (not actual 
  weight...but for the purposes of lifting).
  Sonic Boom 1
  Prerequisites: Must be able to transform into a vehicle capable of sonic flight or speed. 
  Power Description: If a character is built for speed and highly resistant to inertia, they may be 
  interested in this power. Typically movement from zero to sonic flight would take several rounds. 
  This power allows lift off and then sonic speed...Causing everyone on the ground within 300 meters 
  to feel the blast of the sound barrier being broken. Everyone directly in line of sight and within 300 
  meters would roll Strength versus the user of this power's Strength. If the defender fails, they are on 
  their backs, unmanned, and deafened by the blast.
  Note: This power is highly destructive to earth buildings. If one is an Autobot, it should only be 
  used under grave circumstances within city or neighborhood limits. 
  Energon Expenditure: 10 per use
  *Sniper 1
  Prerequisites: Ranged Weapon 5D, Sneak 5D 
  Power Description: One must be completely unknown to the enemy in order to attempt this power, 
  but if at the time that your character is pulling the trigger and is less than 500 meters away, this 
  special ability allows one to add 3D damage to one's ranged attack.
  Energon Expenditure: none, just must remain within the perameters of the ability; within 500 m, 
  and must be completely undetected.
  42
  
  Symbiote 1
  Prerequisites: Must two sizes smaller than the Symbiote Guardian or Master.
  Power Description: A symbiote robot has a relationship with his or her master in the sense that 
  they are related objects in vehicle or object form and can remain within the guardian until released 
  by the guardian, in which they typically are released in robot form. An example of this ability would 
  be how Soundwave would release his symbiotes; Frenzy, Rumble, Ravage, Ratbat, Laserbeak, 
  Buzzsaw, etc.
  Energon Expenditure: none
  Symbiote Guardian 4
  Prerequisites: Must be two sizes larger than the Symbiote robots. See note below
  Power Description: As the last special ability explained, the Guardian houses the smaller robots in 
  robot form and in transformed mode; in Soundwave's example as a tape deck housing tapes. 
  Symbiote Guardian allows a guardian to contain two smaller symbiotes per application of the 
  power. I.e. Soundwave, if he had the special ability Symbiote Guardian 3, he could contain Frenzy, 
  Rumble, Buzzsaw, Ratbat, Laserbeak, and Ravage. If he he had Symbiote Guardian 2, he would 
  only able to hold four of the symbiotes.
  Energon Expenditure: none
  If a character wishes to play a Head-Master, Target-Master, or a Symbiotic 
  Master, can they have an NPC assigned to be their head, weapon, or symbiote?
  Absolutely yes…however it doesn’t work the other way around. In other words, 
  one can be the main body and have an NPC that turns into your character’s 
  head, weapon, or symbiote, but you cannot be the weapon, the head, or the 
  symbiote and have a main robot assigned to you.
  Targetmaster 1
  Prerequisites: None...see note
  Power Description: A targetmaster robot tends to have little advantage in vehicular form from any 
  other robot, but in robot form, the main robot can dodge or perform other actions, while the other 
  robot or suited human who forms the main robot's weapon can reload, aim and fire for the main 
  robot...i.e. Kup can dodge across a ravine while Recoil fires an unpenalized shot. Both are taking 
  only one action, even though as a team, they are performing two.
  Energon Expenditure: none
  If a character wishes to play a Head-Master, Target-Master, or a Symbiotic 
  Master, can they have an NPC assigned to be their head, weapon, or symbiote?
  Absolutely yes…however it doesn’t work the other way around. In other words, 
  one can be the main body and have an NPC that turns into your character’s 
  head, weapon, or symbiote, but you cannot be the weapon, the head, or the 
  symbiote and have a main robot assigned to you.
  Tempered Weapons 1
  Prerequisites: Must have a physical state weapon, or a non-energy melee weapon capable of 
  conducting an electrical charge. 
  Power Description: The user of this power can send electrical currents through his physical state 
  weaponry or payload hand weapons that ionize and strengthen his or her melee attack damage.
  43
  
  Energon Expenditure: Energon is only consumed if there is a transfer (i.e. the weapon struck the 
  target or the target's weapon). 3 points per pip up to 2D in damage extra. 1=3, 2=6, 1D extra = 9, 
  1D+1 = 12, 1D+2 = 15, 2D = 18 points of energon.
  Teleport 2
  Prerequisites: none
  Power Description: As powerful as it is dangerous to the user, Teleport 1 allows a character the 
  ability to de-materialize and reappear up to 500 meters away from where he or she originated. 
  Teleporting from one place to another must be within line of sight. With Teleport 2, the character 
  can teleport out of line of sight range; but if he or she miscalculates, he or she may be infused inside 
  of an existing structure (which could cuase dismemberment or death...no Strength roll, the limb is 
  just gone, or you're dead). Also with Teleport 2, one can double their range from 500 meters up to a 
  kilometer.
  Energon Expenditure: 25 per jump.
  *Underwater Combat 1
  Prerequisites: Must be used in a diving vehicle or submersibable or being a robot capable of 
  transforming into an underwater vehicle.
  Power Description: 1/2 of dodge dice can be applied to existing vehicular evasion skill. 1/2 of 
  ranged weapons dice can be applied to vehicular weapons dice.
  Energon Expenditure: none
  Virus 1
  Prerequisites: 4D Perception, 5D Sneak, 5D Brawling 
  Power Description: This power is similar to the electronic hijack ability, but it is used for purposes 
  other than controlling the opponent. Upon a successful sneak attack, or brawling counter, one can 
  use a special shock attack that attacks electrical systems...a shock attack with a specific function; 
  primarily to make the target dizzy, freeze up, and possibly, turn them into an unwilling spy.
  Energon Expenditure: There are limitations to this power. For starters, a shock attack that would 
  cause damage to a specific robot system of an opponent would cost energon. The more devastating, 
  the more energon it costs. Some examples would be; attribute damage (10 points per dice), robot 
  speed halfed (15 points), communications broadcasting access (15 points), vehicle speed halfed (30 
  points), loss of tools (30 points), loss of integrated weapons systems, physical state weapons (30 
  points), complete lock up (40 points). On the upside, a +5 bonus to the uploader is granted during a 
  successful sneak attack (roll's difficulty is the target's perception skill versus the uploader's 
  perception roll)
  Warrior 1
  Prerequisites: This is a special ability that makes tools under warrior tool packages operate more 
  efficiently.
  Power Description: Tools that use energon for stunning, ammunition sensors, autoloaders, and 
  even laser and utility tools within a warrior package, etc.; don't expend energon as they normally 
  would...in fact, the energon expenditure is half.
  Energon Expenditure: none, basically this power makes tools for soldiering much more efficient 
  in their energon expenditure. 
  44
  
  Disabilities- 
  I’ve received a few PMs regarding using Exp Points to gain extra abilities. As it is stated in the 
  rules:
  If a character has zero in a specific field, it would cost 100 experience points to 
  raise it to a 1...the same as for raising it to 2 (100 points)....raising it to 3 would 
  cost 200 experience points and so on....
  This means that if your character has 6 points worth of special abilities and wants to have a 7th 
  point of special abilities (and hence another ability), this character would have to cough up 600 
  experience points. A lot of you are probably thinking, “Gosh, that’s just not going to happen.”
  There may be a way around all of this. Even though I think that these checks were put in place for 
  good reason (of course they were, I put them there), some players may want to round their 
  characters out a bit more…and now they can…for an additional price (but one that can actually be 
  fun).
  With abilities there can come disabilities…and of course, there are more guidelines.
  Guidelines –
  •
  GMs set the limit a player can have in disabilities, and have final say over disabilities to be 
  added. Generally speaking I would do so by looking at the amount of special abilities that 
  exist and not allow the player to pick beyond half the amount for disabilities. For example, 
  if the player has four special abilities, I would allow 2 disabilities. One has to be flexible 
  with this, but that's what I'd look at first.
  •
  A character cannot take disabilities that don’t affect existing systems. For example, a 
  character cannot take Fast Burn if they don’t have an integrated energy based weapon.
  •
  A character cannot take disabilities that are a specific anti-ability if they have the ability. For 
  example, a character cannot take Weak if the character has super-strength.
  •
  A disability is worth a one point for one point trade for abilities, or it can be matched for 
  other points as well. For example: 
  A Class I character can select one pick of a disability and get an ability, add to one ability (if it 
  allows), or add one to such categories as Integrated Weapons, Physical State Weapons, etc.
  A Class II character can select one pick of a disability and get an ability, add to one ability (if it 
  allows), or add two to such categories as Integrated Weapons, Physical State Weapons, etc.
  A Class III character can select one pick of a disability and get an ability, add to one ability (if it 
  allows), or add three to such categories as Integrated Weapons, Physical State Weapons, etc.
  Disability Descriptions
  Accident Prone 3
  Corresponding Ability: Usually goes with Super Speed.
  Story Factor: This disability is a combination of several factors; lack of impulse control and being 
  45
  
  uncoordinated usually at the most inopportune times. On running, driving and piloting checks, 
  difficulties are raised one level per pick of this disability. 
  Example: An ordinarily easy run check becomes moderate with one pick, difficult with two picks, 
  and very difficult with three picks.
  Achilles’ Heel 3
  Corresponding Ability: none
  Story Factor: A certain part of the character is specifically vulnerable to attack. Per pick of the 
  disability, a specific region is one character size smaller in resisting damage. Regions are either 
  chosen randomly or by the character (the choices can be as follows: head, neck, chest, right arm, 
  left arm, right wrist, left wrist, groin, right thigh, left thigh, right shin, left shin). 
  Example: A class IV combiner’s face is its Achilles’ Heel. With one pick, any damage received to its 
  face can only be resisted by class III modifiers. With two picks, it would be class II modifiers. With 
  three picks, class I modifiers.
  Bleeder (up to five)
  Corresponding Ability: none
  Story Factor: Some injuries will cause a Cybertronian to leak energon. If you’re a bleeder, then that 
  means that usually any injury received makes you leak energon…and we all know what happens 
  when you run out of energon. Damage received dictates the amount of energon lost. Differences in 
  damage received is multiplied by the number of picks in this disability.
  Example: Roadrash is a bleeder. He is hit by a missile and rolls his armor and resistance to soak the 
  damage but it doesn’t completely soak all of it. The difference in damage he takes is 4. At one pick, 
  he loses 4 points of energon. At two picks, he loses 8 points of energon. At three picks, he loses 12 
  points of energon…This can get expensive.
  Chronic Malfunction 3 (per tool or integrated weapon)
  Corresponding Ability: none
  Story Factor: It doesn’t matter how many maintenance checks are done, there is some fundamental 
  flaw that will not go away that involves a key system. This is not a disability specifically geared 
  towards the senses of a robot. This involves tools and or integrated weapons (the player must pick a 
  specific tool or weapon). Basically, the way it works is anytime a roll is made involving the specific 
  integrated weapon or tool, the wild dice will be the determinant on whether there is a jam…or 
  worse. First thing is first though: the player must determine which system is affected (IWEC, 
  IWFC, PSW, ITS). Once that is done, it is all up to fate.
  System 
  Type 
  Wild Dice Results - Pick 
  1 
  Wild Dice Results - Pick 
  2 
  Wild Dice Results - Pick 3 
  IWFC 
  1 explosion, 2 
  irreparable, 3 jammed 
  1-2 explosion, 3 
  irreparable, 4 jammed 
  1-3 explosion, 4 
  irreparable, 5 jammed 
  IWEC 
  1 explosion, 2 
  irreparable, 3 jammed 
  1-2 explosion, 3 
  irreparable, 4 jammed 
  1-3 explosion, 4 
  irreparable, 5 jammed 
  PSW 
  1-2 irreparable, 3 
  jammed 
  1-3 irreparable, 4 jammed 1-4 irreparable, 5 jammed 
  ITS 
  1-2 irreparable, 3 
  jammed 
  1-3 irreparable, 4 jammed 1-4 irreparable, 5 jammed 
  Note: Irreparable means that the device or weapon is irreparable for the duration of the combat and 
  46
  
  will need to be taken apart and looked at after the battle. Jammed means that the device or weapon 
  can be cleared and repaired with an easy Technical check (takes up one round). Explosion (only for 
  the propellant/ ranged weapons systems) means exactly that. The shooter takes the intended 
  weapons damage in the explosion and then has an irreparable weapons system for the duration of 
  the combat.
  Error Prone 3
  Corresponding Ability: Usually goes with Super Speed
  Story Factor: This disability is a combination of several factors; lack of impulse control and being 
  uncoordinated usually at the most inopportune times. On any skill that the GM believes requires 
  precision, difficulties are raised one level per pick of this disability. 
  Example: An ordinarily easy demolitions check becomes moderate with one pick, difficult with two 
  picks, and very difficult with three picks.
  Fast Burn 1
  Corresponding Ability: Usually goes with Charger or Tempered Weapons.
  Story Factor: This disability doubles the amount of energon that is taken per the usage of an 
  integrated energy weapon. It’s penalty stacks with Charger or Tempered Weapons.
  Flaw / Psychosis – (complex)
  Corresponding Ability: None
  Story Factor: No one is perfect, certainly not the Cybertronians. Even heroes can be flawed by bad 
  character traits, personality disorders and psychosis. This disability must be left open due to the 
  subjectivity that goes into a bad trait, personality disorder or pyschosis. Many psychosis, flaws and 
  personality disorders involve how a character interacts with others. Some are more internal in 
  nature and involve how a character reaches decisions and/or reacts to his or her environment.
  This can be very complex, so we’re simplifying matters for sanity’s sake. Penalties will be 
  associated with three factors: social, object, and environment.
  Social – The personality disorder or bad character traits affect one’s relations with others. 
  Penalties are to the social skills under the Perception skill.
  Object – Those who are obsessive compulsive, who are phobic, or are addicted may find themselves 
  faced with an object that will test their ability to make decisions for the good of themselves and 
  others.
  Environment – There are some mental issues that are so severe that they affect both personality / 
  social issues, as well as decisions due to an object or focus of the character’s obsession. These 
  disabilities are worth double the amount than social or object.
  Flaw 
  1 pick 
  2 picks 
  3 picks 
  4 picks 
  Social 
  -2D to social skills -4D to social skills -6D to social skills -8D to social skills 
  Object 
  -2D to willpower -4D to willpower -6D to willpower -8D to willpower 
  Environment -2D to willpower, 
  -2D to social skills 
  -4D to willpower, 
  -4D to social skills 
  -6D to willpower, 
  -6D to social skills 
  -8D to willpower, 
  -8D to social skills 
  Examples of flaws and psychosis:
  Arrogant - Willpower is needed to overcome the urge to not listen to others and do things strictly 
  47
  
  the character's way. There may be social penalties if the character is enough of a jackass.
  Coward- Willpower is needed to overcome the urge to run from a dangerous situation.
  Narcissist - Willpower is needed to overcome the urge to only think of oneself. Again, if the 
  character is a real jackass, there may be some social penalties.
  Phobia- Willpower is needed to resist leaving the area in which there is a certain (insert noun).
  Anti-Social- Willpower is needed to resist beating people up (or committing other crimes against 
  people that you don't like), social factors are likely to be penalized as well.
  Dementia- Willpower attempts can be made to stabilize oneself, but one can bet that most of the 
  time, there will be social penalties. 
  Fragile 3
  Corresponding Ability: It is the opposite of Quadratanium Skin (cannot be taken with Quadratanium 
  Skin).
  Story Factor: This disability drops a character’s armor rating down one class size per pick. It is 
  similar to Achilles’ Heel, except that it is a reflection of the entire body and not just one weak point. 
  Example: A class III robot with one pick would have an armor rating of a Class II robot (-2D). A 
  class III robot with two picks would have an armor rating of a Class I robot ( -4D). A class III robot 
  with three picks would have an armor rating of a Human (-6D from a normal Class III robot).
  Heavy 1
  Corresponding Ability: Usually goes with Quadratanium Skin; cannot be taken in conjunction with 
  Super Speed. 
  Story Factor: Being heavy isn’t always a disadvantage. Having one’s weight doubled allows one to 
  adjust one’s lifting to meet new lifting standards. Disadvantages come into the picture when it 
  comes to movement. In combat and prolonged periods of movement, a heavy Autobot or 
  Decepticon needs to make Stamina rolls each round they’re involved in combat or on the move at 
  high speed. Each sequential existing round increases the difficulty of the stamina check. It starts out 
  easy. Next round is moderate, and then difficult for the next round. Eventually, if the combat lasts 
  longer than thirty seconds and the rolls are set against a Heroic difficulty, if the checks aren’t met. 
  The combatant’s movement speeds are halved, and the heavy combatant performs as if dazed.
  Irreparable Sensory Damage 3 (per system)
  Corresponding Ability: none
  Story Factor: Pick a sense (optical sensors, auditory sensors, olfactory sensors; this also includes 
  vocabulators). The sensor either has some limited problems, has serious problems, or doesn’t exist 
  at all.
  Example: Fishtail was at ground zero in an explosion several centuries ago. Most of his systems 
  have been repaired, but some things even though repaired are just not the same as they used to be. 
  He has one pick of Irreparable Sensory Damage to his auditory sensors. This disability hinders 
  listening “spot” checks and can also hinder appropriate social skills at –2D. Two picks would bring 
  the penalty to –4D. Three picks would bring the penalty to –6D. Only three picks can be applied per 
  system.
  48
  
  Learning Disability (unlimited)
  Corresponding Ability: none
  Story Factor: Turns certain skills into advanced skills in terms of advancement. 
  Example: The skill “primitive construction” is a regular skill that requires 3 experience points to 
  raise 3D in the skill to 3D+1. With a “learning disability” in primitive construction, any training 
  time for primitive construction doubles, and it would cost 6 exp to raise 3D in the skill to 3D+1.
  Low Pain Tolerance 1 
  Corresponding Ability: none
  Story Factor: The combat and injuries table that shows how wounds are handled is in Chapter 6. 
  Below is a modified showing of that table if a player character takes the low pain tolerance. Pain 
  and injuries cause much more suffering and disorder than the next person or Cybertronian who is 
  hardier for not having this disability. 
  Damage 
  Difference 
  Human 
  Penalty 
  Cybertronian 
  Penalty 
  Die and Action Penalties 
  1-4 
  Wounded 
  Stunned 
  -2D to actions 
  5-9 
  Incapacitated 
  Diodes Scrambled, 
  special ability that 
  requires energon is 
  now inoperable 
  Humans fall prone unable to act for 10D 
  minutes, and Cybertronians are at -3D for 
  actions 
  10-14 
  Mortally 
  Wounded 
  Wounded / Loss of 
  Tool Function 
  Humans are knocked unconscious and 
  must roll 2D at the end of each round. If 
  the number they receive is less than the 
  number of rounds they've been 
  unconscious for, then they perish, and 
  Cybertronians are at -3D for actions 
  15+ 
  Death 
  Wounded Twice / 
  Loss of Integrated 
  Weapon Usage 
  Humans at this point would perish if they 
  sustain more than 15 points difference 
  worth of damage...Cybertronians are at 
  -4D to all actions. 
  16-19 
  - 
  Tripple Wounding / 
  Loss of 
  Transformation - 
  stasis shock 
  Cybertronians are at -5D for all actions 
  20-24 
  - 
  Deactivation 
  Cybertronian has sustained enough 
  damage to where he or she can't can't act, 
  but will reboot after 10D minutes...and 
  recover into being in stasis shock after a 
  moderate Stamina roll 
  25-30 
  - 
  Spark Extinguished death 
  30+ 
  - 
  - 
  - 
  49
  
  Short Battery 1
  Corresponding Ability: Is the opposite of Reserve (cannot be taken with Reserve).
  Story Factor: Instead of having 100 points of Energon, the character has 50.
  Top Heavy 1
  Corresponding Ability: Usually goes with Quadratanium Skin.
  Story Factor: Big guys with broad shoulders and armor as heavy as they are…The bigger they are, 
  the harder they fall, but it’s also hard for them to get back up again. So much so that they need to 
  roll a very difficult stamina roll in order to “lift themselves back up onto their feet” within two 
  rounds (ordinarily, it takes a round to go from prone to standing and without a roll).
  Weak 1
  Corresponding Ability: Is the opposite of Super Strength (cannot be taken with Super Strength).
  Story Factor: Think Super Strength, except backwards. A Class III Transformer with 3D in Strength 
  who is “Weak” is at max Class II standards for lifting and does 3D Class II damage with his 
  punches and kicks.
  Worn Out 1
  Corresponding Ability: none, usually corresponds to the Cybertronian’s or human’s age.
  Story Factor: Character is usually old or older and parts are wearing out. Anyone who is old will tell 
  you “Don’t get old.” Then the elder usually will proceed to tell you about how he or she can’t 
  bounce back from illness, their joints and muscles ache, and in order to remain active, the elder 
  really has to remain limber and stretch…but that only limits the risks of injuries and pain…it 
  doesn’t make them immune.
  Worn Out Factors:
  Double Healing Time – For humans and Cybertronians. For humans, take the number of days that 
  is needed to move from wound levels and double them. For Cybertronians, time in the recharge 
  tank takes double that of younger Cybertronians who are injured. Most of the time, for recharge it is 
  6-8 hours. For elders, it is 12-16 hours.
  Movement Hindered – Unless one runs regularly, running isn’t pleasant. It is especially unpleasant 
  when all of your joints are tight and ache from arthritis. Moving speeds for humans and 
  Cybertronians are ¾ pace (both vehicle and running for robots).
  Transformation Time Hindered – Joints aren’t as flexible anymore as they used to be, so double 
  Transformation time in order to avoid injury. Transformation time can be done at half-speed 
  (normal speed for younger robots) with a difficult Dexterity roll.
  50
  
  CHAPTER THREE – WEAPONS, TOOLS, AND EQUIPMENT
  Like the toys, there are a lot of (accessories) integrated weapons, tools, and payload devices that are 
  a part of the robot that need to be taken into consideration. These items can save a robot and 
  comrades in the heat of battle, but are worthless if they are not employed or are forgotten. Players 
  are encouraged to draw their characters out and place all of the objects around them that apply. It 
  doesn't matter how rough it is as long as it is functional.  
  51
  
  "The name's Wheeljack, and I'll be taking you through the list of typical weapons and tools 
  encountered on the battlefield." 
  Chapter Three – Weapons and Tools
  These weapons are all available in non-integrated form, but some of them are available in integrated 
  form (where the dice from integrated weaponry determines their damage output).
  Ranged Weaponry - 
  Conventional Pistol Pistols of Earth, some are revolvers, many are autoloaders in modern times. 
  Most are only accurate up to 25 yards and do approximately 2D to 4D damage, human scale.
  Conventional Rifle Rifles of Earth, improved range and ammo capacity, and general overall 
  firepower, conventional rifles tend to be used for hunting and sport. Most do in between 4D and 6D 
  damage, human scale
  Conventional Assault Rifle The most distinguishing feature between a conventional rifle and an 
  assault rifle is the assault rifle's ability to fire on full automatic or burst. Most do in between 4D and 
  6D damage, human scale.
  High Heat Saber Rounds Depleted uranium rounds that eat through Tri-tranium and Quadratanium 
  armor. Only available in 7D damage .50 caliber round capacity. Considered to be dealing out 7D 
  Class 1 damage.
  Cybertronian Pulse Rifle-Pulse rifles can fire on single shot mode or at a three round burst setting. 
  Damage is always 5D, but the pulse rifle's overall damage is offset by scale. The weapon is made in 
  three available models: Class I, Class II, and Class III. If carried by a Cybertronian, it takes up 2 
  spaces in payload. It's most unique feature is the burst option. When firing on Burst, it is firing 3 
  high energy bolts. Damage on Burst is 7D. Due to the recoil of the weapon firing on burst, it is -2D 
  to strike...The good news is that it allows three shots in one action. The blasts cannot be spread out 
  amongst multiple targets, but are focused in on one target at 7D. It fires 50 shots before it needs a 
  energon clip, each single shot counts as one shot. If fired on burst, it counts as 3. Attack is linear. 
  These are almost always carried as non-integrated weapons by Autobot soldiers.
  52
  
  Cybertronian Mini-guns: Mini-guns are not conservative when it comes to saving ammunition. 
  Typically, unless the character has hooked up a very large ammunition belt, these weapons only 
  allow 15 bursts. The weapon's selling point is that it can fire in a linear pattern (where a target is 
  actually aimed at), or in a fashion where it lays waste to an area (spread out)...by sweeping the 
  weapon. Sometimes Cybertronians have one attached that does full damage for linear, and half 
  damage for spread. Some have had two mini-guns installed - the dual mini-gun feature where if 
  they fire with both arms at a linear target, they do full damage. If they fire one arm at a linear target, 
  they do half damage. If they fire both arms by sweeping the weapons, they do half damage, and if 
  they fire one arm sweeping, they do 1/4 damage. The dual Mini-gun option is often used primarily 
  to have more ammunition to use. Mini-guns are usually integrated weapons, but can be carried. 
  Single mini-guns take up 1 point of EP, and dual mini-guns take up 2. Integrated mini-gun users can 
  use their EP to carry ammunition belts. Large belts of 100 shots take up 2, while half-belts take up 1 
  EP...they contain 50 shots. Attack is linear and spread.
  Cybertronian Fusion Cannon: The Fusion Cannon is the less conservative version of the pulse 
  rifle. The drawback of the Fusion cannon is that it uses up power very quickly, but the damage 
  output is 6D+2. Each shot it fires uses up 2 energon charges, and most of the weapon's housing is 
  used to fire the tremendous blasts. It is fully charged at 50, but uses two charges per shot...allowing 
  only 25 shots before it needs recharging. Rarely are these cannons used as integrated 
  weapons...They use up a robots core power to quickly if used in battle, but characters who want a 
  super powerful ranged shot with each blast, this weapon is for them.
  Cybertronian Pulse Carbine - Damage is same, less ammo and range than the rifle.
  Cybertronian Laser Rifle - Range is very impressive with this energy weapon, damage output is 
  less intense than the high energy plasma bolts the pulse rifle or the blasts of EMP that the Ion 
  weapons fire. Laser Rifle damage; 3D Ammo capacity: 150
  Cybertronian Laser Pistol- Laser pistol damage; 2D, ammo capacity 125
  *note - Lasers are available as integrated weapons. Dice set by integrated weaponry sets damage 
  and range accordingly.
  Cybertronian Plasma Wave Gun - The plasma ejector and plasma wave gun are very similar in 
  ammunition and range, and energy expenditure. The only difference is how the round is applied to 
  the target. The plasma wave gun fires a plasma round at a much slower rate. The reasoning behind 
  this is that the intent is for the round to hit an area and burst. Damage is typically low for the scale 
  of the shooter, but high for enemy smaller craft, vehicles, robots and personnel. This is a favorite 
  casualty inflicting weapon amongst larger robots who usually lose out to fighting smaller more 
  manueverable opponents...With the wave gun, even a near miss can be fatal. The weapon typically 
  has a ammo capacity of 15, and as non-integrated weapon, it would take up 2 slots of EP. For non-
  integrated weapons, damage is typically between 2 to 3D.
  Cybertronian Plasma Ejector - The plasma ejector was created to counter-balance the pulse rifle 
  and fusion cannon's offsets. One would only get one shot (no overwhelming damage bonuses and 
  no multi-shot penalties, same range as cannon and pulse rifle), but the damage would be 5D+2. 
  Ammo capacity is 50. This weapon is available as a non-integrated weapon and costs 2 EP.
  Cybertronian Rockets - Rockets are used to similar effect as the plasma wave gun, except that 
  53
  
  rockets are typically +2D to strike targets or areas of effect if they are precision guided or heat 
  seeking. Damage is usually low yield for the shooter, but for the intended targets, damage is 
  moderate to severe. As non-integrated weaponry, ammo is usually 5, and this counts as 2 slots of 
  Extra Payload. Damage is typically 1D to 3D.
  Cybertronian Null Rays - Nasty weapons created by the Decepticons to mock the Autobot's ion 
  weaponry. Null rays have lower damage output than pulse rifles, fusion cannons or plasma ejectors, 
  but if they successfully strike any target, they will do damage to anything non-living, biological, or 
  mechanical, and are especially deadly to mechanical beings...forcing the target to roll an additional 
  Strength check -1D versus the damage of the weapon. If unsuccessful on the save, the target will 
  lose usage of one of their systems (i.e. tools, integrated weapons, the ability to transform) for 1d6 
  rounds. Damage Output for a null ray is typically 4D for a non-integrated weapon. Ammo capacity 
  is 100.
  Cybertronian Ion Pistol - The Autobots have fought Decepticons on Cybertron and across 
  countless worlds over the eons...and seeing the destruction their war has caused have made many of 
  them choose to carry and use ion weaponry. Unlike the plasma, high velocity projectile and laser 
  weaponry that the Autobots use to fight Decepticons on open ground with, ion weaponry only does 
  damage to mechanical opponents in a linear single shot burst. Damage from an ion pistol is 4D, 
  range is half of that of its laser pistol cohort. Ammo is 100
  Cybertronian Ion Rifle - Half the range of the laser rifle, 5D in damage. Ammo is 125
  *note - Ion weapons are available as integrated weapons. Dice set by integrated weaponry sets 
  damage and range accordingly. Remember, ion weaponry and null rays ignores armor.
  Cybertronian Rail Gun - Rail guns fire high velocity projectiles in single linear shots. They can be 
  used as integrated weapons. The weapon properties are further explained in the FAQ description 
  below and their stats are posted in the chart.
  What kind of damage would a rail gun do? Any idea on its stats?
  As an integrated weapon, damage would be something determined by the 
  player character (i.e. IWSFC 4 would be 4D damage). As a payload weapon, I 
  would say that it would have the range of a laser which is excellent, have an 
  ammo capacity of 75 shots...which is decent (not as good as ion and laser 
  weaponry, but better than fusion and pulse weapons), and it would do 4D+1 
  damage (physical). Not as powerful as a fusion cannon, pulse rifle, or ion 
  rifle...It would be a weapon that would capitalize on its excellent range and 
  fairly decent ammo capacity. I added that +1 to the 4D because even though it 
  is a phyiscal attack, the high energy magnet within the gun tends to cause 
  higher velocity impacts than a conventional firearm. 
  54
  
  Weapon 
  Ammo Integrated / 
  Non-integrated 
  Class 
  Size 
  Damage Extra 
  Payload 
  Range 
  Pulse Rifle 50 
  Non 
  1, 2, 3 5D; 7D 
  burst 
  2 
  3-30/100/300 , 6-
  60/200/600, 9-
  90/300/900 
  Pulse 
  Carbine 
  40 
  Non 
  1, 2, 3 5D; 7D 
  burst 
  1.5 
  3-25/50/250, 6-
  50/100/500, 9-
  75/150/750 
  Ion Rifle 
  125 
  Both 
  1, 2, 3 5D robot 2 
  3-50/150/300, 6-
  100/300/600, 9-
  200/400/750 
  Ion Pistol 
  100 
  Both 
  1, 2, 3 4D robot 1 
  3-25/75/225, 6-
  50/150/300, 9-
  75/225/375 
  Fusion 
  Cannon 
  25 
  Non 
  1, 2, 3, 
  4 
  6D+2 
  2 
  3-30/100/300 , 6-
  60/200/600, 9-
  90/300/900 
  Plasma 
  Wave Gun 15 
  Both 
  1, 2, 3, 
  4 
  2D to 3D 2 
  3-25/75/225, 6-
  50/150/300, 9-
  75/225/375 
  Rockets 
  5 
  Both 
  1, 2, 3, 
  4 
  1D to 3D 2 for 5 
  3-100/300/600, 6-
  200/600/1200, 9-
  400/800/1500 
  Laser Rifle 150 
  Both 
  1, 2, 3 3D 
  2 
  3-100/300/600, 6-
  200/600/1200, 9-
  400/800/1500 
  Laser Pistol 125 
  Both 
  1, 2, 3 2D 
  1 
  3-50/150/450, 6-
  100/300/600, 9-
  150/450/750 
  Plasma 
  Ejector 
  50 
  Non 
  1, 2, 3, 
  4 
  5D 
  2 
  3-30/100/300 , 6-
  60/200/600, 9-
  90/300/900 
  Mini-gun 
  15 
  Both 
  1, 2, 3, 
  4 
  2D to 4D 1 per 
  minigun 
  3-30/100/300 , 6-
  60/200/600, 9-
  90/300/900 
  Null Ray 
  100 
  Both 
  1, 2, 3 4D 
  1 
  3-30/100/300 , 6-
  60/200/600, 9-
  90/300/900 
  Rail gun 
  75 
  Both 
  1, 2, 3, 
  4 
  4D+1 
  2 
  3-100/300/600, 6-
  200/600/1200, 9-
  400/800/1500 
  Can a class I Transformer carry a class II or class III weapons (like Pulse 
  Rifle?). Can a class III carry a class IV Pulse Rifle - you get the picture...
  55
  
  Yes, it is possible for a character to use a different size class weapon (difference 
  of 1 class size)...though there would be drawbacks. The size doubles the 
  payload cost...or it halves the payload cost. For example, a Class II character 
  using a Class 3 pistol would have to use up two slots of payload. Likewise a 
  Class II character could carry a class one rifle for a payload of 1. Smaller class 
  weapons and larger class weapons are also a pain to hold onto. Larger weapons 
  would require two hands, especially rifles (which probably would only allow 
  pick up and fire and not actual payload action)...smaller weapons are harder to 
  grip and trigger guards and other functions of the weapon may make handling it 
  frustrating. -1D to firing actions.
  I was considering a jackhammer as a weapon, and I was also wondering if I 
  could have a rail gun type weapon (IWEC or IWFC?) that was kind of Rivet 
  Gun themed? So superhard peices of metal flung at sonic speeds - fun stuff.
  A jackhammer would actually be considered a tool (could be used as a 
  weapon)...listed in Chapter Three. As for a rivet/rail gun, that would be a Fuel 
  consuming weapon (weapons that fire rockets, bullets, projectiles, gas, 
  liquid....anything besides plasma or intense light are fuel consuming).
  The Pulse Rifle says it is a -2d to hit due to recoil when firing the multi-shot 
  burst... if a large class III is firing a class II Pulse Rifle would that penalty still 
  be applicable?
  As for the pulse rifle one class smaller having no recoil, I would have to say 
  that the recoil would be reduced. So what would be figured as the overall 
  awkwardness (big hands, smaller weapon)..and recoil of -1D would come out 
  to -2D to hit. Large caliber weapons still have recoil whether your hands are big 
  or small...so I wouldn't eliminate recoil completely.
  OK, so if the "smaller weapons / bigger hands" is part of the issue on Pulse 
  Rifle recoil on a smaller scale weapon, would the fact that my character has the 
  STR of a class IV (due to S.A. Super Str) reduce or eliminate the recoil on the 
  class 3 (proper hand size) pulse rifle?
  No. It is a single action, but at the same time, it is a burst that causes a large 
  amount of recoil...and no matter how strong you are, there has to be a 
  distinguishing factor between a single aimed shot and a recoil inducing burst. I 
  think I've reduced the penalty enough, but if you want to try to grip the weapon 
  using a Class IV grip in order to eliminate recoil...that could get expensive and 
  dangerous to smaller allies around you.
  I want my integrated rockets do 2d (class III) and I want them to be guided or 
  heat seeking to help me in hitting those darn flying robots (and smaller robots 
  in general) Is there anything I need to know about guided rockets, are they 
  different in any way other than a bonus to hit?
  They are guided....and the +2D is all I'm prepared to do at this point. Rockets, 
  even if they are heat seeking or precision guided, are moving at such a fast rate 
  of speed that I don't feel it is necessary to have it to where they are actively 
  56
  
  flying around doing loopty loops until they finally hit the target originally 
  intended (if all dodges had been successful to that point). You fire the rockets, 
  they're able to adjust somewhat to movement of the target, but nothing super 
  fancy...
  Do any of the robot damage only weapons have an area effect (besides ion 
  grenades), I guess I am talking about ranged weapons - like an ion wave gun 
  that hits an area with lesser damage rather than just one target?
  No, they are all pretty much direct weapons, though perhaps you can speak 
  with Wheeljack in the future about what his thoughts on this question are.
  What skill does the Rail Gun fall under? Ranged Energy Weapon looks to be 
  the closest fit (it is energy powered)
  But it shoots high velocity projectiles...not high energy plasma or lasers (as the 
  skill description mentions). The correct skill would either be Heavy Weapon or 
  Integrated Weapons System Ranged.
  So let me get this straight...an ion weapon, laser, and null ray don't do 
  concussive damage...Armor, strength, and size bonus applies to saving against 
  them in addition to the "Ground" tool, correct?
  This was something that I forgot to enter in earlier, but was considering much 
  earlier...considering it to the point of creating the Ground tool. If one is struck 
  by an ion attack, or null ray attack: that attack damage ignores armor (including 
  Quadratanium skin). One would only be rolling Strength of defender against 
  the damage of the weapon's ion or null output. With this considered, the null 
  ray and ion weapons are much deadlier than was mentioned previously...but 
  these were the intended effects (no concussive blast, but they ignore armor). I 
  thought it had been entered and it was over-looked. The only saving tool factor 
  for ion and null weapons are the Ground tool.
  The laser weapons only real bonus is there range and ammo. They have weak 
  output, and since the attack isn't part of an electrical charge / or EMP, but 
  instead intense light, armor is applied to saving, but not the ground tool.
  Weapon range explanation: A-B/C/D
  A: Point blank range: very easy to hit a target
  Up to B: Close range: easy to hit a target
  Past B and Up right before C: Medium Range: moderate to hit a target
  Past C and Up right before D: Long Range, difficult to hit a target
  D: Maximum Effective Range: very difficult to hit a target
  57
  
  Melee Weapons
  Weapon 
  Damage 
  Payload Class 
  Autobot Defender Knife 
  STR+1D+2, Max 5D 0.5 
  All 
  Autobot Defender Blade 
  STR+3D, Max 6D 
  1 
  All 
  Autobot Defender Axe 
  STR+4D, Max 7D 
  2 
  All 
  Decepticon Marauder Mace 
  STR+1D+2, Max 5D 0.5 
  All 
  Decepticon Marauder Hammer STR+3D, Max 6D 
  1 
  All 
  Decepticon Marauder Flail 
  STR+4D, Max 7D 
  2 
  All 
  Energy Knife 
  3D, 20 strikes 
  0.5 
  All 
  Energy Blade 
  4D, 20 strikes 
  1 
  All 
  Melee Weapons that can be carried as payload weapons have limits as to how much damage they 
  can do (unlike physical state weapons). Each weapon type has its advantages and disadvantages. A 
  physical weapon is aided by the wielder's strength (but does physical damage). An energy weapon 
  doesn't incorporate a wielder's strength, but it does energy damage. Energy weapon blades cannot 
  break, but physical weapon blades, hafts and chains can be shattered, bent, dulled, and cracked. 
  Physical weapons don't run on power, energy weapons only lose power when they strike a target 
  (this includes being parried by a physical weapon). Strong characters tend to favor physical 
  weapons, whereas weaker characters rely on the energy weapons. 
  Indirect Weaponry 
  Weapon 
  Damage Payload Class 
  Plasma Mine 
  6D 
  1 for 1 1,2,3 
  Fragmentation Mine 
  5D 
  2 for 1 1,2,3 
  Ion Mine 
  4D 
  3 for 1 1,2,3 
  Ion Grenade 
  4D 
  5 for .5 All 
  Fragmentation Grenade 5D 
  3 for .5 All 
  Plasma Grenade 
  6D 
  1 for .5 All 
  Are the indirect thrown weapons - like grenades - class rated as well? Same rule 
  on class higher = double payload. 
  Yep. If a Class 2 wants to carry Class 3 grenades or mines, better be prepared to 
  have extra space (double)...but if the class II wants to carry Class I mines or 
  grenades...they can carry double the amount they could if they picked grenades 
  or mines for their class.
  Much like the ranged weapons of the same name, these indirect weapons rain 
  out damage in all direction (blast radius rules are in Chapter 6). Plasma is the 
  most destructive, Fragmentation is almost as lethal, and ion mines and grenades 
  are specifically used to fight robotic enemies.
  58
  
  Unorthodox Ranged Weaponry 
  Weapon 
  Damage Payload Class Range 
  Ammo 
  Gas Gun 
  varies 
  1 
  1,2,3 3-25/75/225, 6-50/150/300, 9-75/225/375 
  30 
  Liquid Gun varies 
  1 
  1,2,3 3-50/150/300, 6-100/300/600, 9-200/400/750 15 
  There are weapons that fire solid projectiles and high energy plasma, why not weapons that shoot 
  liquids and gases? Autobots tend to favor these types of weapons for their usages as tools as well as 
  their non-lethality (at least in most applications). Payloads can be as simple as riot gas (for 
  biologicals), glass gas (which turns metal brittle), and acid gas (which damages everything 
  downwind). Liquids can be just as impressive...liquid nitrogen freezes so fiercely that it burns. Tar, 
  glue, water and even foam can be fired out of these giant squirt guns. As one can see though, the 
  ranges of these weapons aren't noteworthy, but up close they can be very useful. Gas has the 
  shortest range, but due to the payload being lighter and less dense than most liquids, one can fire 
  more shots with a gas canister mag than a liquid canister magazine. 
  Engineer Tool Packages
  Tool Package
  Devoted 
  Points
  Items included
  Chemistry
  1
  Micro Optical Enhancer, Corrosive Inhibitor, Acid 
  Dispenser
  Geology
  1
  Radiation Tester, Laser cutter, Mining Drill
  Biology
  1
  Micro Optical Enhancer, Laser Cutter, Bio-comp
  Astronomy
  1
  Macro Optical Enhancer, Image Distancer, astro-
  comp
  Basic Medical 
  Diagnostic
  1
  Laser Cutter, Bio-comp or Robo-comp, Circular saw 
  Basic Mechanical
  1
  Macro Optical Enhancer, math-comp, laser distancer 
  Basic Technical
  1
  Patch cords, Ground, Program-lock
  Construction
  1
  Laser welder, Power Servos, Laser cutter
  Mimicry
  1
  Digital Recorder, Amplifier, Scrambler
  Physics
  1
  Laser distancer, radar, Macro Optical Enhancer
  Fire Rescue
  1
  Wench-line, Foam Dispenser, Jack-hammer
  Water Rescue
  1
  Wench-line, Armored Intertube, Magnesium Welder/ 
  Cutter
  Air Rescue
  1
  Wench-line, Parachute, Foam Dispenser
  Ground Rescue
  1
  Wench-line, Party Poppers, Signal Flares
  Survival
  1
  Solar Port, Laser cutter, Signal Flares
  Demolitions
  1
  Structural Integrity Computer, 500 m remote line, 
  wire assembly tool
  59
  
  Warrior Tool Packages
  Tool Package
  Devoted Points Items included
  Soldier 
  1
  Weapon Scope, Auto-loader, Weapon Drain Sensor
  Armorer 
  1
  Laser cutter, laser welder, Molten Patch 
  Espionage
  1
  Tranceiver, Bugs x 3, Macro-Enhancer
  Recon
  1
  Macro-enhancer, signal flares, caltrops
  Assassin
  1
  Acid dispenser, foot pads, corrosive inhibitor
  Escape Artist
  1
  Laser cutter, key molder, micro-enhancer
  Electrical Intelligence 1
  Jammer, Laser cutter, cable bug
  Law Enforcement
  1
  Nueral charger, Ion charger, cable cuffs
  Scout 
  1
  Weapon scope, macro / micro enhancer
  What happens if a character selects individual tools (i.e. ones that aren't a 
  warrior or engineer package). How would he or she assign a bonuses from the 
  Warrior or Engineer special ability?
  If a character selects individual tools that are outside a set package, he or she 
  should take those tools and designate those tools to a specific package that they 
  designed. It would then be decided whether or not it would be a warrior or 
  engineer package.
  Tool Descriptions
  Tool Package 
  Component 
  Cost Description 
  Energon 
  Output Per 
  use 
  Micro Optical 
  Enhancer 
  0.33 +1D to Spot, Scan and Search Rolls under 1 meter away 1 point per 
  round 
  Macro Optical 
  Enhancer 
  0.33 +1D to Spot, Scan and Search Rolls over 100 meters 
  away 
  1 point per 
  round 
  Corrosives 
  Inhibitor 
  0.33 +1D to armor roll to aid in protection against corrosive 
  substances, primarily acid 
  1 point per 
  use 
  Acid 
  Dispenser 
  0.33 Acid ejecter that shoots 1-10/20/40, 2D damage (class) 
  1 point per 
  use, five 
  shots max 
  Laser Cutter 
  0.33 
  1-3 x class, 3D damage class, a standard laser as a tool. 
  Damage is that of a laser rifle, but range only 3 meters 
  per class. 
  1 point per 
  use, 5 per 
  round 
  Mining Drill 0.33 1-3 x class, 2D damage…when used as melee weapon; 
  Str +2D+2 
  1 point per 
  melee use, 5 
  per round 
  Comp 
  0.33 A computer that provides +1D to its related skill; I.e. 
  astro comp +1D to astrogation, bio-comp; first aid, 
  1 point per 
  use 
  60
  
  medicine +1D 
  Image / Laser 
  Distancer 
  0.33 Gives approximate distance of an object up to two miles 
  away 
  1 point per 
  use 
  Circular Saw 0.33 1-3 x class, 2D damage…when used as melee weapon; 
  Str +2D 
  1 point per 
  use, 5 per 
  round 
  Patch cord 
  0.33 
  Allows a robot to patch into just about any HMI or RMI, 
  aids in computer programming, operation and repair, 
  +1D to those three skills 
  none 
  Ground 
  0.33 Electrical damage, including ion weapons, and null rays 
  are halved 
  none 
  Program Lock 0.33 
  Used to safeguard a program by encrypting it. A 
  character's computer programming skill roll sets 
  difficulty +10 
  1 point per 
  use, 1 use at 
  a time 
  Laser Welder 0.33 1-3 x class, 1D damage, used to fuse metals together 
  1 point per 
  use, 5 per 
  round 
  Power Servos 0.33 The skill of Lifting is granted +1D 
  1 point per 
  use 
  Digital 
  Recorder 
  0.33 Record sounds, use them for fun or to distract, humiliate, 
  or terrify your enemies; 8 hours record time 
  1 point per 
  use 
  Amplifier 
  0.33 
  Recorded sounds can have their decibals boosted to the 
  point of annoyance, and possibly as a weapon; may 
  cause avalanches, or for organics to cup their ears, and 
  robots to cup their audio receptors 
  1 point per 
  use, 5 per 
  round 
  Scrambler 
  0.33 Allows a character to modify a digital recording; game 
  master discretion advised 
  1 point per 
  use, 5 per 
  round 
  Radar 
  0.33 A character is granted +1D to spot rolls to detect moving 
  objects within 100 meters per class 
  1 point per 
  use, 5 per 
  round 
  Wench Line 
  0.33 
  50 meters per class of tow line. Can be used as a 
  grappling hook for climbing (+1D to climbing/jumping), 
  or as a rope to pull a friend out of a bind 
  1 point per 
  use, 
  Foam 
  Dispenser 
  0.33 5D damage to fires; flame retardant 
  1 point per 
  use, 5 shots 
  max 
  Jack Hammer 0.33 1-3 x class, 3D damage, when used as a melee weapon, 
  Str +3D 
  1 point per 
  use, 5 per 
  round 
  Armored 
  Intertube 
  0.33 Intertube built for character only…flotation device 3D 
  class strength 
  1 point per 
  use, 1 use at 
  a time 
  Magnesium 
  Cutter 
  0.33 Same as laser welder, except 2D damage and works 
  underwater 
  1 point per 
  use, 5 per 
  round 
  Parachute 
  0.33 If you fall out of the sky and can't turn into a jet, plane or 1 point per 
  61
  
  helicopter; you may need one of these 
  use, 1 use at 
  a time 
  Party Poppers 0.33 Can be deployed as an action; and be used to bring a 
  robot in transformed mode to half-speed…safely 
  1 point per 
  use, 1 use at 
  a time 
  Signal Flares 0.33 Signal flares, 2D class damage as weapon, range 1-
  3/50/100, ammo 10 
  1 point per 
  use 
  Solar Port 
  0.33 Allows a character to charge weapons and gear through 
  solar energy; 12 point per energon per hour 
  none 
  Structural 
  Integrity 
  Computer 
  0.33 Grants +2D to demolitions rolls by estimating best area 
  of placement of explosives on structure 
  1 point per 
  use 
  500 Meter 
  Remote Line 0.33 It's good to be several hundred meters away from a Class 
  II or III explosion…Do things remotely 
  none 
  Wire 
  Assembly 
  Tool 
  0.33 Cut your wires for demolitions or computer purposes 
  without fraying or frying them 
  none 
  Jammer 
  0.33 When used, it adds +10 to the difficulty of enemy 
  communications rolls 
  1 point per 
  use, 5 per 
  round 
  Cable Bug 
  0.33 
  Used to intercept enemy communications over 
  communications lines; I.e. wire tapping; +1D to 
  computer operation and security rolls for interception of 
  data 
  1 point per 
  use, 5 per 
  round 
  Cable Cuff 
  0.33 Used to cuff disabled opponents. 10D for breaking with 
  opposing Strength roll 
  none 
  Neural 
  Charger 
  0.33 5D stun damage to biologicals, 1-3 range x class 
  1 point per 
  use 
  Ion Charger 
  0.33 5D stun damage to robots, 1-3 range x class 
  1 point per 
  use 
  Weapon 
  Scope 
  0.33 Medium range extended by 50%, Long Range extended 
  25%, Max effective Range extended by 10% 
  none 
  Caltrops 
  0.33 
  Five caltrops can be tossed from robot form, or deployed 
  from vehicle. Characters that don't make a Difficult spot 
  check that are moving in their paths roll 2D class 
  damage, damge is doubled if they are a wheeled vehicle. 
  1 point per 
  use 
  Bugs 
  0.33 
  Espionage agents typically carry tranceivers, they can 
  use bugs to listen to other areas as far as 5 miles away 
  (allows carry of 6 bugs) 
  none 
  Key Molder 
  0.33 
  Some locks are non-electronic and require a physical 
  key. This tool deploys a liquid metal polyalloy that can 
  harden in any lock to render it useless or turn to open it. 
  +2D to security for the purposes of opening non-electric 
  locks 
  1 point per 
  use 
  Molten Patch 0.33 High tech energy weapons blow big chunks in robots. 
  Laser cutters, welders, and new wires can only do so 
  much. Molten patch replaces armor integrity so a robot 
  1 point per 
  use 
  62
  
  soldier can get back into the swing of things…without 
  his parts showing. 
  Auto Loader 0.33 
  Extra energon clips (5) can be locked onto a robot's arm, 
  and when the Weapon drain sensor deploys, it can reload 
  a weapon without the robot spending an action to do so 
  1 point per 
  use 
  Weapon Drain 
  Sensor 
  0.33 
  Senses when a weapon's ammo is at 10% and gives the 
  wielder a warning or reloads if autoloader tool is 
  equipped. 
  1 point per 
  use 
  Run Flat Tires 0.33 
  Rubber tends to puncture when shot or stabbed or melt 
  when hit by intense heat...this tool allows a character to 
  upgrade their tires. Aimed shots at tires, spike strip stop 
  attempts and caltrop assaults are rolled against a 
  character's Armor rating (whether it be physical or 
  energy attack, roll accordingly) but with run flat tires, 
  they receive a bonus of +1D to their armor rating when 
  soaking damage to tires. 2 applications of this tool makes 
  the damage soaking bonus 2D, 3 applications makes the 
  bonus 3D. 
  none 
  Offset 
  Targeting 
  System 
  0.33 
  This tool is a targeting system that allows a Cybertronian 
  the ability to offset some of the ranged "to hit" modifiers 
  against smaller opponents. 1 pick of the tool will grant 
  +1D to aimed shots against SMALLER opponents 
  ONLY. Two picks will grant +2D, and Three picks will 
  grant +3D.
  1 per use 
  So with the Tires. Do they resist damage as str? And what are the penalties for 
  running on flats?
  Anytime one rolls to resist damage, he or she would use strength plus armor 
  rating (a combined armor rating). Tires are part of the robot, so in effect run flat 
  tires would be STR+Armor+bonus from run flat tires. This bonus would only 
  apply to when the integrity of the tire was in question (on the road and tires 
  take damage). If everyone starts hiding behind their tires, I may get upset. 
  Penalties for driving on flats...damage suffered from caltrops, spike strips 
  would warrant one tire being flat for a difference of 1-4, 5-9 difference = two 
  tires flat, 10 to 14 would warrant three tires flat, 15+ warrants all tires flat. 
  (keep in mind that if damage is done to tires in vehicle form, the robot if 
  transformed would be healthy still...and just in need of spare tires or a patch 
  job).
  Penalties:
  -1D to vehicle operation / evasion per tire and +5 to difficulty check per rate of 
  speed.
  So a vehicle that has two flats traveling at all out would be at -2D for all vehicle 
  stunts and dodges due to missing two tires, and (5 for cautious, 10 for cruising, 
  15 for high speed and 20 for all out) +20 would be added to the difficulty of the 
  stunts due to the rate of speed.
  63
  
  This may not be a big deal if a character has a place to pull over if they skid out 
  of control...on the other hand, if they go off a cliff or a bridge and fall 300 
  feet...and there isn't robot flight or a parachute...its really gonna hurt. 
  Notes: It is important to understand that most tools within a package require energon for their 
  usage. Most only require 1 point, which is 1% on average overall of a robot's total. The numbers 
  add up though when integrated weapons systems that require energon are used though. GMs are 
  urged to keep tally of energon expenditure during combat and on missions in between chargings.
  In the above chart, one can see that each tool is worth .33 points. In most of the tools packages, 
  there are three tool components in the named packages. Tools can have their abilities increased with 
  a little help from a technician and proper parts. Some tool components can be refitted to be super 
  tool components which take up .66 of a total designated slot for tools. Others can be re-fitted to a .
  99 for an ultra tool. As the last note hints at, one is not limited to having any set tools package! Yes, 
  this means that one can pick and choose among the components, and even interchange them 
  between missions if others are available. This means that one could select laser distancer, wench 
  line, and ground even though they don't belong to a particular package.
  Since the liquid and gas guns have tool and weapon uses is it safe to assume 
  that they can be carried as IWS or ITS or in EP ?
  Yes...they can be carried as weapons apart from the transformer, one could be 
  considered a tool, though the tool would MAY be considerably less powerful 
  than a weapon that was integrated and could improve in time (with experience). 
  It would certainly be less powerful (the tool) than a payload gun.
  The acid shooter does 2d damage class. Is that cumulative? If you get hit with 3 
  shots in a round is it 6d, 5 shots =10d? If it is cumulative, how long between 
  shots before the next shot starts over rather than adding (if not cumulative the 
  acid seems weak unless used on smaller enemies)
  The acid shooter is a tool. The damage is not cumulative. Nor is high energy 
  plasma...or laser burns...or gun shots. Although you raise a good point about 
  things like fire and acid...things that continue to burn after they've been released 
  for some time. I would have to say that the acid or fire's potency would 
  continue to deliver its full damage until it is cleaned off (in the instance of acid) 
  or put out (in the instance of fire). The victim/target would continue to roll 
  against damage every round until the acid or fire was dealt with.
  In regards to the acid shooter itself, keep in mind that acid shooter is a tool. 
  Acid shooters are used to melt locks, bars, things of that nature. If you want a 
  more powerful acid firing item...one that could be counted on as a weapon, you 
  have to pay for it through either using up payload to carry a squirt gun...or use 
  up point to create a squirt gun that's integrated fuel consuming.
  64
  
  In the weapons section it says "Melee Weapons that can be carried as payload 
  weapons have limits as to how much damage they can do (unlike physical state 
  weapons)." What about integrated tools that are a part of the robot but that can 
  be used for combat as well - the jackhammer - is there a limit to its damage or 
  does it work like an integrated PSW?
  Yes...it is limited by the amount of damage that is listed for that tool. What 
  makes Physical state weapons special is that you can use experience to increase 
  your levels in those categories. For example...let's say that you have an physical 
  state weapon of dual smoke stacks...when transformed into a robot, they smoke 
  stacks can be combined together with a chain granting a pair of heavy duty 
  nunchuks...Physical state weaponry for that character could have a listing of 1. 
  In time, the character could use 100 experience points to raise the listing in 
  physical state weaponry to 2. The nunchuks would do 2D in damage, and 
  perhaps have another application like forming a staff, or using the chain and 
  two smoke stacks to form a flail...Physical state weapons grow with the 
  character and become more powerful...tools don't.
  OK so I understand that my integrated jackhammer will not be improved with 
  time, but does it have a max damage like the payload melee weapons. The 
  Autobot Defender Axe has a damage of Str+4d with a max of 7d. If my 
  character has a str of 5 (considered class IV because of S.Str) does the 
  jackhammer do 8d damage (class IV) or does it max out at 7d like the autobot 
  axe. The PSW weapons don't have a max, so my plow/slasher would not have 
  that max damage issue (right?), but would the jackhammer? In the jack hammer 
  description is says Str+3d but it doesn' list a max.... I guess you need 
  jackhammers that can cut through super tough Cybertronian structures and 
  metal, so maybe it doesn't have a max... or maybe it does. 
  That's a good question. Originally the plan was to have tools be used as 
  tools...Sure someone can use a jackhammer or a drill in combat, but you're 
  using it in an unorthodox manner...I would have to say it makes sense to have 
  max limits to damage that can be done in melee combat sense one is using a 
  tool, and not something built primarily for the purpose of war...but I'm also 
  considering the fact that tools are very rugged, they're using up energon with 
  their usage, and it is conceivable that a character with 5D in Strength with a 
  Jackhammer would do 8D damage in their Character scale...consider the 
  energon expenditure extra power added to the attack...meaning no max damage 
  amounts...per se. The fact that one is using a tool for a weapon poses a problem 
  when it comes to Murphy's law. There will be a rule where if you roll a 1 on a 
  wild die (for damage) when using the tool as a weapon and your combined 
  strength and the tool's damage is more than three times greater than the tool, it 
  will break. 
  Tool
  Damage
  Mining Drill 2D+2
  Jackhammer 3D
  Circular Saw 2D
  65
  
  So, if one is strong enough, he or she can get away with doing more damage 
  than what is safe to do, but as luck would have it, if you bash a tool hard 
  enough...it will break.
  What is the Ion Charger tool system? Is it a ranged weapon/tool or is more of a 
  mine type thing that is placed somewhere before it blows, or is it a grenade type 
  thing...
  It is kind of like an ion taser (the robot version of the neural charger or 
  taser)...If you check the range of the weapon, it is 1-3 m x class, so it would 
  extend in range out to 9-10 meters away from your position.
  Not that I need it with my guys enhanced str, but maybe the power servos tool 
  would be more tempting to others if it offered 2d to lifting - since it only 
  enhances lifting I don't see much of a game balance issue with people who can 
  simply lift a lot (but you have a better view what the skill could do)
  It can offer 2D to lifting if players choose two applications of it. Keep in mind 
  that the character's weight sets the difficulty for lifting...servos can always 
  come in handy with helping to lift.
  66
  
  CHAPTER FOUR – MOVEMENT AND SCALE 
  Remember, there is no penalty for a Transformer changing from vehicle to robot while the vehicle is 
  moving up to the robot's All-Out run speed. For Class II characters, that is right around 54 mph.
  Table 4-1, Types of Movement (Typical Robot)
  Character Scale Cautious Tactical High Speed All-Out
  Human
  5m
  10m
  20m
  40m
  Class One
  10m
  20m
  40m
  80m
  Class Two
  15m
  30m
  60m
  120m
  Class Three
  20m
  40m
  80m
  160m
  Class Four
  25m
  50m
  100m
  200m
  Definitions:
  Cautious Movement: Flight, driving and moving by foot can be done very slowly when either 
  trying to park somewhere, land, or while using the sneak skill. When moving cautiously, one travels 
  at one half their base tactical movement.
  Tactical Movement: This is the standard speed for a cruising vehicle or tactical movement on foot. 
  Most of the time, it serves as the character’s base movement speed for their vehicle and on foot (i.e. 
  they will have two separate base speeds and the number listed will be the tactical movement speed).
  High Speed Movement: A character can spend one round of movement to go from tactical 
  movement to high speed movement. If a character is moving at 10 meters per round in the first 
  round, the second round will have the character moving at 20 meters per round. It is double the 
  tactical speed.
  All-Out Movement: A character can spend one round of movement to go from high speed 
  movement to all out movement. If a character is running at 20 meters per round in the first round, 
  67
  
  the second round will have the character sprinting at 40 meters per round. It is quadruple the tactical 
  speed.
  Reach: This is the hand to hand combat range for humans, Autobots and Decepticons. It is strictly 
  based on size. Melee weapons can increase these ranges, and those listings will be indicated in the 
  equipment sections.
  There is a great need for caution for Autobots traveling through residential 
  neighborhoods in vehicle form, and especially while on foot. We are giants amongst humans, and 
  their structures aren’t meant even for a near miss from one of our knees or hips. They have 
  powerlines, cable, telephone wires and other trip hazards that can snag us and cause millions of 
  Earth dollars in property damage…and sadly enough we could kill humans and their pets just by not 
  being as careful as we can be to avoid accidents. I stress that any who serve with me move 
  cautiously and tactically through residential neighborhoods. For any player who wishes to find out 
  their movement speeds miles per hour, or kilometers per hour, use the following formulas:
  mph: movement speed x 12 x 60 / 1600
  Kph: movement speed x 12 x 60 / 1000
  Even a little guy like myself running all out through a residential neighborhood can do lots 
  of damage to cars, houses and most importantly, innocent humans. When I run all out, I’m moving 
  at 36 mph. That’s enough speed built up to where if I bump a car with my weight, I could send it 
  spinning…and to who knows where it might stop…Little kids, dogs and cats could be hurt…and I 
  will not stand for that!
  One of my favorite things to do when squaring off against the Autobots…and the 
  human militaries (snickers) is to partially transform in flight. I will dive and fly low at my all out 
  speed, stick a leg out and kick cars, trucks, buses, trees, and sometimes people. These flying objects 
  can prove deadly against Autobots and their human allies.
  Spoken like a true moron…While it is quite destructive and impressive to watch, a 
  Decepticon or Autobot warrior who decides to use his surroundings as weaponry in a manner that 
  my idiot wing commander describes could find themselves ripped out of full speed movement to a 
  standstill. They could end up without an arm or leg if they end up meeting up with a man-made 
  structure that they underestimated. Bridges and buildings with thick reed-bar are poor choices for 
  fragmentation kicks. Going from 700 mph to 0 mph from crashing, or 700 mph to 400 mph while 
  68
  
  spinning out of control without wings, rudders, or arms or legs is just foolishness, especially for 
  those of us who have been around for thousands of years and should have all the hotdogging out of 
  our circuitry. Use your common sense, your ranged armaments and hands and feet while firmly on 
  the ground, and not your body while moving at high speed against your foes!
  Size and Scale on Map Screens
  In order to understand how movement works in game, one first has to understand how large their 
  character is in reference to other characters and the surroundings. The picture below illustrates what 
  a character’s reach in melee or hand to hand combat is. The map shows that large characters don’t 
  have to cover much ground in a round if they don’t wish to because if they are fighting against 
  smaller characters, they come into physical range of their enemies sometimes long before that target 
  would be able to strike them (i.e. the Class Four Transformer versus a Human sized target). Whether 
  or not the much larger opponent would be able to strike something as fine as a human opponent is 
  still up for debate (remember the scale offset modifier). One thing should be made clear though by 
  the map below: most robots between Class II and IV can go just about anywhere on the board by 
  making a simple move action at a tactical pace: that is, when a 2 x 2 meter board is being used 
  (typically used in close quarters areas or when mostly Human and Class 1 sized characters are the 
  majority).
  Special Note: Notice how Class II and III Transformers have the same map icon size. This is 
  because the main difference between the two is usually based on height, not particularly on width. 
  Based on their taller frames though, a Class III Transformer can still cover more ground than a 
  Class II on foot (even though they have the same reach).
  Map 4-1, Reach
  In the above example, the grids are two meters by two meters. Sometimes this map type doesn’t 
  work out very well, for example in instances where there battles in the air, in space, or involving 
  mostly large opponents. In some instances, it is wiser to use maps where the scale of the square can 
  be as high as 100 meters (when large and fast moving vehicles are involved). Typically though, 
  what is suggested is the usage of multiples. The basic map for when everyone is involved in ground 
  combat is 2 by 2 m. If everyone involved is a Transformer, it may be better to get a relative count of 
  who’s involved and find out who will set the stage. I would suggest using the smallest scale as a 
  reference point, but then again, majority can sometimes be easier to go with. If most of the 
  characters involved are Class I or smaller, I’d go with 2 by 2 m. If most of the characters are Class 
  II or III, 4 to 6 meter squares may be in order. This will keep players from running off screen. Of 
  course, the surroundings must change in size to make up for grid squares being changed. Here’s an 
  69
  
  example of the 2 meter square map:
  Map 4-2, The 2 meter Map
  There can be lots of detail in this map, but a two meter map doesn’t account for much when trying 
  to get an idea of what the big picture is. A four meter map does a better job showing that a battle is 
  about to begin. 
  70
  
  Map 4-3, The 4 meter Map
  In each map, the characters still have the same reach for hand to hand combat that corresponds to 
  their scale, but the lines are a little blurred as the 4 meter map only gives an approximate location 
  and not an exact one (A Class Three Transformer still has an 6 meter reach, which means that they 
  can strike one square and partially into the next square). Decisions on whether or not a target is in 
  71
  
  reach will depend on scale when the lines are blurred (and of course…the dreaded GM).
  Transformation Size and Height:
  When Transformers change from robot form to vehicle form, they can take up lots of space 
  horizontally. A class II Decepticon that turns into a jet fighter, or an Autobot that turns into a tank or 
  tractor trailer can take up much more area on the map than as they had previously while standing in 
  Robot form. Jetfighters can be 15 meters long or more, and tractor trailers can be almost as large. If 
  a Transformer is in vehicle mode and engaged in a fight, there is a possibility that their scale can be 
  offset for the purposes of combat in regards to their defense (i.e. the robot can become a smaller or 
  larger target when it transforms).
  When a robot transforms, what changes, and what stays the same?
  Table 4-2, Statistical Differences When Transformed
  Change
  Same
  A Character’s defensive rating changes. If a 
  robot turns into a larger scale vehicle, it is a 
  bigger target. If a robot turns into a smaller scale 
  vehicle, it is a smaller target. 
  Armor Rating doesn’t go up in scale 
  regardless of a robot turning into a larger 
  scale vehicle, nor does it decrease if the 
  robot turns into a smaller scale vehicle. 
  Area taken up on map 
  Skill bonuses/penalties remain at Robot 
  scale. Even if a Class II robot becomes a 
  Class IV vehicle, he or she still attacks 
  with Class II bonuses and or penalties. 
  Payload will not decrease (if vehicle is smaller), 
  but it can increase (if vehicle is larger). This is 
  referred to as ‘ally loaded’ payload. 
  Skill knowledge and awareness. 
  One of the only advantages to turning into a 
  larger vehicle (i.e. a Class II robot turning into a 
  Class III sized vehicle) is that the vehicle can 
  ram a target as if it were a class III robot. Targets 
  should be chosen wisely, for a ramming initiator 
  must roll against collision damage (target’s 
  Strength and scale modifier). A class II robot 
  who turns into a class III vehicle would be wise 
  to try to ram other class II robots or smaller, but 
  not wise to slam into Class IV robots or larger. 
  Ranged Weapon damage and range 
  remains the same. For instance, a robot 
  has an integrated energy weapon that they 
  wish to (if they can) use in vehicle form; 
  it remains with the same damage output 
  as in robot form. 
  There are limitations on what a Transformer can change into without the possession of a special 
  ability (Macro or Micro-changer). A Transformer can transform into a vehicle or object at one scale 
  size above or below its own, or the same scale (without any special ability). In the example below, 
  Optimus Prime, a Class III Transformer transforms into a tractor trailer that exceeds the 48 feet but 
  not 100. As a tractor trailer, Optimus Prime is a Class Four sized vehicle (his defensive modifiers 
  are changed to Class IV, but his ramming damage is Class Four now as well). Optimus Prime 
  doesn’t need the Macro-changer special ability, but Skywarp does. Skywarp is a Class II 
  Decepticon, meaning that he is shorter than 24 feet in height. However, he does transform into a 63 
  foot long F-15 jet (greater than 48 feet, less than 100), so he too is a Class IV vehicle. As a Class II 
  robot, he requires the minor version of Macro-changer in order to assume the form of the F-15 
  72
  
  because he is jumping from Class II robot to Class IV vehicle. Bumblebee, a Class 1 robot changes 
  into a Volkswagon Bug, a Class I vehicle.
  Map 4-4, 2 Meter Map, Horizontal Transformation Displacement
  Transforming from Vehicle to Robot and Vice-versa (The High-Speed Transformation)
  In the Introduction, it was mentioned that transforming from robot to vehicle and vehicle to robot 
  didn’t require a roll…that is unless a player wanted to double his transformation speed. When this 
  was mentioned it was under the understanding that this was while the robot or vehicle was either 
  moving at a cautious pace, a tactical pace, or holding completely still. Things are much different 
  when it concerns transforming at high speeds.
  Yeah, I can run all out at a pace of about 36 mph, which isn’t too fast…and I can handle 
  transforming into a car with no problem while running all out. I’d end up in car mode at 36 mph, 
  which actually is about the safe driving speed through fairly busy intersections. Transforming from 
  car to robot is a bit trickier…As a VW bug, my top speed is right around 100 mph. There is no real 
  way for me to transform at this speed safely. I would have to slow down to around 36 mph in order 
  to safely transform back into my robot form…and I would do so at an all out running pace.
  73
  
  Safety is very important…We are guests on Earth, and I am ashamed that we ended 
  up bringing our war upon these people. We need their help, and in order to avoid damage to you as 
  a player, human property, and human death tolls…watch your speed while transforming.
  The little Autobot is worried about speeds of 100 mph…Boo-hoo…My fellow 
  Decepticons who transform into jets think of 100 mph as practically being parked. It’s plain and 
  simple…if you are moving faster than you can run, you will not land very well if you transform. 
  That is why we Decepticons often circle, or transform in mid-air and drop to the ground after we’ve 
  decelerated. We often transform in the air at greater rates of speed than we can run so we can float 
  down to the ground with our superior ability of wingless flight. I’ll give the little Autobot credit 
  though…transforming on the ground while moving faster than one can run is a bad idea…Its still 
  possible, but extremely dangerous to the Cybertronian who tries it.
  Starscream…(sighs)…First you talk about kicking vehicles with an extended leg in 
  mid-flight…just waiting to be tripped or clipped…and then you lecture to us about safety…That’s 
  pretty inconsistent…You’ll never lead the Decepticons…(looks sad)…Prime speaks the truth. I care 
  little about the human germs one might crush by miscalculating in mid drive or mid flight 
  transformation, but I do care about having to spend precious time away from conquering and 
  murdering to replace warriors who were stuck on stupid mode and crashed while trying a mid air to 
  ground transformation. Do that, and pray that the crash depletes your life force…because you can 
  bet that I will…it’s quicker and cheaper than getting you repaired.
  None of the transformers, both good and bad, think it’s a good idea to transform from vehicle to 
  robot at a pace faster than one can run all out…but it still can be done. A character Starscream’s 
  size…a class II Transformer, he or she can transform while in vehicle form to robot while on the 
  move at a rate of 54 mph or (120 m) per all out round speed. This is safe for most cars and trucks 
  that are Class II, but for jets, Starscream speaks from experience, wingless flight of the Decepticons 
  does have its advantages in efforts to slow them down for landing.
  What are the penalties for transforming from vehicle to robot faster than one can run?
  There are no penalties for a Transformer transforming while on the move up to their base all-out run 
  speed. 
  Table 4-3, Example of a Class I Transfomer (Robot and Car Speed Ranges)
  74
  
  Speed
  Meters Per Round In Robot Form Meters Per Round in Vehicle Form
  Cautious
  10 (4.5 mph)
  30 (13.5 mph)
  Tactical
  20 (9 mph)
  60 (27 mph)
  High Speed 40 (18 mph)
  120 (54 mph)
  All-Out
  80 (36 mph)
  240 (108 mph)
  The above speed grid shows that this transformer can transform from vehicle form to robot form at 
  the tactical driving speed of 27 mph safely. It cannot cross the high speed threshold without 
  suffering penalties (+3 to a moderate difficulty for anything beyond the 36 mph point up to 10 mph 
  (increments), and +5 to a moderate difficulty for every 10 mph over that 36 mph point. So, if the 
  Class 1 transformer goes from vehicle to robot at 45 mph (the difficulty is moderate +3)…at 46 
  mph and beyond (+5 to the difficulty)…at 56 mph (+10 to the moderate difficulty)…and so on. This 
  kind of transformation can be attempted, and Autobots often use it for ramming attacks if on open 
  ground, but it should be avoided if one is a jet or an extremely high performance car (especially 
  when at speeds nearing all-out). Most jet-transforming robots have class II robot ratings 
  (15/30/60/120) for speed. They can run all out at 54 mph. Most jets fly faster than the speed of 
  sound…i.e. faster than 700 mph (1555 m per round). With the +5 per 10 mph over the all-out run 
  speed, in order for a jet moving at 700 mph to transform and land all in one action would have a 
  difficulty score of 323+! If a high speed transformation must be attempted, the transformer should 
  make sure that he or she is high enough to avoid crashing into buildings or the earth, because he or 
  she will lose control momentarily as their physical shape alters and physics and gravity grip them. A 
  trick that Decepticon jet fighters do is they fly at the low end of high speed, transform and then use 
  their wingless flight to do aerial combat as they spin to regain control and shoot (Starscream did this 
  in the live action movie). The Aerialbots are also known to use this trick…as they’ve been upgraded 
  to wingless flight as well.
  It might seem odd that the larger one is, the higher the rate of traveling speed at which they can 
  transform from vehicle to robot, but one has to remember that the larger they are, the faster they can 
  run as a robot (typically)…and they can bear the strain of G-Forces much better during the 
  transition.
  For how long does one lose control if they attempt a mid-drive or mid-flight transformation into 
  robot? The simple answer is however long it took them to transform: remember in the introduction’s 
  transformation speeds? The smaller one is, the faster one can recover while in a spin. A class II 
  transformer will be spinning out of control for three seconds if it attempts a mid-air transformation 
  from jet to robot…this means that it will be transforming and recovering from the process for one 
  round, attacking the next with a few actions (hopefully with wingless flight or it will continue to fall 
  until it transforms back to jet or plane mode), and then transform in the following round within 3 
  seconds time.
  So, to summarize: a robot can run all out and transform into their vehicle form with no problem, 
  provided that they are prepared to at least be moving in their vehicle form as fast as they can run…
  Most Transformers…if not all of them…can do this without suffering any penalties or rolling unless 
  they want to double their transformation speed. Going from vehicle to robot can be hazardous if the 
  vehicle is traveling faster than the robot can run. For a safe vehicle to robot transformation, 
  transform at a speed at which your robot can gain footing at a running pace…anything faster than 
  that can cause him or her to trip, or spin out of control during a jet or copter landing.
  75
  
  CHAPTER FIVE – CHARACTER CREATION WALKTHROUGHS 
  When making an Autobot or Decepticon from scratch, you may already have a notion of how you 
  picture them being in comparison with some of their Autobot or Decepticon peers. The picture 
  above gives three examples of the old decoder toy box stats for the first three Autobots that will be 
  covered in this walkthrough. The patterns between the Class I and Class III robot fluxuate, but one 
  can see that they're all the same rank (as starting characters) and are as skilled as one another in 
  their professions. I worked backwards with these examples to formulate the decoder stats, but one 
  can use the decoder stats for official characters to get an idea of how that Transformer may look in 
  D6. I arrived at the conclusions in the picture above by following these formulas:
  Strength: Strength Attribute + Super Strength*(1 to 2) + Class Size
  Intelligence: Knowledge Attribute + Technical Attribute 
  Speed: Pereception Attribute + Dexterity Attribute 
  Endurance: Strength Attribute + Armor (counts as 1) + Quadratanium Skin (1 to 2) + Class Size
  Rank: Average of All Skills
  Courage: [Dice in Command + Dice in Willpower] / Class Size
  Firepower: Output of an integrated or physical state weapon (maximum) + Class Size
  Skill: The dice amount in the highest achieved skill.
  76
  
  In the introduction chapter, three separate Autobots were mentioned: Torque, Goat, and Nightlife. 
  Each one of them was distinctly different, namely the fact that each one was a different class of 
  Cybertronian. Some of their stats were mentioned, and they were only mentioned hypothetically. 
  Now, we will see what their true stats are as they are designed.
  Step One in Character Creation: Determine Physical Attributes
  We’ll start with Nightlife: We’re going for moderation here with him. 18 dice have to be distributed 
  between the six attributes. A character must have at least 1D in every attribute. It is up to the player 
  to distribute the dice wisely.
  Dexterity 3D
  Knowledge 3D
  Mechanical 3D
  Perception 4D
  Strength 2D
  Technical 3D
  Reference: Attributes are covered in Chapter Two
  Step Two in Character Creation: Determine Skills
  General Rule: Skills are determined by multiplying the attribute dice number by 2. This means that 
  Nightlife could have up to six Dexterity skills, six Knowledge skills, six Mechanical skills, eight 
  Perception skills, four Strength skills, and six technical skills.
  The following skills were selected for Nightlife:
  Dexterity 3D
  Ranged Energy Weapons, Integrated Weapons Systems: Ranged, Dodge, Sneak, Run, Hide
  77
  
  Knowledge 3D
  Astrogation, Bureaucracy, Languages, Survival, Streetwise, Willpower
  Mechanical 3D
  Auto Evasion, High Technology Operation, Vehicle Communications, Vehicle Sensors, Artillery, 
  Beast Riding
  Perception 4D
  Bargain, Command, Con, Search, Spot, Scan, Investigation, Persuasion
  Strength 2D
  Brawling, Stamina, Swimming, Climbing/Jumping
  Technical 3D
  Engineering, Security, First Aid, Demolitions, Energy Weapon Repair, Primitive Construction
  Reference: Skills can be found in Chapter Two.
  Of the skills picked, 7D can be added for improvements. 3 specializations can be bought at the price 
  of 1D.
  The following improvements were made:
  Ranged Energy Weapons 4D, Integrated Weapons Systems: Ranged 4D, Dodge 4D, Investigation 
  4D, Persuasion 5D, Climbing/Jumping: acrobatics (s) 3D, Security: sonic alarms (s) 4D, Energy 
  Weapon Repair: EMP Pistol (s) 4D 
  Step Three in Character Creation: Determine Armaments
  Class One Cybertronians:
  Integrated Weapons Energy Consuming or IWEC (1), Integrated Weapons Fuel Consuming or 
  IWFC (2), Physical State Weapons or PSW (1), Extra Payload or EP (2), Integrated Tool Systems or 
  ITS (1), Special Abilities or SA (1)
  Adjust the above to: IWEC (3), IWFC (0), PSW (0), EP (1), ITS (2), SA (2)
  Reference: Allowances for Weapons systems, payload, tools, and special abilities are mentioned in 
  Chapter One. Weapon Systems and Tools are in Chapter Three. Special 
  Abilities are located after skills in Chapter 2.
  Translation: Nightlife has an Integrated Weapons System that does 3D Class One Cybertronian 
  damage. He has no fuel consuming or physical state weaponry. He has 1 slot for extra payload at 
  Class One level. He has two slots for integrated tool systems, and he has 2 slots for a special ability.
  He chooses an integrated blast ray in his right forearm, has the option to carry an EMP pistol (his 
  choice, but any energy pistol for a class one Cybertronian would fit), can choose the recon tool 
  system, as well as the basic medical diagnostics kit, and has chosen acrobatic and invisible 1 for his 
  special abilities.
  Step Four in Character Creation: Determine Movement Adjustments
  Nightlife is a Class One Transformer, who when in robot form stands about twelve feet in height. 
  His weight is approximately 2400 lbs. His tactical movement speed is 20 meters per round and can 
  78
  
  run all out at 80 meters per round. His top speed in vehicle form is 150 mph / 240 kph, or at a move 
  of 333.
  Reference: References to movement equations are in Chapter Four. 
  Finished product:
  Code Name: Nightlife
  Affiliation: Autobot / Recon Agent
  Gender: Male
  Age: Cybertronian Age: Young
  Rank: Most of Nightlife’s skills are in between 2D and 5D, so his rank is approximately a 3
  Height: 12 feet
  Weight: 2400 lbs.
  Dexterity 3D
  Ranged Energy Weapons 4D, Integrated Weapons Systems: Ranged 4D, Dodge 4D, Sneak, Run, 
  Hide
  Knowledge 3D
  Astrogation, Bureaucracy, Languages, Survival, Streetwise, Willpower
  Mechanical 3D
  Auto Evasion, High Technology Operation, Vehicle Communications, Vehicle Sensors, Artillery, 
  Beast Riding
  Perception 4D
  Bargain, Command, Con, Search, Spot, Scan, Investigation 4D, Persuasion 5D
  Strength 2D
  Brawling, Stamina, Swimming, Climbing/Jumping: acrobatics (s) 3D
  Technical 3D
  Engineering 1D, Security: sonic alarms (s) 4D, First Aid, Demolitions, Energy Weapon Repair: 
  EMP Pistol (s) 4D, Primitive Construction 3D
  Move [Robot]: 20
  Move [Vehicle]: 33/67/133/333
  Energon Supply: 100
  Existing Armor:Strength of 2D+1D against physical attacks, and +2 against energy attacks.
  Experience Points: 5
  Disposition Numbers: 7/7/7
  Spark [Life] Points: 2
  Integrated Weapon: Energy [3] Blast Ray (3D, Class One, one point of energon per shot)
  Integrated Weapon: Fuel Consuming [0]
  Physical State Weapons: [0]
  Extra Payload: [1] (EMP Pistol, 4D Class One…Electronic devices only)
  Integrated Tool System: [2] (recon, basic med diagnostics)
  Special Abilities: [2] (Acrobatic, Invisible 1)
  Re: Chapter Five - Character Creation Walkthrough
  Post by admin on Mar 30, 2008, 3:59pm
  Chapter Five - Character Creation Walkthrough: Class II Transformer Example
  Step One in Character Creation: Determine Physical Attributes
  79
  
  Next is Goat: Goat is a soldier, so we’re aiming for him to be rugged and tough. 18 dice have to be 
  distributed between the six attributes. A character must have at least 1D in every attribute. It is up to 
  the player to distribute the dice wisely.
  Dexterity 4D
  Knowledge 2D
  Mechanical 3D
  Perception 3D
  Strength 4D
  Technical 2D
  Reference: Attributes are covered in Chapter Two
  Step Two in Character Creation: Determine Skills
  General Rule: Skills are determined by multiplying the attribute dice number by 2. This means that 
  Goat could have up to eight Dexterity skills, four Knowledge skills, six Mechanical skills, six 
  Perception skills, all Strength skills, and four technical skills.
  The following skills were selected for Goat:
  Dexterity 4D
  Dodge , Grenade, IWSR, Melee Weapons, Ranged Energy Weapons, Run, Sneak, Thrown Weapons,
  80
  
  Knowledge 2D
  Languages, Streetwise, Tactics, Willpower
  Mechanical 3D
  Artillery , Auto Evasion/Operation ,Beast Riding , Vehicle Communications , Vehicle Sensors , 
  Vehicle Weapons 
  Perception 3D
  Command , Investigation , Persuasion , Scan , Search , Spot 
  Strength 4D
  Brawling , Climbing/Jumping , Lifting , Stamina , Swimming 
  Technical 2D
  Computer Operation/Repair , Demolitions , Energy Weapon Repair , Primitive Construction 
  Reference: Skills can be found in Chapter Two.
  Of the skills picked, 7D can be added for improvements. 3 specializations can be bought at the price 
  of 1D.
  The following improvements were made:
  Dodge 5D , Grenade 5D , IWSR 4D: Miniguns 5D , Melee Weapons 4D: Energy Blade 5D , Ranged 
  Energy Weapons 4D: Pulse Rifle 5D, Thrown Weapons 5D , Languages 3D , Tactics 3D , 
  Willpower 3D
  Step Three in Character Creation: Determine Armaments
  Class Two Cybertronians:
  Integrated Weapons Energy Consuming or IWEC (2), Integrated Weapons Fuel Consuming or 
  IWFC (2), Physical State Weapons or PSW (2), Extra Payload or EP (2), Integrated Tool Systems or 
  ITS (2), Special Abilities or SA (1)
  Adjust the above to: IWEC (0), IWFC (4), PSW (0), EP (2), ITS (2), SA (2)
  Reference: Allowances for Weapons systems, payload, tools, and special abilities are mentioned in 
  Chapter One. Weapon Systems and Tools are in Chapter Three. Special 
  Abilities are located after skills in Chapter 2.
  Translation: Goat has an Integrated Weapons System that does 4D Class Two Cybertronian 
  damage. It is a fuel consuming weapon that has the ability to fire straight or fire as a spread weapon. 
  He has 2 slots for extra payload at Class Two level. He has two slots for integrated tool systems, and 
  he has 2 slots for a special abilitiesr (remember that a class two transformer would have to spend 
  two of their points from IWE, IWFC, PSW, EP, or ITS to make up one point of special abilities).
  He chooses duel integrated miniguns in his right and left forearm, and the option to carry a Class 
  two pulse rifle (his choice, but a class two pulse rifle would fit), can choose the soldier system as 
  well as the basic medical diagnostics kit, and has chosen the Quadratanium Armor 1 and Extra 
  Payload for his special abilities. This effectively grants him the ability to add an extra dice to his 
  Strength rolls for soaking damage, as well as the ability to carry another small weapon…his choice 
  is an energy blade.
  Step Four in Character Creation: Determine Movement Adjustments
  81
  
  Goat is a Class Two Transformer, who when in robot form stands about eighteen feet in height. His 
  weight is approximately 4500 lbs. His tactical movement speed is 30 meters per round and can run 
  all out at 120 meters per round. His top speed in vehicle form is 100 mph / 160 kph, or at a move of 
  222.
  Reference: References to movement equations are in Chapter Four. 
  Gaot is beginning to take shape:
  Finished Product:
  Code Name: Goat 
  Affiliation: Autobot / Combat Veteran 
  Gender: Male 
  Age: Cybertronian Age (middle aged) 
  Rank: 3 
  Height: 18 Feet 
  Weight: 4500 lbs. 
  Dexterity 4D 
  Dodge 5D , Grenade 5D , IWSR 4D: Miniguns 5D , Melee Weapons 4D: Energy Blade 5D , Ranged 
  Energy Weapons 4D: Pulse Rifle 5D, Run 4D , Sneak 4D , Thrown Weapons 5D ,
  Knowledge 2D 
  Languages 3D , Streetwise 2D , Tactics 3D , Willpower 3D , 
  Mechanical 3D
  Artillery 3D , Auto Evasion/Operation 3D ,Beast Riding 3D , Vehicle Communications 3D , Vehicle 
  Sensors 3D , Vehicle Weapons 3D 
  Perception 3D 
  Command 3D , Investigation 3D , Persuasion 3D , Scan 3D , Search 3D , Spot 3D 
  Strength 4D 
  Brawling 4D , Climbing/Jumping 4D , Lifting 4D , Stamina 4D , Swimming 4D 
  Technical 2D 
  Computer Operation/Repair 2D , Demolitions 2D , Energy Weapon Repair 2D , Primitive 
  Construction 2D 
  Move [Robot]: 15 : 30 : 60 : 120
  Move [Vehicle]: 33 : 66 : 132 : 222
  Energon Supply: 100 
  Existing Armor: 4D +3D against physical attacks, and +2D+2 against energy attacks 
  Experience Points: 5 
  Disposition Numbers: 8 / 5 / 8
  Spark [Life] Points: 2 
  IWE: [ 0 ] none 0 D
  IWFC: [ 4 ] Dual Miniguns, Linear and Spread Effect, 15 shots 4 D
  PSW: [ 0 ] none 0 D
  EP: [ 2 ] Pulse Rifle (5D Class 2 Scale) 50 shots, Energy Blade (4D Class 2 Scale) 20 Strikes 
  ITS: [ 2 ] Soldier, Basic Medical Diagnostics 
  SA: [ 2 ] Quadratanium Armor, Extra Payload 
  82
  
  Chapter Five - Character Creation Walkthrough: Class III Transformer Example
  Step One in Character Creation: Determine Physical Attributes
  After Goat is Torque: Torque is a laborer and combat engineer, so we’re aiming for him to be able 
  to lift heavy loads…even while flying. 18 dice have to be distributed between the six attributes. A 
  character must have at least 1D in every attribute. It is up to the player to distribute the dice wisely.
  Dexterity: 3D 
  Knowledge 2D 
  Mechanical 3D 
  Perception 3D
  Strength 5D 
  Technical 2D
  Reference: Attributes are covered in Chapter Two
  Step Two in Character Creation: Determine Skills
  General Rule: Skills are determined by multiplying the attribute dice number by 2. This means that 
  Torque could have up to six Dexterity skills, four Knowledge skills, six Mechanical skills, six 
  83
  
  Perception skills, all Strength skills, and four Technical skills.
  The following skills were selected for Torque:
  Dexterity: 3D 
  Dodge, Grenade, IWSM, IWSR, Melee Weapons, Ranged Energy Weapons
  Knowledge 2D 
  Navigation, Scholar: Construction, Tactics, Willpower 
  Mechanical 3D 
  Artillery, Helo Evasion/Operation, High Technology Evasion/Operation, Vehicle Communications, 
  Vehicle Sensors, Vehicle Weapons 
  Perception 3D
  Bargain, Command, Persuasion, Scan, Search, Spot 
  Strength 5D 
  Brawling, Climbing/Jumping, Lifting, Stamina, Swimming 
  Technical 2D
  Computer Operation/Repair , Demolitions , First Aid ,Primitive Construction 
  Reference: Skills can be found in Chapter Two.
  Of the skills picked, 7D can be added for improvements. 3 specializations can be bought at the price 
  of 1D.
  The following improvements were made:
  Dodge 5D , IWSM 3D: Rotary Blades 4D , IWSR 3D: Phased Plasma Beam 4D ,Melee Weapons 
  3D : Swords 4D , Navigation 4D , Helo Evasion/Operation 5D , 
  Step Three in Character Creation: Determine Armaments
  Class Three Cybertronians:
  Integrated Weapons Energy Consuming or IWEC (3), Integrated Weapons Fuel Consuming or 
  IWFC (3), Physical State Weapons or PSW (3), Extra Payload or EP (3), Integrated Tool Systems or 
  ITS (3), Special Abilities or SA (1)
  Adjust the above to: IWEC (2), IWFC (2), PSW (2), EP (3), ITS (3), SA (2)
  Reference: Allowances for Weapons systems, payload, tools, and special abilities are mentioned in 
  Chapter One. Weapon Systems and Tools are in Chapter Three. Special 
  Abilities are located after skills in Chapter 2.
  Translation: Torque has Integrated Weapons Systems that do 2D Class III Cybertronian damage. 
  His wrist mounted Phased Energy Beam is an energy consuming weapon that he uses for clearing 
  construction debris…or Decepticons. He also packs a spread weapon: the dreaded shoulder 
  mounted Plasma wave gun that has an area effect. The plasma wave gun is fuel consuming. Rotary 
  Blades from helicopter form can be duel wielded as swords that the young Autobot has wisely 
  devoted with two slots for Physical State Weaponry….along with years of familiarizing himself 
  with the blades he feels are now extensions of his arms. He has 3 slots for extra payload at Class 
  Three, in which he carries a Pulse Rifle and Autobot Defender Blade. He looks up to Optimus 
  Prime, and feels that the payload choices that served the Autobot commander for so long should 
  84
  
  serve for him as learning from great experience. Torque chose job related tool systems 
  (Construction, Recon, and Demolition), and for special abilities, the Magnetic Force and Tempered 
  Weapons special abilities help him on the job, and in combat. 
  Step Four in Character Creation: Determine Movement Adjustments
  Torque is a Class Three Transformer, who when in robot form stands about twenty-eight feet in 
  height. His weight is approximately 8400 lbs. His tactical movement speed is 40 (human characters 
  would have to run all out in order to keep up with his normal walking speed) meters per round and 
  can run all out at 160 meters per round. His top speed in vehicle form is 150 mph / 240 kph, or at a 
  move of 333.
  Reference: References to movement equations are in Chapter Four. 
  Finished Product:
  Code Name: Torque 
  Affiliation: Autobot / Construction Worker 
  Gender: Male 
  Age: Cybertronian Age (young) 
  Rank: 3 
  Height: 28 Feet 
  Weight: 8400 lbs. 
  Dexterity: 3D 
  Dodge 5D , Grenade 3D , 
  IWSM 3D: Rotary Blades 4D , IWSR 3D: Phased Plasma Beam 4D ,Melee Weapons 3D : Swords 
  4D , Ranged Energy Weapons 3D 
  Knowledge 2D 
  Navigation 4D , Scholar 2D , Tactics 2D , Willpower 2D 
  Mechanical 3D 
  Artillery 3D , Helo Evasion/Operation 5D ,High Technology Evasion/Operation 3D , Vehicle 
  Communications 3D , Vehicle Sensors 3D , Vehicle Weapons 3D 
  Perception 3D
  Bargain 3D , Command 3D , Persuasion 3D, Scan 3D, Search 3D , Spot 3D 
  Strength 5D 
  Brawling 5D , Climbing/Jumping 5D , Lifting 5D ,
  Stamina 5D , Swimming 5D 
  Technical 2D 
  Computer Operation/Repair 2D , Demolitions 2D , First Aid 2D , Primitive Construction 2D 
  Move [Robot]: 20 : 40 : 80 : 160
  Move [Vehicle]: 33 : 66 : 133 : 333
  Energon Supply: 100 
  Existing Armor: 5D +1D against physical attacks, and +2 against energy attacks 
  Experience Points: 5 
  Disposition Numbers: 7 / 7 / 7 
  Spark [Life] Points: 2 
  IWE: [ 2 ] Phased Energy Beam 2 D, Class III scale
  85
  
  IWFC: [ 2 ] Plasma Wave Gun, Area Effect 15 shots 2 D, Class III scale
  PSW: [ 2 ] Rotary Blades, Str+ 2 D
  EP: [ 3 ] Pulse Rifle, 5D Class 3 Scale, 50 shots, Autobot Defender Blade (Str + 3D) 
  ITS: [ 3 ] Constuction, Recon, Demolition 
  SA: [ 2 ] Magnetic Force, Tempered 
  The previous three examples have been standard Autobots…In the following examples to come, 
  we’ll explore the construction of Decepticons (Snakespit), Combiners (both Autobot and 
  Decepticon), Junkions, Dinobots, and maybe…just maybe, Quintessons.
  Re: Chapter Five - Character Creation Walkthrough
  Post by admin on Apr 3, 2008, 5:50pm
  Chapter Five - Character Creation Walkthrough : Creation of a Class II Decepticon
  Understanding the principles of assigning attributes and skills under the attributes, followed by 
  weapons, tools, and special ability picks is about ninety percent of the battle when it comes to 
  character creation. The other ten percent is in understanding how Decepticons differ from Autobots. 
  Remember, the Decepticon loses one tool slot for the ability of Robot Flight. Decepticons were built 
  for conquest and warfare. Few of them ever were artisans, engineers, or anything but warriors 
  before the war, and not many of them ever seem to follow pursuits other than warfare and the 
  gaining of power since the war. This might seem like an overpowering advantage, the ability of 
  flight in combat in or out of transformation, but in some ways, it’s not. Autobots have the choice of 
  having an extra point for tools, or switching it over to something else. Decepticons don’t have that 
  choice of having that extra point for the tools, in fact, Class I Decepticons have to borrow from 
  Integrated Weaponry, Payload, or Physical state weapons to gain tool packages at all. 
  Step One in Character Creation: Determine Physical Attributes
  Snakespit probably wouldn’t have volunteered for a full breakdown of his schematics to be brought 
  before characters most likely wanting to play Autobot characters, but considering that 
  reconnaissance Decepticons have been captured in the past, most of knowledge gained by viewing 
  86
  
  his stats isn’t anything new to veteran Autobots: A Recon Decepticons specializes in spying, stealth, 
  and if they need it, speed. There is a trade off between characters like Snakespit and the rest of the 
  Seekers that follow Starscream and Megatron. Snakespit doesn’t turn into a jet, so he looses the 
  overwhelming air superiority that jets have over the skies, and in trade, he can fly slower and 
  maneuver in much tighter spaces, allowing him to get a better understanding of enemy plans. 
  Snakespit is Moderation in Decepticon form. 18 dice have to be distributed between the six 
  attributes. Decepticons must have at least 1D in every attribute, just like their benevolent Autobot 
  counterparts. It is up to the player to distribute the dice wisely, and as said before, moderation was 
  used. Snakespit is a warrior, but he isn’t overpoweringly suited for attacks. His job is to report on 
  enemy activity and make it back to Megatron alive. For this purpose, he’s been made more 
  maneuverable than strong, tough, or heavily powered in weaponry.
  Dexterity 4D
  Knowledge 2D
  Mechanical 4D
  Perception 3D
  Strength 3D
  Technical 2D
  Reference: Attributes are covered in Chapter Two
  Step Two in Character Creation: Determine Skills
  General Rule: Skills are determined by multiplying the attribute dice number by 2. This means that 
  Snakespit could have up to eight Dexterity skills, four Knowledge skills, eight Mechanical skills, 
  six Perception skills, six Strength skills, and four technical skills.
  The following skills were selected for Snakespit:
  Dexterity: 4D 
  Dodge, Hide, IWSR, Melee Weapons, Ranged Energy Weapons, Sneak, 
  Knowledge 2D 
  Navigation, Streetwise, Tactics,Willpower,
  Mechanical 4D 
  Artillery, Beast Riding, Helo Evasion/Operation, High Technology Evasion/Operation, Jet 
  Evasion/Operation, Vehicle Communications, Vehicle Sensors, Vehicle Weapons
  Perception 3D
  Bargain, Con, Investigation, Scan, Search, Spot 
  Strength 3D 
  Brawling, Climbing/Jumping, Lifting, Stamina, Swimming 
  Technical 2D 
  Computer Operation/Repair, Demolitions, Energy Weapon Repair, Primitive Construction,
  Reference: Skills can be found in Chapter Two.
  Of the skills picked, 7D can be added for improvements. 3 specializations can be bought at the price 
  of 1D.
  The following improvements were made:
  Dodge 6D , IWSR 4D: Rotator Laser 5D, Rockets 5D, Ranged Energy Weapons 4D: Null Ray 5D, 
  87
  
  Navigation 3D, Helo Evasion/Operation 6D, Investigation 4D 
  Step Three in Character Creation: Determine Armaments
  Class One Cybertronians:
  Integrated Weapons Energy Consuming or IWEC (2), Integrated Weapons Fuel Consuming or 
  IWFC (2), Physical State Weapons or PSW (2), Extra Payload or EP (2), Integrated Tool Systems or 
  ITS (2 [-1 Decepticon]), Special Abilities or SA (1 [+Robot Flight])
  Adjust the above to: IWEC (2), IWFC (2), PSW (1), EP (1), ITS (1), SA (2)
  Reference: Allowances for Weapons systems, payload, tools, and special abilities are mentioned in 
  Chapter One. Weapon Systems and Tools are in Chapter Three. Special 
  Abilities are located after skills in Chapter 2.
  Translation: Snakespit has an Integrated Weapons Systems that do 2D Class One Cybertronian 
  damage. He has one slot for physical state weaponry. He has 1 slot for extra payload at Class One 
  level. He has one slot for integrated tool systems, and he has 2 slots for a special ability.
  He chooses an integrated rotator laser integrated into his right arm that does 2D in damage to a 
  single target, or shoulder mounted rockets that do 2D in Class II scale damage to an area. He has the 
  option to carry a single Null Ray (his choice, but prefers to have at least one powerful weapon that 
  can be used without tapping into his special abilities), has the recon tool system and has chosen 
  Charger and Reserve for special abilities, allowing him to have more energon to feed his other 
  special ability, the charger ability which adds more power to his blasts as two points of energon are 
  used (as opposed to one) for his integrated rotator laser, adding an extra dice of damage to the 
  weapon.
  Step Four in Character Creation: Determine Movement Adjustments
  Snakespit is a Class Two Transformer, who when in robot form stands about 22 feet in height. His 
  weight is approximately 5500 lbs. His tactical movement speed is 30 meters per round and can run 
  all out at 120 meters per round (or fly at 120 meters per round). His top speed in vehicle form is 297 
  mph / 475 kph, or at a move of 660.
  Reference: References to movement equations are in Chapter Four. 
  Snakespit is finished:
  Code Name: Snakespit 
  Affiliation: Decepticon / Scout 
  Gender: Male 
  Age: Cybertronian Age (young) 
  Rank: 3 
  Height: 22 Feet 
  88
  
  Weight: 5500 lbs. 
  Dexterity: 4D 
  Dodge 6D , Hide 4D ,IWSM 4D , IWSR 4D: Rotator Laser 5D, Rockets 5D ,Melee Weapons 4D 
  ,Ranged Energy Weapons 4D: Null Ray 5D, Sneak 4D , 
  Knowledge 2D 
  Navigation 3D , Streetwise 2D , Tactics 2D , Willpower 2D,
  Mechanical 4D, 
  Artillery 4D , Beast Riding 4D , Helo Evasion/Operation 6D,
  High Technology Evasion/Operation 4D , Jet Evasion/Operation 4D , 
  Vehicle Communications 4D , Vehicle Sensors 4D , Vehicle Weapons 4D ,
  Perception 3D
  Bargain 3D , Con 3D , Investigation 4D , Scan 3D , Search 3D , Spot 3D 
  Strength 3D 
  Brawling 3D , Climbing/Jumping 3D , Lifting 3D ,
  Stamina 3D , Swimming 3D 
  Technical 2D 
  Computer Operation/Repair 2D , Demolitions 2D , Energy Weapon Repair 2D, Primitive 
  Construction 2D,
  Move [Robot]: 15 : 30 : 60 : 120
  Move [Vehicle]: 30 : 85 : 200 : 660
  Energon Supply: 100 
  Existing Armor: 3D +1D against physical attacks, and +2 against energy attacks 
  Experience Points: 5 
  Disposition Numbers: 4 / 4 / 3 
  Spark [Life] Points: 2 
  IWE: [ 2 ] Rotator Laser 2 D
  IWFC: [ 2 ] Rockets 2 D
  PSW: [ 1 ] Rotator Blades 1 D
  EP: [ 1 ] Null Ray (4D Class 2 Scale) 100 shots, 
  ITS: [ 1 ] Recon 
  SA: [ 3 ] Decepticon Robot Flight, Charger, Reserve 
  Re: Chapter Five - Character Creation Walkthrough
  Post by admin on Apr 19, 2008, 7:18pm
  Hunk-Junk is a Class Two Transformer, who when in robot form stands about nineteen feet in 
  height. His weight is approximately 4750 lbs. His tactical movement speed is 30 meters per round 
  and can run all out at 120 meters per round. His top speed in vehicle form is 200 mph / 320 kph, or 
  at a move of 444.
  89
  
  "Bah Weep Grah Nah Weep Nini Bong"
  Code Name: Hunk-Junk 
  Affiliation: Junkion - Autobot Technician 
  Gender: Male 
  Age: Cybertronian Age (young) 
  Rank: 3 
  Height: 19 Feet 
  Weight: 4750 lbs. 
  Dexterity 4D: 
  Dodge 4D , Grenade 4D , Heavy Weapons 4D , Melee Weapons 4D; Motorcycle Axle-Axe 5D , 
  Ranged Conventional Weapons 4D ,
  Run 4D , Sneak 4D , Thrown Weapons 4D; Motorcycle Axle-Axe 5D ,
  Knowledge 2D: 
  Business 2D , Languages 2D , Streetwise 2D , Intimidation 2D 
  Mechanical 3D:
  Artillery 3D , Auto Evasion/Operation 3D; Motorcycle 4D ,Beast Riding 3D , Ground Combat 
  Vehicle Evasion/Operation 3D, High Technology Evasion/Operation 3D , Vehicle Weapons 3D ,
  90
  
  Perception 3D: 
  Bargain 3D , Con 3D ,Gambling 3D , Investigation 3D , Search 3D ,Spot 3D
  Strength 2D : 
  Brawling 2D , Climbing/Jumping 2D , Lifting 2D , Stamina 2D ,
  Technical 4D: 
  Computer Operation/Repair 5D , Conventional Vehicle Repair 5D , Conventional Weapon Repair 
  5D ,
  Demolitions 5D , Engineering 1D , First Aid 5D , Medicine 1D , Primitive Construction 5D 
  Move [Robot]: 15 : 30 : 60 : 120
  Move [Vehicle]: 30 : 66 : 222 : 444
  Energon Supply: 100 (+50 Reserve) 
  Existing Armor: 2D +1D against physical attacks, and +2 against energy attacks 
  Experience Points: 5 
  Disposition Numbers: 7 / 2 / 7
  Spark [Life] Points: 2 
  IWE: [ 0 ] none 0 D
  IWFC: [ 0 ] none 0 D
  PSW: [ 3 ] Motorcycle Wheel Axle-Axe, STR + 3 D
  EP: [ 2 ] Junk Blaster (4D Class II Damage, 15 shots) 
  ITS: [ 1 ] Mimicry 
  SA: [ 3 ] Junked 2, Reserve 
  Hunk-Junk is made the same way a Class II Transformer is made, and since there are two examples 
  with Snakespit and Goat already for review, we can go right into the nitty-gritty: Skills are selected, 
  extra dice are assigned, specializations are added, but the robot's emphasis on certain skills and 
  weapons is very dramatic...as well as the special abilities. 
  With Hunk-Junk, there are no energy weapons, both as carries or integrated. The two main weapons 
  are a Junk gun which is a conventional pistol (more or less a junk musketoon)...a very large one, 
  and an axe fitted into his forward motor-cycle wheel. He can wield it and throw it with professional 
  accuracy. Also, when figuring Junked energon expenditures, the Junkion has a large reserve of 
  energon to keep him healthy in long dragged out battles.
  The attributes of the Hunk-Junk are to specification for a fast, maneuverable (hard to hit in robot 
  and motorcycle form), dexterous (can hack, parry, and throw his melee weapon), and technically 
  inclined character (he can make wonders out of junk).
  His selection of the Mimicry tool-kit allows him to record voices (mainly for reciting TV-lines), 
  emulate voices, and gives him advantages in speaking alien languages.
  His Perception is average, and his Strength is fairly unremarkable....but that's okay...even for a 
  Junkion warrior. The way a player can figure is that Hunk-Junk may go down, but it is impossible to 
  keep him down for long with his special ability of Junked 2. Since no energon is expended with 
  integrated weaponry or other special abilities, his entire reserve is ready to assist him in putting him 
  back together.
  Other considerations....
  While the young Junkion rider is aligned with the Autobots, and a pretty noble guy, his eyes glow 
  red, and his distinctive eyebrows and the mustache and goatee he has acquired in honor of Wreck-
  91
  
  Gar give him a unsavory and intimidating presence...especially among those who don't know him. 
  His Disposition codes are at 7/2/7.
  Creation of a Dinobot: The Not-so Mechanically Inclined War Machines.
  Rules for Dinobot Creation:
  Three Major Drawbacks:
  •
  Dinobots are not scientists, pilots, doctors, technicians, mechanics, nurses, paramedics, 
  engineers, etc. They are fighters...plain and simple, arguably they are built more for war than 
  the Decepticons. This means that their Attributes are very limited in Mechanical, Technical, 
  and Knowledge. Each attribute would be maxed out during character creation at 1D+2. 
  Dinobots can grow a bit in these areas (2D would probably be the extent for Class III robots, 
  and 2D+2 would be acceptable for Class II robots and smaller), but are very limited in their 
  development in these areas simply from lack of interest (reading seems to cause intense pain 
  for them) and limited mental capacity.
  •
  As stated, there aren't any professional technicians, artisans, medics or surgeons within the 
  Dinobot community. As a result, they weren't given the ability to use tools. Tools would only 
  confuse a Dinobot, in fact, tools would make the Dinobots assume that they could build 
  something...which would be horrible.
  •
  Dinobots about as fast as they are smart. This means they can't move very fast at all. 
  Whether in Robot or Dinosaur form, they move at the same speed. In other words, some 
  cars, motorcycles, boats, and especially jets can move hundreds of miles an hour. Dinobots 
  move at their all out running pace, whether in Dinosaur or Robot form.
  Three Major Bonuses:
  •
  Dinobots can only have a maximum of 1D+2 in Knowledge, Technical and Mechanical 
  Attributes. This means that if these deficient attributes are maxed out, the lowest a Dinobot 
  would have for their outrageous Dinosaur strength, their natural Dexterity and primitive 
  animalistic Perception is 4D+1 a piece. It gets better...especially with the Strength Attribute.
  •
  No tools for the Dinobots...what to do with the character creation points for the tools? I 
  know, spread them out all over. A Dinobot can add a special ability (usually the tool points 
  would reflect the amount necessary to buy an extra special ability) or add the extra points to 
  Physical state weapons, or integrated weapons rolls (just not to payload).
  •
  With the cost of losing out on speed like most Autobots and Decepticons seem to enjoy, the 
  Dinobots when transformed into Dinosaur form change their Class size for the figuring of 
  damage resistance, Damage Dealt with hand to hand attacks, and their Intimidation skill 
  increases from its base an additional 4D. So, a Class II Dinobot when transformed who had 
  an Intimidation skill of 2D, would be at Class III damage resistance modifier, Class III 
  damage when attacking in hand to hand, and at Intimidation 6D. This is regardless of the 
  dinosaur size. When Megaton said words to the effect of "wait until the Dinobots are in 
  robot mode, then they're vulnerable to attack", he meant just that. When looking at 
  Grimlock, Slag, and Sludge standing next to Optimus Prime, they've got a few feet of height 
  on him. They're Class III transformers, and in dinosaur form, they're Class IV for figuring 
  damage, and taking punishment...and this is why Megaton doesn't go hand to hand against 
  Grimlock. The guy may have a hard time with pronoun usage, but he can cause some serious 
  92
  
  problems even for the near-indestructible Megatron.
  With Bash's case, he's a Class II Dinobot. He's smaller than most Dinobots as a Class II, but for 
  some reason, he's more loyal (not prone to fits of rage and smashing anyone who is perceived as 
  weaker...which means Decepticons and Autobots)...and smarter...or at least, has more potential to 
  learn skills than some of the earlier Dinobots. When transformed into his Dinosaur form, he 
  becomes a Class III robotic Ankylosaur that can take a heck of a pounding for the size of the robot's 
  frame, and it can deal out a hefty tail bashing...especially for the robot's size.
  Character Creation is easy (since there isn't likely to be anymore than two Mechanical, Technical 
  and Knowledge skills). Like the Decepticon Snakespit, character creation is pretty much done along 
  the same guidelines as what was done with Goat...only thing that would differ is the restriction on 
  attributes (noted), and the loss of all tool points (to be spread out over other areas).
  We select attributes and skills for the Dinobot, keeping in mind the restrictions on the more 
  scientific attributes.
  Dexterity: 4D 
  Knowledge 1D+2 
  Mechanical 1D+2 
  Perception 3D+1 
  Strength 5D+2 
  Technical 1D+2 
  Then the amount of skills allotted under the attribute dice are chosen...
  Dexterity: 4D 
  Dodge 4D , Grenade 4D , Heavy Weapons 4D ,IWSR 4D , Martial Arts 1D , Melee Weapons 4D ,
  Run 4D , Thrown Weapons 4D,
  Knowledge 1D+2 
  93
  
  Survival 1D+2 ,Intimidation 1D+2 
  Mechanical 1D+2 
  Artillery 1D+2 , Beast Riding 1D+2
  Perception 3D+1 
  Bargain 3D+1 , Command 3D+1 , Investigation 3D+1 , Persuasion 3D+1 , Scan 3D+1 ,
  Spot 3D+1 
  Strength 5D+2 
  Brawling 5D+2 , Climbing/Jumping 5D+2 , Lifting 5D+2 , Stamina 5D+2 , Swimming 5D+2 
  Technical 1D+2 
  Demolitions 1D+2 ,Primitive Construction 1D+2 
  Then, 7D are added. In this example, 6D were added, along with three specializations...
  Dexterity: 4D 
  Dodge 5D , Grenade 4D , Heavy Weapons 5D ,IWSR 4D: Napalm Nostrils 5D , Martial Arts 1D , 
  Melee Weapons 4D: Club Tail 5D ,
  Run 4D , Thrown Weapons 4D: Automobiles 5D 
  Knowledge 1D+2 
  Survival 2D+2 ,Intimidation 2D+2 
  Mechanical 1D+2 
  Artillery 1D+2 , Beast Riding 1D+2
  Perception 3D+1 
  Bargain 3D+1 , Command 3D+1 , Investigation 3D+1 , Persuasion 3D+1 , Scan 3D+1 ,
  Spot 4D+1 
  Strength 5D+2 
  Brawling 5D+2 , Climbing/Jumping 5D+2 , Lifting 5D+2 , Stamina 5D+2 , Swimming 5D+2 
  Technical 1D+2 
  Demolitions 2D+2 ,Primitive Construction 1D+2 
  Completed Dinobot Bash:
  Code Name: Bash 
  Affiliation: Dinobot Warrior 
  Gender: Male 
  Age: Cybertronian Age (young) 
  Rank: 3 
  Height: 21 Feet 
  Weight: 5250 lbs. 
  Dexterity: 4D 
  Dodge 5D , Grenade 4D , Heavy Weapons 5D ,IWSR 4D: Napalm Nostrils 5D , Martial Arts 1D , 
  Melee Weapons 4D: Club Tail 5D ,
  Run 4D , Thrown Weapons 4D: Automobiles 5D 
  Knowledge 1D+2 
  Survival 2D+2 ,Intimidation 2D+2 
  Mechanical 1D+2 
  Artillery 1D+2 , Beast Riding 1D+2
  Perception 3D+1 
  94
  
  Bargain 3D+1 , Command 3D+1 , Investigation 3D+1 , Persuasion 3D+1 , Scan 3D+1 ,
  Spot 4D+1 
  Strength 5D+2 
  Brawling 5D+2 , Climbing/Jumping 5D+2 , Lifting 5D+2 , Stamina 5D+2 , Swimming 5D+2 
  Technical 1D+2 
  Demolitions 2D+2 ,Primitive Construction 1D+2 
  Move [Robot]: 15 : 30 : 60 : 120
  Move [Vehicle]: 15 : 30 : 60 : 120
  Energon Supply: 100 
  Existing Armor: 5D+2 +3D against physical attacks, and +2D+2 against energy attacks 
  Experience Points: 5 
  Disposition Numbers: 6 / 5 / 5 
  Spark [Life] Points: 2 
  IWE: [ 0 ] none 
  IWFC: [ 4 ] Napalm Nostrils, Class II 4 D
  PSW: [ 2 ] Ankylosaur Tail, Strength Class III + 2 D
  EP: [ 2 ] Grenade Launcher, 10 grenades, 5D Class II 
  ITS: [ 0 ] None 
  SA: [ 2 ] Robot Flight, Quadratanium Skin 
  Bash is a Class Two Transformer, who when in robot form stands about twenty-one feet in height. 
  His weight is approximately 5250 lbs. His tactical movement speed is 30 meters per round and can 
  run all out at 120 meters per round. In Dinosaur form, he is limited to his speed on foot as a robot. 
  He has three modes of travel: foot as a robot, foot as a dinosaur, and by air as a robot (robot flight).
  His melee weapons are figured in with the Strength bases being at Class III. So, for hand to hand 
  combat damage, and or the usage of his tail as a melee weapon, or as a tail bash is figured at 5D+2 
  for hand to hand, and 5D+2 + 2D. This is figured as 7D+2 Class III damage, 9D+2 Class II damage, 
  11D+2 Class I Damage, and 13D+2 Human scale damage. (in robot form, his melee attacks are 
  5D+2, 7D+2 for tail club)
  Ranged Napalm Nostril attacks are Class II scale as normal. 
  Damage resistance is figured at 5D+2 +3D for physical and +2D+2 for energy damage. 8D+2 / 
  8D+1 Class III protection, 10D+2 / 10D+1 Class II protection, 12D+2 / 12D+1 Class I protection, 
  14D+2 / 14D+1 protection from Human scale weaponry. Dinobot armor abilities plus Quadratanium 
  Skin can make a character near indestructible (Heavy Class III or Class IV weaponry would be all 
  that Bash would really come to fear). 
  Re: Chapter Five - Character Creation Walkthrough
  Post by admin on Aug 4, 2008, 6:06pm
  Creating a Human Character
  She's not GI-Joe, she's not the daughter of some Special Forces General, on the other hand, she'd 
  probably kick the living daylights out of Spike Witwicky. I created a starting character who is a high 
  school athlete; part of the rifle club, does archery, does fairly well in school, participates in 
  gymnastics and has done gymnastics for years, is naturally dextrous and perceptive, and has above 
  average technical aptitude. Below is the basics;
  Name: Alicia Barnes
  95
  
  Affiliation: Autobots, doesn't know any of them, but would certainly help them against the 
  Decepticons if called upon
  Gender: Female
  Age: 17.5 years
  Rank: Highschool Junior
  Height: 5'2"
  Weight: 115 lbs.
  Dexterity 4D
  Ranged Conventional, Ranged Ancient, Melee Weapons, Thrown Weapons, Sneak, Hide, Run, 
  Dodge
  Knowledge 2D
  Business, Languages, Streetwise, Willpower
  Mechanical 2D
  Auto Evasion / Operation, Beast Riding
  Perception 4D
  Bargain, Command, Con, Search, Spot, Investigation, Persuasion
  Strength 3D
  Brawling, Climbing/Jumping, Lifting, Swimming, Stamina
  Technical 3D
  Primitive Construction, Engineering 1D, First Aid, Computer Operation / Repair, Security, 
  Conventional Vehicle Repair
  Move: 10
  Existing Armor: None
  Experience Points: 5
  Disposition Numbers: 8/8/7
  Life Points: 2
  Special Abilities: Acrobatic
  Alicia can add 7D to her existing skills;
  Dexterity 4D
  Ranged Conventional: rifle 5D, Ranged Ancient: bows 5D, Melee Weapons, Thrown Weapons, 
  Sneak 5D, Hide 5D, Run, Dodge 5D
  Knowledge 2D
  Business, Languages, Streetwise, Willpower
  Mechanical 2D
  Auto Evasion / Operation 3D, Beast Riding 3D
  Perception 4D
  Bargain, Command, Con, Search, Spot, Investigation, Persuasion
  Strength 3D
  Brawling, Climbing/Jumping: acrobatics 4D , Lifting, Swimming, Stamina
  Technical 3D
  Primitive Construction, Engineering 1D, First Aid 4D, Computer Operation / Repair, Security, 
  Conventional Vehicle Repair
  Move: 10
  Existing Armor: None
  Experience Points: 5
  Disposition Numbers: 8/8/7
  Life Points: 2
  Special Abilities: Acrobatic
  96
  
  Her move is a standard move of 10. She has no armor and cannot transform (an exo-suit would 
  change all of this). Notice that she doesn't have any integrated weaponry, payload, or anything that 
  the robots usually rely on. Instead, she has to carry equipment.
  Equipment: Cell phone, purse, $100, Mace (5D stun/incapacitation to biological targets, range 5 
  meters), has access to mothers purse (which contains compact .357 magnum, 5 rounds, 4D+2 
  Human scale, 1-3 / 10 / 50), keys to 1998 Ford Taurus.
  Certainly not enough to stare down a Decepticon...but with some determination and helping 
  Autobots in need, that may change. 
  Re: Chapter Five - Character Creation Walkthrough
  Post by admin on Aug 9, 2008, 2:45pm
  Creation of an Insecticon: Those who Crave Energy More than Megatron.
  Rules for Insecticon Creation:
  Three Major Drawbacks:
  •
  Energy Cravers – The Insecticons are energy cravers…almost to the point where feeding on 
  something for energy takes precedence over just about anything except self-preservation. 
  Because of this, they, like the Dinobots are rarely trusted with assignments that require 
  discretion. Every hour, they must make a difficult willpower roll to avoid having to feed. 
  The check is modified by the sources of energy available. If there are electrical lines, power 
  plants, huge power generators, etc., then the Insecticon will almost certainly find the need to 
  feed overwhelming. Also, if they are low on energon, the difficulty will be much greater. 
  After gorging to the point of energon replenishment, the roll is moderate to resist.
  •
  Hate of All Pesticides – One of the best ways to keep Insecticons away from an area is to 
  spray it with pesticides. They will not feed, and hate the smell of it. All actions taken within 
  a pesticide sprayed area will be at –1D.
  •
  Compact – Insecticons were built to be lightweight and resourceful users of their 
  environment and what is at hand. Due to their insecticon bonuses, their energon battery 
  systems and payload room may have scrimped on purposely to make they feel like they’re 
  always hungry and to limit the amount of items they can take with them to feed on. Their 
  energon supply is 50, and they cannot take the reserve special ability. Since they are 
  Decepticons they lose one tool for Robot Flight, but in addition, they lose one point of 
  payload.
  Three Major Bonuses:
  •
  Super Energon Vampire - They’re always hungry and they’ve got small stomachs. Their 
  need to feed though powers them, and as long as there are things to feed on, they don’t need 
  to recharge. They’ll eat anything that has electrons in it…which is just about anything. They 
  prefer a high concentration of electrons, or sources that are already rich in energy, but they’ll 
  also eat wood, concrete, and even opponents. They receive the special ability of Energon 
  Vampire 1 for free, but the ability is supercharged, allowing them to gain energy from just 
  about any source. The ability of feeding is a 1 point of energon per 10 point gain for 
  97
  
  materials such as wood. Power cables and walls of generators may generate more…
  •
  Drone Explosion Pods – While they have limited payload, insecticons can fire a surprisingly 
  devastating weapon to use against opponents. When their energon limit reaches 50, they can 
  launch an explosive pod that releases 20 times their number of drones (the explosion itself 
  does no damage). All of which appear to be identical to the Insecticon, but have their 
  attribute scores for all of their skills. Only one can be fired at a time, and another drone 
  explosion pod cannot be fired until all remaining drones are dispatched. The drones are 
  completely loyal to the master insecticon and they are linked as if they are an extension of 
  the master insecticon. What they see, the insecticon sees.
  •
  Six Legged Attackers – In robot or insect mode, an attempt can be made to grapple with two 
  robot or insect appendages…if successful, the Insecticon can strike with up to two other 
  arms or legs at once at the opponent. While the attack may at –1D for accuracy, the damage 
  is +2D.
  With Pilfer’s case, he's a Class II Insecticon. He's on par with Bombshell, Kickback, and Shrapnel 
  in regards to his size and he transforms in to a Moth.
  Character Creation is fairly easy and would follow much of the same path as what was done with 
  the Decepticon Snakespit...except an additional point of payload would be taken out to make room 
  for the Super Energon Vampire Ability and Insecticon Drones.
  Moderation was the idea with Pilfer. 
  Dexterity: 3D 
  Knowledge 3D 
  Mechanical 3D 
  Perception 3D 
  Strength 3D 
  Technical 3D 
  Then the amount of skills allotted under the attribute dice are chosen...
  Code Name: Pilfer 
  98
  
  Affiliation: Insecticon Sabotuer 
  Gender: Male 
  Age: Cybertronian Age (young) 
  Rank: 3 
  Height: 18 Feet 
  Weight: 4500 lbs. 
  Dexterity: 3D 
  Dodge 5D , Hide 3D , IWSR 3D ; Mini-guns 4D , Martial Arts 1D, Run 3D , Sneak 4D, Thrown 
  Weapons 3D
  Knowledge 3D 
  Bureaucracy 3D , Business 3D , Navigation 3D , Survival 3D , Willpower 3D ; Resisting Feeding 
  Frenzy 4D , Intimidation 3D
  Mechanical 3D 
  Artillery 3D, High Technology Evasion/Operation 3D , Vehicle Communications 3D , Vehicle 
  Sensors 3D , Vehicle Weapons 3D
  Perception 3D 
  Command 3D , Con 3D , Investigation 3D , Scan 3D, Search 3D, Spot 3D
  Strength 3D 
  Brawling 5D , Climbing/Jumping 3D, Lifting 3D , Stamina 3D, Swimming 3D
  Technical 3D 
  Computer Operation/Repair 3D , Conventional Vehicle Reapair 3D , Conventional Weapon Repair 
  3D ; Heavy Machine Guns 4D , Demolitions 3D , Engineering 1D , Primitive Construction 3D , 
  Security 3D 
  Move [Robot]: 15 : 30 : 60 : 120
  Move [Vehicle]: 30 : 85 : 200 : 660
  Energon Supply: 50 
  Existing Armor: 3D +1D against physical attacks, and +2 against energy attacks 
  Experience Points: 5 
  Disposition Numbers: 4 / 3 / 3 
  Spark [Life] Points: 2 
  IWE: [ 0 ] none 0 D
  IWFC: [ 4 ] Dual Miniguns, Linear and Spread Effect, 15 shots 4 D
  PSW: [ 2 ] Appendage Hooks 2D
  EP: [ 1 ] 1 Belt (50 shots Minigun) 
  ITS: [ 1 ] Chemistry 
  SA: [ 3 ] Robot Flight, Super Energy Vampire, Insecticon Drones, Engineer 
  Pilfer is a Class Two Transformer, who when in robot form stands about eighteen feet in height. His 
  weight is approximately 4500 lbs. His tactical movement speed is 30 meters per round and can run 
  all out at 120 meters per round. In Insect moth form, he can travel as fast as an attack helicopter (see 
  Snakespit's vehicle speed). Pilfer is conservative in his energon output. He wants it to where after a 
  few seconds of feeding, he is maxed out in energon sees to it that he doesn't use weapons that would 
  make him hungrier than he and his Insecticon breathren usually are. His weapons are fuel 
  consuming and he uses his limited payload to carry extra ammunition for the mini-guns he has on 
  his arms. His Physical State Weapons are his hooked appendages he uses for grappling onto the 
  sides of buildings or structures in Moth Form. When in Robot form, he will use his Brawling 
  Martial Arts skill to grapple with opponents. His Strength of 3D, coupled with the hooks 
  (STR+2D), and the double hook attack can add up to a whopping 7D melee attack.
  99
  
  Creation of a Combiner (gestalt); Robots not in disguise!
  Members of the Team: Typically there are five members of the team; i.e. one class III robot who 
  represents the body and head of the combiner robot, and four class II robots to represent the 
  combiner robot’s limbs. Occasionally, the team consists of six class II robots, two of which must 
  have the Combiner Body specialization in order to form the body.
  Figuring Stats for the Gestalt: 
  Step One: Turn all attributes for the team members into their pip count (i.e. 3 = 1D, 4 = 1D+1, 5 = 
  1D+2, 6 = 2D, etc.)
  100
  
  The Aquabots
  Member 
  Dexterity Knowledge Mechanical Perception Strength Technical 
  Riptide 
  9 
  9 
  9 
  9 
  12 
  6 
  Gust 
  12 
  6 
  9 
  9 
  9 
  9 
  101
  
  Whirlpool 12 
  9 
  6 
  12 
  9 
  6 
  Pontoon 
  15 
  6 
  6 
  9 
  12 
  6 
  Trident 
  12 
  9 
  6 
  6 
  9 
  12 
  - 
  0 
  0 
  0 
  0 
  0 
  0 
  Totals 
  60 
  39 
  36 
  45 
  51 
  39 
  Step Two: Formula for Gestalt Attributes = Combined Average of Stats for Team
  Take the totals for the team and divide the totals by the amount of members of the team in order to 
  get the average. Round to the closest whole number when dividing. Once averages have been 
  figured, put them back into dice form to see attributes for the Class IV robot.
  Dexterity = 60 / 5 = 12 (4D)
  Knowledge = 39 / 5 = (rounded up to 8) (2D+2)
  Mechanical = 36 / 5 = (rounded down to 7) (2D+1)
  Perception = 45 / 5 = 9 (3D)
  Strength = 51 / 5 = (rounded down to 10) (3D+1)
  Technical = 39 / 5 = (rounded up to 8) (2D+2)
  Step Three: Skills are figured normally for the Combiner. The Aquabot Gestalt Typhoonicus would 
  have up to eight Dexterity skills, four to six skills under Knowledge and Technical, around four 
  skills under Mechanical, and around six skills in Perception and Strength. 
  Step Four: Movement is figured normally for a Class IV robot as well; 25 m cautious, 50 m 
  tactical, 100 m high speed, 200 m all out.
  Step Five: Energon supply is figured to be at 100 points unless the Reserve special ability is 
  chosen. 
  Step Six: Existing Armor is figured to be the normal Strength of robot +1D against physical attacks, 
  +2 against energy (it is at Class Four scale though).
  Step Seven: Experience points start out at 5 the first time there is a merging. The giant robot gains 
  experience only when the others are combined to form it. In other words, experiences points from 
  team members are not used to buy and improve skills or other robot traits of the gestalt robot. Once 
  the team has merged into the gestalt, it has its own separate pool of experience points. These points 
  are kept track of separately by the GM or by the leader of the team who has the Combiner Body 
  special ability.
  Step Eight: Disposition numbers are up to the players or the GM. Many times though, they can be 
  an averaging of everyone in the group’s disposition numbers. On the other hand, characters within 
  the grouping of Constructicons and Stunticons are pretty benign in general…but they are absolutely 
  terrifying as Devastator or Menasor.
  Step Nine: Integrated Weapons, Payload, Physical State Weapons, Tools, Special Abilities…all of 
  these are figured as if one is creating a class 4 robot. One thing of note is that a Combiner doesn’t 
  need the combiner special abilities. Those special abilities were already paid in full by the combiner 
  team. 
  102
  
  Exo-Suits, Targetmasters, and Headmasters
  Important Skills:
  Review the skills “Armor Weapons” and “Power Armor Evasion/Operation.” These are skills that 
  human characters who are going to be piloting exo-suits must have if they are to survive combat.
  It’s been shown above how to make a Class I robot and a Human character. When Exo-suits are 
  involved, blending of two characters is made…The character uses the human’s skills and special 
  abilities, but within the Class I suit, the armor rating of the suit, the suit’s special abilities, integrated 
  weapons, tools, payload and physical state weapons are all at the human character’s disposal.
  Suit #1 - Basic Rover Exo-Suit
  Dimensions – Typically 9 to 11 feet (H height + 5 feet) tall 
  Typically 5 to 7 feet wide 
  Advantages: The Basic Rover Exo-Suit allows a human character to transform into a vehicle 
  capable of speeds up to 200 mph! (use appropriate skill for dodging…i.e. if a land vehicle, most 
  likely the appropriate skill is auto evasion/operation). The wearer is typically 9 to 11 feet tall within 
  the suit and enjoys the abilities of a Class I Cybertronian in addition to any special abilities the 
  human may have.
  Suit #2 – Targetmaster Exo-Suit 
  Dimensions – Typically 5 to 6 feet in height
  Typically 1.5 to 2.5 feet in width
  Advantages: The Targetmaster Exo-Suit does several things; the wearer of the suit has a higher 
  armor rating, and the integrated weapons and special abilities that a Basic Rover or Headmaster 
  Exo-Suit may have, but in addition, the Targetmaster Exo-Suit allows a human character to 
  transform into a Class I weapon. Usually enough points towards IWFC or IWEC can allow this 
  weapon to do moderate to severe damage in Class II damage (as the wielder of the Targetmaster 
  weapon will be a Class II Robot). 
  For example, a Targetmaster Exo-Suit that transforms into a ion rifle capable of 6D in Class I 
  damage can do 4D in Class II damage. 
  Another huge advantage is that the Class II wielder of the Targetmaster weapon is not burdened by 
  action penalties when firing his or her gun. The accuracy of the shots from the Targetmaster weapon 
  103
  
  are based off of the human character’s armor weapons roll. Since the character inside the armor is 
  human and the armor is Class I, all armor weapons rolls are at a –2D penalty when firing at scale 
  sizes smaller than Class I. 
  For example, a human character operating a power armor suit that is a Class I suit. The human 
  character in class I armor has 8D in armor weapons. Against human sized targets, he or she is at 6D 
  for accuracy. Against Class I targets, 8D for accuracy. Against Class II targets, 10D for accuracy. 
  Against Class III targets, 12D for accuracy and so on.
  Targetmasters are excellent shots, and the Targetmasters are selected from occupations amongst the 
  humans that do a lot of weapons training and shootin.
  Suit #3 – Headmaster Exo-Suit
  Dimensions – Typically 5 to 6 feet in height
  Typically 1.5 to 2.5 feet in width
  Advantages: The Headmaster Exo-Suit is similar in design and ability to the Targetmaster, except 
  instead of turning into a weapon, the suit transforms into the Class II robot’s head that the 
  Headmaster serves with. The Targetmaster comes into his or her own usually when the Class II 
  robot is in robot form…it serves as a weapon. The Headmaster comes into his or her most of the 
  time as the Class II robot is in vehicle form. They free up the Class II robot to perform weapons, 
  communications, and sensor rolls without having to worry about piloting/driving/and vehicle dodge 
  rolls. Headmasters are excellent pilots…Headmasters are selected from occupations amongst the 
  humans that doa lot of flying and or driving.
  104
  
  CHAPTER SIX – COMBAT AND INJURIES
  Cybertronians are a tough species. A robot can be all but dead and as long as materials and parts are 
  around, a weak spark can be brought back online in a very short time. The trick is that you need 
  someone around who knows what steps are needed to complete the repairs and in what order they 
  must be done. One deviation from treatment can turn a patient into a bomb when it comes to 
  Cybertronians. 
  105
  
  Combat
  I'm a soldier, first and foremost. I can be very blunt, so you'll have to excuse me. I 
  don't want to start off insulting anyone's experience in battle, so we'll start off with just the basics.
  Ranged Combat
  If you're attacking at a target that you can't reach out and touch with your fists, sword, 
  club, baton...etc., then you're fighting an enemy at range....or distance. Each round of combat that 
  you enter, you have the opportunity to select however many ranged attacks you wish to take against 
  opponents. My advice is to do simulation exercises against multiple opponents before going up 
  against the Decepticons...experience in simulations will wisen you young fellows up to save some 
  of your dice for dodging.
  Ranged Combat Skills: Ranged Conventional Weapons, Ranged Ancient Weapons, Ranged 
  Energy Weapons, Integrated Weapons Systems: Ranged, Heavy Weapons, Thrown Weapons, 
  Grenade....
  106
  
  Ranged Basics:
  Point Blank Range: Very Easy
  Short Range: Easy
  Medium Range: Moderate
  Long Range: Difficult
  If you look closely, you'll see that most of the skills say Ranged in them....that 
  eliminates the guessing for some of us non-science wizard types...
  Melee Combat
  If you're attacking with your fists, your feet, doing choke-holds, pins, using trees as 
  clubs, etc. you are attacking in melee range. Here, things are up close and personal, and until you've 
  experienced combat first hand, all I can say is keep in mind that not all attacks have to be 
  simultaneous strikes...one can parry with the melee weapons skill as well as attack, and don't forget 
  Brawling and the advanced skill Martial Arts can be used to parry attacks as well.
  Melee Difficulty Basics:
  Brawling: Very Easy
  Melee Weapons (simple): Easy
  Melee Weapons (bladed): Moderate
  Melee Weapons (moving parts): Difficult
  Melee Weapons (Energy): Very Difficult
  Reaction Skills:
  As Ironhide was saying, most attack skills have counterpart defensive skills. Skills that 
  keep me from having to patch Autobots together from out of the scrap yard. Dodge is used to avoid 
  ranged attacks, from ducking under a thrown tree or boulder to avoiding a blast from Megatron's 
  fusion cannon. Melee Weapons allows one to parry incoming melee attacks, provided that you are 
  carrying a melee weapon. If not, one would use their brawling skill to parry incoming melee 
  weapon attacks...or hand to hand attacks. Remember that anytime during a round, one can use these 
  defensive reaction skills.
  One can even go a full step further and initiate a full dodge or full parry. It would be 
  107
  
  the only action one could take for a round. Basically what would happen is one would take their full 
  dice roll for that one action and add that to the difficulty of each opponent's difficulty to hit them.
  Weapon Fields of Fire
  In Chapter 3, Wheeljack explained that between Autobot and Decepticon weaponry, it 
  is skys-the-limit in what can be accomplished in battle. Shrink-rays, incapacitation rays, de-
  atomizers, plasma-ejectors, shell projectile weapons, gas weapons...and of course my favorite, 
  follow up shots from a plasma rifle to a Decepticon who has been frozen solid by my liquid 
  nitrogen dispensers! A lot of this might not make sense yet, but as Optimus Prime's master at arms, 
  its my job to make sure you get you through your weapons training. You'll understand by the end of 
  it that there are three primary modes of ranged weaponry. Feel free to ask questions, because there's 
  no such thing as a dumb question around ordinance....
  Each weapon type, whether it falls in one mode or another can be nasty. Linear 
  weapons do damage in a direct line of fire. Spread weapons do less damage to targets, but do 
  damage over a much greater area in a designated path. Blast Radius or Area Effect weapons strike a 
  specific area and shoot out shrapnel or high-energy plasma bursts in all directions. All cause 
  horrible wounds to treat...As the Autobot's chief medical officer, I can't say which is worse to 
  treat...all are extremely nasty...especially the larger the scale.
  I think a little demonstration of weapon types is in order. For the purposes of a better 
  understanding of weapon types, we have had a small cease fire with the Decepticon Snakespit. 
  While Goat fires his mini-guns in spread and linear modes, Snakespit fired one of his rockets. Look 
  at the areas of effect....and the damage they cause.
  When Goat concentrates his firepower at one target, he does full damage. When 
  concentrating his firepower on a specific area, he's able to cause damage to multiple targets, but the 
  bullet saturation isn't as heavy....causing lighter damage. Notice that every ten meters, the weapon 
  spray effect fans out an extra two meters. Goat's whole frontside dictates the initial spread of the 
  weapon, but after ten meters of distance, the spread goes from 6 meters across to 10 meters 
  across...then from 10 to 14 meters across....then from 14 meters across to 18 meters across....
  108
  
  Snakespit aimed his rocket to strike the ground approximately 50 meters away from 
  his location. His rockets do 2D worth of damage in Class II scale. Not enough to even singe my 
  surface, but what is taken into account on the map is what could happen to human soldiers who dare 
  to face Decepticons without our help. The center area...or red area is 2D Class II scale damage, or 
  6D in Human Scale...enough to kill the toughest humans who aren't wearing heavy blast armor....not 
  to mention, it could cause massive amounts of damage to someone like Nightlife or my friend 
  Bumblebee....It would do 4D damage to them. The yellow area wouldn't hurt a Class II Decepticon, 
  but it would do 4D damage to a human, and 2D damage to a Class I Transformer. Outside that area, 
  where it is projected as orange, it could still knock down or injure a Human...doing 2D worth of 
  damage to any human character caught in that blast area.
  Prime has zero tolerance for accidental discharges. Everytime we roll out, we have a 
  quick safety brief and reminder. It is dangerous enough with us just moving through neighborhoods 
  outside of vehicle form...One accidental discharge from most Class II or Class III Autobots can 
  destroy houses...or streets. Weapons should be on safe, or at least pulse rifles should be off burst 
  unless you're being fired upon.
  Runaway mini-guns can be aimed upward incase of a cook-off...Plasma ejectors and 
  rockets...well, those are a different story. If those are discharging without activation, you should be 
  checked out immediately, and leave the area from where you may harm humans.
  109
  
  As shown, blast radius or area effect weaponry is figured in terms of human scale. A 
  Class III impact of 4D would do 10D damage at ground zero to a human, 8D at the next four meter 
  span, 6D at the next four meter span, 4D at the next four meter span, and 2D at the fourth meter 
  span beyond that. Ground zero for a Class I transformer would be 8D, and for a Class II transformer 
  it would be 6D.
  Yes...that's true...very nasty. Larger Decepticons and Autobots don't need to aim for a 
  direct hit...They can do massive amounts of damage just by firing a near miss...This is why it is 
  very important that smaller Autobots and humans understand their environment and where their 
  allies are....and also...the importance of cover and concealment.
  Cover and Concealment
  Cover most often hides you and most importantly offers protection from impacting 
  rounds, blasts, or energy bolts. Concealment only hides your location. Hiding behind a reedbar 
  enforced steel and concrete structure will provide you with cover from just about all human 
  110
  
  conventional weaponry, most Class I weaponry, and quite a few indirect Class II weapons. Hiding 
  in amongst a grove of trees will not protect you from Decepticon weapons, but instead will mess 
  with their aiming computers. If you can't be seen, you're harder to hit...and less likely to end up on 
  my operating table.
  How do you know what to hide behind or what is adequate cover? This is where the 
  skill 'Scan' comes in handy...if you don't have it, you can use a Perception check to get a good 
  estimate of the structural capacity of what you're using for cover...say for example, I see a human 
  Army tank....The humans have made war machines that are immune to all human small arms fire. 
  Tanks are only vulnerable to large scale tank busting bombs, rockets, and artillery. Human rifles do 
  about 4 to 5D in damage in human scale. Heavy human weapons do about double that. Tank busting 
  shells, rounds, and rockets do about 10D to 12D in damage...This is human scale. So, tanks are right 
  around 9D to 12D in human scale in the amount of Strength protection they offer....
  Thick human armor of 10D would be 8D Class I protection, 6D Class II Protection, and 
  4D Class III Protection. Human tanks would not be a good thing to hide behind if Devastator or 
  Menasor was firing at you....
  That's right...no one would call you a tinfoil turkey for ducking away from a Class IV 
  weapon assault. You can think of cover in terms of your class scale, or you can always start at the 
  human scale base, since we're on their world and they made most of the structures around you.
  Think of what the structure you hide behind was intended for. If it's made of decorative 
  wood, chances are there isn't much backing it up. If it is built for war or to secure valuables 
  inside...say like a bank vault or an armory wall, it's most likely substantial enough protection to 
  repel most Class I and II weaponry for a while...
  Concealment Modifiers (Negative Dice are added to attacker's rolls)
  Light Smoke, -1D
  Thick Smoke, -2D
  Very Thick Smoke, -4D
  Poor Light, -1D
  Moonlit Night, -2D
  Complete Darkness, -4D
  Cover Modifier
  111
  
  1/4 covered, -1D
  1/2 covered, -2D
  3/4 covered, -4D
  Fully Covered, no shot available (cover takes full brunt of assault)
  Human Scale Item Protection
  Dry Wall, Flimsy Wooden Door, 1D
  Wooden Door (regular), 2D
  Brick Wall, Metal Door, 3D
  Concrete Wall, Reinforced Door, 4D
  Concrete Wall with reedbar, Blast Door, 6D
  Vault Door, 8D
  What are the penalties for being knocked prone...or perhaps have dropped 
  prone?
  If the defender is knocked prone, they are at a -4D to melee attack actions while 
  on their stomach or their back. They can roll their full melee, brawling or 
  martial arts to roll out of the way of an incoming melee attack.
  Attackers are at a -4D to attack at a range beyond point blank. Defenders are 
  granted a +2D stability bonus to ranged attacks while in the prone...+1D if they 
  take a knee while firing (in which case the their attackers would be at a -2D to 
  strike them at a range beyond point blank)
  112
  
  Damage, Healing, and Repairs
  If a Target-Master or Head-Master is struck in combat, how is damage applied?
  If the weapon character or head character is connected to the main robot, the 
  main robot would take the brunt of the damage. If a called shot is taken against 
  the Target Master itself (as a weapon), or the Head Master itself (main robot’s 
  head), then damage would be applied to the smaller character.
  Are Cybertronians immune to the effects of cold, heat, poison, disease, psychic 
  attacks, and magic?
  In comparing resistance limits of Cybertronians with humans, the robots are far 
  superior. However, Cybertronians can still be frozen (ask Megatron), burnt 
  (most weapons used by the robots are high heat energy weapons), poisoned 
  (electronic infections, viruses), diseased (cosmic rust, hate plague), and may be 
  affected by certain psychic and magical attacks (especially psychic attacks that 
  concern a Transformer’s spark or telekinetics…and magical attacks that are 
  electrical). Most of the time the reason why they seem so resilient is because 
  they rely on their strength and back-up systems to save them; but getting struck 
  by just about anything still hurts.
  A class II character with 5D in Strength that has Quadratanium Skin 2 can resist 
  Class II damage at 10D physical and 9D+2 energy. This seems to be a bit 
  unbalanced...Are these characters meant to be indestructible?
  No, they aren't meant to be indestructible, and beleive me when I say that there 
  are weapons that could melt them pretty quickly...unfortunately availability is 
  limited. These characters are tough to bring down, there is no question in 
  that...or better phrased, they're difficult to hurt, but not nearly as difficult to 
  bring down as one may think. Due to the popularity of the Special Ability 
  Quadratanium Skin, and due to the variety of class sizes, I've devised a new set 
  of rules concerning knock downs.
  If a character failed to dodge/block properly or failed to dodge/block at all, he 
  or she must:
  a) roll against the initial damage (Str + armor + class size bonus + any bonuses 
  from Quad skin) versus the attack's damage.
  b) if struck by a physical impact weapon (ion is too weak to be considered a 
  physical impact weapon, and a laser is light...so they don't count) such as a 
  projectile weapon, ranged plasma weapon, or any kind of weapon where there 
  would be a concussive stream or blast, they must roll their strength versus the 
  damage to stay upright. This is also so for melee. The Strength check is done 
  without armor bonuses, and class bonuses to size do apply just as they do with 
  damage.
  So, in effect, a character may receive no damage from an attack...but they may 
  113
  
  be knocked off their feet...or off a ledge topling to the street...20-30 stories 
  below. Most falls are severe enough that even armor won't save a character 
  from catastrophic damage. 
  This is really the only way to beat up on Combiners...unless battling another 
  combiner, the smaller robots under leadership must combine fire with weapons 
  that have a concussive blast...knock the super robot over (usually the fall causes 
  them to break apart)...roll up on the pieces while they are collecting themselves 
  and kick the crap out of them.
  Note: Remember that there are weapons that exist that do less than physical 
  damage, but are a hindering agent. Glue or cement guns (concussive stream 
  may very well knock the target over...and then the target has to roll strength 
  without armor to avoid being trapped by the gunk or cement)
  Can a robot drown?
  The immediate answer is no...but that is only if the robot is in good health 
  without damage. Think of a submarine. It doesn't need to breathe (the crew 
  needs to recycle the air, but the machine is immune). So, robots, as long as 
  there isn't breach in their alloyed skin, they're fine. If they are damaged and 
  water gets into their system, this can short out their energon conduits...causing 
  an energon bleed...uh-oh....causing them to eventually loose power and sink to 
  the bottom...and possibly die if not found by allies to jump start that spark. 
  So...in effect, they aren't really drowned, but more or less flooded. It can be 
  quite severe, and can serve as a good resting place for Decepticons who are 
  known for their ability to cheat death.
  114
  
  So there I was....in the field. I had Cliffjumper, Hound, Wheeljack, Windcharger, and 
  Bluestreak with me...We were sneaking up on Megatron and his Deceptigoons who were helping 
  themselves to energy at a power plant...Cliffjumper, like always, has absolutely no patience. He 
  fired a shot at Megatron and missed. He was too far away...and firing a rifle that was too large for 
  him to fire anyway...when I get patched up, I'll be sure to discuss matters with him...but anyway, to 
  make a long story short, Megatron growled for his goons to kill the 'red-one'. We've been fighting 
  the Decepticons for millions of years and they don't even know our names! Needless to say though, 
  I ordered Cliffjumper to take cover, and when Dirge, Ramjet, Starscream, Skywarp, Thrust and 
  Thundercracker were upon us, they targeted me...the larger 'red-one'. I was hit by Starscream's null-
  ray in my right shoulder, and Skywarp's shot I couldn't duck away from but parried it with my left 
  arm...both of those are still sizzling a bit, Thundercracker managed to get a sidekick in on my chest 
  115
  
  while I was returning fire, and as Thrust was strafing away, he fired wild and hit me in my left 
  shin...that wound is still on fire....Needless to say, I've been better off, but I can tell you that those 
  fools know that there is a big difference between Autobots that are red...Today, they remember the 
  name Ironhide....
  Ironhide's damage is primarily cosmetic, but more than likely, his targeting sensors 
  aren't working very well right now and he may have lost the ability to use some of his tools. 
  Overall, he's suffered right around 13 - 16 points difference worth of damage...I'll know better after 
  looking at him back at base, but for right now, he seems to be able to still transform, and his 
  integrated weapons systems seem to still work...so, we're not at anything life-threatening yet. If he 
  were human and sustained this much damage, I'd be worried. 13-16 points difference in damage 
  spells serious mortal trauma...and death is likely for humans...
  The Cybertronian body is a rough and tough machine, so much to the point where we 
  can take damage up to past 30 points of difference. I'm not ready for the scrapheap yet!
  You may want to consider a desk job for a while old buddy! At least until we get you 
  patched up....I'm going to be discussing now how much damage humans and Cybertronians can 
  withstand, and how healing takes place.
  Definitions:
  Damage Difference: A damage roll is totalled, and a Strength roll with armor is rolled to resist 
  damage. If the Strength roll is higher, there is no damage. If the Damage roll is higher than the 
  Strength roll...then there would be a difference between the two, and that would signify the amount 
  of damage suffered. 1-4 points isn't very serious, but beyond that, it can get get serious.
  Human Penalty: Humans don't have any subsystems that could fail, so the state of their well being 
  as penalized is primarily to determine how much dice they will be losing while in combat and how 
  fast they will be recovering from their wounds.
  Cybetronian Penalty: Cybertronians can take much more damage than a human, but they also 
  have subsystems that fail. These are listed on the chart.
  Dice and Action Penalties: Summarizes the loss experienced by a human or a Cybertronian after 
  sustaining a certain amount of damage difference. Humans tend to collapse, while Cybetronians 
  remain functional longer but lose their abilities due to short-outs.
  Damage 
  Human 
  Cybetronian Penalty Dice and Action Penalties
  116
  
  Difference Penalty
  1-4
  Stunned
  Dazed
  Both Humans and Cybertronians at -1D 
  for actions
  5-9
  Wounded
  Stunned
  Both Humans and Cybertronians at -2D 
  for actions
  10-14
  Incapacitated
  Diodes Scrambled, 
  special ability that 
  requires energon is 
  now inoperable
  Humans fall prone unable to act for 10D 
  minutes, and Cybertronians are at -3D for 
  actions
  15+
  Mortally 
  Wounded
  Wounded / Loss of 
  Tool Function
  Humans are knocked unconscious and 
  must roll 2D at the end of each round. If 
  the number they receive is less than the 
  number of rounds they've been 
  unconscious for, then they perish. 
  Cybertronians are at -4D to all actions.
  16-19
  Death
  Wounded Twice / 
  Loss of Integrated 
  Weapon Usage
  Humans at this point would perish if they 
  sustain more than 15 points difference 
  worth of damage...Cybertronians are at 
  -5D for all actions
  20-24
  -
  Triple Wounding / 
  Loss of 
  Transformation - 
  stasis shock 
  Cybertronians are at -6D for all actions.
  25-30
  -
  deactivation
  Cybertronian has sustained enough 
  damage to where he or she can't can't act, 
  but will reboot after 10D minutes...and 
  recover into being in stasis shock after a 
  moderate Stamina roll
  30+
  -
  Spark extinguished
  death
  After checking his systems, I'm judging that Ironhide is at Wounded. Integrated 
  weapons still work, no sign of stasis shock...he can still transform...but he is most likely at -4D for 
  dodging and attack actions. He's also at -4D for stamina rolls. The one thing that he isn't at a 
  negative at is rolling Strength attribute dice to resist damage. Skills suffer, but actions decided by 
  the GM to where an attribute is used don't suffer damage dice penalties.
  So how're you going to patch me up? Could you hurry up? I have Decepticons to beat 
  down...
  117
  
  Rest and recharge for now. Rest works for both humans and Cybertronians. Humans 
  require time for their body to heal naturally. Treatment options are best figured by rolling first 
  aid...First aid works for both Humans and Cybertronians. Actually performing the act of repairing 
  the bodies is where Robotics and Medicine come into play. Humans always require rest and are 
  natural healers. Their natural healing is often assisted with medicine to help them beat dire recovery 
  odds from grievous injuries. Cybertronians require parts for full healing. Both Cybertronians and 
  Humans can naturally heal injuries, and we're also the same in that sometimes systems lost can't be 
  fixed without replacing them. Humans get prosthetics in some cases, and we Cybertronians get 
  replacement parts to fix damaged systems. If one is damaged badly enough to lose systems like 
  their special ability or tools, or integrated weapons, chances are those systems will need to be 
  replaced...but for now, lets get back to how humans naturally heal...
  Humans who are listed as Wounded, Incapacitated, or Mortally wounded all must go through a 
  healing process before they can fully recover. Usually is done with the aid of a nurse, and the 
  character must do nothing but rest. 
  Strength is rolled after 3 days of rest to see how the Human character improves in status (for 
  wounded). If the Human is wounded, a strength roll of 3 or less worsens the character to 
  incapacitated. A roll of 4-6, the character remains the same. A roll of 7 or higher, and the character 
  fully recovers.
  Strength is rolled after two weeks of rest to see how the Human character improves in status (for 
  incapacitated). If the Human is incapacitated, a strength roll of 3 or less worsens the character to 
  mortally wounded. A roll of 4-8, the character remains the same. A roll of 9 or higher, and the 
  character improves to wounded.
  Strength is rolled after five weeks of rest to see how the Human character improves in status (for 
  mortally wounded). If the Human is mortally wounded, a roll of 3 or less and the character dies. A 
  roll of 4-8, the character remains the same. A roll of 9 or higher, and the character improves to 
  incapacitated.
  Doesn't medicine really help humans heal?
  Yes, I already mentioned that...How's your hearing? What I discussed was that with 
  natural healing in humans, it is very slow for without full medical assistance (sometimes they don't 
  improve...or they get worse). Even with medical help, the process is slow. Medicine rolls really only 
  help make sure that the character who is suffering is better able to make his or her Strength checks 
  by boosting their recovery strength. Rarely does it allow them heal much faster though....For 
  Cybertronians, natural healing takes place as well, but we'd require a full recharge and a check to 
  make sure all energon lines are properly flowing to all our basic sensors...this would take care of 
  118
  
  any dice penalties that may have been existing from injuries...A Cybertronian's system would 
  almost perform this task as soon as it was out of immediate danger...However, replacing parts for 
  systems lost can get expensive and tricky. For example, I can ensure that the recharge process for 
  Ironhide is going smoothly and bring his -4D to no penalty. The problem is that if he lost tool 
  functions, I'd have to replace the circuitry for the blown ones suffered in battle. Damage is 
  cumulative, and systems seem to fail in a certain order. For example, if Ironhide were to sustain 24 
  points difference in damage, he'd have lost his special ability if it relied on an energon flow, he'd 
  have lost his tools, he'd have lost his integrated weapons systems, and he'd have lost the ability to 
  transform.
  I've been worse off.
  And I bet you remember how long it took to get you functional again. Each of those 
  systems has to be reconfigured and installed practically at the same time...in other words, it is far 
  more difficult to repair serious damage than light damage as in your situation now. Replacing these 
  systems requires the usage of Robotics....Replacing one system is moderate. Replacing two is 
  difficult. Replacing three is very difficult, and replacing four is heroic.
  What about five?
  Only really are four things that can fail besides your spark with massive amounts of 
  damage. The special ability, tool systems, integrated weapons, and then the ability to transform. If 
  there was a fifth system to replace, I'd say it was probably a lost cause. The only ones I know who 
  would be able to fix that mess would be Alpha Trion, Vector Sigma, or possibly the Quintessons. 
  It'd be out of my hands...even with Wheeljack's ideas of other life support solutions....
  Just thought I'd ask. What about cost? Cost of replacement parts?
  Wheeljack and I pretty much make all of the replacement parts...but some have to be 
  bought from humans for us to modify. Wheeljack has more business saavy than I do, and plus, he 
  119
  
  still has a large warehouse of supply parts on Cybertron that on rare occassions we send strike 
  teams back home to raid...
  Stun Damage Explained -
  While the Decepticons don't seem to be in favor of it, we Autobots use stun weapons. 
  It regulates damage to keep collateral damage to Prime's zero tolerance level. Don't be thinking that 
  it is a bunch of sissy stuff. Stun weaponry can render an opponent completely helpless on the 
  battlefield.
  Depending on the severity of stun damage received, the longer its effects last. Human beings, near 
  humans ; organic creatures can be stunned to death (i.e. a Class III neural inhibitor, set to full used 
  on a human being)...Cybertronians can take a lot more stunning punishment but may need to be 
  brought back online with assistance.
  Damage 
  Difference 
  Human 
  Cybertronian 
  Effects 
  1-4 
  Stun lasts 1d6 rounds 
  Stun lasts 1d6 
  rounds 
  drop prone, unmanned* 
  5-9 
  Stun lasts 3d6 rounds 
  Stun lasts 1d6 
  rounds 
  drop prone, unmanned 
  10-14 
  Stun lasts 1d6 minutes 
  Stun lasts 3d6 
  rounds 
  drop prone, unmanned 
  15+ 
  Stun lasts 1d6 hours 
  Stun lasts 1d6 
  minutes 
  drop prone, Human 
  helpless**, Cybertronian 
  unmanned 
  16-19 
  Stun lasts 1d6 days 
  Stun lasts 1d6 
  hours 
  drop prone, helpless 
  20-24 
  Suffers 1/2 damage from 
  dice of stun attack, class 
  included 
  Stun lasts 1d6 
  hours 
  drop prone, helpless 
  25-30 
  Suffers full damage from 
  stun attack, class included 
  Stun lasts 1d6 
  days 
  drop prone, helpless 
  30+ 
  Death 
  Stun lasts 1d6 
  days 
  drop prone, helpless 
  * Unmanned means that the character is still awake, but because of the stunning is paralyzed, 
  deafened, or blinded from the stunning attack. Usually this effect is short term, and the character 
  could be considered helpless...but due to the short term effect of the stunning, they aren't 
  automatically considered helpless
  **Helpless characters have been stunned unconscious. They are asleep, and will be so usually long 
  enough to administer a coup de grace.
  ***The above chart is for Concussive and Electrical stun. Acoustic stunning rolls are only rolled to 
  see if enemy becomes unmanned and drops...not to see how long the effect is. The effect of the 
  120
  
  acoustic stun will end once the source of the noise stops.
  Three Types of Stun Damage
  Electrical - Usually suffering from limited range, this type of stunning is most preferred due to its 
  ability to penetrate armor. Only Strength is rolled against it. Grounding is the best type of protection 
  from it. Effects are paralysis if one is rendered helpless.
  Concussive/Visual- Decent range, but sometimes hard to direct, concussive damage is done by 
  blast weaponry. Most of the time, a character suffers damage from blasts and blast weaponry, but 
  there are grenades and missiles designed specifically to cause concussive damage. Most of the time, 
  these come in the form of concussion grenades. Armor is the best protection from concussive blasts. 
  Effects are paralysis and blindness if one is rendered helpless.
  ***Acoustic - Best range, difficult to control because it blasts in all directions from its source, 
  armor and grounding have no effect against this type of stunning. Damage is often times limited to 
  only dropping a victim prone, rarely would a target be considered helpless. Also, the acoustic stun 
  must be upheld...If the source of the noise stops, the stun effect stops.
  Understanding the types of stun damage one could receive on the battlefield will teach 
  you how to protect yourself...and at times, how to defeat your enemies.
  Knock-Downs Explained -
  For those of you out there like myself with a double coat of Quadratanium 
  armor...This is usually what happens to us when struck by weaponry within our class group. We 
  don't take damage, but we sure can get knocked on our rear ends from the blasts. Each time we get 
  popped, a roll is made to see if we're damaged, and then again with the weapon damage versus our 
  Strength to see if we're still on our feet. If you're in vehicle mode that has wheels, or you have 
  muliple legs, you'd count your wheels as your legs. For each leg or wheel over two, you'd get a 
  stability bonus to assist you in these rolls. For example, I roll my 4D+2 Strength to resist getting 
  knocked over in robot form, but transformed into vehicle mode, I am at 6D+2 due to having four 
  wheels. Those Autobots that transform into motorcycles would keep their Strength roll...but 
  Autobots or Decepticons that transform into four legged creatures...why, they would have an 
  advantage in being able to resist knock down effects.
  Damage 
  Difference 
  Human 
  Cybertronian 
  Effects 
  1-4 
  Stumble 
  Stumble 
  Hit hard enough to where one's aim and 
  concentration suffered, -1D to remaining rolls for 
  the round. 
  121
  
  5-9 
  Fumble 
  Fumble 
  Hit hard enough to where whatever you were 
  holding is knocked from your hands, -1D 
  remains for the rest of the round 
  10-14 
  Tumble 
  Tumble 
  Dropped item and hit hard enough to be knocked 
  to one's knee or on their rear end (closer to 10, 
  knee, closer to 14, rear-end), -1D to remaining 
  rolls for the round. 
  15+ 
  Floored 
  Floored 
  Dropped item and hit hard enough to be knocked 
  flat on one's back, -1D to remaining rolls for the 
  round. 
  16-19 
  Blasted 
  Blasted 
  Dropped item and hit hard enough to where one 
  is tossed nearly one tactical movement away 
  from whatever one was holding, -1D to 
  remaining rolls for the round. 
  20-24 
  Stun lasts 
  2d6 rounds 
  Stun lasts 1d6 
  rounds 
  Blasted, but suffers from minor concussives; 
  unmanned; tactical movement away from blast 
  point. 
  25-30 
  Stun lasts 
  4d6 rounds 
  Stun lasts 2d6 
  rounds 
  Blasted, but suffers from moderate concussives; 
  unmanned; tactical movement away from blast 
  point. 
  30+ 
  Stun lasts 
  6d6 rounds 
  Stun lasts 3d6 
  rounds 
  Blasted, but suffers from major concussives; 
  unmanned; tactical movement away from blast 
  point. 
  *Only applies to weapons or attacks with mass (lasers and ion weaponry don't apply) 
  Yes, even though one may not suffer actual damage from being knocked down, one 
  can be knocked out...or depending where you're at, knocked off something very high. I'll be 
  discussing falling damage next, and for those of us who are Autobots who don't take to the skies, it 
  may make you want to pack a parachute. 
  122
  
  Falling Damage Explained -
  Do the Seekers and the rest of the Decepticons from time to time snag a smaller 
  Autobot and drop him to the ground below for kicks? Yes, they do. Which is why one should only 
  patrol in groups, and should carry a chute, jet pack, or be able to transform into something that can 
  help them glide if they decide they're bad enough to work alone...I know that last one sounds awful, 
  but I've seen it work...Falling is serious business for us Autobots. Pay close attention to the chart 
  below. 
  Falling Height Human Class I Class II Class III Damage Sustained 
  3-6 m 
  x1 
  x2 
  x3 
  x4 
  3D 
  7-12 m 
  x1 
  x2 
  x3 
  x4 
  4D 
  13-18 m 
  x1 
  x2 
  x3 
  x4 
  5D 
  19-30 m 
  x1 
  x2 
  x3 
  x4 
  7D 
  19-30 m 
  x1 
  x2 
  x3 
  x4 
  9D 
  31-50 m 
  x1 
  x2 
  x3 
  x4 
  11D 
  51m+ 
  x1 
  x2 
  x3 
  x4 
  13D 
  Most strong humans, if he or she is lucky, can survive a fall of 3-6 meters if one lands 
  on something soft...Class I Cybertronians can survive twice that distance, Class II three times the 
  distance, and Class III four times the distance...so in other words, if I fell 9 to 18 meters off of a 
  building or some other structure, it would likely not kill me if I'm fairly sturdy...which I am...thank 
  goodness. I wouldn't tempt fate with saying that I wouldn't be injured...3D damage is still a solid 
  punch with armor. Remember that the damage listed on the chart corresponds to the character's 
  class size. A human falling 50 meters is the same as a Class III Cybertronian falling 200 meters. 
  They would both roll against 11D worth of damage. 
  What Ratchet said a moment ago about armor is true...though I think most Autobots 
  with Armor can soak 3D or even 5D worth of damage from a fall, can they soak 9D or 11D? Be 
  careful if you plan to go anywhere besides the ground.
  Just about anything greater than falling from your height is a trauma fall. Be safe, and 
  be prepared. 
  123
  
  Martial Arts Explained – How To Not Be The Average Brawler
  What does the advanced skill of Martial Arts do? It costs double the amount of exp per die code. Is 
  it worth getting, or is one just better off with a high brawling skill? 
  Short answer…Martial Arts is very important to anyone who is going to engage in melee or 
  brawling combat. It is very necessary if one hopes to stand a chance against multiple adversaries in 
  an up close confrontation. It makes a brawler or combatant hit harder, more accurately, and 
  effectively faster. How does it do this? There are simple rules to remember in how Martial Arts can 
  benefit an Autobot, Decepticon or human. These rules and examples are below.
  Maximizing Damage – Every three die in Martial Arts increases a character’s brawling (or specific 
  melee) damage by 1D. This is not done in pips. It is a straight 3D in the skill for 1D of extra 
  damage. A character who does STR of 4D in damage through brawling who has 3D in Martial Arts 
  can hit with 5D in damage when using brawling. 6D in Martial Arts = 6D in damage, 9D in Martial 
  Arts = 7D in damage…and so on. 
  Optimus Prime delivers a right cross to Megatron's jaw and is preparing to follow through with a 
  left jab...Combinations...
  Combination Mastery – Every one die in Martial Arts allows an extra action when parrying or 
  striking with brawling + Martial Arts. A character who has 6D in Brawling and 3D in Martial Arts 
  who is only going to engage in martial arts actions for the round (punches, kicks, parrying, etc.) can 
  add the 6D and the 3D together for a total of 9D and perform up to 3 actions (punches, kicks, 
  parrying, etc.) without being penalized! Three hand to hand actions at 9D, or four hand to hand 
  actions at 8D, or five hand to hand actions at 7D…and so on.
  What types of Martial Arts are there?
  There are countless open-hand martial arts and weapon martial arts. Ordinarily, Martial Arts effects 
  Brawling. If there are no specializations involved, then Martial Arts is added to brawling. If there is 
  124
  
  a weapons martial arts specialization under martial arts, it would effect the base skill of melee 
  weapons. 
  Specializations in martial arts usually determine how the skill is used. 
  For example, a specialization in Kung fu would be rolled as such: Brawling 5D + Martial Arts 4D: 
  Kung Fu 5D = 10D. Likewise, a specialization in Kendo would look as such: Melee Weapons 4D: 
  Katana 6D + Martial Arts 3D: Kendo 4D = 10D
  Are there Cybertronian Martial Arts?
  Yes, there are four mentioned (specializations), and are available for use if one meets the pre-
  requisites for them.
  Circuit-Su is a martial art that can be used in conjunction with the special ability “Charger” to 
  unleash devastating “charged” attacks with their hands and feet at the expense of a Cybertronian’s 
  energon count.
  Prerequisites: Must have the Charger Special Ability or Mutant Spark allowing similar effects; Must 
  have Martial Arts Advanced Skill to get the Circuit-Su specialization. Must find a teacher.
  Cyber-Ninjitsu is a form of martial arts that focuses on evasion, deceit, acrobatics, and maximizing 
  advantages with the goal to be either to escape or destroy an opponent at all costs. One of the most 
  devastating aspects about Cyber-Ninjitsu is that it is a specialization that affects both Brawling and 
  a wide variety of martial arts weapons (hands, feet, short blade, medium blade, long blade, 
  grappling weapon).
  Prerequisites: Must have Melee Weapons at 4D; Must have Brawling at 4D; Must have Martial Arts 
  at 1D; Must be accepted as a Cyber-Ninja.
  Metallikato is a martial art that draws from Circuit-Su, Cyber-Ninjitsu, and Crystalocution and in 
  many instances, it uses several different martial arts at the same time. It is said to be very rarely 
  encountered, as most Cybertronians do not have the capacity to be able to harness a jack-of-all-
  trades martial arts form. Those who use it are very dangerous and usually have ions of training.
  Prerequisites: Must find a teacher willing to teach; Must have two other Cybertronian martial arts 
  specializations (i.e. in the example below, the Autobot Cyber-Ninja has Circuit-Su and Cyber-
  Ninjitsu which are combinable through Metallikato)
  125
  
  An Autobot Cyber-Ninja sneaks up on two Decepticon guards and lays waste to them with a 
  Metallikato quadra-slash. Since he studies Metallikato, he is able to incorporate a melee weapon 
  from Cyber-Ninjistu in a martial-arts strike and combine it with the deadly effects of Circuit-Su in 
  charging his blade.
  Crystalocution is a martial art in which targets are blown apart at their seams. It requires anatomical 
  and engineering expertise (Engineering and Robotics skills are required). A practicioner of this 
  martial art must study an opponent for 5 rounds at 1D with the Crystalocution specialization (4 
  rounds at 2D, 3 rounds at 3D, 2 rounds at 4D, 1 round at 5D and beyond). After the sizing up of the 
  opponent for the time period, the Crystalocution student must roll his or her Engineering or 
  Robotics skill (whichever is higher) versus the target’s Perception. If the Crystalocution user is 
  successful, he or she can deliver punches and kicks at double the normal damage with the special 
  knowledge gained at where connection points are within a target’s structure. (i.e. a character that 
  can deliver a blow at STR+2D damage can deliver a blow at STR+4D).
  Prerequisites: Must find a teacher; Must have Brawling at 4D; Must have Martial Arts at 2D; Must 
  have Engineering at 2D; Must have Robotics at 2D
  126
  
  AVAILABLE NOW
  THE UNOFFICIAL D6 TRANSFORMERS HEROES GUIDE
  COMING SOON
  THE UNOFFICIAL D6 TRANSFORMERS VILLAINS GUIDE
  SEE DAGARTHORN'S GAMES FOR DETAILS
  http://dagarthorn.proboards.com/index.cgi
  127
  
SOURCE: textdata/thevault/Deduped  Shit/Transformers/Transformers D6.pdf