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Published by Private, 2024-06-29 21:14:13

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49 CHAPTER 3: COMBINER ARMORY TRANSFORMERS ROLEPLAYING GAME Enimga of Combination New Equipment Options The following equipment options expand on the gear available to Transformers Roleplaying Game characters. New Weapon Traits Those weapons designed for the largest Cybertronian fighters might have one of the following new traits. Element (Energy): Energy is a collective term for raw elemental emissions that cannot be classified through one of the other previously detailed elements. Energy weapons grant the user 1 on attacks against targets that are being subjected to a form of drastic size/ mass alteration (such as the Modemaster’s Mass Shift, the Object Alt Mode General Perk, and mystically enlarged or reduced objects). Titan-Class: Weapons with this trait are built for the massive Gestalt Combiners and the last remaining Titans of Cybertron. This weapon ignores all bonuses to Toughness Defense from armor upgrades when used to attack anything of a smaller Size Class than the wielder. However, the wielder must first spend 1 Energon Point each time they wish to attack with this weapon. This Energon must be spent before any attacks are made, but the wielder need only pay the cost once per round if they have Perks that allow them to take more than one attack per round. New Weapons The weapons listed in the Transformers Roleplaying Game Core Rulebook are designed primarily using broad terms and definitions, and they still apply normally for characters created using the assets in this sourcebook. There are new weapons that might be better for characters that are involved with Combiners, Headmasters, Powermasters, and Targetmasters – or those who fight against them. Standard Weapons ASSAULT CLAW A powerful clamping claw that replaces one of the wielder’s own external hardpoints. Category: Weapon Availability: Standard Classification: Might integrated melee Requirements: Replaces one External Hardpoint Range: Reach Hands: 0 Effects: 1 Sharp damage Alternate Effects: Target is Grappled Special: Targets Grappled by this weapon suffer Snag to escape Traits: Sharp, Silent BREAKER-BAR A reinforced demolition tool that is particularly good at separating combined elements. Category: Weapon Availability: Standard Classification: Might medium melee Requirements: Brawn d4 and Technology d2 Range: Reach Hands: 1 or 2 Effects: 1 Sharp damage Alternate Effects: 2 Sharp damage (2 hands, 1) Special: Inflicts +1 Sharp damage against Combiner form targets Traits: Sharp, Silent CLUSTER GRENADE A fragment-based explosive device with a random area of effect. Category: Weapon Availability: Standard New Condition: Mode Lock The ability to convert Modes is key to how Cybertronians interact with their environment, and some sinister weapons presented in this chapter impose a new Condition meant to especially hamper Combiners. Mode Lock: A character suffering from Mode Lock can’t convert from their current Mode; this includes Alt Modes, Mass Shifts, Partial Conversions, and merging as a Combiner (even with a symbiotic Transtector Rig). While afflicted, the character can remove the Condition by performing an Energon flush, which requires spending 1 Energon and succeeding at a DIF 12 Technology Skill Test as a Standard action. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


50 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Classification: Athletics sidearm explosive Requirements: Nil Range: 20ft/50ft Hands: 1 Effects: 1 Sharp damage Blast: 2d2 × 10ft radius) Traits: Consumable, Sharp, Wrecker NEBULANESE BLASTER A recoilless blaster designed for the security forces of Nebulos. Category: Weapon Availability: Standard Classification: Targeting sidearm element Requirements: Nil Range: 25ft/80ft Hands: 1 Effects: 1 Energy damage Traits: Ballistic, Energy TITANSWORD A gigantic sword forged from superdense materials to leverage the massive strength Gestalt Combiners are capable of. Category: Weapon Availability: Standard Classification: Finesse or Might medium melee Requirements: Brawn d4 and Towering Size Range: Reach ×2 Hands: 1 or 2 Effects: 4 Sharp damage Alternate Effects: 6 Sharp damage (2 Hands, 1), Intimidating, 4 Sharp damage—Multiple (2) Targets (Reach ×2, 2) Traits: Sharp, Titan-class TRIDENT BLADE An aquatic melee weapon frequently used by Cutters everywhere. Category: Weapon Availability: Standard Classification: Finesse or Might medium melee Requirements: Athletics d2 Range: Reach Hands: 1 Effects: 1 Sharp damage Alternate Effects: Nil Traits: Amphibious, Sharp, Silent Limited Weapons BLASTER KNUCKLES Many titanic Cybertronians implant energy blasters on the backs of their knuckles, adding an armorpiercing blast to their punches. Category: Weapon Availability: Limited Classification: Finesse or Might integrated melee Requirements: Finesse or Might d6 and Towering Range: Reach Hands: 0 Effects: 3 Sharp damage Alternate Effects: 3 Sharp damage— Multiple (2) Targets (Reach, 1), Maneuver (2), Traits: Anti-Tank, Armor Piercing, Sharp, Titan-class BOOM GUN A powerful firearm that has been tuned to hurl blasts of sound capable of fracturing solid materials. Category: Weapon Availability: Limited Classification: Targeting medium element Requirements: Technology d4 Range: 30ft/90ft Hands: 2 Effects: 2 Sonic damage Blast: 10ft radius Traits: Computerized, Reload, Sonic CYBERTRONIAN GLAIVE This dense blade attached to a long haft is perfectly weighted for fighting multiple opponents at the same time. It is often used by Decepticon Justice Division agents and select security forces at holy sites of Cybertron. Category: Weapon Availability: Limited Classification: Finesse or Might long melee Requirements: Brawn d2 Range: Reach ×2 Hands: 2 Effects: 2 Sharp damage Alternate Effects: 2 Sharp damage—Multiple (2) Targets (Reach ×2, 1), 2 Sharp damage— Multiple (3) Targets (Reach ×2, 2) Traits: Martial Arts, Sharp, Silent CYCLER WARHEAD ARRAY A titan-sized revolver that fires a cluster of elementmodified rockets at a group of targets. Category: Weapon Availability: Limited Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


51 CHAPTER 3: COMBINER ARMORY TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Classification: Targeting sidearm projectile Requirements: Towering Range: 60ft/180ft Hands: 1 Effects: 3 Element damage Alternate Effects: 3 Element damage—Multiple (3) Targets (60ft, 1) Traits: Element, Reload, Titan-class, Wrecker DUAL CANNON A handheld blaster designed with a twin barrel system. Category: Weapon Availability: Limited Classification: Targeting medium projectile Requirements: Brawn d4 and Towering Size Range: 70ft/120ft Hands: 1 Effects: 3 Energy damage Traits: Energy, Multi-Weapon (2), Reload, Titanclass ENERGON CLAYMORE A wide-ended sword made of Energon-laced crystalline alloys. Category: Weapon Availability: Limited Classification: Finesse or Might medium melee Requirements: Brawn d2 and Towering Range: Reach Hands: 1 Effects: 6 Sharp damage Alternate Effects: Intimidating Traits: Anti-Tank, Sharp, Titan-class MAG-BOLA A thickened cable of braided wires ended with two or three magnetic dodecahedrons hurled at a target, intertwining and catching their limbs to impede movement and conversion ability. Category: Weapon Availability: Limited Classification: Athletics medium projectile Requirements: Athletics d4 Range: 20ft/50ft Hands: 1 Effects: Restrained Alternate Effects: Mode Lock Special: DIF 10 Athletics or Brawn Skill Test to remove the Restrained condition Traits: Consumable, Mode Lock MORTAR SHELL CANNON A large-barreled device that launches element shells over a long distance, saturating a large area with different kinds of munitions. Category: Weapon Availability: Limited Classification: Targeting heavy projectile Requirements: Brawn d4 and Huge Size Range: 200ft/500ft; min 45ft Hands: 2 Effects: 2 Element damage Blast: 15ft radius Traits: Computerized, Element, Indirect, Mounted, Reload PHOTON CANNON A lower-yielding laser cannon that uses charged photons to increase the initial impact of directed fire. Category: Weapon Availability: Limited Classification: Targeting medium element Requirements: Nil Range: 100ft/400ft Hands: 1 Effects: 1 Laser damage Alternate Effects: Stun 1, Spot Traits: Computerized, Laser Restricted Weapons ENERGIZED CYBERTRONIAN GLAIVE This standard Cybertronian glaive has been outfitted to sheathe its blade with elemental energy. Noted as the weapon of elite members of the Guardians of Solus, supercharged with fusion-flames, or the standard frozen signature of incarceration officers. Category: Weapon Availability: Restricted Classification: Finesse or Might long melee Requirements: Brawn d2 Range: Reach ×2 Hands: 2 Effects: 2 Element damage Alternate Effects: 2 Element damage—Multiple (2) Targets (Reach ×2, 1), 2 Element damage— Multiple (3) Targets (Reach ×2, 2), Intimidating Traits: Computerized, Element, Reload, Silent GYRO-GUN This energy-based weapon disrupts a target’s balance based upon its mass and center of gravity. Category: Weapon Availability: Restricted Classification: Targeting sidearm projectile Requirements: Nil Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


52 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Range: 20ft/80ft Hands: 1 Effects: Stun 1 Alternate Effects: Target is Impaired for 1d2 turns (1) Traits: Computerized INHIBITOR CHARGE This modified grenade saturates a small area with magnetically charged particles designed specifically to gum up and stymie the mechanisms surrounding the function of T-Cogs. Category: Weapon Availability: Restricted Classification: Athletics sidearm explosive Requirements: Technology d4 Range: 20ft/50ft Hands: 1 Effects: Mode Lock Blast: 10ft radius Alternate Effects: 1 Electromagnetic damage Blast: 10ft radius Traits: Computerized, Consumable, Electromagnetic INHIBITOR JET This projection-based weapon hurls a cloud of magnetic particles that get into a target’s T-Cog mechanisms to keep them from converting modes. Category: Weapon Availability: Restricted Classification: Targeting medium element Requirements: Technology d4 Range: 15ft Hands: 2 Effects: Mode Lock Blast: 15ft cone Alternate Effects: 1 Electromagnetic damage Blast: 15ft cone, Intimidating Traits: Computerized, Electromagnetic, Reload MAGNA-BLAST GUN This heavy, shoulder-rested projector of pressurized, supercooled liquid is often associated with the phrase “aggressively non-lethal means.” Category: Weapon Availability: Restricted Classification: Targeting long projectile Requirements: Brawn d2 and Technology d2 Range: 45ft/120ft Hands: 2 Effects: 3 Stun damage Alternate Effects: 2 Cold damage (1) Traits: Cold, Mounted PRIMEON BLADE Because it is forged of solidified energy, this huge, wedge-shaped sword is wieldable by smaller combatants. Category: Weapon Availability: Restricted Classification: Finesse or Might long melee Requirements: Brawn d4 Range: Reach ×2 Hands: 2 Effects: 2 Sharp damage Alternate Effects: 2 Sharp damage and 1 Energy damage (1) Special: Deals 1 additional Energy damage to a single component member in a combined form Traits: Energy, Reload, Sharp, Silent RAIL RIFLE This heavy, magnetically powered rifle launches solid rounds with intense momentum. Category: Weapon Availability: Restricted Classification: Targeting long projectile Requirements: Alertness d4 and Brawn d4 Range: 120ft/600ft; min 30 Hands: 2 Effects: 2 Sharp damage Alternate Effects: 4 Sharp damage (3) Traits: Anti-Tank, Ballistic, Mounted, Reload, Sharp STAR CANNON This massive, shoulder-mounted projection weapon hurls blasts of plasma as hot as the corona of most suns. Category: Weapon Availability: Restricted Classification: Targeting long element Requirements: Towering Range: 100ft/300ft Hands: 2 Effects: 2 Energy damage and 2 Fire damage Blast: 10ft radius Traits: Energy, Fire, Mounted, Titan-Class, Wrecker X-RAY LASER Combining concentrated light energy in a packet of supercharged x-rays, this weapon breaks down solid matter upon impact but exchanges accuracy for penetration and punch. Category: Weapon Availability: Restricted Classification: Targeting medium element Requirements: Brawn d2 Range: 30ft/90ft Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


53 CHAPTER 3: COMBINER ARMORY TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Hands: 1 Effects: 2 Laser damage Traits: Armor Piercing, Laser Prototypical Weapons DEMOLECULARIZATION GUN Designed using a reverse polarity version of the molecular bonding used in the Transtector Rigs that allow Headmasters and their partners to combine, this gun turns armor into brittle rubber. Category: Weapon Availability: Prototypical Classification: Targeting sidearm element Requirements: Technology d2 Range: 40ft/90ft Hands: 1 Effects: 1 Energy damage Special: Targets hit are partially demolecularized for the remainder of the scene, granting Edge to attacks against them that deal Sharp damage Traits: Anti-Tank, Computerized, Energy ENDER’S RAIL Made infamous in the titanic hands of the Decepticon titan Scorponok, this rail-rifle fires one of the single most devastating payloads known to Cybertronian military scholars. Category: Weapon Availability: Prototypical Classification: Targeting heavy projectile Requirements: Brawn d6 and Towering Range: 200ft/500ft Hands: 2 Effects: 5 Sharp damage Alternate Effects: 7 Sharp damage (2) Traits: Anti-Tank, Armor Piercing, Reload, Sharp, Sniper, Titan-class NEGAVATOR BEAM Originally designed as a siege weapon by Wheeljack, this enormous weapon must be mounted on a large enough frame with access to enough stabilization to fire, but the results are tremendous. Category: Weapon Availability: Prototypical Classification: Targeting heavy element Requirements: Gigantic Range: 80ft/250ft Hands: 2 Effects: 3 Energy damage Special: Deals +1 damage against Huge or Extended targets, +2 damage against Gigantic or Extended II targets, +3 damage against Towering or Extended III targets, +4 damage against Titanic Targets Traits: Energy, Mounted, Reload New Weapon Upgrades These are useful new upgrades that characters can acquire from the usual sources to alter their weapons. Many of these upgrades are designed for characters that have either been in touch with the Enigma of Combination or can link together with another being in some symbiotic fashion but could also be useful for characters who fight against these combined forms. FRONT-WEIGHTED Whether using the simple placement of weights, the addition of liquid cores, or advanced tech like magnetic impellers or hydraulic counter-slides, this weapon picks up momentum very quickly. Availability: Limited Prerequisite: Close combat blade or bludgeon Benefit: Grants 1 on attacks against targets smaller than the wielder MASS REACTIVE ROUNDS Adding tiny impact anti-armor explosive charges to the tips of a ballistic weapon’s rounds makes them almost impossible to simply shrug off. Availability: Restricted Prerequisite: Weapon with the Ballistic trait that deals Sharp damage Benefit: Deals 1 additional Sharp damage to any attack versus a target’s Toughness Defense SCRAMBLE MODULATOR Using a secondary wavelength generator to feed into the emissions of a sonic weapon, the connections that keep a Combiner form merged can be greatly weakened. Availability: Restricted Prerequisite: Weapon that deals Sonic damage Benefit: When successfully attacking a Combiner form and this weapon’s damage is divided among its components, the component member with the highest current Health takes 1 additional Sonic damage; if multiple component members tie for the highest, they each suffer the additional damage Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


54 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination SOLUS CHARGE Adding concentrated Energon directly into the discharge of a laser weapon (a tactic taught by the Guardians of the Flame of Solus) requires specific weapon adjustments and a dedicated Energon conduit. The result is a significantly hotter beam that is somewhat taxing to the user. Availability: Restricted Prerequisite: Ranged weapon that deals Laser damage Benefit: Wielder may spend up to 2 Energon Points when attacking; each Energon Point spent in this way adds 1 additional Fire damage to the attack SUSTAINED BEAM Modifies a laser to fire longer, sweeping beams instead of individual lancets of concentrated light and heat. Availability: Restricted Prerequisite: Ranged weapon that deals Laser damage Benefit: Once per round on a hit, the wielder may choose to spend 1 Energon Point and a Free action to immediately attack the same target a second time with Edge New Armor Upgrades These are new ways that Cybertronians can protect themselves from the many kinds of harm that might cross their path. They are potentially designed with Combiners and Binary Bonded beings in mind but could be just as useful to any characters capable of donning these upgrades. ABLATIVE MATRIX This boosted version of the standard armor matrices many Cybertronians use is designed to offer additional protection but breaks away and falls apart over time. Availability: Standard (Light); Limited (Medium); Restricted (Heavy) Prerequisite: Brawn d2 Benefit: Grants deflective bonus to Toughness—Light (+2), Medium (+4), or Heavy (+5); this bonus is reduced by 1 each time the wearer is hit by a Critical Success attack Skill Test EM PROTECTIVE LINING Using advanced material liners, you can shield your most sensitive parts from the ravages of electromagnetic weaponry. Availability: Restricted Prerequisite: Science or Technology d4 Benefit: Weapons dealing Electromagnetic damage gain no special benefits against you for being computerized or mechanical JET PROPULSION ATTACHMENTS Using your armor as a mounting point, your Bot Mode can fly at a modest pace. This is a favorite of Decepticons, who use it to keep up with their Insecticon and Seeker troops. Availability: Standard Prerequisite: Driving d2 Benefit: You gain an Aerial Movement value of 40ft while in Bot Mode; This has no benefit in Alt Mode MACRO-MAGNETIC LINKAGE Your armor has powerful electromagnet connection points that help hone in your momentum toward merging with another component being. Availability: Standard Benefit: Doubles your Reach for calculating how far you can be from another component being to merge into a combined form OBSCURING MATRIX Blurring the visible edges of the wearer’s outline when in motion, this armor upgrade makes the target more difficult to hit precisely. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


55 CHAPTER 3: COMBINER ARMORY TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Availability: Limited (Basic); Restricted (Advanced) Prerequisite: Technology d2 (Advanced only) Benefit: Grants computerized bonus to Evasion— Basic (+2) or Advanced (+4); this bonus is negated while the wearer has the Grappled, Immobilized, Prone, or Restrained Condition PROTOMATTER INJECTION LAYER Your armor hides a lining of heated, liquid protomatter that automatically flows into your open wounds, patching them up temporarily until proper repairs can be made. Availability: Restricted Prerequisite: Conditioning +1 Benefit: The first three times (per requisition of this upgrade) you suffer 2 or more damage from a single source, the damage is reduced by 1. This upgrade can be replenished with an hour of repairs, a successful DIF 12 Technology Skill Test, and the expenditure of 2 Energon Points. RIG REINFORCEMENT Adds additional armor plating to an existing Transtector Rig. Prerequisite: Can only be added to a Transtector Rig Availability: Limited Benefit: Increases Toughness bonus gained from a Transtector Rig by 1; can be chosen up to three times STATIC SLIDE INHIBITOR Light plating added to a chassis deflects physical blows, while small electro-static generators create an invisible buffer against certain energy attacks. Availability: Limited Benefit: Grants +1 deflective bonus to Toughness and imposes 1 to Energy and Laser attacks targeting the wearer TRANSTECTOR RIG A fully armored exo-suit used by Binary Bonded beings to convert into their necessary component of a Headmaster, Powermaster, or Targetmaster pairing. Availability: Restricted (Standard for Headmasters, Powermasters, and Targetmasters) Prerequisite: Large or smaller (Bot Mode) Benefit: Grants +4 deflective bonus to Toughness, offers full environmental protection, and allows for Headmaster Head conversion detailed in the General Perk of the same name What About the Battle Transtectors? There are new and prototypical designs of massive “Battle Transtector” warsuits that allow a Headmaster in a common Transtector Rig to link up and control the robotic vehicle-body, but they have always been seen as unreliable and too costly to mass produce. Battle Transtectors are theoretically available for a Headmaster to acquire, effectively becoming their own Huge-sized Bot Mode with no attached personality, just a physical shell to merge with and pilot. New Other Equipment In the Transformers universe, there are many different pieces of gear, tools, and gadgets that aren’t weapons or armor upgrades. New General Equipment No matter how your characters interact with others, they will need a variety of tools and other equipment for their missions. GESTALT FIREWALL CROWN Being part of a combined form’s mixture of mentalities and personalities can be disorienting and confusing. This specialized circlet of protomatter and crystalline-alloy circuitry is designed to be worn by members of a combined form, protecting their individual minds from psychic interference between members. Prerequisites: Technology d4 Benefit: The wearer gains Resistance to Psychic damage, which transfers to any Combiner form they are part of. Additionally, once per scene, such a Combiner form can roll a Skill Test with a Skill using a Specialization that the wearer has but the combined form doesn’t. LINK LOCK The weakness inherent to the Headmaster process is that the Cybertronian host body cannot convert into Bot Mode when their bonded companion’s Transtector Rig is not present, making it additionally Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


56 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination important to maintain the merged linkage between the symbiotic partners. This ferro-magnetic connection booster strengthens their physical bond to be as strong as their mental one. Benefit: Any attempts to remove or dislodge a merged Headmaster head wearing this item always suffers Snag, even if it were to gain Edge otherwise. PERSONNEL MUNITIONS PACK (CONSUMABLE) This kit is a mobile weapon reloader/power recharger that doesn’t have to be keyed to a specific kind of weapon, unlike an ammo feed upgrade or similar devices. Prerequisites: Technology d2 to operate; Gigantic size to carry Benefit: As long as a personnel munitions pack is present in a scene, all friendly characters within their Reach of its location may reload a weapon as a Free action. Roll 1d20 each time this kit is used; on a 1, this kit is consumed. New Support Equipment Cybertronians often find new and interesting pieces of equipment to augment their various Modes, and this is no different for those who have the ability to combine. AUGUR • Prerequisite: You have an alt Mode with Flyby/ Ram/Bash attack. • Alt Mode: Your Flyby/Ram/Bash attacks inflict Sharp damage, no longer need Movement to use, and gain the Armor Piercing Trait. • Bot Mode: One of your External Hardpoints is replaced by a close combat blade that exchanges the Silent trait for the Armor Piercing trait. CLAWED FEET • Prerequisite: You have the Matched Combiner or Gestalt Combiner General Perk. • Alt Mode: You ignore Rough Terrain. • Bot Mode: You gain Edge on climbing-based Skill Tests. • Combined Form: Your combined form gains 1 on kicking/stomping Unarmed Combat attacks. HARD TREAD WHEELS • Prerequisite: Your Alt Mode has a Ground Movement value. • Alt Mode: You ignore Rough Terrain and gain 1 to Ram attacks. • Bot Mode: You gain 1 on all Athletics Skill Tests. ROLLER DRUM • Prerequisite: Your Alt Mode has a Ram attack. • Alt Mode: Your Ram attacks inflict 1 additional Blunt damage against Prone targets and no longer needs Movement to use. • Bot Mode: Your Unarmed Combat attack deals Stun 2 (instead of Stun 1). • Combined Mode: You add +1 Health to your part of a combined form’s Health array. SUPPORT STRUTS/PYLONS • Alt Mode: You ignore the Mounted trait on all weapons in your Integrated Hardpoints. • Bot Mode: Your Brawn Skill is considered two Skill levels higher when resisting being shoved or pushed. • Combined Form: Any combined form you are part of ignores the Mounted trait on one attack type (chosen when the merging takes place). Cybertronian Artifacts In the millions of years that Cybertronians have existed, there have been several uniquely powerful artifacts that have left their mark on history. While not the sort of items or equipment characters can just head down to the requisitions office to acquire, Cybertronian artifacts are useful as rewards or goals for narrative arcs or sometimes the goal of entire storylines. The following are just a couple of these unique items, a bit of their own histories, and how to use them in your roleplaying game events and chronicles. Enigma of Combination Crafted in the age of the Matrix and initially held by Nexus Prime, the Enigma of Combination is one of the original artifacts of the omni-powerful Thirteen. It is, at its core, a containment device that holds the concentrated essence of cooperation in the same way that the Matrix of Leadership holds the energy of valor and command. Just being near the Enigma is enough to foster feelings of camaraderie and togetherness. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


57 CHAPTER 3: COMBINER ARMORY TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Prolonged exposure or direct connection to the Enigma is enough to alter the function of a Cybertronian’s Transformation Cog, turning them into a component piece of a larger state. It is through the Enigma that the creation of the Gestalt Combiners was made possible. The Enigma, or rather the primary containment unit in which it can be found, has been ferried across the universe in many hands, but wherever it goes, Combiners and their offshoots will appear in greater numbers. USING THE ENIGMA OF COMBINATION There are two ways to use the Enigma of Combination: proximity or direct exposure. Proximity: Being in the same scene as the Enigma bathes Cybertronians with the energies of fostered teamwork. Affected characters can use the Lend Assistance action as a Free action and ignore any Hang-Ups or other effects that prevent a character from using or benefitting from the Lend Assistance action. Direct Exposure: While holding the Enigma, a character gains their choice of the Gestalt Combiner, Matched Combiner, or Universal Component General Perk as a free Perk without having to meet the prerequisite. Additionally, any costs the character must pay to merge into a Combined form are waived once per scene via the Enigma. If a character retains possession of the Enigma for an entire mission, they can keep the free General Perk indefinitely if they wish, even after they no longer have the Enigma. Forge of Solus Prime Containing the fabled Flame of Solus Prime, this monstrous hammer was once wielded by the Thirteen against the rise of Unicron in Cybertron’s pre-history. While it can be wielded as a weapon to great effect, its primary use is to funnel energy as a force for creation. It is said that the Forge was used to create the other weapons of the Thirteen, as well as the containers for the Enigma of Combination and the Matrix of Leadership. Powered by the equivalent of a collapsing neutron star, the Forge allows a skilled user to pound energy and matter together in unimaginable ways, creating almost anything their minds can fathom. It is the truest tool of fabrication Cybertron has ever known, aside from the artful hands of Primus himself. USING THE FORGE OF SOLUS PRIME When being wielded as a weapon, the Forge of Solus Prime has the following statistics: Category: Weapon Availability: Unique Classification: Might long melee Requirements: Brawn d12 and Huge or Brawn d10 and Gigantic or Brawn d8 and Towering Range: Reach Hands: 2 Effects: 4 Blunt damage Alternate Effects: Intimidating, target is Stunned for 2d2 turns Traits: Anti-Tank, Reload, Titan-class To use the Forge for its intended purpose—a tool for creation—the wielder must expend 3 Energon Points and attempt a DIF 8 Technology Skill Test; this activity takes 1 hour. On a success, the wielder can create any single piece of armor, equipment, or weapon that they have at least a d2 Skill Rank to use, regardless of availability (though not Unique items). For every 5 by which the result of the Skill Test exceeds the DIF, the wielder can do one of the following: • Add a viable upgrade to a created item. • Perfect the created item, granting 1 to its use. The items created by the Forge are permanent. It is, after all, one of the most powerful artifacts of creation in Cybertronian history. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


58 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


59 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Both sides of the Autobot-Decepticon war have access to Combiner teams and their powerful Gestalt Megaforms. This chapter presents many of those groups, presenting stat blocks for their individual members and their combined forms. Some members of certain teams already appear in the Transformers Roleplaying Game Core Rulebook; their stat blocks aren’t repeated here, but page references are given where appropriate. Cybertronian Features Autobot player characters have immunity to carbon-based diseases but can be affected by Electromagnetic damage and viruses that affect machines, as noted in the For the Allspark! Perk. However, the stat blocks for Decepticons and unaligned Cybertronians featured in the Transformers Roleplaying Game Core Rulebook make no mention of these resistances and weaknesses. Those Threats and NPCs, including all the Cybertronian characters presented in this chapter, should be considered to have the features listed above by default. TABLE 4-1: THREATS BY THREAT LEVEL THREAT LEVEL THREAT PAGE THREAT LEVEL THREAT PAGE 3 Aimldeess Page 78 10 Lord Zarak Page 87 4 Stylor Page 107 10 Rampage Page 82 5 Grax Page 89 10 Skullcruncher Page 88 5 Groove Page 110 10 Streetwise Page 112 5 Misfire Page 78 11 Headstrong Page 81 6 Arcana Page 105 11 Movor Page 66 6 Monzo Page 97 11 Rollbar Page 67 6 Slingshot Page 102 11 Scrapper Page 74 6 Wildrider Page 93 11 Skydive Page 101 7 Blades Page 109 12 Brainstorm Page 104 7 Brawl Page 61 12 Ro-Tor Page 68 7 Drag Strip Page 91 12 Weirdwolf Page 96 8 Chromedome Page 106 13 Hot Spot Page 111 8 Fireflight Page 99 14 Devastator Page 76 8 Long Haul Page 72 14 Onslaught Page 62 8 Scavenger Page 74 14 Razorclaw Page 83 8 Vortex Page 64 15 Motormaster Page 92 9 Air Raid Page 99 15 Silverbolt Page 100 9 Bonecrusher Page 70 16 Bruticus Page 65 9 First Aid Page 109 16 Ruination Page 68 9 Hook Page 71 17 Menasor Page 94 9 Mixmaster Page 73 18 Defensor Page 112 9 Swindle Page 63 18 Predaking Page 84 10 Blast Off Page 60 19 Superion Page 103 10 Divebomb Page 80 25 Scorponok Page 86 CHAPTER 4: THREATS AND ALLIES Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


60 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Blast Off As the Combaticon’s long-distance sniper, secondin-command Blast Off feels above everyone in more ways than one. In Alt Mode, he can rain seeking fire from space. In Bot Mode, he can pick off long-range targets with precision and grace, something he takes great pleasure in noting to his less sophisticated teammates. THREAT LEVEL: 10 SIZE: Huge/Extended HEALTH: 12 MOVEMENT: 40ft Ground (Bot Mode); 80 ft (40ft) Aerial (Alt Mode) STRENGTH: 6 SPEED: 11 SMARTS: 6 SOCIAL: 3 TOUGHNESS: 17 EVASION: 21 WILLPOWER: 16 CLEVERNESS: 13 SKILLS • Alertness (Perception) +d6* • Brawn (Carrying Capacity) +d6* • Conditioning +2 • Deception +d6 • Driving +d4 • Finesse +d4 • Initiative +d4 • Targeting (Sniper) +d8* • Technology +d4 • Languages: Cybertronian, English, Japanese, Mandarin PERKS Gestalt Combiner (Enhanced Move): Blast Off can connect and combine with the other Combaticons, becoming part of Bruticus (see page 65). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Combaticons The heavy firepower unit of the Decepticons operates under the watchful eye of their leader, the tactician Onslaught (flatbed missile truck). Blast Off (space shuttle) is the second-in-command, Brawl (tank) is the munitions expert, Swindle (all-terrain subcompact SUV) is the arms supplier, and Vortex (helicopter) is the interrogator. Their Gestalt form, Bruticus, is a force to be reckoned with. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


61 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Sharpshooter’s Grace: Blast Off’s deadly aim is famous. He doesn’t suffer Snag when making a ranged attack outside a weapon’s normal range. He gains 2 on ranged attacks on targets farther than 30 feet away. Size Change: Blast Off’s Alt Mode is a space shuttle large enough to carry up to four other Cybertronians. ATTACKS Cyberstunner (Finesse): +d4, Reach (Stun 1) Alternate Effects: 1 Energy damage Hands: 1 Requirements: Bot Mode only Traits: Computerized Long Range Rifle (Targeting): +d8*, Range 150ft/600ft; min. 30ft (1 Sharp damage) Alternate Effects: 2 Sharp damage (1), 3 Sharp damage (3) Hands: 2 Upgrades: Piercing Requirements: Bot Mode only Traits: Armor Piercing, Ballistic, Mounted, Reload, Sniper Mounted Missile (Targeting): +d8, Range 500ft/1,000ft (1 Fire damage Blast: 50ft radius) Alternate Effects: 1 Fire damage (1), 2 Fire damage, 2 Fire damage Blast: 20ft radius (1) Requirements: Alt Mode only Traits: Anti-Tank, Computerized, Consumable, Element, Wrecker POWERS Orbital Missiles (2/scene, Move and Standard action): Things are clearer up there. Blast Off launches himself into the air to rain down heavy fire from above. He attempts a Targeting Skill Test against each of 3 targets in the scene, no two of which can be more than 20 feet apart. He deals 3 Fire damage to each target he hits. He then remains out of range of any weaponry until the beginning of his next turn, where he returns to his original position (or adjacent to that position if his original position was occupied). If Blast Off Fumbles any of his attacks, he comes hurtling back down to his original position at the end of his turn and suffers Snag on all Skill Tests for his next turn. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Cyberstunner (Finesse sidearm melee), long-range rifle, mounted missiles (2) Other: Sniper’s visor (2 to Alertness Skill Tests) HANG-UP Above It All: Blast Off’s self-imposed isolation and haughty manners don’t endear him to his fellow Decepticons. He suffers 1 to all Social Skill Tests with other Decepticons, including his teammates. Brawl Brawl lives up to his name with alarming ease as the munitions expert of the Combaticons. He loves nothing more than a good fight, whether it’s with his fists, his guns, or his grenades. Often heard before he’s seen, Brawl converts into a tank on the battlefield. THREAT LEVEL: 7 SIZE: Huge/Extended HEALTH: 9 MOVEMENT: 30ft Ground (Bot Mode); 60ft Ground (Alt Mode) STRENGTH: 10 SPEED: 4 SMARTS: 4 SOCIAL: 2 TOUGHNESS: 23 EVASION: 14 WILLPOWER: 14 CLEVERNESS: 12 SKILLS • Brawn +d4 • Conditioning +2 • Deception +d4 • Driving +d2 • Initiative +d6 • Intimidation +d4 • Might +d8 • Technology (Explosive) +d6* • Languages: Cybertronian, English, Korean PERKS Gestalt Combiner (Armored Defense): Brawl can connect and combine with the other Combaticons, becoming part of Bruticus (see page 65). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Munitions Expert: Brawl is knowledgeable in all things explosive as the resident munitions mech of the Combaticon Gestalt. Brawl uses Technology to attack with ballistic weapons or explosives. Pack Mule: Brawl’s role as explosives expert requires him to pack some serious heat. He can carry up to 3 additional hands of weapons. ATTACKS Concussion Grenade (Technology): +d6*, Range 20ft/50ft (Stun 1 Blast: 10ft radius) Hands: 1 Requirements: Bot Mode only Traits: Consumable Element Grenade (Technology): +d6*, Range 20ft/50ft (1 Fire damage Blast: 10ft radius) Hands: 1 Requirements: Bot Mode only Traits: Computerized, Consumable, Element Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


62 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Flame Photon Blaster (Technology): +d6, Range 25ft/80ft (1 Fire damage) Hands: 1 Requirements: Bot Mode only Upgrades: Ignition Tank Traits: Ballistic Frag Grenade (Technology): +d6*, Range 20ft/50ft (1 Sharp damage Blast: 10ft radius) Hands: 1 Requirements: Bot Mode only Traits: Consumable, Sharp, Wrecker Ram (Driving): +d6, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Might): +d8, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Artillery Away! (2/scene, Move and Standard Action): It’s time for some mayhem! Brawl converts from Bot Mode to Alt Mode and fires up his tank cannon. He then attempts a Technology (Explosives) Skill Test against a target within 100ft. On a success, he deals 3 Sharp damage to that target, each creature within 20ft of the original target takes 1 Sharp damage from the shrapnel, and the area in a 10ft radius around the original target becomes Rough Terrain for the remainder of the scene. GEAR Armor: Heavy armor matrix (+3 deflective to Toughness) Weapons: Concussion grenades (2), element grenades (3), flame photon blaster (blaster with Ignition Tank upgrade), frag grenades (3) HANG-UP Cyberbull In a Crystal Shop: Brawl isn’t graceful, and it only gets worse when he’s pumped up for battle. Whenever he misses an attack, Brawl suffers –1 to his Evasion Defense until the beginning of his next turn. Onslaught Onslaught is the frighteningly clever leader of the Combaticons. With a processor like a vault and a tactician’s cool head, he directs his team with military precision. Onslaught isn’t above joining the fray when his plans go wrong, and his ferocity in battle is Spark-chilling to behold. THREAT LEVEL: 14 SIZE: Huge/Extended HEALTH: 16 MOVEMENT: 30ft Ground (Bot Mode); 60ft Ground (Alt Mode) STRENGTH: 12 SPEED: 7 SMARTS: 9 SOCIAL: 6 TOUGHNESS: 25 EVASION: 17 WILLPOWER: 19 CLEVERNESS: 16 SKILLS • Alertness (Tactics) +d8* • Brawn +d6 • Conditioning +2 • Deception +d4 • Driving +d2 • Initiative +d8 • Intimidation +d6 • Might +d8 • Persuasion +d4 • Streetwise +d4 • Survival +d4 • Targeting +d4 • Technology +d4 • Languages: Cybertronian, English, Korean, Russian PERKS Combaticons Leader: As a high-ranking officer, Onslaught enjoys 2 on all Skill Tests against his own team members and 1 against all other lower-ranking Decepticons. Gestalt Combiner (Commander [Strength, Speed]): Onslaught can connect and combine with the other Combaticons, becoming part of Bruticus (see page 65). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Tactician: Onslaught is a brilliant strategist and thinks well on his feet. He gains 1 on Alertness and Initiative Skill Tests, and anyone attempting to roll Deception or Infiltration against him suffers Snag. ATTACKS Back-Mounted Artillery Cannons (Targeting): +d4, Range 300ft/600 ft (2 Sharp damage) Alternate Effects: 1 Sharp damage Blast: 20ft radius Requirements: Alt Mode Only Traits: Integrated Electro-Shotgun (Targeting): +d4, Range 20ft/60ft (1 Electric damage Blast: 15ft cone) Hands: 2 Upgrades: Voltage Tank Traits: Ballistic, Reload Ram (Driving): +d2, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


63 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Unarmed Combat (Might): +d8, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent GEAR Armor: Heavy armor matrix (+3 deflective to Toughness) Weapons: Artillery cannon, electro-shotgun (shotgun with Voltage Tank upgrade) HANG-UP Temperamental: Onslaught hates when things don’t go according to his brilliant plans. Whenever he or one of his allies Fumbles, he enters a rage that causes him to suffer Snag on Skill Tests for 2 rounds. Swindle Swindle is the arms dealer of the Combaticon team. He supplies his teammates with everything they might need, for the right price. Swindle is a capitalist above all else, profiting from the Cybertronian civil war wherever he can, even if it means selling his own fellow Combaticons out. His Alt Mode is the fastest of all the Combaticon land vehicles, allowing Swindle to cut and run when a deal goes sour. THREAT LEVEL: 9 SIZE: Large/Large HEALTH: 9 MOVEMENT: 30ft Ground (Bot Mode); 60 ft Ground (Alt Mode) STRENGTH: 4 SPEED: 7 SMARTS: 5 SOCIAL: 8 TOUGHNESS: 14 EVASION: 20 WILLPOWER: 15 CLEVERNESS: 18 SKILLS • Alertness +d2 • Brawn +d4 • Driving +d6 • Infiltration +d4 • Initiative +d4 • Might +d4 • Performance (Con Artist) +d8* • Streetwise +d6 • Technology +d8 • Languages: Arabic, Cybertronian, English, French, Japanese, Mandarin, Russian, Spanish PERKS Con Artist: Swindle’s words are full of such sweetness and shine, it’s easy to lose track of what he’s actually saying. Swindle uses Performance in place of Deception and Persuasion for Skill Tests. Gestalt Combiner (Enhanced Initiative): Swindle can connect and combine with the other Combaticons, becoming part of Bruticus (see page 65). Weapon Tech Expert: Swindle knows how to work with advanced weapons because he knows how advanced weapons work. Swindle uses Technology to attack with Computerized weapons. ATTACKS Cryo Pistol (Technology): +d8, Range 25ft/80ft (1 Cold damage) Alternate Effect: 1 Sharp damage Hands: 1 Upgrades: Automated, Cryo Tank Traits: Ballistic, Computerized Cybershiv (Might): +d4, Reach (1 Sharp damage) Hands: 1 Traits: Silent Cover Grenade (Technology): +d8, Range (Cover Blast: 20ft radius) Alternate Effect: Stun 1 (2) Hands: 1 Upgrades: Automated Traits: Computerized, Consumable, Silent Ram (Driving): +d6, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10ft before attacking Traits: Integrated Scatter Blaster (Technology): +d8, Range 40ft/160ft; min 10ft (1 Sharp damage) Alternate Effect: 2 Sharp damage (1), 1 Sharp damage—Multiple (2) Targets (30ft cone, 1) Hands: 2 Upgrades: Automated Traits: Ballistic, Computerized, Reload POWERS Consummate Entrepreneur (Free): “But wait,” Swindle likes to say as he reloads. “There’s more!” Swindle can explain all the features of a weapon he’s using to the target of his attack. He attempts a Performance (Con Artist) Skill Test against the target’s Willpower or Cleverness. On a success, Swindle unnerves his target, gaining 1 on his attack. On a failure, he showed his hand, suffering 1 on his attack. If his weapon affects multiple targets, he can spend a Free action on each target, rolling a Performance (Con Artist) Skill Test against each target. War Profiteer (2/scene, Free): Swindle excels at selling weapons because he knows two things above all else: selling and weapons. Swindle can attempt a Technology Skill Test against the Requisition DIF of a weapon (DIF 10 for his scatter blaster). On a success, he gains 1 on Performance (Con Artist) Skill Test Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


64 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination related to the weapon, such as to sell it or when using Consummate Entrepreneur, until the end of the scene. GEAR Armor: Breakaway matrix (+3 computerized to Evasion) Weapons: Cryo pistol (blaster with Automated and Cryo Tank upgrades), cybershiv (close combat blade), cover grenade, scatter blaster (machine gun with Automated upgrade), Other: Exotic cashbox (3 on Skill Tests related to money) HANG-UP Capitalist First, Decepticon Second: Swindle’s primary motivation is greed. Whenever an opportunity presents itself, be it a freshly scrapped enemy or an easy mark, Swindle rolls an Initiative Skill Test against Onslaught, who also rolls Initiative. On a success, his greed wins out and he abandons the current objective to pursue business endeavors. Vortex Vortex is the team’s interrogator. Don’t be fooled by his friendly chatter and smart mouth; this sadistic copter revels in violence and mayhem, and takes great delight in his work while in battle or during a shakedown. He converts into a helicopter and can use his rotors as deadly blades when in Bot Mode. THREAT LEVEL: 8 SIZE: Huge/Extended HEALTH: 8 MOVEMENT: 40ft Ground (Bot Mode); 80 ft Aerial (Alt Mode) STRENGTH: 5 SPEED: 10 SMARTS: 3 SOCIAL: 4 TOUGHNESS: 16 EVASION: 20 WILLPOWER: 13 CLEVERNESS: 16 SKILLS • Acrobatics +d4 • Alertness +d6 • Deception +d4 • Driving +d4 • Finesse +d6 • Infiltration +d2 • Initiative +d4 • Intimidation +d6 • Persuasion +d4 • Languages: Cybertronian, English, Japanese, Korean PERKS Gestalt Combiner (Core Essence [Speed]): Vortex can connect and combine with the other Combaticons, becoming part of Bruticus (see page 65). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Razor Tongue: Vortex’s chatter is downright dangerous. He gains +2 to his Cleverness Defense and deals an additional damage with attacks that successfully hit an enemy’s Cleverness Defense. ATTACKS Rotor Blades (Finesse): +d6, Reach (2 Sharp damage) Alternate Effects: 2 Sharp damage—Multiple (2) Targets (Reach, 1) Hands: 2 Requirements: Bot Mode only Traits: Martial Arts, Silent Flyby (Driving): +d4, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Finesse): +d6, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent Voltage Whip (Finesse): +d6, Reach ×3 (Maneuver) Alternate Effects: 1 Electric damage, Intimidating Hands: 2 Requirements: Bot Mode only Upgrades: Tasing Traits: Martial Arts, Silent POWERS Maelstrom (Move and Standard Action): Let’s get reckless! In Bot or Alt Mode, Vortex may use his rotors to create a maelstrom to stun his foes. He attempts an Acrobatics Skill Test against the Evasion or Cleverness Defense of all targets within a 40ft cone. On a success, a target takes Stun 2 and is pushed back 10ft. On a Fumble, Vortex’s rotors jam, and he must spend his next Standard action unjamming them. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Rotor blades (Finesse medium melee), voltage whip (grappler with Tasing upgrade) HANG-UP Sadistic: Vortex delights in causing pain and will always choose to attack the target suffering from the most Conditions in any specific scene, regardless of orders. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


65 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Bruticus The combined Combaticon Gestalt, Bruticus, is as deadly as he is dimwitted. He can pulverize buildings with ease and rain down destruction on the battlefield. When sheer brute force is needed, the Decepticons call on Bruticus. THREAT LEVEL: 16 SIZE: Towering HEALTH: 16/12/9/9/8 MOVEMENT: 40ft Ground STRENGTH: 13 SPEED: 11 SMARTS: 6 SOCIAL: 8 TOUGHNESS: 25 EVASION: 24 WILLPOWER: 16 CLEVERNESS: 18 SKILLS • Alertness +d4 • Athletics +d4 • Brawn +d8 • Deception +d6 • Initiative +d6 • Intimidation +d6 • Might +d8 • Persuasion +d4 • Streetwise +d6 • Targeting +d8 • Technology +d8 • Languages: Cybertronian, English PERKS Antigrav Unit: Bruticus is outfitted with an antigravity unit that allows him to leap high and land safely from any height. Energon Pool: Bruticus has an Energon Pool of 8. Enhanced Initiative: Bruticus gains Edge on Initiative Skill Tests. Gestalt Combiner Form: Bruticus is the Gestalt Combiner form of Blast Off (see page 60), Brawl (see page 61), Onslaught (see page 62), Swindle (see page 63), and Vortex (see page 64). ATTACKS Flamethrower (Targeting): +d8, Range 30ft (3 Fire damage Blast: 30ft cone) Alternate Effects: Trip Hands: 2 Traits: Reload Rotor Shield (Might): +d8, Reach (3 Sharp damage) Alternate Effects: Trip Hands: 1 Special: Bruticus increases his Toughness and Evasion Defenses by 1 when wielding Traits: Silent Unarmed Combat (Might): +d8, Reach (3 Blunt damage) Alternate Effects: Maneuver (1) Special Effects: If Bruticus used his Antigrav Unit Perk to leap high before the attack, it deals Stun 2 in addition to regular damage. Traits: Martial Arts, Silent GEAR Armor: Armored defense (+2 deflective to Toughness), breakaway matrix (+3 computerized to Evasion) Weapons: Flamethrower (Towering element jet), rotor shield (Towering close combat blade) HANG-UP Bungling Bag of Bolts: While Bruticus is a terrifying combatant, the chaotic nature of the Combaticon team renders him easily confused and angered. He suffers Snag on all Smarts-based Skill Tests and takes 1 on Skill Tests opposed by Deception or Persuasion. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


66 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Movor Though often seen as the quiet one, Movor’s inner commentary is a continuous stream of sarcastic criticism and pop-culture references. Even from outer space Movor can aid his allies on the ground, though sometimes they wish he wouldn’t. THREAT LEVEL: 11 SIZE: Huge/Extended HEALTH: 11 MOVEMENT: 30ft Ground, 30ft Aerial (Bot Mode); 60ft (30ft) Aerial (Alt Mode) STRENGTH: 6 SPEED: 11 SMARTS: 7 SOCIAL: 4 TOUGHNESS: 17 EVASION: 21 WILLPOWER: 17 CLEVERNESS: 14 SKILLS • Alertness +d6 • Brawn +d6 • Culture +d4 • Deception +d4 • Driving (Aerospace) +d6* • Infiltration +d4 • Initiative +d4 • Intimidation +d4 • Might +d6 • Persuasion +d4 • Targeting +d6 • Technology +d4 • Languages: Cybertronian, English, Mandarin, Russian Commandos Originally Autobots sent to Earth in protoform, these Cybertronians were corrupted by Megatron. Imprinted with military vehicle Alt Modes, they are now known as the Commandos. The team consists of Armorhide (tank), Mega-Octane (flatbed truck), Movor (space shuttle), Rollbar (four-wheeled-drive military vehicle), and Ro-Tor (helicopter), who merge to form the Gestalt Ruination. The Commandos are loyal to Megatron but often have a violent rivalry with another Decepticon team. In trying to prove their superiority to Megatron, the team may even go so far as to sabotage the others’ missions. The stats for Armorhide and Mega-Octane appear on pages 196 and 218 respectively of the Transformers Roleplaying Game Core Rulebook. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


67 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination PERKS Gestalt Combiner (Additional Movement): Movor can connect and combine with the other Commandos, becoming part of Ruination (see page 69). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Eye in the Sky: Whenever Movor is in the air or in orbit and makes an Alertness Skill Test to scan the surface of a planet, he does so as if Specialized. In addition, any characters that are not Hidden to Movor are also not Hidden to his allies, though they still may have Cover or Total Cover. Zero-G Expert: Movor is optimized for conflicts in the vacuum of space where ranged combat is a necessity. Movor gains 1 to ranged attacks in the same turn he uses his Aerial Movement. ATTACKS Flyby (Driving): +d6*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10ft before attacking Traits: Integrated Focused Blaster (Targeting): +d6, Range 25ft/80ft (1 Energy damage) Hands: 1 Requirements: Bot Mode Only Traits: Computerized Twin Argon Lasers (Targeting): +d6, Range 150ft/400ft; min. 30ft (2 Laser damage) Alternate Effects: Multi-Weapon (2) Requirements: Alt Mode Only Traits: Ballistic, Integrated Unarmed Combat (Might): +d6, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Lasers from Space (3/scene, Standard): Movor makes a ranged attack beyond a weapon’s maximum range, though he still suffers Snag. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Focused blaster (Targeting sidearm element), twin argon lasers (Targeting integrated element) HANG-UP It Wasn’t Me!: If Movor makes a ranged attack with Snag and misses, instead of his intended target, he hits a random ally or object (creating a 5ft square of Rough Terrain) within range. Rollbar Rollbar is a master of multiple martial arts, both Cybertronian and Earthling. Rollbar is the most tactically minded of the Commandos, though his plans rarely survive contact with his more aggressive allies. THREAT LEVEL: 11 SIZE: Huge/Extended HEALTH: 11 MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 8 SPEED: 9 SMARTS: 6 SOCIAL: 5 TOUGHNESS: 20 EVASION: 19 WILLPOWER: 16 CLEVERNESS: 15 SKILLS • Alertness +d4 • Athletics +d4 • Brawn +d4 • Deception +d4 • Driving (Land) +d6* • Initiative +d4 • Might (Martial Arts) +d6* • Persuasion +d4 • Streetwise +d2 • Survival +d4 • Targeting +d6 • Technology +d4 • Languages: Cybertronian, English, Japanese, Spanish PERKS Gestalt Combiner (Enhanced Attack): Rollbar can connect and combine with the other Commandos, becoming part of Ruination (see page 69). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Unflappable: Rollbar’s martial arts training keeps him cool-headed in combat. Intimidation Skill Tests targeting Rollbar suffer Snag. ATTACKS Frag Grenades (Athletics): +d4, Range 20ft/50ft (1 Sharp damage Blast 10ft radius) Hands: 1 Traits: Consumable, Wrecker Turret Cannon (Targeting): +d6, Range 150ft/400ft; min. 30ft (2 Sharp damage) Traits: Anti-Tank, Ballistic, Integrated, Reload, Wrecker Ram (Driving): +d6*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10ft before attacking Traits: Integrated Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


68 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Unarmed Combat (Might): +d6*, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Crystalocution: In hand-to-hand combat, practitioners of this Cybertronian martial art focus their attacks on their opponent’s metal fracture points. Rollbar can apply the benefits of the Aim Free action to melee attacks. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Turret cannon (Targeting integrated projectile), frag grenades (2) HANG-UP Assess the Situation: Rollbar prefers to fight with the advantage of position and intelligence. Rollbar cannot attack on his first turn after testing Initiative. Ro-Tor One half of the Commandos’ air support, the arrogant Ro-Tor looks down on his enemies literally and figuratively. Ro-Tor is free with praise when his allies do well, but just as quick to turn on them when they fail. THREAT LEVEL: 12 SIZE: Huge/Extended HEALTH: 12 MOVEMENT: 30ft Ground, 30ft Aerial (Bot Mode); 60ft Aerial (Alt Mode) STRENGTH: 7 SPEED: 13 SMARTS: 5 SOCIAL: 5 TOUGHNESS: 18 EVASION: 23 WILLPOWER: 15 CLEVERNESS: 15 SKILLS • Alertness +d4 • Athletics +d2 • Brawn +d2 • Deception +d4 • Driving +d6 • Infiltration (Stealth) +d6* • Initiative +d4 • Intimidation (Taunt) +d4* • Might +d4 • Persuasion +d2 • Streetwise +d4 • Survival +d4 • Targeting (Silent) +d6* • Technology +d2 • Languages: Cybertronian, English, Spanish PERKS Gestalt Combiner (Enhanced Move): Ro-Tor can connect and combine with the other Commandos, becoming part of Ruination (see page 69). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Sneak Attack: Once per turn, when Ro-Tor is using a Silent weapon to attack a target within 20 feet, and he has Edge on the attack or an ally also within 20 feet of the target, he deals 3 additional damage. ATTACKS Blaster (Targeting): +d6*, Range 25ft/80ft (1 Sharp damage) Hands: 1 Traits: Ballistic Tail Rotor (Might): +d4, Reach (1 Sharp damage) Traits: Integrated, Silent Flyby (Driving): +d6, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Might): +d6, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Arrogance (1/turn): When Ro-Tor or an ally achieves a Critical Success or any other character Fumbles, Ro-Tor gains 1 on Skill Tests until the end of his next turn. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Blaster, tail rotor (Might integrated melee) HANG-UP Uncle!: Ro-Tor relies on maneuverability in combat and becomes unsettled if he loses this advantage. If Ro-Tor is Grappled, Immobilized, or Restrained he becomes Frightened until he loses that Condition. Ruination With a shout of “Ruination awakens!” the five Commandos combine into a single Megaform. Ruination’s great strength and intelligence are focused entirely on battle. Though capable of deception, Ruination prefers straight talk, intimidating his opponents with the cold facts of their imminent defeat. The Commandos’ Megaform has two variations: In Flight Mission mode, Movor and Ro-Tor form Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


69 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination the arms, while in Land Mission mode, Armorhide and Rollbar form the arms. In both modes, MegaOctane serves as the torso and coordinates Ruination’s movements. THREAT LEVEL: 16 SIZE: Towering HEALTH: 14/13/12/11/11 MOVEMENT: 30ft Ground; 60ft (30ft) Aerial STRENGTH: 11 SPEED: 13 SMARTS: 8 SOCIAL: 6 TOUGHNESS: 21 EVASION: 23 WILLPOWER: 18 CLEVERNESS: 16 SKILLS • Acrobatics +d6 • Alertness (Perception) +d6* • Athletics +d4 • Brawn +d4 • Deception +d6 • Initiative +d8 • Intimidation +d6 • Might +d8 • Persuasion +d6 • Survival +d4 • Targeting (Cannons) +d8* • Technology +d4 • Languages: Cybertronian, English, German, Italian, Japanese, Mandarin, Russian, Spanish PERKS Ambidextrous Fighter: Ruination can use both of his hands equally well in combat. When he takes the Attack action, he can make two attacks, each with a different one-handed weapon he is wielding in either hand (such as his two dual pistols), but each Skill Test suffers 1. Combiner Megaform: Ruination is the Gestalt Combiner form of Armorhide (see page 196 of the Transformers Roleplaying Game Core Rulebook), Mega-Octane (see page 218 of the Transformers Roleplaying Game Core Rulebook), Movor (see page 66), Rollbar (see page 67), and Ro-Tor (see page 68). When combining, Ruination can take one of two different forms. In Flight Mission Mode, he gains Edge on Acrobatics Skill Tests. In Land Mission Mode, he gains Specialization in Might (Martial Arts). Energon Pool: Bruticus has an Energon Pool of 8. Heat Shielding: Fire and Laser damage Ruination suffers from any source is reduced by 1 (minimum of 0). This Perk comes from an armor upgrade. As gear, this can be taken from him when Defeated, or removed by force while grappling. The Bigger They Are: Ruination’s Unarmed Combat attacks deal +1 damage of the appropriate type against Huge or smaller targets. ATTACKS Dual Pistols (Targeting): +d8, Range 40ft/130ft (3 Sharp damage Blast: 5ft radius) Alternate Effects: Trip Hands: 1 Traits: Ballistic Turret Cannon (Targeting): +d8*, Range 240ft/640ft; min. 50ft (5 Sharp damage Blast: 5ft radius) Alternate Effects: Trip Traits: Anti-Tank, Ballistic, Integrated, Reload, Wrecker Unarmed Combat (Might): +d8, Reach (Stun 4) Alternate Effects: 4 Blunt damage (1), Maneuver (1) Traits: Martial Arts, Silent GEAR Armor: Medium armor matrix (+2 deflective to Toughness), heat shielding Weapons: Dual pistol (Towering blaster), turret cannon (Towering Targeting integrated projectile) HANG-UP The Harder They Fall: Though tough and mobile, Ruination’s weakness is his stability. Might tests to Shove or Trip Ruination gain 2. Ruination Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


70 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Bonecrusher A brute warrior of a Constructicon, Bonecrusher is a blunt instrument equally happy to be wielded by Devastator’s hand or Megatron’s will. THREAT LEVEL: 9 SIZE: Large/Extended HEALTH: 9 MOVEMENT: 30ft Ground (Bot Mode); 35ft Ground (Alt Mode) STRENGTH: 9 SPEED: 6 SMARTS: 4 SOCIAL: 5 TOUGHNESS: 20 EVASION: 16 WILLPOWER: 14 CLEVERNESS: 15 SKILLS • Alertness +d4 • Athletics +d4 • Brawn +d6 • Deception +d2 • Driving (Ramming) +d4* • Initiative +d4 • Intimidation +d4 • Might +d4 • Performance +d4 • Persuasion +d2 • Streetwise +d2 • Targeting +d2 • Technology +d4 • Languages: Cybertronian, English Constructicons The Constructicons consist of a large group of Decepticons that are just as talented at demolishing buildings and fortifications as their Alt Modes are at putting them together. The primary members of the team are led by Scrapper (front-end loader), and include Bonecrusher (bulldozer), Scavenger (steam shovel), Mixmaster (cement mixer), Hook (crane), and Long Haul (dump truck). Together the team combines into the Gestalt form of Devastator, the Decepticons’ most well-known and universally feared Combiner. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


71 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination PERKS Caterpillar Treads: In Bot Mode, Bonecrusher counts as one size larger and as having moved 20ft immediately before attacking for the purposes of pushing and shoving. In Alt Mode, he gains Edge on Driving Skill Tests in Rough Terrain. Charge: If Bonecrusher moves at least 10ft toward an enemy immediately before attacking with a Mightbased attack, he gains 1 on the Skill Test. Gestalt Combiner (Enhanced Attack): Bonescrusher can connect and combine with the other Constructicons, becoming part of Devastator (see page 76). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. ATTACKS Blaster (Targeting): +d2, Range 25ft/80ft (1 Sharp damage) Hands: 1 Requirements: Bot Mode only Traits: Ballistic Ram (Driving): +d4*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10 feet before attacking Traits: Integrated Unarmed Combat (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Show of Force (1/scene, 1–3 Free actions): Bonecrusher throws all of himself into a single act of raw strength. The next Brawn or Might Skill Test he performs gains 1 for each Free action spent activating this Power. Use That Anger (1/turn, Move): Bonecrusher’s temper can be a useful fuel for his aggression. If he suffers any kind of damage, he can use this Power on his next turn to add Edge to one attack Skill Test. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Blaster HANG-UP Ugh, Disgusting: Bonecrusher is utterly put off by flawed beings. Whenever a weakness or vulnerability is exposed in an ally (such as when they Fumble or take a critical hit), Bonecrusher can no longer benefit from or use the Lend Assistance action with that ally for the remainder of the scene. Hook The egotistical artist of the Constructicons, Hook believes in his own and others’ perfection in all things. This might take a little extra time or multiple tries, but for him it’s worth it. THREAT LEVEL: 9 SIZE: Huge/Extended II HEALTH: 9 MOVEMENT: 30ft Ground (Bot Mode); 40ft Ground (Alt Mode) STRENGTH: 7 SPEED: 5 SMARTS: 5 SOCIAL: 7 TOUGHNESS: 18 EVASION: 15 WILLPOWER: 15 CLEVERNESS: 17 SKILLS • Alertness +d2 • Athletics +d4 • Brawn +d6 • Culture (Art) +d4* • Deception +d4 • Driving +d2 • Initiative +d4 • Might +d4 • Performance +d6 • Persuasion +d2 • Streetwise +d2 • Targeting +d4 • Technology +d2 • Languages: Cybertronian, English, Junkion PERKS Gestalt Combiner (Core Body): Hook can connect and combine with the other Constructicons, becoming part of Devastator (see page 76). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Tow Cable & Hook: In Bot Mode, Hook uses his tow cable and hook as a grappler. In Alt Mode, he gains Edge on Brawn Skill Tests to carry or move anything attached to his hook. ATTACKS Blaster (Targeting): +d4, Range 25ft/80ft (1 Sharp damage) Hands: 1 Requirements: Bot Mode only Traits: Ballistic Grappler (Athletics): +d4, Reach ×3 (Maneuver) Alternate Effects: Intimidating Hands: 2 Requirements: Bot Mode only Traits: Martial Arts, Silent Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


72 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Ram (Driving): +d2, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10 feet before attacking Traits: Integrated Unarmed Combat (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only POWERS Hook Sweep (1/turn, Standard and Move, Bot Mode only): Hook swings his towing cable at leg level, trying to knock over everyone around him. He attempts a single Athletics Skill Test against the Evasion Defense of all creatures within 30 feet. On a success, the creature is knocked Prone. Perfect Moment (1/scene, Free): Hook believes heavily in his own practiced expertise, and this is reflected in the occasional “perfect moment.” Upon succeeding at a Skill Test, Hook can spend a Free action to turn that success into a Critical Success. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Blaster, grappler HANG-UP Perfectionist: Hook doesn’t take it well when things go awry. If Hook Fumbles on any Skill Test, he wastes his following turn’s Standard action ranting and raving about what went wrong and how it obviously wasn’t his fault. Long Haul Of all the Constructicons, Long Haul feels like he has been given the shortest end of the team’s collective stick. He picks things up, he moves them around, but occasionally he functions as arguably the most central piece of their team’s titan. THREAT LEVEL: 8 SIZE: Large/Extended HEALTH: 8 MOVEMENT: 30ft Ground (Bot Mode); 40ft Ground (Alt Mode) STRENGTH: 7 SPEED: 5 SMARTS: 5 SOCIAL: 5 TOUGHNESS: 18 EVASION: 15 WILLPOWER: 15 CLEVERNESS: 15 SKILLS • Alertness +d4 • Athletics +d4 • Brawn +d6 • Culture +d2 • Deception +d4 • Driving +d4 • Initiative +d2 • Might +d4 • Persuasion +d2 • Streetwise +d4 • Survival +d4 • Targeting +d4 • Languages: Cybertronian, English, Spanish PERKS Gestalt Combiner (Core Body): Long Haul can connect and combine with the other Constructicons, becoming part of Devastator (see page 76). Heavy Load: Long Haul’s Brawn Skill Rank counts as 2 higher when calculating his carrying capacity, and he gains 2 to Might Skill Tests to shove objects and creatures. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Out o’ the Way!: When Long Haul spends at least one Free action to increase his Move action value, he gains 1 on Ram and Unarmed attacks. ATTACKS Blaster (Targeting): +d6, Range 25ft/80ft (1 Sharp damage) Hands: 1 Requirements: Bot Mode only Traits: Ballistic Close Combat Heavy Bludgeon (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (2 hands) Hands: 1 or 2 Traits: Silent Ram (Driving): +d4, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10 feet before attacking Traits: Integrated Unarmed Combat (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only POWERS Drop the Haul (1/scene, Standard, Alt Mode only): Long Haul lowers his lifting bed as he drives forward, dropping debris and detritus behind him. Any area out of which he moves this turn becomes Rough Terrain for the remainder of the scene. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


73 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Blaster, close combat heavy bludgeon HANG-UP Quiet Complacency: Long Haul knows that he is an important member of the team, but he isn’t terribly satisfied with always getting the grunt work. This makes him do his job quietly, efficiently, and without having to check in with anyone else. Long Haul does not benefit from Lend Assistance actions performed by Threats of his TL or lower. Mixmaster Mixmaster calls himself a radical deconstructive chemist, enjoying a modest knowledge of elemental chemistry, but remains well-practiced in melting down anything he can get into his cauldron of a drum. THREAT LEVEL: 9 SIZE: Large/Extended HEALTH: 10 MOVEMENT: 30ft Ground (Bot Mode); 35ft Ground (Alt Mode) STRENGTH: 7 SPEED: 4 SMARTS: 8 SOCIAL: 5 TOUGHNESS: 19 EVASION: 14 WILLPOWER: 18 CLEVERNESS: 15 SKILLS • Alertness +d4 • Athletics +d2 • Brawn +d4 • Conditioning +1 • Culture +d2 • Deception +d4 • Driving +d4 • Intimidation +d2 • Might +d4 • Persuasion +d2 • Science (Chemistry) +d6* • Streetwise +d4 • Targeting +d4 • Technology +d2 • Languages: Cybertronian, English, Greek, Quintesson PERKS Anti-Acid Plating: Mixmaster is immune to Acid damage and related effects. Gestalt Combiner (Core Essence [Strength]): Mixmaster can connect and combine with the other Constructicons, becoming part of Devastator (see page 76). Hard Tread Wheels: In Bot Mode, he gains 1 on Athletics Skill Tests. In Alt Mode, Mixmaster ignores Rough Terrain and gains 1 on Ram attacks. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. ATTACKS Catalytic Pistol (Targeting): +d4, Range 30ft/75ft (1 Acid damage) Hands: 1 Requirements: Bot Mode only Traits: Reload Ram (Driving): +d4, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10 feet before attacking Traits: Integrated Unarmed Combat (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Smelting Pot (1/turn, Standard): If Mixmaster begins his turn grappling a Common creature and succeeds at an Athletics Skill Test against the creature’s Evasion Defense, he places them into his tumbling drum. Mixmaster can do the same with an object he is holding without a Skill Test. The creature or object suffers 2 Acid damage immediately and at the start of each of Mixmaster’s subsequent turns. A creature can escape the same way they would a grapple. Mixmaster can have only one creature or object in his drum at a time. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Catalytic pistol (Targeting sidearm element) HANG-UP Curious Chemistry: Mixmaster lives to see what happens when things are molten down, and if given the opportunity to investigate the dissolutive properties of an object, he will go out of his way to do so. This may affect his combat efficiency, but he will not put himself or allies in danger on purpose to do so. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


74 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Scavenger Scavenger is a consummate follower, never believing enough in himself to take the lead on anything. THREAT LEVEL: 8 SIZE: Large/Extended HEALTH: 8 MOVEMENT: 30ft Ground (Bot Mode); 35ft Ground (Alt Mode) STRENGTH: 7 SPEED: 6 SMARTS: 5 SOCIAL: 4 TOUGHNESS: 18 EVASION: 16 WILLPOWER: 15 CLEVERNESS: 14 SKILLS • Alertness (Perception) +d4* • Athletics +d6 • Brawn +d4 • Culture +d2 • Deception +d2 • Driving +d4 • Initiative +d2 • Might +d4 • Persuasion +d2 • Streetwise +d4 • Targeting +d6 • Technology +d2 • Languages: Cybertronian, English, Spanish PERKS Caterpillar Treads: In Bot Mode, Scavenger counts as one size larger and as having moved 20ft immediately before attacking for the purposes of pushing and shoving. In Alt Mode, he gains Edge on Driving Skill Tests in Rough Terrain. Gestalt Combiner (Titan Hardpoint): Scavenger can connect and combine with the other Constructicons, becoming part of Devastator (see page 76). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. ATTACKS Blaster (Targeting): +d6, Range 25ft/80ft (1 Sharp damage) Hands: 1 Requirements: Bot Mode only Traits: Ballistic Frag Grenade (Athletics): +d6, Range 20ft/50ft (1 Sharp damage Blast: 10ft radius) Hands: 1 Traits: Consumable, Wrecker Ram (Driving): +d2, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10 feet before attacking Traits: Integrated Unarmed Combat (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Analyze Target (1/turn, Move): Scavenger attempts an Alertness Skill Test against the Willpower or Cleverness Defense of a target he can see in the scene. If successful, Scavenger learns a valuable piece of knowledge about the target. Scanner Shovel (1/turn, Standard): Scavenger can scan his surroundings with his extended shovel in search of specific elements or materials. He attempts a DIF 10 Alertness (Perception) Skill Test to know the direction and distance a certain substance or object is within the scene. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Blaster, frag grenades (2) HANG-UP Obedient: Scavenger takes orders well. Too well. So much so that he flounders when not acting under them. Anytime Scavenger takes an action that isn’t part of a larger plan or attacking someone an ally has previously attacked in the same turn, he suffers 1 to the related Skill Test. Scrapper Leader and planner of the Constructicons, Scrapper is big on schemes and designs though light on handing out praise or rewards. THREAT LEVEL: 11 SIZE: Large/Extended HEALTH: 11 MOVEMENT: 30ft Ground (Bot Mode); 35ft Ground (Alt Mode) STRENGTH: 8 SPEED: 5 SMARTS: 9 SOCIAL: 6 TOUGHNESS: 20 EVASION: 15 WILLPOWER: 19 CLEVERNESS: 16 SKILLS • Alertness +d4 • Athletics +d4 • Brawn +d6 • Culture +d2 • Deception +d2 • Driving +d4 • Initiative +d2 • Might +d6 • Persuasion (Leadership) +d4* • Science (Demolitions) +d4* • Streetwise +d4 • Targeting +d4 • Technology +d6 • Languages: Cybertronian, English, Junkion Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


75 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination PERKS Gestalt Combiner (Commander [Strength, Smarts]): Scrapper can connect and combine with the other Constructicons, becoming part of Devastator (see page 76). Heavy Load: Scrapper’s Brawn Skill Rank counts as 2 higher when calculating his carrying capacity, and he gains 2 to Might Skill Tests to shove objects and creatures. I Got You!: Scrapper can Lend Assistance to other Constructicons within 60 feet. Additionally, once each round, he can grant a teammate 1 to any Skill Test. This can be performed even when it is not his turn. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. We Are Constructicons!: As long as Scrapper is in the scene and not Defeated, all members of the Constructicons team may reroll 1s on Skill dice when attempting Brawn and Technology Skill Tests. ATTACKS Blaster (Targeting): +d4, Range 25ft/80ft (1 Sharp damage) Hands: 1 Requirements: Bot Mode only Traits: Ballistic Breaker-Bar (Might): +d6, Reach (1 Sharp damage) Alternate Effects: 2 Sharp damage (2 hands, 1) Special: Inflicts +1 Sharp damage against Combiner form targets Hands: 1 or 2 Traits: Silent Ram (Driving): +d4, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10 feet before attacking Traits: Integrated Unarmed Combat (Might): +d6, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Plotting and Scheming (1/scene, Standard): Scrapper looks over the scene and comes up with a quality plot or plan for his team. He can attempt a DIF 6 Alertness Skill Test to grant himself and his allies 1 reroll of any or all the dice of a Skill Test during this scene. He can raise the DIF to 11 to grant 2 rerolls instead, to 16 to grant 3 rerolls, or 21 to grant 4 total. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Blaster, breaker-bar (see page 49) HANG-UP Quiet Contemplation: If left to his own devices, Scrapper tends to fall into deep thought and overplanning. If an entire round goes by and Scrapper is not targeted by any Skill Tests, his place in the Initiative order is reduced by 1d4. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


76 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Devastator One of the first recognized and infamous Combiner Gestalt giants, Devastator was Megatron’s blunt instrument for a long time. When he needs something torn down, he calls upon his Constructicons, but when he needs something torn apart, he orders them to become Devastator. THREAT LEVEL: 14 SIZE: Towering HEALTH: 18/16/11/10/9/8 MOVEMENT: 30ft Ground STRENGTH: 11 SPEED: 6 SMARTS: 10 SOCIAL: 7 TOUGHNESS: 22 EVASION: 16 WILLPOWER: 20 CLEVERNESS: 17 SKILLS • Alertness +d6 • Athletics +d4 • Brawn +d6 • Culture +d2 • Deception +d4 • Initiative +d4 • Intimidation +d4 • Might +d8 • Performance +d6 • Persuasion +d2 • Science (Demolitions) +d4* • Streetwise +d2 • Targeting +d8 • Technology +d6 • Languages: Cybertronian, English, Junkion PERKS Energon Pool: Devastator has an Energon Pool of 9. Gestalt Combiner Form: Devastator is the Gestalt Combiner form of Bonecrusher (see page 70), Hook (see page 71), Long Haul (see page 72), Mixmaster (see page 73), Scavenger (page 74), and Scrapper (see page 74). Invigorating Connection: When the Constructicons merge to form Devastator, they each regain 1 Health (if they are damaged). ATTACKS Big Blaster (Targeting): +d8, Range 40ft/130ft (3 Sharp damage Blast: 5ft radius) Alternate Effects: Trip Hands: 1 Traits: Ballistic Titansword (Might): +d8, Reach ×2 (4 Sharp damage) Alternate Effects: 6 Sharp damage (2 hands, 1), Intimidating, 4 Sharp damage—Multiple (2) Targets (Reach ×2, 2) Hands: 1 or 2 Traits: Martial Arts, Titan-class Unarmed Combat (Might): +d8, Reach (Stun 4) Alternate Effects: 4 Blunt damage (1), Maneuver (1) Traits: Martial Arts, Silent GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Big blaster (Towering blaster), Titansword (see page 50) HANG-UP Mental Mixed Signals: Devastator has a powerful collection of personalities rolling around inside his mindscape, causing him to lose track of coherent logic from time to time. He suffers Snag on all Smarts-based Skill Tests. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


77 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Devastator Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


78 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Misfire & Aimless One of the worst shots on the firing line, Misfire’s name is well rooted in fact and is only partially alleviated by his bonded being, Aimless. Misfire One of the strangest subjects to be enrolled in the Targetmaster program, Misfire is kind of a general grunt. Leaning into his Alt Mode’s aerial abilities as a fighter jet, he managed to fail out of the Decepticon Military College on Cybertron, though he claims it was a technicality. THREAT LEVEL: 5 SIZE: Large/Extended HEALTH: 5 MOVEMENT: 40ft Ground (Bot Mode); 60ft Aerial (Alt Mode) STRENGTH: 3 SPEED: 6 SMARTS: 3 SOCIAL: 4 TOUGHNESS: 14 EVASION: 16 WILLPOWER: 13 CLEVERNESS: 14 SKILLS • Alertness +d2 • Athletics +d2 • Brawn +d4 • Deception +d2 • Driving +d4 • Finesse +d4 • Initiative +d2 • Persuasion +d4 • Streetwise +d2 • Targeting +d2 • Technology +d4 • Languages: Cybertronian, English, Nebulanese PERKS Covering Fire: Misfire makes the most out of his poor aim. If he makes a ranged attack and misses, the target of his attack suffers Snag on the first attack they make on their next turn. Macro-Magnetic Linkage: Misfire doubles his natural Reach when calculating if Aimless can convert into his special Targetmaster form and merge with him. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Targetmaster: Misfire has been paired up with Aimless, whose Alt Mode is a double-barreled blaster. When using this weapon, Misfire gains Edge on the attack. ATTACKS Double-Barreled Blaster (Targeting): +d2, Range 25ft/80ft (2 Sharp damage) Hands: 1 Requirements: Bot Mode only; must be merged with Aimless Traits: Ballistic Flyby (Driving): +d4, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Laser Knife (Finesse): +d4, Reach (1 Laser damage) Hands: 1 Requirements: Bot Mode only Upgrades: Radiant Traits: Silent Unarmed Combat (Finesse): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Scramble (1/turn, Move): Moving fast is always the answer. Misfire moves no farther than 20 feet, but at least 10 feet. Until the beginning of his next turn, attacks made against him target his Evasion, even if the attack normally dictates the Defense it targets. If the attack hits and normally has an effect with a numeric value (such as 1 Sharp damage), reduce the numeric effect by 1 (to a minimum of 0). GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Double-barreled blaster (Aimless), laser knife (close combat blade with Radiant upgrade) HANG-UP It Isn’t My Fault!: Misfire is used to getting blamed for all kinds of mishaps, even he can’t fathom why. Anytime one of Misfire’s allies Fumbles a Skill Test, he automatically spends his next turn making excuses and explaining why it shouldn’t have happened, imposing Snag on his own Skill Tests for that turn as a result. Aimless Chosen to be the Binary-Bonded partner to what many might think is a pity assignment, this Nebulan now goes by the name of Aimless. To separate his position as a Targetmaster from his shadowed past on Nebulos, he no longer uses his given name. Misfire is gleefully ignorant of whatever Aimless is running from. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


79 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination THREAT LEVEL: 3 SIZE: Common/Small HEALTH: 3 MOVEMENT: 30ft Ground; 0ft (Alt Mode) STRENGTH: 2 SPEED: 5 SMARTS: 2 SOCIAL: 3 TOUGHNESS: 14 EVASION: 15 WILLPOWER: 12 CLEVERNESS: 13 SKILLS • Brawn +d2 • Deception +d4 • Infiltration +d4 • Initiative +d2 • Might +d2 • Streetwise +d2 • Targeting +d4 • Technology +d4 • Languages: Cybertronian, English, Nebulanese, Quintesson PERKS Cheap Shot: Aimless is not against taking advantage of an unwary foe. If he is attacking (or is being used to attack via his Targetmaster Alt Mode) a target that is not aware of it, the attack Skill Test gains 2. Targetmaster Conversion: Aimless is Binary Bonded to Misfire as part of the Targetmaster program. His Targetmaster Transtector Rig allows Aimless to spend a Standard action to convert into and out of his Alt Mode, but only when within Misfire’s natural Reach. ATTACKS Nebulanese Blaster (Targeting): +d4, Range 25ft/80ft (1 Energy damage) Hands: 1 Requirements: Not in Alt Mode Traits: Ballistic Unarmed Combat (Might): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Not in Alt Mode Traits: Martial Arts, Silent POWERS Target On! (1/scene, Move): Aimless paints a target on a foe to make it easier for allies to attack. The target’s Defenses are lowered by 2 against ranged attacks Aimless and his allies make until the beginning of his next turn. GEAR Armor: Targetmaster Transtector Rig (+2 deflective to Toughness) Weapons: Nebulanese blaster (see page 50) HANG-UP Mysterious Past: Aimless doesn’t like his past coming up at all. Once per scene, anyone who knows even the smallest fact about his past on Nebulos gains Edge on one Skill Test that targets him, due to his sudden surprise. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


80 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination THREAT LEVEL: 10 SIZE: Large/Extended HEALTH: 10 MOVEMENT: 35ft Ground (Bot Mode); 50ft Aerial (Alt Mode) STRENGTH: 4 SPEED: 10 SMARTS: 6 SOCIAL: 6 TOUGHNESS: 16 EVASION: 20 WILLPOWER: 16 CLEVERNESS: 16 SKILLS • Acrobatics (Flying) +d6* • Alertness +d4 • Animal Handling +d4 • Brawn +d4 • Culture +d6 • Deception +d2 • Infiltration +d4 • Initiative +d2 • Might +d4 • Persuasion +d4 • Streetwise +d2 • Targeting +d6 • Technology +d2 • Languages: Cybertronian, English, French, Quintesson Predacons The Decepticons’ twisted reflection of the powerful Dinobots, the Predacons are a pack of primally charged bots that take on vicious animal forms. A patient hunter and leader, Razorclaw (lion) is a ferocious warrior and uses brains as well as brawn to keep the team on task. His standard pack includes Divebomb (falcon), Headstrong (rhinoceros), Rampage (tiger), and Tantrum (bull). Their combined form of Predaking is an immensely powerful weapon for the Decepticons to call upon. The stats for Tantrum appear on page 234 of the Transformers Roleplaying Game Core Rulebook. Divebomb The happiest and most comfortably living Predacon (possibly of all Decepticons), Divebomb sees the world from a calmer emotional perspective, as well as from a higher physical altitude. He never lets the rigors of warfare or Megatron’s missions get him down and loves to see the target-rich world passing beneath his wings. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


81 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination PERKS Diving Charge: If Divebomb moves at least 20ft toward a target who is at a lower altitude before attacking, he gains 1 on the attack Skill Test. Gestalt Combiner (Additional Movement): Divebomb can connect and combine with the other Predacons, becoming part of Predaking (see page 84). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Winged Warrior: Divebomb’s Alt Mode’s wings act like something between flexible appendages and stiff locomotive stabilizers. He uses his Acrobatics Skill in place of Driving when flying and inflicts 1 additional damage on Flyby attacks. ATTACKS Blaster (Targeting): +d6, Range 25ft/80ft (1 Sharp damage) Hands: 1 Requirements: Bot Mode only Traits: Ballistic Flyby (Acrobatics): +d6*, Reach (2 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10 feet before attacking Traits: Integrated Rocket Bombs (Targeting): +d6, Range 30ft/60ft (2 Sharp damage Blast: 10ft radius) Traits: Anti-Tank, Consumable, Integrated Reload, Wrecker Unarmed Combat (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Mockery (1/scene, Standard): Divebomb picks a single target out of his foes to make searing, savage mockery of, knowing the best parts of the being’s lifestyle, personal history, or past mistakes. He attempts a Culture Skill Test against the target’s Cleverness Defense. On a success, the target is Impaired for 1d4 turns and takes 1 Psychic damage if they’ve already Fumbled a Skill Test this scene. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Blaster, rocket bombs (4) Other: Onboard recording suite (6-hour storage) HANG-UP Don’t Bring Me Down: Divebomb loves to be happy, making the hard moments hit a little harder. Any game effect that imposes a negative Condition on him lasts for one additional turn, if possible. Headstrong Not the brightest Predacon by a long shot, Headstrong is a tough fighter and a tenacious member of the team. He doesn’t understand sarcasm, and most kinds of intellectual misdirection usually confuse him, which quickly turns to anger and violence! THREAT LEVEL: 11 SIZE: Huge/Extended HEALTH: 11 MOVEMENT: 30ft Ground (Bot Mode); 55ft Ground (Alt Mode) STRENGTH: 12 SPEED: 6 SMARTS: 4 SOCIAL: 6 TOUGHNESS: 24 EVASION: 16 WILLPOWER: 14 CLEVERNESS: 16 SKILLS • Alertness +d4 • Animal Handling +d4 • Athletics +d4 • Brawn +d10 • Infiltration +d2 • Initiative +d6 • Intimidation +d4 • Might +d6 • Performance +d4 • Persuasion +d2 • Streetwise +d2 • Survival +d2 • Targeting +d4 • Technology +d2 • Languages: Cybertronian, English PERKS Charging Impact: Headstrong can put significant force behind his attacks with a running charge. If he moves at least 30ft in a straight line toward a target, he can use Brawn in place of Might for melee attacks. On a success, in addition to dealing damage, Headstrong can also push or shove the target. The attack still counts as a Might-based attack for other rules. Gestalt Combiner (Titan Hardpoint): Headstrong can connect and combine with the other Predacons, becoming part of Predaking (see page 84). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Quadruped: Headstrong’s Alt Mode has four legs. This makes him faster, but he also gains 1 to Mightor Finesse-based attacks if he uses his Ground Movement to move at least 25ft toward the target in the same turn. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


82 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination ATTACKS Acidic Horn (Might): +d6, Reach (2 Blunt damage) Alternate Effects: 1 Blunt damage and 1 Acid damage Requirements: Alt Mode only; Move at least 10ft before attacking Traits: Silent Diffraction Sword (Might): +d6, Reach (2 Sharp damage) Hands: 1 Requirements: Bot Mode only Traits: Martial Arts, Silent Plasma Cannon (Targeting): +d4, Range 200ft/400ft; min 40ft (2 Fire damage Blast: 15ft radius) Hands: 1 Requirements: Bot Mode only Traits: Computerized, Fire, Indirect, Mounted, Reload Unarmed Combat (Might): +d6, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Image Diffusion (1/turn, Standard or Free, Bot Mode Only): As long as Headstrong is wielding his diffraction sword, he can use its light-bending properties to make him difficult to target. Until the beginning of his next turn, all ranged attacks directly targeting Headstrong suffer 1 and cannot benefit from the Aim action. If Headstrong has used the diffraction sword attack this turn, this Power only takes a Free action to activate (instead of a Standard). GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Diffraction sword (Might medium melee), plasma cannon (Targeting medium element) HANG-UP One Very Dim Light: Headstrong’s weakness is his stifled intelligence. He suffers 1 on non-Alertness Smarts-based Skill Tests. Rampage A storm of fury and energy encased in a tiger-like chassis, Rampage personifies the wild ferocity of the Predacons. He is a ruthless warrior that longs to get his foes into his claws and doesn’t wait around to figure out how. For Rampage, the ends justify the means, as long as the means don’t take too long! THREAT LEVEL: 10 SIZE: Huge/Extended HEALTH: 10 MOVEMENT: 30ft Ground (Bot Mode); 55ft Ground (Alt Mode) STRENGTH: 7 SPEED: 8 SMARTS: 6 SOCIAL: 5 TOUGHNESS: 19 EVASION: 18 WILLPOWER: 16 CLEVERNESS: 15 SKILLS • Acrobatics +d2 • Alertness +d6 • Animal Handling +d4 • Athletics +d4 • Brawn +d2 • Culture (Pop Culture) +d4* • Deception +d2 • Infiltration +d4 • Initiative +d4 • Intimidation +d2 • Might +d6 • Streetwise +d4 • Targeting +d6 • Languages: Cybertronian, English, Junkion PERKS Clawed Feet: Rampage’s limbs end in sharp claws in all his Modes. In Bot Mode he gains Edge on climbing-based Skill Tests, and in Alt Mode he ignores Rough Terrain. Feral Fighter: Rampage taps into his more monstrous side whenever he is in his Alt Mode, treating all Athletics and Might Skill Tests as being Specialized. Gestalt Combiner (Titan Hardpoint): Rampage can connect and combine with the other Predacons, becoming part of Predaking (see page 84). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Quadruped: Rampage’s Alt Mode has four legs. This makes him faster, but he also gains 1 to Mightor Finesse-based attacks if he uses his Ground Movement to move at least 25ft toward the target in the same turn. ATTACKS Claws (Might): +d6, Reach (1 Sharp damage) Alternate Effects: 1 Sharp damage—Multiple (2) Attacks (Reach, 1) Traits: Silent Unarmed Combat (Might): +d6, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


83 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination X-Ray Laser (Targeting): +d6, Range 30ft/90ft (2 Laser damage) Hands: 1 Requirements: Bot Mode only Traits: Armor Piercing POWERS Hobble (1/turn, Standard): Rampage makes a single Claws attack against a target that is either Prone or has attacked a target other than Rampage this turn. This attack gains Edge, and if it hits, the target treats all terrain as Rough Terrain until the beginning of Rampage’s next turn in addition to doing damage. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: X-ray laser (see page 52) HANG-UPS Impatient: Rampage never waits around long if action is afoot. He cannot use Contingency actions unless the action is also benefitting from the Lend Assistance action from a fellow Predacon. Screen Time: Rampage is weirdly calmed, soothed, and pacified when watching television, streaming video, or other screened visual media. If within 30 feet of at least a Common-sized viewing screen showing some kind of visual media entertainment, Rampage suffers 1 to all Initiative, Alertness, and attack Skill Tests from the distraction. Razorclaw The leader of the Predacons is a pragmatic warrior who knows the strength in patience and in picking your targets skillfully. Razorclaw is a consummate hunter, personified by his massive lion Alt Mode, passing on his instincts and skills to his team’s mighty Gestalt form. His sense of honor is stronger even than his desire for victory, something that pits him against the will of Megatron occasionally. But to Razorclaw, defeat is more acceptable than dishonor. THREAT LEVEL: 14 SIZE: Huge/Extended HEALTH: 14 MOVEMENT: 30ft Ground (Bot Mode); 55ft Ground (Alt Mode) STRENGTH: 8 SPEED: 8 SMARTS: 9 SOCIAL: 9 TOUGHNESS: 20 EVASION: 18 WILLPOWER: 19 CLEVERNESS: 19 SKILLS • Alertness (Tracking) +d6* • Animal Handling (Pack Leader) +d6* • Athletics +d6 • Brawn +d2 • Culture +d2 • Deception +d2 • Initiative +d6 • Might +d8 • Persuasion +d4 • Streetwise +d4 • Survival +d4 • Targeting (Laser) +d8* • Technology +d4 • Languages: Cybertronian, English, Junkion, Nebulanese PERKS Duelist’s Focus: Razorclaw lives to hunt down worthy foes and fight them on his own. Once he has challenged a single foe and that foe has accepted, Razorclaw gains 1 on all attacks versus that target until he or the target have been Defeated (or the scene ends). Gestalt Combiner (Commander [Smarts, Social]): Razorclaw can connect and combine with the other Predacons, becoming part of Predaking (see page 84). Gestalt Firewall Crown: Razorclaw has Resistance to Psychic damage. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Quadruped: Razorclaw’s Alt Mode has four legs. This makes him faster, but he also gains 1 to Mightor Finesse-based attacks if he uses his Ground Movement to move at least 25ft toward the target in the same turn. We Are Predacons!: As long as Razorclaw is in the scene and not Defeated, all members of the Predacons team may reroll 1s on Skill Dice when attempting Alertness and Initiative Skill Tests. ATTACKS Bite (Might): +d8, Reach (2 Sharp damage) Requirements: Alt Mode only Traits: Silent Claws (Might): +d8, Reach (1 Sharp damage) Alternate Effects: 1 Sharp damage—Multiple (2) Targets (Reach, 1) Requirements: Alt Mode only Traits: Silent Concussion Blaster (Targeting): +d8, Range 25ft/80ft (Stun 2) Alternate Effects: 1 Sonic damage (1) Hands: 1 Requirements: Bot Mode only Traits: Ballistic Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


84 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Heavy Laser Array (Targeting): +d8*, Range 80ft/200ft (2 Laser damage) Alternate Effects: Target is Blinded for 1d2 turns (1) Traits: Integrated, Multi-Weapon (2) Sonic Sword (Might): +d8, Reach (2 Sonic damage) Alternate Effects: 3 Sonic damage (2 hands), Intimidating Hands: 1 or 2 Requirements: Bot Mode only Traits: Martial Arts Unarmed Combat (Might): +d8, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Pounce (1/turn, Standard): Razorclaw moves up to his Ground Movement speed. If he ends adjacent to a foe, he can attempt an Athletics Skill Test against that target’s Toughness or Evasion Defense. If he succeeds, he deals 2 Sharp damage and knocks the target Prone. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Concussion blaster (Targeting sidearm element), heavy laser array (Targeting integrated element), sonic sword (Might medium melee) HANG-UP Honor Between Warriors: Razorclaw has a strong sense of honor. If ever challenged to fight one-on-one, he will enter such a duel and even go so far as to attack his own allies to keep them out of the fight! If the duel is interrupted by a foe, however, he will sic his whole team upon the dishonorable cur! Predaking A tower of bestial fury and unbridled ferocity, Predaking is a force of nature more than a robotic being. Unlike the mental mashups that most Gestalt Combiners become, the Predacons all donate their hunters’ instincts to Predaking. THREAT LEVEL: 18 SIZE: Towering HEALTH: 14/11/11/10/10 MOVEMENT: 30ft Ground, 50ft Aerial STRENGTH: 12 SPEED: 10 SMARTS: 10 SOCIAL: 10 TOUGHNESS: 24 EVASION: 20 WILLPOWER: 20 CLEVERNESS: 19 SKILLS • Acrobatics +d6 • Alertness +d10 • Animal Handling +d8 • Athletics +d4 • Brawn +d8 • Culture +d2 • Deception +d2 • Initiative +d6 • Intimidation +d4 • Might +d8 • Persuasion +d6 • Streetwise +d4 • Survival +d4 • Targeting (Laser) +d6* • Technology +d4 • Languages: Cybertronian, English, French, German, Junkion, Nebulanese, Quintesson, Russian PERKS Energon Pool: Predaking possesses an Energon Pool of 8. Gestalt Combiner Form: Predaking is the Gestalt Combiner form of Divebomb (see page 80), Headstrong (see page 81), Rampage (see page 82), Razorclaw (see page 83), and Tantrum (see page 234 of the Transformers Roleplaying Game Core Rulebook). Haze of Rage: Predaking is charged up when he gives over to his bestial instincts. If every component member has suffered at least 1 damage while part of Predaking’s Health Array, Predaking is Immune to attacks that Stun, as well as the Mesmerized and Stunned Conditions. ATTACKS Heavy Laser Array (Targeting): +d8*, Range 240ft/600ft (4 Laser damage) Alternate Effects: Target is Blinded for 3d2 turns (1), Trip Traits: Integrated, Multi-Weapon (2) Star Cannon (Targeting): +d8, Range 100ft/300ft (2 Energy damage and 2 Fire damage Blast: 10ft radius) Traits: Mounted, Titan-Class, Wrecker Titansword (Might): +d8, Reach ×2 (4 Sharp damage) Alternate Effects: 6 Sharp damage (2 hands, 1), Intimidating, 4 Sharp damage—Multiple (2) Targets (Reach ×2, 2) Hands: 1 or 2 Traits: Martial Arts, Titan-Class Unarmed Combat (Might): +d8, Reach (Stun 4) Alternate Effects: 4 Blunt damage (1), Maneuver (1) Traits: Martial Arts, Silent Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


85 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Heavy laser array (Towering Targeting integrated element), star cannon (see page 52), Titansword (see page 50) HANG-UP Instinctual Creature: Predaking comprises five consummate hunters and relishes the chase and the hunt. If looking for a hidden foe or tracking an escaped one, Predaking suffers Snag on all Skill Tests that aren’t being used to find his unfortunate prey. Predaking Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


86 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Scorponok & Lord Zarak Though it would seem that the titanic Scorponok needs no allies, he has one in the form of a Nebulan named Lord Zarak. The two are bonded via the Headmaster program. Scorponok The largest and most physically powerful Decepticon, Scorponok is the mightiest Headmaster and TripleChanger known to Cybertronian history. Whether battling as a titanic warrior-bot, stalking around as a gigantic scorpion, or standing strong as a sprawling fortress, Scorponok is a terrifying war machine. THREAT LEVEL: 25 SIZE: Titanic/Titanic/Titanic HEALTH: 27 MOVEMENT: 45ft Ground (Bot Mode); 0ft Ground (Fortress Alt Mode); 60ft Ground (Scorpion Alt Mode) STRENGTH: 22 SPEED: 9 SMARTS: 12 SOCIAL: 13 TOUGHNESS: 33 EVASION: 19 WILLPOWER: 22 CLEVERNESS: 23 SKILLS • Alertness +d6 • Animal Handling +d8 • Athletics +d6 • Brawn +d10 • Conditioning +2 • Culture +d6 • Deception +d4 • Initiative +d6 • Intimidation +d10 PERKS Arthropod Assault: While in his Scorpion Alt Mode, Scorponok ignores Rough Terrain and gains 2 to his Brawn Skill Tests. Headmaster Body: Scorponok is symbiotically linked with Lord Zarak, who has access to a special Transtector Headmaster Rig. While in Bot Mode and linked to the being using the Headmaster Rig, Scorponok gains 1 to Skill Tests with Skills that Lord Zarak has at his Skill Rank or higher. Slow Conversion: Scorponok spends his entire turn’s worth of actions to convert between his three Modes. Titanic Chassis: Unless his attacker is of Gigantic Size or larger, Scorponok is immune to all Conditions and alternate effects caused by attacks, Perks, Powers, or other game effects. Veteran of the Wars: When attempting an Alertness Skill Test to gain information or understanding of the current battlefield, Scorponok gains Edge. ATTACKS Assault Claws (Might): +d10*, Reach (4 Sharp damage) Alternate Effects: Target is Grappled Requirements: Bot Mode or Scorpion Alt Mode only Special: Targets Grappled by this weapon suffer Snag to escape Traits: Silent Dual Cannon (Targeting): +d10*, Range 80ft/200ft (3 Energy damage) Traits: Integrated, Multi-Weapon (2), Reload, Titan-Class Electro-Stinger (Targeting): +d10*, Range 100ft/250ft (4 Electric damage Blast: 10ft radius) Alternate Effects: Stunned for 2d2 turns Blast: 10ft radius Requirements: Scorpion Alt Mode only Traits: Integrated, Reload, Titan-Class Ender’s Rail (Targeting): +d10*, Range 200ft/500ft (5 Sharp damage) Alternate Effects: 7 Sharp damage (2) Hands: 2 Requirements: Bot Mode only Traits: Anti-Tank, Armor Piercing, Reload, Sniper, Titan-Class Unarmed Combat (Might): +d10, Reach (4 Stun) Alternate Effects: 4 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Crush (1/turn, Bot Mode or Scorpion Alt Mode, Free): Scorponok can spend a Free action to automatically deal 4 Blunt damage to a target Grappled by his Assault Claw. STOMP! (2/scene, Bot Mode Only, Standard): All ground-based creatures within 60 feet of Scorponok roll a Brawn Skill Test. Scorponok then rolls a Brawn Skill Test. For every 5 by which Scorponok’s result exceeds a creature’s result, that creature takes 1 Sonic damage. Any creature who takes at least 1 Sonic damage is knocked Prone. GEAR Armor: Static slide inhibitor (+1 deflective to Toughness, imposes 1 to Energy and Laser attacks) Weapons: Dual cannon (see page 51), electro-stinger (Targeting integrated element), ender’s rail (see page 53) Other: Link lock (page 55), 10 Requisition Budget’s worth of assorted Standard and Limited equipment in fortress storage • Might (Claws, Grappling) +d10* • Persuasion (Command) +d6* • Streetwise +d6 • Survival +d4 • Targeting (Titan-class) +d10* • Technology (Headmasters) +d6* • Languages: Cybertronian, English, Nebulanese Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


87 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination HANG-UP Headmaster Reliance: After being subjected to the linking process with the symbiotic Headmaster Rig, Scorponok can’t convert to his Bot Mode without Lord Zarak being adjacent. Lord Zarak A member of the corrupt Nebulan aristocracy, Lord Zarak is considered the most powerful Headmaster in the Decepticon ranks, especially from his position on the shoulders of the walking fortressmonster, Scorponok. He is not as influential as say, Megatron, but even that tyrannical warlord knows to respect such immense power. THREAT LEVEL: 10 SIZE: Common/Large HEALTH: 10 MOVEMENT: 30ft Ground; 0ft (Alt Mode) STRENGTH: 4 SPEED: 5 SMARTS: 9 SOCIAL: 8 TOUGHNESS: 18 EVASION: 15 WILLPOWER: 19 CLEVERNESS: 18 SKILLS • Alertness +d2 • Animal Handling +d4 • Brawn +d2 • Culture +d4 • Deception +d4 • Driving +d2 • Infiltration +d2 • Initiative +d2 • Intimidation +d4 • Might +d2 PERKS Aristocratic Command: When Zarak tells others how best to do something, his words carry additional weight. When Zarak Lends Assistance to an ally of a lower Threat Level, he grants 2 instead of 1. Headmaster Head: Zarak is symbiotically linked to Scorponok with a special Headmaster Rig. While linked to Scorponok in his Bot Mode, Zarak grants additional benefits (as listed in Scorponok’s stats), uses Scorponok’s statistics, and can’t be targeted directly without the attacker suffering 2. Mastery of the Fortress: Zarak knows every rivet, plate, and conduit of Scorponok’s sprawling expanse. When occupying any part of Scorponok in his Fortress Alt Mode, Zarak gains 1 to all Skill Tests due to his confidence. ATTACKS Brace of MiniLasers (Targeting): +d4, Range 30ft/60ft (1 Laser damage) Hands: 1 Requirements: Not in Alt Mode Traits: Computerized, Multi-Weapon (2) Unarmed Combat (Might): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Not in Alt Mode Traits: Martial Arts, Silent POWERS Do You Know Who We ARE?!? (1/scene, Standard): Zarak bellows out a fearsome reminder who he is Binary Bonded with, chilling most foes to their cores. He attempts a single Intimidation Skill Test against the Cleverness Defense of all foes that can hear his voice. On a success, the target is Frightened of him and Scorponok for the next 2d2 rounds. GEAR Armor: Modified Headmaster Transtector Rig with psionic resistors (+4 deflective to Toughness, grants Immunity to Psychic damage) Weapons: Brace of mini-lasers (Targeting sidearm element) Others: Link lock (page 55), Nebulanese universal translator, Scorponok fortress key HANG-UP Scorponok Complex: Zarak is a firm believer that the mighty need no help. He will not Lend Assistance to anyone of Huge Size or larger. • Performance +d2 • Persuasion +d4 • Science +d2 • Streetwise +d2 • Targeting +d4 • Technology (Headmasters) +d8* • Languages: Nebulanese; Universal Translator grants fluency in all known spacefaring languages. Scorponok & Zarak Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


88 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Skullcruncher & Grax Skullcruncher was one of the first Cybertronians to join the Headmaster program, bonding with a crafty Nebulan named Grax. Skullcruncher A true Decepticon monster, even when not in his monstrous crocodilian Alt Mode, Skullcruncher has a taste for Cybertronian metal… or any matter, really. He is a machine of nonstop carnage that many of his commanding officers don’t respect unless they are talking about his appetite for destruction! THREAT LEVEL: 10 SIZE: Huge/Extended HEALTH: 11 MOVEMENT: 30ft Ground (Bot Mode); 40ft Aquatic, 55ft Ground (Alt Mode) STRENGTH: 11 SPEED: 5 SMARTS: 5 SOCIAL: 5 TOUGHNESS: 23 EVASION: 15 WILLPOWER: 15 CLEVERNESS: 15 SKILLS • Alertness +d2 • Animal Handling +d6 • Athletics +d4 • Brawn +d4 • Conditioning +1 • Infiltration +d2 • Initiative +d4 • Intimidation +d4 PERKS Aquatic Beast: When in an aquatic environment, Skullcruncher gains 1 on all Might-based attacks. Consumption Furnace: Any item destroyed or being Defeated by Skullcruncher’s Bite attack is ground down and pushed into his special smelting pit of a stomach, converting it (at least partially) into Energon. Skullcruncher gains 2 Energon Points. Headmaster Body: Skullcruncher is symbiotically linked with Grax, who has access to a special Transtector Headmaster Rig. While in Bot Mode and linked to the being using the Headmaster Rig, Skullcruncher gains 1 to Skill Tests with Skills that Grax has at his Skill Rank or higher. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Quadruped: Skullcruncher’s Alt Mode has four legs. This makes him faster, but he also gains 1 to Might- or Finesse-based attacks if he uses his Ground Movement to move at least 25ft toward the target in the same turn. • Might +d8 • Persuasion +d2 • Streetwise +d2 • Survival +d4 • Targeting +d4 • Technology +d4 • Languages: Cybertronian, English, Nebulanese ATTACKS Bite (Might): +d8, Reach (2 Sharp damage) Requirements: Alt Mode only Traits: Silent Demolecularization Gun (Targeting): +d4, Range 40ft/90ft (1 Energy damage) Hands: 1 Requirements: Bot Mode only Special: Targets hit are partially demolecularized for the remainder of the scene, granting Edge to attacks against them that deal Sharp damage Traits: Anti-Tank, Computerized Energon Broadsword (Might): +d8, Reach (1 Sharp damage) Alternate Effects: 1 Sharp damage—Multiple (2) Targets (Reach, 1), Intimidating Hands: 1 Requirements: Bot Mode only Traits: Silent Skullcruncher & Grax Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


89 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Unarmed Combat (Might): +d8, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Deathroll (1/turn, Move): If Skullcruncher has successfully used his Bite attack on a Huge or smaller target this turn, he can spend a Move action to immediately Bite the target a second time. This attack is against the target’s Toughness and ignores any bonuses from armor. GEAR Armor: Medium armor matrix with energy resistance (+2 deflective to Toughness; Immune to Energy damage) Weapons: Demolecularization gun (Targeting medium element), Energon broadsword (Might medium melee) HANG-UPS Headmaster Reliance: After being subjected to the linking process with the symbiotic Headmaster Rig, Skullcruncher can’t convert to his Bot Mode without Grax being adjacent. Skullcruncher must also spend an additional Free action to convert into his Bot Mode. What’s That Racket?: Skullcruncher gnashes and grinds his teeth constantly when in his Alt Mode, audibly announcing his presence. While in Alt Mode, Skullcruncher suffers 2 on Infiltration (Stealth) Skill Tests from the noise. Grax One of the earliest Nebulans to sign on to the Headmaster program, Grax was a corporate predator, which made his choice to become bonded to an actual predator perfect for him. Grax uses Skullcruncher’s savagery as he would any other weapon to destroy his rivals, his allies’ enemies, and anything else that might be an obstacle to his success. THREAT LEVEL: 5 SIZE: Common/Common HEALTH: 5 MOVEMENT: 30ft Ground (Bot Mode); 0ft (Alt Mode) STRENGTH: 3 SPEED: 4 SMARTS: 4 SOCIAL: 5 TOUGHNESS: 17 EVASION: 14 WILLPOWER: 14 CLEVERNESS: 15 SKILLS • Alertness +d2 • Animal Handling +d2 • Culture +d4 • Deception +d4 • Infiltration +d2 • Initiative +d2 • Intimidation +d4 • Might +d2 PERKS Cruel: Grax lives to kick others while they’re down. He receives 1 to all Skill Tests versus targets currently suffering from a harmful Condition (Frightened, Prone, Stunned, and so on). Headmaster Head: Grax is symbiotically linked to Skullcruncher with a special Headmaster Rig. While linked to Skullcruncher in his Bot Mode, Grax grants additional benefits (as listed in Skullcruncher’s stats), uses Skullcruncher’s statistics, and can’t be targeted directly without the attacker suffering 2. ATTACKS Micro-Pulse Laser (Targeting): +d4, Range 20ft/50ft (1 Laser damage) Alternate Effects: Target is Blinded for 1d2 turns (1) Hands: 1 Requirements: Not in Alt Mode Traits: Computerized Unarmed Combat (Might): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Not in Alt Mode Traits: Martial Arts, Silent POWERS That’s the One (1/Scene, Move): Grax knows the power behind targeted aggression. He points out a single foe to be prioritized as a target. Until they attack any other targets, Grax and Skullcruncher gain 1 on attacks versus the singled-out foe. GEAR Armor: Headmaster Transtector Rig (+4 deflective to Toughness) Weapons: Micro-pulse laser (Targeting sidearm element) HANG-UP Opportunistic User: Grax is always ready to take advantage of others’ weaknesses. He will not use the Lend Assistance action, nor will he allow Skullcruncher to do so when they are merged. • Persuasion +d2 • Streetwise +d2 • Targeting +d4 • Technology +d2 • Languages: Cybertronian, English, French, Nebulanese, Quintesson Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


90 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination [[PICK-UP Art: Half-page CH4_Stunticons_Team]] Stunticons Thrill-seekers and troublemakers all, the Stunticons are fast-driving, rubber-burning rebels that often rebel against Megatron’s orders in their own ways. Motivated by their merciless leader Motormaster (semi-truck and trailer), the team counts Drag Strip (racecar), Dead End (muscle car), Breakdown (sportscar), and Wildrider (sportscar) among its primary members. They are the sworn foes of the Autobot Aerialbots. The Stunticons’ Gestalt form of Menasor is a walking, talking demolition derby personified! The stats for Breakdown and Dead End appear on pages 204 and 208, respectively, of the Transformers Roleplaying Game Core Rulebook. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


91 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Drag Strip For a born racer like Drag Strip, second place is just the first loser. He loves the thrill of victory and the rush of winning, especially if the odds were stacked in his favor to begin with. For Drag Strip, victory, and gloating over said victory, is what truly matters. THREAT LEVEL: 7 SIZE: Large/Extended HEALTH: 7 MOVEMENT: 35ft Ground (Bot Mode); 60ft Ground (Alt Mode) STRENGTH: 3 SPEED: 11 SMARTS: 3 SOCIAL: 3 TOUGHNESS: 15 EVASION: 21 WILLPOWER: 13 CLEVERNESS: 13 SKILLS • Alertness +d4 • Athletics +d4 • Brawn +d2 • Deception +d2 • Driving +d6 • Finesse +d4 • Infiltration +d2 • Initiative +d6 • Performance +d2 • Streetwise +d2 • Targeting +d4 • Technology +d2 • Languages: Cybertronian, English, Italian PERKS Fast Conversion: Drag Strip spends a Free action to convert between Bot Mode and Alt Mode. Gestalt Combiner (Titan Hardpoint): Drag Strip can connect and combine with the other Stunticons, becoming part of Menasor (see page 94). Rough Tread Wheels: In Bot Mode, Drag Strip gains 1 on Athletics Skill Tests. In Alt Mode, he ignores Rough Terrain and gains 1 on Ram attacks. Running Toss: If Drag Strip moves at least 30ft before making a grenade attack, he doubles all Range values and gains Edge on the attack Skill Test. ATTACKS Blaster (Targeting): +d4, Range 25ft/80ft (1 Sharp damage) Hands: 1 Requirements: Bot Mode only Traits: Ballistic Cover Grenade (Athletics): +d4, Range 20ft/50ft (Cover Blast: 20ft radius) Alternate Effects: Stun 1 (2) Hands: 1 Requirements: Bot Mode only Traits: Consumable, Silent Frag Grenade (Athletics): +d4, Range 20ft/50ft (1 Sharp damage Blast: 10ft radius) Hands: 1 Requirements: Bot Mode only Traits: Consumable, Wrecker Ram (Driving): +d6, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Bury the Needle (1/turn, 1–3 Free actions): Drag Strip is built for speed. When spending Free actions to add to Movement, his first three actions spent add 10ft (instead of 5ft), and there is no maximum Movement value he can achieve as long as the Move action is taken in a straight line. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


92 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Weapons: Blaster, cover grenades (2), frag grenades (2) HANG-UPS Insufferable: Anyone who spends enough time around Drag Strip begins to realize what an egotistical blowhard he is. Other characters cannot Lend Assistance to Drag Strip. Not that he would accept their help if they could! Sore Winner: Drag Strip loves to win, and he loves to make sure everyone knows it. If ever given an opportunity to boast or brag about even his littlest victories, he will do so, and at length. Anytime Drag Strip achieves a Critical Success, he spends all his next turn’s Free actions bragging and mocking “all the losers.” Motormaster Self-proclaimed lord of the road, Motormaster leads his Stunticons with nothing short of an iron, vicelike fist. While his team might hate him for how he treats them, the power behind Motormaster’s voice and his armaments are unquestionable. THREAT LEVEL: 15 SIZE: Huge/Extended II HEALTH: 15 MOVEMENT: 35ft Ground (Bot Mode); 50ft Ground (Alt Mode) STRENGTH: 13 SPEED: 9 SMARTS: 8 SOCIAL: 6 TOUGHNESS: 25 EVASION: 19 WILLPOWER: 18 CLEVERNESS: 16 SKILLS • Alertness +d4 • Athletics +d4 • Brawn +d8 • Culture +d2 • Deception +d2 • Driving (Land) +d8* • Initiative +d2 • Intimidation +d6 • Might +d8 • Persuasion (Leadership) +d4* • Streetwise +d4 • Survival +d4 • Targeting +d6 • Technology +d6 • Languages: Cybertronian, Catharsian, English, Italian, Junkion PERKS Brutal Spark: There is something inside Motormaster’s Spark that calls out for violence and cruelty. He gains 1 whenever attacking a target that isn’t at full Health. Gestalt Combiner (Commander [Strength, Smarts]): Motormaster can connect and combine with the other Stunticons, becoming part of Menasor (see page 94). Reckless Driving: Motormaster is particularly adept at bumping, trading paint, and slamming into targets when he is roaring along the ground at top speeds. He gains 1 on Reinforced Ram attacks. Additionally, he can spend a Standard action at the beginning of his Move action to make any number of Reinforced Ram attacks at different targets during that movement at the cost of 10 feet of Ground Movement per Reinforced Ram attack made. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. ATTACKS Front-Weighted Heavy Blade (Might): +d8, Reach (2 Sharp damage) Alternate Effects: 3 Sharp damage (2 hands), 2 Sharp damage—Multiple (2) Targets (Reach 1) Hands: 1 or 2 Requirements: Bot Mode only Traits: Silent Shock Carbine (Targeting): +d6, Range 40ft/70ft (2 Electric damage) Alternate Effects: 2 Electromagnetic damage (1) Hands: 1 Requirements: Bot Mode only Reinforced Ram (Driving): +d8*, Reach (2 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Might): +d8, Reach (Stun 2) Alternate Effects: 2 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Booming Terror (1/scene, Standard): Motormaster’s deep and dark voice bellows out a very real threat to all who can hear him within the scene. He attempts a single Intimidation Skill Test against the Willpower Defense of all targets. On a success, the target is Frightened for 2 rounds. On a Critical Success, the target also takes 2 Psychic damage. Ramming Tackle (1/turn, Free): After Motormaster makes a successful Ram attack that ends with the target becoming (or remaining) Prone, he can convert into Bot Mode and automatically Grapple the target. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


93 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Weapons: Front-weighted heavy blade (Might medium melee), shock carbine (Targeting medium element) HANG-UPS Deeply Sadistic: There is little that makes Motormaster happier than when he punishes those smaller than him. If given the choice, he will always choose to attack the smallest-sized target, and if there is a tie, the one with the lowest Strength Essence score. Fear Over Respect: Motormaster doesn’t care that his team likes or respects him, as long as they obey and succeed. If he uses the Lend Assistance action to anyone in his team and they fail or Fumble the associated Skill Test, he will use his next turn’s action to attempt to give them an Unarmed Combat slap (in Bot Mode) or a little fender bump of a Ram (in Alt Mode). Wildrider Some Cybertronians’ Sparks glow bright and steady, while others’ flicker. Wildrider’s Spark does all of this and more. He is dangerous on the road, off the road, and even near the road. Wildrider is violent and doesn’t understand the concept of restraint. In other words, the perfect Stunticon. THREAT LEVEL: 6 SIZE: Large/Extended HEALTH: 6 MOVEMENT: 40ft Ground (Bot Mode); 55ft Ground (Alt Mode) STRENGTH: 5 SPEED: 6 SMARTS: 3 SOCIAL: 4 TOUGHNESS: 17 EVASION: 16 WILLPOWER: 13 CLEVERNESS: 14 SKILLS • Alertness +d4 • Athletics +d4 • Brawn +d2 • Deception +d4 • Driving +d4 • Initiative +d4 • Might +d4 • Performance +d2 • Streetwise +d2 • Targeting +d4 • Technology +d2 • Languages: Cybertronian, Catharsian, English PERKS Gestalt Combiner (Core Essence [Strength]): Wildrider can connect and combine with the other Stunticons, becoming part of Menasor (see page 94). Fast Conversion: Wildrider spends a Free action to convert between Bot Mode and Alt Mode. Reckless Driving: Wildrider is particularly adept at bumping, trading paint, and slamming into targets when he is roaring along the ground at top speeds. He gains 1 on Ram attacks. Additionally, he can spend a Standard action at the beginning of his Move action to make any number of Ram attacks at different targets during that movement, at the cost of 10 feet of Ground Movement per Ram attack made. Rough Tread Wheels: In Bot Mode, Wildrider gains 1 on Athletics Skill Tests. In Alt Mode, he ignores Rough Terrain and gains 1 on Ram attacks. ATTACKS Electro-Baton (Might): +d4, Reach (1 Electric damage) Alternate Effects: Stun 1 Hands: 1 Requirements: Bot Mode only Traits: Computerized, Silent Heavy Laser Pistol (Targeting): +d4, Range 40ft/100ft (2 Laser damage) Hands: 1 Requirements: Bot Mode only Traits: Computerized, Reload Ram (Driving): +d4, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Chaotic Combat (1/turn, Move, Bot Mode Only): Instead of moving normally, Wildrider spins around, cavorting and twirling through the space. He moves 15ft, ignoring other creatures and Rough Terrain. If Wildrider makes an attack afterward, it gains Edge. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Electro-baton (Might sidearm melee), heavy laser pistol (Targeting sidearm element) HANG-UP Driven to Distraction: Wildrider’s audacious, impetuous behavior can exasperate even his most free-wheeling companions. He is erratic, undisciplined, and cannot be expected to stick to a plan, even if it was his own to begin with! Wildrider can’t use Contingency Actions, and he cannot perform the exact same Standard action two turns in a row. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


94 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Menasor Designed hastily by Megatron to be one of the Decepticons’ most violent and powerful of weapons, Menasor takes everything about the Stunticons to create a titan of destruction. This is not a perfect combination, however. All the Stunticons’ fear and dislike for their leader muddies their mental chemistry, adding a dangerous level of instability to the Gestalt powerhouse. THREAT LEVEL: 17 SIZE: Towering HEALTH: 15/12/7/6/6 MOVEMENT: 40ft Ground STRENGTH: 15 SPEED: 11 SMARTS: 9 SOCIAL: 6 TOUGHNESS: 26 EVASION: 21 WILLPOWER: 19 CLEVERNESS: 16 SKILLS • Alertness +d6 • Athletics +d4 • Brawn +d10 • Culture +d2 • Deception +d4 • Driving +d6 • Finesse +d4 • Initiative +d6 • Intimidation +d6 • Might +d10 • Performance +d2 • Persuasion +d2 • Streetwise +d4 • Survival +d4 • Targeting +d6 • Technology +d6 • Languages: Cybertronian, Catharsian, English, French, German, Italian, Junkion PERKS Energon Pool: Menasor possesses an Energon Pool of 8. Gestalt Combiner Form: Menasor is the Gestalt Combiner form of Breakdown (see page 204 of the Transformers Roleplaying Game Core Rulebook), Dead End (see page 208 of the Transformers Roleplaying Game Core Rulebook), Drag Strip (see page 91), Motormaster (see page 92), and Wildrider (see page 93). ATTACKS Energon Blade (Might): +d10, Reach (3 Energy damage) Alternate Effects: Intimidating, Maneuver, Trip Hands: 1 Traits: Computerized, Reload Plasma Blaster (Targeting): +d4, Range 120ft (3 Fire damage Blast: 5ft radius) Alternate Effects: Trip Hands: 2 Traits: Computerized Unarmed Combat (Might): +d8, Reach (Stun 4) Alternate Effects: 4 Blunt damage (1), Maneuver (1) Traits: Martial Arts, Silent GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Energon blade (Towering energized close combat weapon), Plasma blaster (Towering directed element rifle) HANG-UPS Flying off the Handle: None of the Stunticons who compose Menasor are especially patient, so any momentary confusion or frustration is likely to boil over into full-blown rage at the drop of a hat. If he fails a Smarts- or Social-based Skill Test, roll 1d2. On a result of 1, Menasor becomes Impaired for his next 1d2 turns. Mixed Mental Signals: Menasor has a powerful collection of personalities rolling around inside his Gestalt mindscape, causing him to lose track of coherent logic from time to time. He suffers Snag on all Smarts-based Skill Tests. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


95 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Menasor Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


96 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Weirdwolf & Monzo Weirdwolf was paired with the Nebulan wrestlerturned-socialite Monzo, and now the two of them are a dangerous and violent duo capable of seemingly anything. Weirdwolf This monstrous member of the elite warrior corps joined forces to serve with the titanic Scorponok. Weirdwolf was always skipped over by Megatron and Shockwave for promotions and accolades due to his irritating verbal tics. THREAT LEVEL: 12 SIZE: Huge/Extended II HEALTH: 12 MOVEMENT: 35ft Ground (Bot Mode); 60ft Ground (Alt Mode) STRENGTH: 11 SPEED: 6 SMARTS: 6 SOCIAL: 7 TOUGHNESS: 25 EVASION: 16 WILLPOWER: 16 CLEVERNESS: 17 SKILLS • Alertness +d6 • Animal Handling +d6 • Athletics +d6 • Brawn +d4 • Initiative +d4 • Intimidation +d4 • Might +d8 PERKS Feral Fighter: Weirdwolf taps into his more monstrous side whenever he is in his Alt Mode, treating all uses of Athletics and Might as Specialized. Headmaster Body: Weirdwolf is symbiotically linked with Monzo, who has access to a special Transtector Headmaster Rig. While in Bot Mode and linked to the being using the Headmaster Rig, Weirdwolf gains 1 to Skill Tests with Skills that Monzo has at his Skill Rank or higher. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Quadruped: Weirdwolf’s Alt Mode has four legs. This makes him faster, but he also gains 1 to Mightor Finesse-based attacks if he uses his Ground Movement to move at least 25ft toward the target in the same turn. Veteran of the Wars: When attempting an Alertness Skill Test to gain information or understanding of the current battlefield, Weirdwolf gains Edge. ATTACKS Bite (Might): +d8*, Reach (2 Sharp damage) Alternate Effects: 3 Sharp damage (1) Requirements: Alt Mode only Traits: Silent Claws (Might): +d6, Reach ×2 (1 Sharp damage) Alternate Effects: 1 Sharp damage—Multiple (2) Targets (Reach ×2, 1) Requirements: Alt Mode only Traits: Silent Particle Gun (Targeting): +d6*, Range 60ft/150ft (2 Energy damage) Hands: 1 Requirements: Bot Mode only Traits: Reload Tail Blade Sword (Might): +d8, Reach (1 Sharp damage) Alternate Effects: Intimidating, Reduce target’s bonus to Toughness from armor by 2 for the remainder of the scene Hands: 1 Requirements: Bot Mode only Traits: Martial Arts, Silent Unarmed Combat (Might): +d8, Reach (Stun 1) Alternate Effects: 2 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Pounce (Move and Standard, Alt Mode Only): Weirdwolf moves at least 25 feet, ending adjacent to a target, and can perform both a Bite and Claws attack against that target with 1 to each attack. If both attacks hit and deal damage, the target is also knocked Prone. Rend (1/turn, Free, Alt Mode Only): Immediately after Weirdwolf makes a successful Claws attack, he may spend a Free action to attempt to Claw the target a second time. GEAR Armor: Heavy armor matrix (+4 deflective to Toughness) Weapons: Particle gun, tail blade sword Other: 2d2 random art/conversational objects HANG-UPS Headmaster Reliance: After being subjected to the linking process with the symbiotic Headmaster Rig, Weirdwolf can’t convert to his Bot Mode without Monzo being adjacent. Weirdwolf must also spend an additional Free action to convert into his Bot Mode. Weird Beyond Words: Weirdwolf’s strange speech patterns are hard to follow, making his constant chatter all the more aggravating. He suffers 1 to all conversation-based Social Skill Tests. • Persuasion +d4 • Streetwise +d4 • Targeting (Energy Weapons) +d6* • Technology (Headmasters) +d4* • Languages: Cybertronian, English, Nebulanese, Russian Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


97 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Monzo Once a popular Nebulan power-wrestler in the Hyper Circuit, Monzo used his vast wealth to purchase nightclubs and social spots. He soon found himself forcibly enrolled into Lord Zarak’s new Headmasters program and was symbiotically bound to the maddeningly strange Weirdwolf. Monzo finds the Decepticon entertaining, especially when they link and he is exposed to the inner workings of Weirdwolf’s mind. THREAT LEVEL: 6 SIZE: Common/Common HEALTH: 6 MOVEMENT: 30ft Ground; 0ft (Alt Mode) STRENGTH: 6 SPEED: 3 SMARTS: 3 SOCIAL: 6 TOUGHNESS: 20 EVASION: 13 WILLPOWER: 13 CLEVERNESS: 16 SKILLS • Alertness +d2 • Animal Handling +d2 • Athletics +d2 • Brawn +d4 • Deception +d2 • Infiltration +d2 • Initiative +d2 • Might (Brawling) +d4* PERKS Headmaster Head: Monzo is symbiotically linked to Weirdwolf with a special Headmaster Rig. While linked to Weirdwolf in his Bot Mode, Monzo grants additional benefits (as listed in Weirdwolf’s stats), uses Weirdwolf’s statistics, and can’t be targeted directly without the attacker suffering 2. ATTACKS Antimatter Pistol (Targeting): +d2, Range 30ft/60ft (2 Energy damage) Alternate Effects: 1 Strength Essence damage Hands: 1 Requirements: Not in Alt Mode Traits: Anti-Tank, Armor Piercing, Computerized Unarmed Combat (Might): +d4*, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Not in Alt Mode Traits: Martial Arts, Silent POWERS A Touch of Anger (1/turn, Free): Monzo taps into Weirdwolf’s feral fury, gaining Edge on his next Mightbased attack this turn. Two-Handed Monzo Bomb (1/turn, Standard): Monzo still remembers his old power-wrestling finisher and can use it against a Large/Long size or smaller target he currently has Grappled. The target automatically takes 2 Blunt damage, the Grapple is ended, and the target is Prone in a space of Monzo’s choosing within 10ft of the target’s original position. GEAR Armor: Headmaster Transtector Rig (+4 deflective to Toughness) Weapons: Antimatter pistol (Targeting sidearm element) Others: Link lock (see page 55) HANG-UP Is Someone Watching?: Monzo’s reputation is tied to his social exploits, and seconds of bad publicity could cost him thousands of Shanix. If Monzo Fumbles when anyone aside from Weirdwolf is watching, he suffers a 1 penalty on all Skill Tests until he manages a Critical Success to even things out. • Performance +d4 • Streetwise +d4 • Targeting +d2 • Technology +d4 • Languages: Cybertronian, English, Nebulanese, Quintesson, Regulonian, Russian Wierdwolf & Monzo Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


98 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Aerialbot Team Contact Allegiance Points: 5 CONTACT PERKS Alert Five (2 Allegiance Point): The Aerialbots pick up and carry up to 5 allied characters to locations of their choosing within 60ft of their current position. Ground Suppression (1 Allegiance Point): The Aerialbots (or Superion) provide cover. One enemy suffers Snag on their next ranged attack. Strafing Run (2 Allegiance Points): Up to 3 enemies in the scene takes 1 Sharp damage. An additional Allegiance Point may be spent to increase this amount by 1. Form Superion! (3 Allegiance Points): The Aerialbots merge into their Gestalt Combiner Superion and attack a target of your choice, dealing 5 Sharp damage. 2 Allegiance Points may be spent in subsequent rounds to have Superion make a new attack. CONTACT HANG-UP Buddy Spike: Each PC must spend a Free Action to transmit telemetry data every turn the Aerialbots are present in the scene. Otherwise, they will take no actions, fearful that their attacks might strike allied forces. Air Raid Loving the thrill of physically striking his foes in combat, this Autobot warrior dives on his prey like an eagle. Fearless to the point of recklessness, this young Aerialbot is certain he’ll always get the last laugh. [[Art: Half-page CH4_Aerialbots_Team]] Aerialbots Tasked with providing offensive counter-air for their fellow Autobots, these brave jets are always ready to bring the rain. This squadron of aerial Cybertronians is led by Silverbolt (Concorde SST), and consists of Air Raid (F-15 Eagle), Fireflight (F-4 Phantom II), Sky Dive (F-16A Fighting Falcon), and Slingshot (AV-8B Harrier II). Together, they combine into the Gestalt form of Superion, one of the Autobots’ mightiest weapons. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


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