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The Marvel Superheroes Sourcebook Introduction

'We come from the planet Cybertron' - in Man of Iron part 3 (UK #11)

In 1984, a company called TSR released a roleplaying game based in the fictional universe created by for its superhero characters. Until the early 1990s, TSR produced a wide range of supplements and rule revisions. This game was probably the most successful RPG in the superhero genre, and there are still people playing it today.

Also in 1984, Inc. launched a new range of toys – robots that could be turned into vehicles, weapons, and other things. They licensed out the rights to produce a comic based on these toys to Marvel Comics, who continued to print this comic in both the US and the UK until the early 1990s. Although Marvel officially declared the comic to be non-canon with respect to the Marvel Universe, early issues featured the Transformers interacting with Marvel's original characters.

This sourcebook and its accompanying roster books are designed to bring the Marvel Roleplaying Game and the Marvel Transformers Comic together. It is an attempt to translate the Transformers of that period into the rules of the game. It draws on both US and UK comics, and the Transformers Universe character profiles, and statistics are compiled with reference to the characters' tech specs from the toy boxes. It does not reference any of the many other Transformers continuities, because character power levels vary wildly between continuities. If you want to create a sourcebook for another continuity, feel free to adapt the rules and statistics from this one. Contents

Introduction and Contents Page 1 A Little History Page 2 Karma and Popularity Page 3 Size Matters Page 4 Transformer Powers Page 5 Transformer Talents Page 9 Transformers in Combat Page 10 Transformer Technology Page 12 Other Information Page 13 Running a Campaign Page 14 Generating Transformers from Tech Specs Page 18

This sourcebook is an unofficial expansion of the Marvel Superheroes Roleplaying Game, a product created by TSR inc. TSR inc. is a subsidiary of , Inc., a division of Hasbro, Inc. The names of characters created for the Marvel Transformers comic and the distinctive likenesses thereof are Trademarks and © of Marvel Characters, Inc. and are used without permission. The names of characters created for the Transformers toy range and the distinctive likenesses thereof are Trademarks and © of Hasbro, Inc. and are used without permission.

This sourcebook is not intended to infringe on any copyrights or trademarks. It is written as a resource to players of a game that is no longer in production. A Little History

'Perhaps you have the right to know of your heritage.' - The Keeper in Primal Scream (US #61)

To understand the Transformers, you have to know a bit of their history. The Transformers (who could transform between two different modes) were originally created by the godlike being called Primus to battle his ancient enemy . Initially they reproduced by a process similar to cell division, but that ability was forgotten by the time we first met them. The Transformers' sacred lifeforce, the Creation Matrix, was capable of both creating a Transformer life and of destroying Unicron, and it eventually came into the hands of leader Optimus Prime.

The Transformers had a fairly happy existence until a Transformer called created the , a group of Transformers bent on conquest. They began a war with the noble for control of Cybertron. During the conflict, Cybertron left its orbit and wandered into our Solar System. Optimus Prime led a crack team of Autobots to clear a path through the Asteroid Belt for Cybertron, using a spacecraft called the Ark. The Decepticons attacked the Autobots just after they had finished and, in desperation, Prime sent the Ark crashing into Earth.

Four million years later (around 1984 or 1985), the Ark was awakened by a volcanic eruption. It reassembled some Transformers from each side into the form of human vehicles. The war continued on Earth and, on one occasion, dragged in the costumed hero Spider Man. When the two factions regained contact with Cybertron, they discovered that the Decepticons had won the war there, but that there was a strong Autobot resistance movement, and the scale of the war on Earth upped.

One of the Autobot resistance cells on Cybertron was led by Fortress Maximus. He tired of the war and took his Autobots to the planet Nebulos. He was followed by the local leader . On Nebulos the two factions discovered binary bonding, a process by which Transformers could bond with a nebulon (or human), becoming more powerful. These Headmasters and Targetmasters, later joined by Pretenders (who had outer shells looking like organic beings) and Powermasters, eventually ended up on Earth.

Events in the war eventually led to the appearance of Unicron (in the early 1990's Earth time), and an alliance of Autobots and Decepticons defeated the planet-eating God at a huge price. Cybertron appeared to be self-destructing and both groups left. The Autobots discovered that Cybertron was actually rebuilding itself and they resettled it. The Decepticons, finally beaten, retreated to another part of space.

This situation was not to last. Within a few years, the two Transformer factions soon came into conflict with a third faction, the "second generation" Cybertronians. These Transformers had rediscovered the cellular method of reproduction, and lost all morality and passion. Many of them were destroyed by the Swarm, a dangerous by-product of the reproduction process. However, the vast majority were not involved in the conflicts with the original Transformers.

The history of the Transformers marooned on Earth was also affected by time travellers from an alternate future. In this timeline, Unicron did not appear until 2006 and the Autobots and Decepticons had not met the second generation Cybertronians. Unicron was defeated as before, but he came back on a number of occasions. During the course of events in this timeline, a number of Transformers travelled back to the more familiar timeline. Death's Head, a Transformer-sized robot also existed in this timeline and the time- travelling activities of the Transformers led him to become involved in the mainstream Marvel Universe. Karma and Popularity

'I had somehow expected better of the near legendary Megatron' – Lord Straxus in Under Fire (UK #99)

Karma Awards

There is very little difference between the Karma awards given to Autobots and those given to superheroes, or those given to Decepticons and those given to supervillains. The main difference is on the issue of death. A Transformer never loses karma for killing any Transformer who is on the opposite side of the war. The reason for this is firstly that, after four million years of constant warfare, very few Transformers would have any scruples about killing one of their enemies, even in cold blood. The second is that a Transformer is only truly dead if their brain circuitry is completely destroyed. Most Transformer “deaths” are not fatal in this way. However, an Autobot who has a genuine chance to take prisoners will lose 20 Karma points for killing them instead.

Popularity Rules

Popularity and Humanity

A Transformer's popularity amongst humans is handled in a similar way to that of a Mutant's. All popularity gains or losses are reduced by one point. However, Transformers are even more hampered in their ability to gain or lose popularity by the simple fact that humans have difficulty telling one shapechanging giant robot from another. Therefore, changes in popularity will only ever be effective if the Transformer in question can be individually identified by the average human.

This popularity rule does not apply to Micromasters. It also doesn't apply to Transformers who are not in robot mode or who are in Pretender shells. Although most Transformers have alt-modes where popularity doesn't apply.

Popularity and Transformers

Transformers popularity amongst themselves is separate from their popularity amongst humans. In general, Autobots have positive popularity, and Decepticons have negative popularity. However, the way popularity feats work between Transformers is slightly unusual. When trying a popularity FEAT to convince a Decepticon, the signs are reversed. Hence another Decepticon will be considered to have positive popularity and an Autobot to have negative popularity. No Karma is lost from making this popularity FEAT.

You can generate Transformers just like any other character using the rules in the Players' book, or the Ultimate Powers book, or your favourite house rule variations. At the end of this sourcebook, we present rules for generating characters from tech specs. Future versions of this sourcebook will include more details on random generation of Transformer characters. This section covers some of the unique abilities of Transformers. Size Matters

'Watcha gonna do? Punch out my kneecaps?' - a Decepticon in A Small War (UK #232)

As anybody familiar with the subject knows, Transformers are much larger and more powerful than humans, varying in size from seven foot tall Micromasters to the 2,000 foot tall Metroplex. This increased size and scale affects a whole chunk of game mechanics. Although the artists are often inconsistent about the relative scale of things, the following table best illustrates size categories:

Height Table

Size Examples 1 inch – 2 feet or spy cassettes in disguise mode. Small animals 2 feet – 5 feet Small humans, children, domestic appliances 5 feet – 7 feet Normal humans, headmaster companions, Micromasters 8 feet – 12 feet Mini Autobots, Spy Cassettes in robot form 12 feet – 15 feet Smallest 'normal sized' Transformers 16 feet – 20 feet Smaller 'normal sized' Transformers, Special Team members 21 feet – 25 feet Special Team leaders, Mid-sized 'normal' Transformers 26 feet – 30 feet Larger 'normal' Transformers 30 feet – 35 feet Largest 'normal' Transformers such as Prime and Megatron 35 feet – 40 feet Exceptionally large 'normal' Transformers such as Thunderwing in his pretender shell, Powermaster Prime, or Fortress Maxiumus 40 feet – 45 feet Omega Supreme, Trypticon 50 feet – 60 feet Combined forms (Superion, Devastator) 2000 feet Metroplex Planet-sized Unicron, Primus

The statistics used by this sourcebook and its accompanying roster books do not assume that extra size confers greater lifting power, as we feel that just adds an unnecessary layer of complication. If you wish to make this assumption, then reduce the strength of any given Transformer in accordance with this table.

Size differences make a big difference in combat, as the relative size of combatants changes the chance to hit. Transformer Powers

'Probably some microheadtargetmaster with a pretender shell' - Wheeljack in Starting Over (UK #261)

Transformers have as wide a range of abilities as superheroes do. If a power can be implemented technologically, then it is possible for a Transformer to have that power. There are, however, some Transformer powers that are common to all Transformers, and some that are sufficiently widespread amongst the Transformer population to merit mention here.

Robotic Construction Transformers are giant robots. This gives them a number of advantages and disadvantages. Rather than list these as the various powers and limitations they would take up listed separately, they count as one power. This power does the following: ● Immunity to organic diseases, biological weapons, and the like. Transformers do age - but the rate is imperceptible by human standards. However, Transformers are NOT immune to psychic attacks. ● Vulnerablity to technological diseases and infections. This also includes being subject to magnetic fields. (e.g. Magneto could do nasty things to a Transformer that he couldn't to a human). ● Self-sustenance - Transformers do not need food, water, or air. They can survive quite happily in a vacuum. However, they do need fuel. A Transformer who runs out of fuel will freeze up until they are refuelled. They can usually digest Transformer fuel, modified forms of petrol/gasoline, or energon. Some Transformers have been modified to convert petrol/gasoline into Transformer fuel. Judges may want to invent their own rules concerning the effects of low fuel levels. ● Communicate with cybernetics. Transformers can communicate directly with computer systems if their brain modules are wired in to the machine. ● Linguistics. Transformers have a number of languages pre-programmed into their systems, and can quickly learn new languages. Treat this as the Linguistics power at the Transformer's Reason rank. ● Radio Communication. Most Transformers have inbuilt radios which allow short-range communication with others in their unit and long-range communication back to their base. The range of these radios is unknown. ● Visual Magnification. Transformers can adjust the zoom function of their optical sensors. If they are using this ability, then they will have +2CS to sight-based Intuition FEATs. However, on at least one occasion a fairly small Transformer didn't even register a human who was in plain sight. Therefore, at the Judge's discretion, a sloppy Transformer will have a -2CS to see human-sized or smaller objects. ● Extra senses. Transformers have a range of senses that we do not. All transformers are sensitive to electrical and magnetic fields. In some cases, this is effectively just a sense of taste. However, some Transformers can extend this sense over a fair distance. They can also shut down many of their senses, though this probably takes some time. ● Limited Immortality. A Transformer who dies can usually be repaired or rebuilt, unless the brain module is destroyed. Rules on this will be found later in the Sourcebook.

Armour Skin Although the metal hide of Transformers is really part of Robotic Nature, it is best played as a separate power. This is because different Transformers have stronger or weaker armour plating and its strength is not directly related to any of the other abilities listed there. The average Transformer has an Excellent strength hide, some smaller Transformers have only Good strength, and some have a rank as high as Unearthly. This armour is usually more vulnerable to energy weapons than to conventional weapons. (Which is why Transformers tend to carry energy weapons, and why Transformer weapons cause more damage to Transformers, yet cause less collateral damage, than do human weapons). Treat this as a -3CS level of protection against energy attacks.

Transformation Transformers can transform from their robot modes into a disguise mode (hence the name). Most Transformers can transform into only one disguise form. In disguise mode, Transformers will have physical statistics appropriate for that form. Transformers can sometimes change size dramatically when transforming (e.g. transforms from a standard sized Transformer into a normal sized cassette player). Such Transformers have a weight that varies according to their size (don't ask me how it works, it just does). Sometimes Transformers can use the same disguise mode at two different sizes (e.g. spy cassettes can be a normal cassette size or a Transformer sized cassette). Disguise modes fall into the following categories: ● Vehicles. Transformers with vehicle modes will have a speed rank appropriate to the vehicle type. They will usually, but not always, have a control rank equal to their agility (sometimes the rank will be is higher). Transformers always use their control rank to perform vehicle FEATs - even if it is higher than their agility. Body and Protection will usually be the same as the Transformer's Armour rank. However, there are usually weaker points (e.g. windscreens) which can be targeted. Transformers may have other abilities in their disguise form (e.g. Mixmaster's cement mixer mode has the ability to affect chemical reactions within the mixer). The Judge may also allow talents to modify the Control rank. ● Weapons. These have a defined range and rank as appropriate to the form, and a material strength usually equal to the Transformer's Armour rank. Many weapon forms also have some vehicle statistics (e.g. Shockwave's flying gun mode). ● Animals. Animal forms have a set of physical (FASE) stats that may differ from the robot mode (although they will usually be the same). They have Armour skin just as in robot mode. They also have abilities appropriate to that mode (e.g. 's teeth provide an edged attack). However, health is the same score in either mode. A Transformer cannot (at least under normal circumstances) gain or lose health by transforming into or out of their animal mode. ● Other forms. Transformers who don't transform into animals, weapons or vehicles have material strength equal to their Armour rank and other statistics as appropriate for their form.

In game terms, transformation takes a turn. During this turn, the Transformer is -2CS to be hit. Other actions during the turn are extremely limited. Transforming into robot mode, they can fire a weapon at -2CS. Transforming into a flying mode, they can take to the air.

Transformers with hand-held weapons can transform holding their weapon, or keep it stored in an internal cavity. Retrieving a weapon from its cavity takes an entire turn.

There are a number of variations on the Transformation power. Unless otherwise stated, these count as separate powers during character generation. Partial Transformation Power FEAT. Some Transformers have demonstrated the ability to partially transform. This would allow, for example, a jet to use their arms to pick up an object or a car to leap out of the way of an urgent threat. This should be treated as a power stunt. Triple-Changers. These Transformers have three modes, rather than the normal two. They can transform between any of these forms in the same way that Transformers usually do. Six-Changers. These Transformers have six modes. They can transform between any of them at will in the same way that Transformers usually do. This counts as two separate powers during character generation. Jumpstarters/Battle Chargers (Quick Transformation). These Transformers have the ability to transform very quickly. Their Transformation takes only a fraction of a second. People aiming at such Transformers have a -4CS to hit whilst the Transformer is transforming, and the Transformer may automatically perform another action in addition to transforming without penalty. This power may not be combined with the Triple-Changer, Six-Changer, or Combination power, as the quick transformation circuits require only two modes to be involved. OPTIONAL RULE: Quick transformation may be combined with the triple-changer or quick-changer power if the quick change is limited to two specific modes. Triple-changers can purchase this power once, and Six-changers up to three times, as long as each mode is only involved in one quick change. However, transformations other than the quick-change take two rounds rather than just one.

Combination There are a number of groups of Transformers who have the ability to combine, merging their bodies and, usually, their minds as well. Combination allows a Transformer to transform into a third form, which is just a part of a larger robotic form. These larger forms are made up of five or six Transformers. The new form is more powerful than any of the component members, but it is also slower and takes longer to think. It may also retain some of the special abilities of its component parts. When generating a completely new combined form, make the stats as follows:

F: highest member's +2CS A: lowest member's +1CS S: highest member's +3CS or Mn(75), whichever is higher. E: highest member's +4CS R: Lowest member's -1CS I: Lowest member's P: Highest member's

Pregenerated combined forms may not fit this pattern. The personality of the combined form is either a gestalt decision process between the component parts, which makes for slower decision-making, or a streamlined one-track mind, allowing less flexibility but a lot more speed of decision-making.

This power is best reserved for NPC Transformers. If your hero group is able to combine, then either one player has to take control of the entire group's actions when they are combined, or the players all have to come to agreement on what to do before they can actually do so. In both cases, the players' enjoyment of the game is likely to be reduced.

Binary Bonding - Headmaster A Headmaster is a Transformer whose head has been replaced by a bio-engineered Nebulon or human, who now transforms into the Transformer's head. The two form a mental gestalt. The headmaster process gives the following stats: F: Transformer's +2CS A: Transformer's +1CS S: Transformer's E: Transformer's R: Highest of Transformer's and companion's I: Highest of Transformer's and companion's P: Highest of Transformer's and companion's +1CS

Pregenerated characters may deviate from this template.

The Headmaster has access to the talents (and any other learned or mental abilities - such as magic or psionics) of both Transformer and companion. The only exceptions would be talents or abilities which only affect the companion's body.

Becoming a Headmaster requires a long and complicated operation being performed on the companion. The companion can transform into the Transformer's head for as long as they wear their Headmaster armour. They can control the headless Transformer's actions remotely, the stats for the headless Transformer being: F: Transformer's -1CS A: Transformer's -1CS S: Transformer's E: Transformer's The mental link between the two beings continues until one partner dies - even when the armour is removed or destroyed. However, should the companion not be wearing their Headmaster helmet, the Transformer will suffer a further -1CS to Fighting and Agility when remotely controlled.

If the Headmaster is placed under any form of mind control and then the companion is removed, then companion will no longer be under the mind control. Should the two recombine, the combined form may, at the Judge's discretion, have an additional +1CS or even +2CS against the mind control.

OPTIONAL RULE: Headmaster characters may, at the Judge's discretion, make combined FEATs when performing scientific or technical activities. They may also make separate intuition FEATs.

Binary Bonding - Targetmaster Targetmasters are Transformers whose gun has been replaced by a human or nebulon companion. Unlike the other Binary Bonding powers, having a Targetmaster companion does not directly affect a Transformer's stats. Instead, it allows the following advantages: ● Firing the Targetmaster weapon is a “free action”, and the Transformer can attempt any other action without penalty, as long as he does not drop the weapon. ● Targetmaster weapons fire using the Companion's Agility with a +1CS modifier in addition to any relevant talents the companion may have. In addition to these gameplay advantages, a Targetmaster has the additional advantage that he appears unarmed until his companion transforms (following the same rules as for a normal transformation). And, of course, the companion adds an extra pair of eyes and ears.

Binary Bonding - Powermaster Powermasters are Transformers who draw additional power from a human or nebulon who transforms into an engine. Powermasters can survive indefinitely without fuel, as long as the companion either eats at least ten times as much food as normal, or absorbs sufficient energy from other sources. A Powermaster Transformer has the following physical stats: F: Transformer's A: Transformer's +1CS S: Transformer's +1CS E: Transformer's +1CS According to some accounts, the Powermaster cannot transform without their companion. But other accounts show otherwise. Powermaster companions also boost speed (+1CS) and range in vehicle mode, and can channel energy directly into any physical FEAT. Powermaster Companions have the Energy Absorption power detailed in the Ultimate Powers Book.

Pretender Shell Pretenders have external organic shells, moulded around their robot or animal modes. A Transformer's shell does not affect their stats, though it does provide an extra layer of body armour. The shell can be remote controlled while the Transformer is outside it. In this case, it has the Transformer's physical stats and is immune to psionic attacks. However, the Transformer feels any damage to their shell.

In game terms, any physical damage inflicted on the Pretender Shell whilst the Transformer is outside it is also inflicted on the Transformer. If you play the Mental Health house rule, this damage is inflicted point- for-point on the Transformer's Mental Health. Otherwise it is inflicted on the Transformer's Health at a rate of one point for every two points of damage to the shell.

A Transformer cannot transform whilst inside his pretender shell.

Micromaster Micromasters are specially engineered Transformers who are only about seven feet tall and use only a very small amount of fuel. Their robot mode stats are generally lower than that of larger Transformers. However, they pack an equivalent amount of firepower to larger Transformers. The Micromaster “power” is incompatible with all of the binary bonding powers, with the gestalt powers, and with all additional transformation powers. A Micromaster can interact on a human scale, and has significant stealth advantages over other Transformers.

Action Master Action Masters are Transformers who have been exposed to a substance called Nucleon. Nucleon is a miracle cure that can apparently cure any medical condition in mechanical lifeforms. However, it always has a very significant negative side-effect. When used on Transformers, Nucleon significantly boosts their statistics, but removes the ability to transform. This takes place over a period of time. The character's statistics are boosted immediately, but over days, weeks, or months, the Transformer will suffer a series of joint seizures and must make an Endurance FEAT at the old rank in order to move the affected body part. Eventually, the whole body will freeze and be changed into a new, non-transforming, form. The process takes less time when the Transformer affected came into contact with Nucleon whilst in good health. Stats are affected as follows. F +1CS A +1CS S +2CS E +2CS R Unchanged I +1CS P Unchanged Body armour is increased by +1CS.

Nucleon and its other effects will be discussed in more detail later. Transformer Talents

'I was the best tool-and-die robot on Cybertron.' - Ratchet in Funeral for a Friend (US #26)

Transformers have talents the same as everybody else. There are two different talent systems available. The original system in the rulebooks had a short but wide-ranging system of talents. Under this system, a car mechanic with the Engineering talent would be able to build a skyscraper at +1CS, despite common sense saying that he wouldn't know where to start. This has been remedied in a house rule called the ultimate talents list, which has talents with a much more narrow scope. The roster books list more specific versions of talents. This section deals with Transformer-specific talents.

Transformer Technology vs Human Technology Not a talent, as such. But all Transformers are assumed to be more familiar with Cybertronian technology to the same degree than humans are with Earth technology, after all this is their bodies as well as their machines. Because Transformer technology is centuries ahead of our own, Transformers tend to have high reason ranks. However, there are certain technologies of which which they are largely ignorant. For any Reason FEAT to do with biological issues, social sciences, or human culture, Transformers should have a -2CS modifier unless they have relevant talents. The judge may increase this modifier if a Transformer would be expected to be ignorant of these issues.

Transformer Medicine and Transformer First Aid You wouldn't expect a human doctor to be able to perform first aid on a Transformer. As a result, we've introduced mechanical equivalents of the Medicine and First Aid talents. A character with Transformer First Aid can halt Endurance losses by any mechanical being. A character with the Transformer Medicine talent can do this as well as bring a dead Transformer, or similar being, back to life - if there are sufficient pieces left. Characters with either talent gain a +1CS to reason FEATs relating to Transformer technology, and may apply this bonus when building things. Transformers in Combat

'They shall learn the way of conflict ... the way of war' - Megatron in The Transformers (US #1)

Weaponry Pretty much every Autobot and Decepticon carries at least one weapon at all times. (The exceptions either have built-in weaponry - including claws or teeth - or are incredibly powerful without weapons). Usually these are straightforward energy weapons, or occasionally energy-swords and the like, but there are plenty of exotic ones out there (e.g. Air Raid's Torque rifle, Blaster's electro-scrambler, 's glass- gas gun).

Transformers transforming into robot mode can choose to have their weapon(s) in their hand or not when Transforming (this counts as part of the transformation process). If they do not have their weapon to hand, it is hidden in a secret compartment inside the Transformer, and takes a turn to retrieve. For example: doesn't have his flamethrower to hand when trying to bring in the rampaging Dinobot Slag. It takes him a whole turn to retrieve it from the compartment in his hip. While he's getting it out, Slag gets the chance to flame him.

Size This is where Transformer combat differs from what you're used to. Transformers are big, and used to fighting against beings of similar size to themselves. Therefore, when fighting beings of significantly different sizes, modifiers come into play. Basically, the larger combatant suffers a negative column shift to hit their opponent, and the smaller gains a positive column shift. The column shifts go as follows: Size Difference Column Shift 1.5 – 6 times 1CS 8 – 12 times 2CS 15 – 200 times 3CS 500 times 4CS 1,000 times 5CS 10,000 times 6CS

Refer to the table in the Size Matters chapter for details of sizes.

Some examples of this: ● Ironhide (a normal sized Transformer) is fighting Devastator (who is 60 foot tall). Ironhide gains +1CS to hit, whilst Devastator suffers -1CS to hit. ● Circuit Breaker (a human) is fighting the Aerialbots (normal sized Transformers). She gains +1CS to hit and they suffer -1CS. Should they combine into Superion (over 50 foot tall), Circuit Breaker gains +2CS to hit and Superion would suffer -2CS to hit. ● Metroplex (2000 foot tall) is fighting the Quintessons (normal Transformer size). The Quintessons gain +3CS to hit and Metroplex suffers -3CS to hit. ● Unicron (planet sized) is attacking Cybertron. Everybody else (from humans to gestalts) gains +6CS to hit, whilst Unicron suffers -6CS - assuming, of course, he's aiming at a particular individual. In the latter two cases, Metroplex and Unicron are as likely to just step on their opponents as to attack in the conventional way. Future versions of this sourcebook will contain rules on such attacks.

OPTIONAL RULE: Damage inflicted by combatants can also be modified by these column shifts - so, for example, Devastator does +1CS damage to Ironhide, but Ironhide does -1CS damage to Devastator. This would only apply to attacks which work by damaging parts of the target. Someone using a gun, fist, or energy sword would be subject to this rule. However, if Circuit Breaker was frying every circuit in a Transformer's body, she would do the same amount of damage to Metroplex as she would to - although she would run out of power very quickly with Metroplex. Be warned, however, this rule makes Transformers even more powerful against superheroes.

Damage Any Transformer who suffers substantial physical damage will have weak points or, in some cases, big gaping holes, in their armour plating. Spotting these holes requires a yellow intuiton FEAT, and hitting them requires a bullseye result. As always with bullseyes, the player must state they are aiming for the hole before shooting. A successful result will ignore the armour skin. Healing and Death

'You mean he's still alive?' 'No. But neither is he what you would term “dead”.' - Spider-Man and Optimus Prime in Prisoner of War (US #3)

Transformers usually heal in the same way as other characters. Auto-repair facilities enable normal wounds to heal without medical intervention, although more serious wounds do require specialist medical resources.

Transformers and Death Transformers treat dying very differently from normal characters. Even if Endurance drops below Shift 0, a Transformer is not really dead unless their brain module is destroyed. The Transformer can be rebuilt, or placed into a different body by any appropriately skilled individual. This may result in a change of statistics. Furthermore, some technologies allow “backups” of a Transformer's mind. This backup usually retains enough of the creation matrix “spark” that gives Transformers life that it is a fully sentient being in its own right. Transformer Technology

'Your device has accomplished all you said it would, Scavenger - and more.' - Soundwave in Dinobot Hunt part 4 (UK #50)

Transformer technology is highly advanced compared to human technology. Future versions of this sourcebook may contain details of the various technologies available. However, there may be occasions when a Transformer needs to make a Reason FEAT concerning a piece of human, Transformer, or alien technology. As far as a Transformer is concerned, the bulk of Transformer technology is as difficult to understand as current human technology is to a modern human. Much in the way of human technology is simple by comparison. However, there are areas of science where humans are way in advance of Transformers (e.g. Biology). Transformers dealing with such areas of human science should treat it as alien science. Basically, apply common sense when determining the intensity of a Reason FEAT. Other Information

'Do all small pink things ask so many questions?' - Bumblebee in Power Play (US #2)

There are several other areas of Transformer characters that could be covered. I'll just give a brief note about Transformer diseases. The only two to be recorded are Scraplets (a parasite) and Corrodia Gravis (a wasting disease). Scraplets reduce health by a certain amount - depending on how many there are on a Transformer's body. They can be destroyed in a number of ways, but the only cure is water - application of water will destroy scraplets without damaging their host. Corrodia Gravis will effectively prevent a Transformer from doing anything.

Nucleon has several effects in addition to those mentioned under Action Masters above. Basically, it cures all known mechanoid diseases, and damage due to combat. Such healing happens within a few turns at most, and has different side effects on different robotic races. It is possible that a second dose of nucleon heals the side-effect of non-transformation, but this is unlikely. Incidentally, nucleon is a source of energy that can be seen and absorbed by Powermaster companions. Such absorption will hasten the merger that appears to happen to Powermaster and companion over a long period of time. Using Transformers In your Campaign

'Welcome to the Autobots .' - Optimus Prime in Rock and Roll Out (US #14)

There are a variety of ways to use Transformers into your campaign. The roster books contain suggestions for using human characters from the Transformers comic in a regular superhero campaign. This section details three different ways to use Transformers in your campaign. The first way is to drop a one-off encounter with Transformers into your existing campaign. The second is to build a Transformer-focused campaign with a normal superhero team. The third is to play as Transformers.

One-Off Encounters

This section details a number of ways in which your superheroes can have a one-off encounter with Transformers. There are two things to bear in mind with these encounters. Firstly, your heroes are unlikely to be aware of the distinction between Autobot and Decepticon unless their characters have encountered Transformers before. Secondly, Transformers are fairly high-powered characters. You should be careful to ensure that your heroes are capable of handling the Transformers you pit them against. Pitting a team of Captain America types against Galvatron is a suicide mission.

Decepticon Raid

Your heroes are patrolling when they encounter a group of Decepticons in the middle of a raid. Alternatively, they hear about the raid on the radio or TV and go to investigate. The news report will describe the Decepticons as "giant robots" unless the Decepticons in question are micromasters.

When the heroes arrive, the Decepticons have taken some humans captive in case the Autobots show up, or their actions have put somebody's life in immediate danger. The heroes must defeat the Decepticons and save those whose lives are in danger.

The Decepticons could be after a number of different things, any of which can be relevant to your ongoing campaign. Several are listed below. You may come up with some alternative ideas, but remember that the Decepticons are only interested in Earth for its resources, or for means to hurt the Autobots.

● Fuel Raid - the standard Decepticon motivation. The Decepticons are stealing something they can use as fuel or easily convert into energon. ● Advanced Weaponry - the target is a newly unveiled piece of hi-tech weaponry which can be used against the Autobots. Whatever it is, it has to be pretty impressive, as Transformer technology is way in advance of human technology. ● Raw Materials - the Decepticons are building something and they need the bits to build it out of. This is the goal you should use if you are using characters like the Constructicons. ● Trap - the raid is merely a trap or a diversion for the Autobots. This goal can be used in conjunction with any of the others. If your heroes are pretty high powered, this allows you to spring a whole load more Decepticons on them if they beat the first lot too easily.

This encounter can easily escalate into the full-scale battle encounter simply by having a group of Autobots arrive on the scene. The judge should remember that the Decepticons don't usually take prisoners. They will probably be trying to kill the heroes.

Rogue Autobots

Your heroes encounter a rogue Autobot, or group of them, attacking humans. There are only a couple of possibilities for this one.

● Mind Control - the Autobot(s) are under Decepticon control, and have been sent on a rampage to discredit or distract the Autobots. There may be other Autobots trying to snap the Autobot out of the mind control. There will probably be a Decepticon nearby monitoring the operation. The heroes must defeat the Autobot or snap them out of the mind control. In one story, Bombshell took control of the massive Transformer Superion, and sent him on a rampage. The Autobots sent a human inside Superion to remove the cerebro shell that had been controlling him. ● Imposter - this is similar to mind control, except that the rampaging Transformer is a Decepticon pretending to be an Autobot, or is a non-sentient replica. ● Brain Damage - the Autobot has lost their higher brain functions and gone on a rampage. They may have become mindless like the Dinobots during Dinobot Hunt, or they have gone insane and decided to free machines from human rule, and trash those machines that don't want their freedom, like Brawn in The Enemy Within. Or you can invent your own form of insanity. There are likely to be some sane Autobots arriving on the scene to restrain their errant comrade.

Attack the Autobots

This one will only work if your heroes are the sort who will shoot first and ask questions later, or if the judge is an expert at conveying a slightly misleading picture of what's going on. It also requires your heroes to be ignorant of the distinction between Autobot and Decepticon.

Basically, your heroes arrive on the scene just as a group of Autobots have transformed into robot mode and caused the population to panic. There is an innocent child about to be trampled by the crowd, and the Autobots reaction knocks over a nearby statue, engangering innocent lives. Your heroes should immediately assume that the Autobots are bad guys and attack them for their supposed rampage. The Autobots spend the battle trying to convince the heroes that they are really good guys.

Full Scale Battle

Your heroes arrive in the middle of an Autobot-Decepticon battle. Innocents are in immediate danger and the Autobots haven't noticed. The heroes probably try to take on both sides at once. The Autobots try to convince the heroes to side with them, as will any particularly cunning Decepticons.

You can escalate any of the previous encounter into a full scale battle by having the faction that isn't involved arriving partway through a battle.

An Ongoing Campaign

If you want your "normal" heroes to have ongoing contact with the Transformers, then there are a number of ways to do so. You could, of course, start with one of the encounters described above and take it from there. You could also have your heroes play the Neo-Knights, a group of heroes assembled by GB Blackrock to hunt down Decepticons and who are told of the difference between Autobots and Decepticons. However, the following scenarios allow you to build a somewhat different kind of campaign.

The Z-Foundation Campaign

The Z-Foundation is a private organisation that offers a bounty for capturing Transformers. It officially acknowledges the distinction between Autobot and Decepticon, but claims that both groups are equally dangerous. The foundation is actually a front for the group of Decepticons led by Scorponok. Its head, the mysterious "Mr Z" is actually Lord Zarak, Scorponok's Headmaster partner.

Your heroes will be hired by the Z-Foundation and given tip-offs about Transformers operating in a particular area. The target Transformers will either be Autobots or members of a rival Decepticon faction. The heroes will be rewarded for bringing these Transformers in, and may be loaned Transformer technology to help them.

Eventually, of course, the heroes will have to discover the true nature of the Z-Foundation, which will send the campaign in a completely different direction.

RAAT

RAAT is a government sponsored military taskforce designed to capture and study as many Transformers as possible. RAAT was disbanded when its sponsoring department, Triple-I, realised that its failure to distinguish between Autobot and Decepticon made it useless.

Your heroes will be employed as full-time or part-time Transformer-hunters. They will be working with a team of professional soldiers, and have a range of heavy equipment at their disposal. Of course, their performance will be measured on their ability to capture Transformers. Should they choose to let any of their captives go free, they will be fired the instant their superiors realise what they have done.

The Triple-I Campaign

Triple-I is the US government intelligence agency which was given the task of dealing with the Transformers when they first arrived on Earth. The agency refused to acknowledge that there is a distinction between Autobot and Decepticon until they were forced to do so. Triple-I can be played as incompetent bunglers, but are probably more effective as an organisation which exists to serve "the national interest" above all other considerations.

In this campaign, the heroes have been employed by the agency to act as superpowered agents. Their duties include attempts to capture Transformers, possibly working with RAAT. However, the heroes will also be given a variety of other missions. In the long run it is likely that the heroes' morality will eventually conflict with the orders their superiors give them.

Here are a couple ideas for Triple-I missions which do not directly involve Transformers:

● Retrieve Centurion - Triple-I have discovered that their old creation Centurion has ended up in the old Decepticon fortress, now believed to be abandoned. The heroes must go in and retrieve Centurion. However, the Deceptions have left all sorts of nasty security devices, and somebody else is in the fortress looking for Centurion as well. Possibilities include the Neo Knights, Circuit Breaker, or some "conventional" super-villains. Your heroes are also going to have to work out how to move a Transformer-sized robot. Incidentally, Triple-I will not mention that Centurion was their creation and will provide pictures of the original Centurion (when the robot lying there is actually a heavily redesigned version). Triple-I will probably be unable to assist the heroes by providing a copy of Professor Morris' robot-controlling device (although somebody else could use one to remote-control Centurion whilst the heroes are in the fortress). ● Operation: Debrief - Triple-I want to debrief Donny Finkleberg (formerly Robot Master, though Triple-I's involvement with Robot Master has been hushed-up, and the heroes won't be told), or Joy Meadows (a TV reporter who knows a lot about the Transformers). This has to be done fairly quickly and quietly. Unfortunately for the heroes, their target doesn't want to go with them, and happens to be interviewing some super heroes (Donny because he's writing the next issue of their comic, Joy for a TV news feature). The other heroes will fight to stop your heroes abducting their interviewer. To back down is to admit failure, to try and abduct their target is to battle a respectable hero group.

Obviously there are hundreds of other ideas for missions which Triple-I might send your heroes on.

Playing as Transformers

Whilst the two other options can be incorporated into your existing campaign, playing a group of Transformers is only possible by starting a whole new campaign, or in a one-off session.

Single Adventure

You play as a team of Autobots sent on a particular mission. The players can choose absolutely any combination of Autobots they want (subject to the Judge's discretion, of course). Mission ideas include: ● The Deceptions are attacking a human target (see the One-Off Encounters section for ideas) and you have to stop them. ● The Deceptions are attacking your base, and you're the only ones there. ● The Deceptions have captured some fellow Autobots or some humans, and you have to rescue them ● You have to sneak into the Decepticon base and steal some plans, or a new piece of technology they've invented. ● You're on a scouting mission, and the Decepticons attack. There are plenty of other ideas out there, just read some Transformers comics, or watch the cartoon.

Ongoing Campaigns

An ongoing campaign requires a bit more thought. Your hero group could be a rogue group of Autobots, an isolated group of Autobots, or a team of Autobots who are considered to be a unit by their commanding officers. You should ensure that your campaign set-up includes a rationale for the particular Autobots in question being together all the time. Some examples of teams that would work well for a campaign are listed below. Use this list as an inspiration for your rationale.

● The Dinobots - who have been an isolated, rogue, group of Autobots on several occasions. ● The Wreckers - the Autobot Resistance's finest, who always work together as a team. ● The Survivors - a group of Transformers who set out on their own after being abandoned in the aftermath of the Time Wars. ● Micromaster Superheroes - eight Autobot Micromasters once went into the superhero and pro- wrestling businesses simultaneously in New York, rejecting the Autobot command structure. It's somewhat surprising that they never met a superhero or supervillain whilst there. ● Blaster and the Throttlebots – a collection of Autobots who went rogue on Earth in response to bad leadership. ● The Autobot Resistance - The Autobot resistance on Cybertron was divided into local resistance cells. This campaign will be Cybertron-based, and the Autobots may have access to lots of resources. ● The Autobot Army - Before the Decepticons won, the Autobot army was structured much more like a regular army. The player characters are an elite unit, or are stuck behind enemy lines much like a resistance cell.

You can, no doubt, come up with several more ideas on your own. However, the Judge should be cautious before allowing the heroes to play a combining team, for reasons detailed under the listing for the combination power.

Remember that your campaign does not need to be a series of single missions against the Decepticons. Events could happen in your heroes' base that cause an adventure. If the heroes are an isolated or rogue group of Autobots, they may need to find a source of fuel. If they are part of the main Autobot army, they could be in charge of a long-term strategic objective such as arranging for Autobot City: Earth to be built, or liaising with a particular group of sympathetic humans that has nothing to do with yet another battle against the Decepticons. If they're pretenders, why not get them mistaken for whatever their outer shells look like and, for example, invited to take part in a movie. If they are on Cybertron, have a plotline involving non-combatant Transformers. Creating a character from Tech Specs

'I always thought that the Matrix energy I carried within me was the only thing that could create new Transformer life' - Optimus Prime in The Power and the Glory (G2 #5)

Please note that the following generation system was derived from a careful study of tech specs, Transformers Universe profiles, the rank comparison charts in the Judge's book, and the actual abilities of characters seen in the comics. I have also tried to use Spider-Man's appearance in Prisoner of War (US #3/ UK #5-6) as a benchmark. The Transformers I have used to formulate this system are all from the first couple of years of the series. It is possible that later Transformers (say, from the Headmasters onwards) have their Tech Specs calibrated differently.

The first step is to check the Transformer's function and what they transform into, because this affects how you convert statistics from one format to the other. Also, take careful note of the write-up. If a character has special abilities or weaknesses, these may affect the stats.

Primary Statistics

Use these tables to determine your character's primary ranks. Where there are two tables, use the column that best describes the character's function or alt-mode. The tables do not cover every possible value for a tech spec. The reason for this is that none of the characters I have looked at have tech specs in that range, so any rank I put in there would be pure guesswork. Particular care should be taken with characters who have a 10 for any tech-spec. Careful analysis revealed that level 10 often means abilities that are way off the scales.

Fighting

Skill Tech Spec Rank (Warrior function) Rank (civilian function) 1 2 3 Excellent 4 Excellent 5 Excellent 6 Remarkable 7 Incredible Good 8 Amazing Excellent 9 Monstrous Remarkable 10 Unearthly Remarkable or higher

Agility

Speed Tech Spec Rank (vehicle mode) Rank (static mode or animal mode) 1 Poor 2 Typical 3 Good 4 Good 5 Good Good 6 Good Excellent 7 Excellent Excellent 8 Excellent Remarkable 9 Remarkable Remarkable 10 Remarkable Strength

Strength Tech Spec Rank 1 2 Remarkable 3 Remarkable 4 Remarkable 5 Remarkable 6 Incredible 7 Incredible 8 Amazing 9 Unearthly 10 Shift X or higher

Endurance

Endurance Tech Spec Rank 1 2 3 Excellent 4 Excellent 5 Remarkable 6 Remarkable 7 Incredible 8 Amazing 9 Monstrous 10 Unearthly

Reason

Bear in mind the caveat in the above rules about what Reason applies to.

Intelligence Tech Spec Rank (non-technical function)Rank (technical function) 1 2 Typical 3 Good 4 Good 5 Excellent 6 Remarkable Incredible 7 Incredible Amazing 8 Incredible Monstrous 9 Incredible Unearthly 10 Amazing Unearthly or higher

Intuition

Unfortunately, a careful analysis has failed to reveal any simple correlation between Intuition and any of the tech-specs. You'll have to play this one by ear. Sorry.

Psyche

Courage Tech Spec Rank 1 2 Typical 3 Typical to Good 4 Good 5 Excellent 6 Remarkable 7 Incredible 8 Amazing 9 Monstrous 10 Monstrous to Unearthly

Secondary Statistics The secondary statistics are as follows:

Health

The sum of Fighting, Agility, Strength, and Endurance

Karma

The sum of Reason, Intuition, and Psyche

Resources

A Transformer's resources are determined not by his Tech Specs, but by the status of their group. Most earth-bound Transformers can be considered to have Excellent resources.

Popularity

Transformers have two different popularity figures. Their popularity amongst humans starts at -20. Their popularity amongst Transformers is as follows (note Decepticons have negative ranks, Autobots have positive).

Rank Tech Spec Rank 1 Feeble 2 Poor 3 Typical 4 Good 5 Excellent 6 Remarkable 7 Incredible 8 Amazing 9 Monstrous 10 Unearthly

Alt-Mode Statistics

The alt-mode statistics can only be partly generated from the tech-specs. Here are some guidelines for the most common types of alt-mode:

Ground Vehicles

Ground vehicles have four statistics: Control, Speed, Body, and Protection. Control should be equal to the character's agility, unless the write-up suggests otherwise. Body and Protection cannot be worked out from tech-specs, but should be at least Good. If the alt-mode is similar to a human vehicle for which you have stats, these values should be one rank higher than for the equivalent human vehicle.

Speed can be determined from the speed tech spec. It should be noted, however, that there are discrepancies. For example, Motormaster has a speed tech spec of 5, and yet his Transformers Universe listing says that his speed is 140mph – which is Monstrous level.

Speed Tech Spec Rank 1 Feeble 2 Poor to Typical 3 Good to Excellent 4 Remarkable 5 Incredible 6 Amazing 7 Unearthly to Shift Z 8 Shift Z 9 Class 1000 10 Class 3000

Air Vehicles The rules for air vehicles are similar to those for ground vehicles. Control should be equal to the character's agility, unless the write-up suggests otherwise. Body and Protection cannot be worked out from tech-specs, but should be at least Good. If the alt-mode is similar to a human vehicle for which you have stats, these values should be one rank higher than for the equivalent human vehicle.

Speed can be determined from the speed tech-spec. As with the ground vehicles, there are a few characters who don't fit the general pattern. A character who is a helicopter or animal form may be one or two ranks below where their speed spec should place them. The reason this speed chart only starts at six is that flying characters never have a low speed rank.

Speed Tech Spec Rank 1 2 3 4 5 6 Remarkable 7 Incredible to Amazing 8 Monstrous to Unearthly 9 Shift Y 10 Shift Z

Spacecraft

A character whose alt-mode is a spacecraft will always have a tech-spec speed of 10. Their vehicle speed is likely to be either Monstrous or Unearthly.

Weapons

A weapon has two ranks: damage and range. There isn't enough detailed information to calibrate a table for these alt-modes (especially as most of these Transformers have very high firepower anyway). A crude method of working out the values is to convert the firepower tech-spec as follows:

Firepower Tech Spec Rank 1 Feeble 2 Poor 3 Typical 4 Good 5 Excellent 6 Remarkable 7 Incredible 8 Amazing 9 Monstrous 10 Unearthly

Animals

Transformers with animal modes should keep their robot mode statistics, but gain powers that are only available in that mode, depending on the animal mode chosen (e.g. flight, edged attacks with teeth or claws, etc.) Powers, Equipment, and Talents

This is where the write-up comes in. Transformers gain any powers and talents suggested by either their function or their write-up. If a power does not have enought information to enable you to guess an intensity, then use the skill tech-spec as follows:

Skill Tech Spec Rank 1 Feeble 2 Poor 3 Typical 4 Good 5 Excellent 6 Remarkable 7 Incredible 8 Amazing 9 Monstrous 10 Unearthly

Weapons

All Transformers carry some kind of weapon at all times. If the weapon is not described in the tech-specs, then assume that it is a standard energy weapon. Use the table under the weapons alt-mode section to determine range and damage (but see the caveat about this being unresearched). If the weapon has exotic properties (e.g. Blaster's electro-scrambler or Air Raid's Torque rifle), then assign appropriate ranks to the weapon, treating it a if it were a super power.

Contacts

A Transformer has contacts with his own faction, and any subgroups he belongs to. Transformers with Nebulan companions have appropriate contacts through their companion. Any further contacts cannot be generated from tech-specs. Comparison Tables

To give you an idea of what some of these ranks mean, the following pages include some tables from the Judge's book and the Ultimate Powers book.

Speed Table

Rank Land Speed Air Speed Space Speed areas mph mpm areas mph mpm mph mpm Feeble 1 15 0.25 2 30 0.5 300 5 Poor 2 30 0.5 4 60 1 600 10 Typical 3 45 0.75 6 90 1.5 1000 17 Good 4 60 1 8 120 2 1500 25 Excellent 5 75 1.25 10 150 2.5 2000 33 Remarkable 6 90 1.5 15 225 3.75 4000 66 Incredible 7 105 1.75 20 300 5 6000 100 Amazing 8 120 2 25 375 6.25 10,000 167 Monstrous 9 135 2.25 30 450 7.5 20,000 333 Unearthly 10 150 2.5 40 600 10 40,000 666 Shift X 12 180 3 50 750 (MACH 1) 12.5 800,000 1332 Shift Y 14 210 3.5 100 1500 (MACH 2) 25 150,000 2500 Shift Z 16 240 4 200 3750 (MACH 5) 62.5 300,000 5000 Class 1000 32 480 8 n/a 10,000 1 million 16,667 Class 3000 50 750 12.5 n/a lightspeed lightspeed Class 5000 100 1500 25.0 n/a 100 x lightspeed 100 x lightspeed

Note that Mach 5 is about as fast as you can get in Earth's atmosphere.

Range Table

Rank Range A Range B Range C Range D Range E Feeble contact contact 1 area 10 feet 2 miles Poor 1 area 1 area 10 areas 1 area 25 miles Typical 2 areas 5 areas 1 mile 4 areas 250 miles Good 4 areas 10 areas 3 miles 16 areas 2500 miles Excellent 6 areas 25 areas 6 miles 64 areas 25,000 miles Remarkable 8 areas 1 mile 12 miles 6 miles 250,000 miles Incredible 11 areas 2 miles 25 miles 250 miles 2.5 million miles Amazing 20 areas 3 miles 50 miles 1000 miles 25 million miles Monstrous 40 areas 6 miles 120 miles 4000 miles 250 million miles Unearthly 60 areas 10 miles 250 miles 16,000 miles 2.5 billion miles Shift X 80 areas 15 miles 500 miles 64,000 miles 25 billion miles Shift Y 160 areas 30 miles 1200 miles 250,000 miles 250 billion miles Shift Z 400 areas 50 miles 2500 miles 1 million miles 0.5 light years Class 1000 100 miles 80 miles 5000 miles 4 million miles 5 light years Class 3000 10,000 miles 150 miles 12,000 miles 16 million miles 50 light years Class 5000 100,000 miles 250 miles 250,000 miled 64 million miles 500 light years

Note that you will have to consult the Ultimate Powers Book to discover which range applies to which type of power.