TransformersD6CoreRules.pdf

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    Composed by THK/JN

    Disclaimer: This booklet is for anyone who wishes to look at it. It is 100 percent free and shouldremain so. It is the core book of a completely unofficial Transformers D6 role-playing game.Readers and gamemasters are free to use the material howeer they choose to do so !e"cept sell it#.$ll of the illustrations were drawn on %& 'aint by the author.

    Note( Throughout this guide) one will see gray patched areas of te"t. These were *uestions thatarose from my original players. There are some good clarifications contained within them.

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    +,$'TR / I/TRD+TI/

    The $utobots and Decepticons are a dierse group of robots. They come in many different si2es.This is one of the most important factors in deciding what type of robot you will want to play.

    Introduction: The Importance of Scale

    There are some guidelines regarding how humans and smaller creatures can interact with largepowerful robots) some of them being the si2e of planets. This is 3ust an introductory look to e"plainaway some basics.

    &cale is ery important for figuring out most combat scenarios) and scale is almost always figuredin regards to the si2e of the robot) not the ruse it transforms into !unless we4re talking ehiclecombat#. %ost large Transformers turn into large machines) but this is not always true as in the caseof &oundwae and 5laster) both +lass Three Transformers who transformed into tape cassettedecks. &cale is the first issue to address in creating a character for the Transformers D6 %odifiedR'.

    $ll characters in the Transformers D6 %odified R' hae 17 attribute dice to diide up amongst 6attributes) meaning that most characters from ery large to ery small will hae 8D to 9D for their

    base attributes. :or e"ample) a character like &pike might hae 9D in &trength) but so mightnicron. &pike is a human) and nicron is a planet-si2ed robot. They naturally wouldn4t hae the

    same &trength attribute. This is 3ust one of the many places where scale offsets things greatly.

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    Scale Listin! Table "#"

    &cale "ample +haractersffset%odifier

    Typical &i2e

    ,uman &pike ;itwicky - 8

    oat +lass 9D AD>1

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    8

    Tor*ue+lass9

    9D

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    important in battle se*uences. $ larger Transformer may wish to transform into their ehicle orsecondary capacity to start a charge) whereas a smaller one will really want *uick transformation forfaster flight than he or she would ordinarily hae on foot.

    In regards to se*uence 1 and se*uence 8 under +lass 1 and +lass 8 Transformer transformationspeeds) that means that +lass 1 transformer can transform by the end of their first action within a

    round. $ +lass 8 can transform by the end of the length of time necessary for two normal actionswithin a round.

    &o) if /ightlife) oat and Tor*ue all decided to transform at the beginning of a combat round andthey had the initiatie( /ightlife would transform as his first turn. oat and Tor*ue would continueto transform while their enemies took their actions) and oat would be transformed by the end ofhis ne"t turn in that round !i.e. after the enemies4 turns#. Tor*ue would be transformed at the round4send. !this if of course if they chose not to use the De"terity check option#

    Chapter )ne * Startin )ff The Character Creation +rocess

    /ow that &cale has been discussed and one has had a chance reiew the adantages anddisadantages of the scales) one is ready to create their character. $s a refresher before finali2ing thechoice) a *uick summary about types of scale classifications will follow) but first) a few terms needto be discussed in regards to the tables below each scale group.

    Interated ,eapons: %nery Consumin This integrated weapon is fueled directly by theTransformer4s nergon tap. Typically) these weapons are lasers) but can be melee weapons as well

    in the form of energy swords) a"es) and power saws !a possible tool system as well#. There are noe"ternal power sources to worry about) but at the same time) if one uses their integrated energy-consuming weapon too much) they can run out of power and shut down. These weapons tend to beery accurate) and are not designed for area affect. The number in the category at the time ofcharacter creation is the damage output.

    Interated ,eapons: -uel Consumin This integrated weapon has its own power source) andtypically) there is some sort of gas inoled in the weapon4s function. ither to propel rockets)missiles or bullets) form bolts of plasma) or propel a type of li*uid like glass gas or li*uid nitrogen!always a ranged weapon#. These weapons tend to be area affect weapons. The number in thecategory at the time of character creation is the damage output.

    A

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    Interated +hysical State ,eapons These weapons are non-comple" and hae either a few or nomoing parts at all !they are non-energy#. They are often things like blades) clubs) and hammers!i.e. helicopter blade swords) tail-fin a"es) smoke stack clubs# &trong Transformers tend to benefit

    best from this sort of weapon. The number in the category at the time of character creation is thedamage output added to the Transformer4s &trength attribute.

    %&tra +ayload- Transformers don4t hae purses or pockets. $ll the non-integrated items they carryfall into this category. ne thing to remember is that payload can be taken away !at charactercreation for improing other systems#) but it cannot be added to without the H"tra 'ayloadH specialability. $ Transformer can add e"tra e*uipment from +hapter Three to his arsenal or toolbo". &omeof these weapons are ery similar to other Transformer4s Integrated ;eapons and Tools) but theseweapons or tools hae their own power sources and may een be at a higher class of scale !enablingmore damage and enabling more tool functions#. The best thing about this category is that thesee"tra items can be switched out or replenished without a ma3or oerhaul. ften times) they aremagnetically attached to the character and can be gripped ery *uickly. Typically) a Transformerwill carry a sidearm and has the option of carrying another weapon or a tool. The number in thecategory at the time of character creation is the number of e"tra items a Transformer can carry and

    functionally transform.

    Interated Tool Systems - This is the most ague category as the fuel source is dependant on thetype of tool. If there is a gas inoled) it is fueled and powered by another power source. If it isstrictly an electrical deice) it is powered by the robot4s energon tap. The number in the categorycould mean a wide ariety of things !its ague) but +hapter Three does a better 3ob of e"plainingthings#) though typically the higher the number) the more minor tool functions one receies or themore ersatile a tool package is.

    Special .bilities- eryone gets at least a minor ability) but in order to hae a moderate or ma3orability) one has to sacrifice functions from other areas of a Transformer4s trade and arsenal. Thenumber in this category will be the basis for what abilities one can receie. $ 1 will grant one minorability. $ 8 will grant two minor abilities) or a moderate ability. $ 9 will grant a ma3or ability) or oneminor and one moderate) or three minor.

    )ptional +layer Characters:5elow) specifics for humans and the first four playable classes ofTransformers are listed.

    Human human scale0 I don4t particularly want to start off by casting the role of ictimJ oerhumans or near human characters) but in a lot of instances) human beings will need large amounts

    of $utobot help against Decepticons aggressors. They4re not nearly as hardy) strong) or fast as manyof the relatiely smaller +lass ne Transformers. They need o"ygen) food) water) and shelter fromthe enironment?many things that Transformers only consider briefly when they consumenergon or recharge. Ket) they do hae adantages that can bring balance to their frailty andinability to transform. They4re small) and can slip past passie sensors with ease. &ome of them arehighly trained) and gien the right tools or weapons) they can defend themseles from Decepticonsand or $utobots !for instance) .I. L and +5R$# with the adantage of being a relatiely smalltarget !they are small enough to eade most direct fire) but really need to watch the indirect fire#.astly) some humans hae strange and special powers that gie them uncanny abilities !&pider %anworked with ears at one point in time# either through mutation) e"perimentation) cybernetics) andor drugs. %ost ,umans stand between 1.8 and 1.M meters tall) and weigh in between

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    Integrated;eapon( nergy+onsuming

    Integrated;eapon( :uel+onsuming

    'hysical&tate;eapons

    "tra 'ayloadIntegratedTool &ystem

    &pecial$bilities

    - - -Naries withe*uipment)speak with %

    -1 to 8)speak with%

    Class )ne Transformers- %ore common than +lass Three or :our Transformers but less commonthan the +lass 8 Transformers) these Transformers are small but in many cases fairly mighty. Their

    biggest adantages are the ability to transform ery rapidly and their natural smallness when itcomes to eading attacks from larger opponents. %ost +lass ne Transformers e"cel at espionageand reconnaissance type 3obs) in fact) many of their special abilities complement their already smallsi2e to further aid in their tasks. ,umans who work and fight along side the $utobots are sometimesafforded an e"o-suit which makes them a +lass ne Transformer.

    Bumblebee, Exo-suit Spike, and Rumble are all examples of Class I sized characters.

    Integrated ;eapon(

    nergy +onsuming

    Integrated;eapon( :uel+onsuming

    'hysical&tate;eapons

    "tra

    'ayload

    Integrated

    Tool &ystem

    &pecial

    $bilities

    1 8 1 8 1 1

    =

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    Class T1o Transformers- The most common type of Transformer) these robots form the bulk ofboth ptimus 'rime and %egatron4s troops. In many regards) they hae the best of both worlds. Ifthey4re cautious and skillful) they can assume 3obs only assigned for smaller counterparts) but theycan also back themseles up with a greater compliment of firepower and toughness should they becompromised.

    The Decepticon ;ing +ommander) &tarscream) and the $utobot %aster-$t-$rms) Ironhide aree"amples of +lass II characters.

    Integrated ;eapon(nergy +onsuming

    Integrated;eapon( :uel+onsuming

    'hysical&tate;eapons

    "tra'ayload

    IntegratedTool &ystem

    &pecial$bilities

    8 8 8 8 8 1

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    Class Three Transformers- ften termed as the largest and strongest of the $utobots orDecepticons) but that is only in relatie terms. They4re a rare breed) but more common than +lass 1D against physical attacks) and >8 against energy attacks.

    %&perience +oints: "perience points can be used in game sessions to boost certain skills) and theycan be used in between sessions to permanently improe skills and attributes. $t the end of this+hapter) a *uick chart on which skillsBactions hae limitations concerning character point usage will

    be listed.

    Disposition Numbers: This set of numbers combines alignment) appearance) and perceptions ofyour character. It would appear as such( =BAB6

    The first number indicates a character4s moral compass. $ ten would indicate that character was anoble good character) basically a character who is good to a fault. $ seen to nine range indicates atypical heroic character. :our to si" would represent a wide ariety of masterless) neutral or selfishcharacters who may lean towards good or bad depending on what4s at stake for them. ne to threewould represent eil characters) one being the worst of pure eil. $lignments will be coered morein depth in +hapter :ie.

    The ne"t number represents approachability) likeability) attractieness) and perhaps een haing ahorrible appearance that generates fear. &een to ten represents a character that is attractie)approachable !typically humans recogni2e a champion and won4t run away screaming# and for themost part) likeable. $ = gets a >1D to 5argain) +on and +ommand) an 7 gets >8D) a M gets >9D)and a 10 gets >8D at9) >9D at 8) and >

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    says in regards to their actions. $ character4s last number shouldn4t be too different from their firstnumber. In the e"ample aboe) the character with a =BAB6 is a reasonably heroic character) who hasan aerage appearance) and looks to hae done something that has damaged his reputation or

    perception of him slightly. $nytime one steps out of their home range and into another field ofbehaior?they will hear about it. $ fall from 10 to M is a big deal to e"tremely noble characters. $fall from a M to an 7 or a = isn4t a big deal) but crossing that threshold to 6 is a big deal. ikewise) a

    character going from a 9 to a < based on a subtle kind or merciful action can bring a nest of badguys down onto the one bad guy who performed the act. It is all based on character action) and intime) the reflection of the character through the eyes of others may be the character4s new alignment!the % will determine the time of when that change occurs#.

    Special Note:Lust a little on adancement?the bigger the gap between the first number and thelast) the less e"perience points the character will receie when adancement is underway simply

    because they are playing a character who is not acting in character. There is some leeway) becauseheroes do screw up) and perceptions can mend in time) but if a selfish character commits anything

    besides selfish acts) he will be ridiculed by his peers. If an eil character commits acts of greatsacrifice) charity or goodness) he will be ridiculed?and likely killed by his peers. If a good

    character performs eil acts) harms the innocent) or abuses his or her power?that character will bebrought to 3ustice by his FformerG peers?and yes) it is possible for a character4s last number to slipfrom a M to a 9 with one action?and ice ersa. $ heroic $utobot wouldn4t turn his guns on andspin around in town s*uare killing hundreds of people) and likewise) an eil Decepticon wouldn4t

    put out a burning building to rescue the people inside?but it could happen) and their character4sperception could change in a heartbeat.

    Remember) :irst is what is at the core !alignment#) %iddle is what is on the outside !appearance?approachable or terrifying?attractie or ugly#) and ast is what others see in your character basedon your actions !character perception#. The first and last should be reflections of each other) and ifthey aren4t) there will be conse*uences in game and more than likely) there will be seriousrepercussions in terms of adancement.

    Spar$ 7Life8 +oints: Transformers are D/$ based computers) liing robots. They hae a life forceand when that life force is threatened) they can reach within themseles and use that power for a fullround to double their efforts to complete their tasks?whether for the good of themseles andothers?or carry out their terrifying new order on arth.

    Interated ,eapon: %nery 798This represents the number of dice attributed to Integratedweapons) for instance !where there is a ) a < in that spot would mean

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    %&tra +ayload: 798The number indicates the amount of items that can be carried on the robotthat are apart from his or her normal weapons or tool systems. &ome items may only count for .9 of1 slots) most items are 1 slot) while some larger items are 8 slots. &ee tools and weapons in +hapter9.

    +an transformation from ehicle to robot take place with a human si2edpassengerP

    &ometimes. Typically a small human such as a child counts as one point ofpayload. $ full si2ed adult is appro"imately two points of payload. This meansthat most +lass II characters and aboe who aren4t carrying any payload tools)weapons) or gear can transform and hold a human si2ed character insidethemseles !as a hostage) or for protection#?If payload is taken up) this is notadisable. ots of moing parts with no e"tra room inoled means that thehuman sub3ect would likely be crushed.

    %dit:The scale listed aboe was for human characters both small or large witha +lass II character. 5elow is a chart e"plaining how much payload a humancharacter would cost per class.

    +lass &mall ,uman !child# arge human !teenager-adult# class I transformer

    I 'ayload 8 'ayload 9 -

    II 'ayload 1 'ayload 8 -

    III 'ayload .A 'ayload 1 'ayload 8

    IN 'ayload .8A 'ayload .A 'ayload 1

    &ome transformers are large enough to where they can carry a +lass Itransformer as payload. :or e"ample) a +lass II transformer could carry a +lassI transformer without symbiotic special abilities for a cost of two payload

    points.

    Interated Tool System: 798The number indicates the amount of tool packages a robot canpurchase at character creation. %ost tool sets hae multiple tools within them) while more elaborateor sophisticated ones can be worth up to 8. &ometimes tool packages or sets arenOt purchased and

    players add in indiidual tools. &ome tools are worth fractions of 1. :or more information) please

    see +hapter Three.

    Special .bilities: 798The number will represent the amount of points allocated towards specialabilities?and these special abilities will be listed here as well.

    Cybertronian .ttributes special abilities that are inherent to all Cybertronians0: Protoformand ransformation ( ery $utobot and Decepticon that arried on arth came in protoform) or+ybertronian form. They found disguise ehicles or ob3ects and at will) they can pick new forms inorder to keep their disguises current. Regular +ybertronians can only keep one form logged at one

    particular time. %ultichangers can hae seeral forms. !ehicle and ob"ect utilit#( If a robot changesinto a gun) it will fire 3ust like a real gun. If a robot changes into a car) people can ride in it?doors

    open) trunk space is aailable. In robot form) their may be functions of the ehicle or ob3ect that can

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    assist them. ,eadlights) horns) wheels on or near the feet) rocket boosters or 3et afterburners?etc.These functions will be at gamemaster discretion) to talk to him or her about it.$actioned( Kes) oneis likely either to be an $utobot or a Decepticon?there are differences between the two. :or the

    purposes of character creation) $utobots hae no changes) but Decepticons were born for war) theyare missing 1 point of Integrated Tool &ystems for Robot :light regardless of their transformationehicle !i.e. %egatron could fly regardless of him turning into a gun#. There are *uite a few

    $utobots who were engineers or artisans before the war) but thatOs not the case with the HnewHflying robots...the Decepticons.

    Character .d6ancement:

    +an amounts for Integrated ;eapons) 'hysical state weapons) payload) special abilities and tools beimproed oer timeP

    Kes. The number off to the side of the category you wish to improe is the multiplier " 100 in orderto improe with e"perience pointsS i.e. if one has 8 points of integrated weaponry) it can be

    improed to 9 !i.e. 9D damage instead of 8D damage# for 800 e"perience points. &ince thesecomponents are part of the transformer4s being) they can4t be physically altered through upgrades

    but actually grow with the transformer in power with e"perience. erything can be improedoertime with the e"ception of payload.

    +an numbers be altered aroundS i.e. transferring points from one category to another in order toanother after character creationP

    &ometimes. $n oerhaul can be done if the character is moing points from one category to anotherand only if the donating group and receiing group haen4t had any improements. In other words)if 9 points were in Integrated ;eapons( nergy :ueled) and one wished to hae 1 point go from

    I;(: to Tools) this could be done only if both Int ;eapons nergy :ueled and Tools haen4t hadany improements through e"perience points. $lso) een though this can be done) it re*uiresrobotics knowledge !a skill roll by an outside party?preferably someone with the skill of;heel3ack or Ratchet#) time) and with multiple point transfers) the more difficult the procedure may

    be. :ailure could mean damage) or een lost category points.

    ,ow does adancement take placeP

    +haracters will receie e"perience points that can be designated to improing skills and attributesfor the long run or temporarily.

    :irst) weOll coer adancement oer the long run !permanent improement#. /ormal unspeciali2edskills adance at face alue of dice amount. Dodge AD would cost A e"perience points in order toraise it to AD>1. /ormal speciali2ations cost half rounded up to adanceS i.e. %elee ;eapons(nergy 5lade AD would cost 9 e"perience points to raise to AD>1. $ttributes can be raised at facealue of dice " 10. I.e. a De"terity attribute at

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    :ie to improe a speciali2ation roll. :ie on any defensie action !dodge) melee parrying skill) ehicle easion# :ie to increase &trength roll to resist damage $ character cannot spend ' 'oints on another characterOs actions. $ character can spend ' 'oints only for one action in a round. $ character cannot use ' 'oints in a round the same round a &park 'oint is used.

    $ character +$//T use ' 'oints in a round to improe damage on an attack.

    ,ow are training time and using skills not formally taught handledP

    Training time issues - If you use the skill) you can adance it. If you donOt use the skill) you canOtadance it. This should be kept plain and simple. This is not a %atri" game. If learning a new skill)unless it is an adanced skill) training time is sub3ectie and warrants a % ruling.

    ntrained skills - Think about the skillOs comple"ity. If a character is relatiely coordinated anddoesnOt hae thrown weapons) I would rule that the character could use their full De"terity attribute

    to roll the skill. If the skill is comple" and re*uires weeks if not years of training) and the characterdoesnOt hae the training or skill) there may be penalties added to the base attribute !more thanlikely) there will be#. The rules need to be left open here in order to allow a % to regulate whatwould be simple and comple". I would penali2e a first time car drier who is learning without aninstructor !, ;ells driing in the moie Time $fter Time comes to mind#...I would allow but Iwould mercilessly penali2e someone who neer flew a fighter 3et to make an attempt withouttraining !;hat does this button doP#. The same goes for the practice of surgery beyond remoing asplinter.

    +an multiple systems be set up in the long run or een possibly at character creation...i.e. where acharacter selects a completely different integrated energon weapon from what they hae alreadyP

    Kes) if a player wants to take points from one specific system at character creation or wants to addanother weapon system within the fields of integrated energon) fueled) or physical state weapons) hecan. :or e"ample) if he has a mini-gun I:; 9 !9D damage#) and he wishes to get rockets) he canspend 100 e"perience points and hae I:; 9 !minigun 9D# and I:; 1 !rockets 1D#. This answersanother *uestion...if a character has 2ero in a specific field) it would cost 100 e"perience points toraise it to a 1..the same as for raising it to 8 !100 points#raising it to 9 would cost 800 e"perience

    points and so on....

    Chapter T1o * .ttributes and S$ills!'art II) 'hysical $ttributes#

    'hysical $ttribute Roles( The si" physical attributes form categories and skills base for all of thecharacter4s skill types. The number of dice allocated between these attributes at the ery start of thegame must e*ual 17D. nce the dice are allocated) the physical attributes determine how manyskills a character can hae in any one physical attribute.

    This will all be coered in greater detail in this chapter) and by the end of +hapter :ie) eeryonewill hae plenty e"amples of how this is handled and a fairly decent understanding of the process.

    5elow are the 'hysical $ttributes(

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    De&terity- This attribute deals with a character4s hand-eye coordination and balance. +haracterswith a high de"terity score are nimble) *uick) and accurate in ranged attacks. Robots and humanswould use this attribute and its skills to fight from a distance) and defend themseles by aoidingattacks or parrying them.

    Kno1lede- This attribute deals with a character4s memory) common sense) and common

    knowledge. +haracters with a high knowledge score are wise( knowledgeable about a wide arietyof sub3ects) hae good memories) are e"cellent researchers and are typically street say.

    5echanical- This attribute deals with mechanical abilities such as piloting) and the usage ofmachinery in support of piloting or driing a ehicle or suit of power armor. :or robot characterswho transform into ehicles) the mechanical attribute represents their ability to strike at a rangeddistance in ehicle form) as well as gies the necessary skills to aoid being struck by enemies at arange or up close. +haracters with a high %echanical attributes are e"cellent human driers or

    pilots) or are robots who are 3ust as or een more so comfortable in flight or driing as they arewhen walking.

    +erception- This attribute deals with the character4s awareness of his surroundings and those in hissurroundings. 5ecause of this awareness) he or she becomes more confident in bargaining)commanding others) and in other social settings. 'erception rolls are used to alert players of danger)eents taking place nearby that they are not inoled in that may be an opportunity) or somethingthey may want to get away from. 'erception is also used to determine initiatie in combat.+haracters with a high 'erception attribute are socially astute) are looked to for leadership) and areusually first responders in an emergency.

    Strenth- This attribute is two fold( it represents a character4s ability to lift) grab) grapple and dophysical damage?as well as it reflects a character4s core toughness. It is used to cause melee andbrawling damage) as well as it is designed to help the character resist damage should he or she behit. +haracters with a high &trength attribute are typically in great physical shape) work out to keepin that condition) and are typically more muscular or larger than their cohorts.

    Technical- This attribute is related to both the knowledge and mechanical attributes. %ostcharacters are technically inclined and can fi" basic components or gear with little knowledge) butin order to engineer or repair most nuclear aged and beyond technology) one has to hae speciali2edknowledge in order to fi" or create something elaborate. &tarships) Robots) adanced energyweaponry) and gadgets of great comple"ity are created by this attribute. +haracters with hightechnical attributes are more inclined to become doctors) engineers) architects) and mechanics.

    I noticed that characters that are smaller class si2es get bonuses to hit larger targets) and largeropponents are at a negatie to hit smaller opponents !coered in introBchapter 1#. $re there skillchecks made that are affected the same wayP

    $bsolutelyU &maller characters are shooting at larger targets and because they are smaller) they aremore likely able to sneak past something that is twenty to fifty feet tall...n the other hand) largercharacters are ery scary when theyOre angry or making demands.

    5esides the attack skills !ranged) melee) brawling#) skills like sneak) hide) pickpocket all grant si2ebonuses to smaller characters ersus larger characters. I.e. a human character who has a high sneakskill would get a 6D bonus in efforts to sneak past a +lass III transformer !could e"plain why

    %egatron or &oundwae were rarely able to catch &pike when he was making an effort to hide and

    1M

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    sneak around#.

    ikewise) for larger characters) generally they would receie a bonus to skills such as lifting andintimidation. ifting bonuses are shown already in +hapter Two in reference to si2e !the more thecharacter weighs) the more oerall weight can lift in proportion to their own si2e#.Intimidation...well) thatOs pretty self-e"planatory. If youOre a human character being held in the grasp

    of a %egatron...or hae failed to sneak past him and heOs pointing a fusion cannon at you) %egatronwould hae a >6D to his already ery imposing Intimidation skill.

    Chapter T1o# .ttributes and S$ills +art Three# S$ill Listin and Descriptions0

    De&terity S$ills

    $ll skills marked with an C are opposed by the Dodge skill.

    $ll skills marked with a V are opposed by the opposing %elee roll of the target !or 5rawling if

    applicable#.

    The two melee combat skills are confusing) I need some clarification.

    ne can determine which skill one would be using for a melee attack byanswering one simple *uestion( Is one holding the weapon in their handP If so)then it would be melee combat. If the weapon is a physical state weapon that isattached to a leg or elbow and spun around rapidly !for e"ample) a helicopter

    blade or a hoist crane ball#) this would be an integrated melee weapon.

    ,ow do adanced skills workP

    5ase &kill $danced &kill

    ngineering 1D nergy ;eapons Repair

    &cholar $pplied &cience ngineering

    ngineering 8D or $ppl &cience 6D Robotics

    :irst $id AD %edicine

    'hysics 1.

    rdinarily) when a base skill is rolled) the adanced skill total may be rolled

    additionally if the % allows !not all situations apply#. I.e. medicine roll could

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    apply to :irst aid...,oweer) this doesnOt necessarily mean that +elestial%echanics would apply to a specific 'hysics roll) it could...but may not. $gain% discretion.

    &ome rolls and checks are completely based on adanced skills. ;ith brainsurgery) medicine would be rolled...:irst aid wouldnOt apply.

    C4aned Con6entional ,eapons: This skill reflects the user4s accuracy with conentional rangedarms. This includes automatic and semi-automatic pistols) rifles) and submachine guns. These arenon-attached weapons that are counted as payload if the robot transforms while carrying one.S$ill Type:De"terity 5aseSpecialiations:re%ol%ers, bolt-action rifles, assault rifles, autoloader pistols, flamethro&ers'etc.Time to use: ne action+rere;uisites:/one

    C4aned .ncient ,eapons:This skill reflects the user4s accuracy with ancient ranged arms. Thisincludes crossbows and bows. These are non-attached weapons that are counted as payload if therobot transforms while carrying one.S$ill Type:De"terity 5aseSpecialiations:Compound Bo&, Crossbo&'etc.Time to use:ne action+rere;uisites:/one

    C4aned %nery ,eapons:This skill reflects the user4s accuracy with adanced technologyweaponry that fires high energy plasma or lasers. These are non-attached weapons that are countedas payload if the robot transforms while carrying one.

    S$ill Type:De"terity 5aseSpecialiations:Pulse Rifle, (ull Ra#, $usion Cannon, Plasma )auncher, etc.Time to use: ne action+rere;uisites:/one

    V5elee ,eapons: This skill reflects the user4s accuracy with melee weapons) ranging from themost ancient of swords to plasma swords. These are non-attached weapons that are counted as

    payload if the robot transforms while carrying one.S$ill Type:De"terity 5aseSpecialiations:Plasma *ace, Plasma +xe, Ener# S&ord, saber, axe, %ibroblade'etc.Time to use:ne action for attack) actie for full round for parry

    +rere;uisites:/one

    I mean to ask this a while ago but I kept forgetting. I noticed there is no %elee'arry or 5rawling 'arry skill - does the parrying !as well as the striking# fallunder the normal skill !%elee ;eapons and 5rawling#P

    If you check out the description in +hapter Two for melee weapons) martialarts) and brawling) they all mention parrying or defending oneself with thesame skill. &o) if you can throw a karate kick) it is granted that you can block a

    punch.

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    CInterated ,eapons System: 4aned: This skill reflects the user4s accuracy with rangedintegrated weaponry that can fire a wide ariety of payloads) from conentional rounds to rockets)and een plasma. This is not a payload weapon) but an actual e"tension of the robot itself. Its powersource is the robot4s power core instead of an e"ternal maga2ine) gas canister or energy-clip.S$ill Type( De"terity 5aseSpecialiations( Depends solely on the character4s choice of integrated ranged weapon system. If a

    player chooses to speciali2e in an integrated ranged weapons system) they can choose from theconentional) energy) and heay weaponry depending on the type of weapon. :or e"ample) smallerrobots may hae a small laser weapon) or a conentional ranged weapon) whereas larger robots maycarry heay weapons and larger scale energy weapons.Time to use( ne action+rere;uisites:/one

    VInterated ,eapons System: 5elee: This skill reflects the user4s accuracy with melee integratedweaponry that can ary from weapons made of conentional metal !by +ybertronian standards# tohigh energy plasma. This is not a payload weapon) but an actual e"tension of the robot itself. Its

    power source is the robot4s power core instead of an e"ternal energy-clip.

    S$ill Type( De"terity 5aseSpecialiations( Depends solely on the character4s choice of integrated melee weapon system. If a

    player chooses to speciali2e in an integrated melee weapons system) they can choose from theconentional blades and hafts of metal to weapons consisting of energy. :or e"ample) smallerrobots may hae claws) or e"tending ibroblades) whereas larger robots may use parts of theirehicle transformation as weaponry?or they may hold a retracting plasma blade of some sort !onemuch more substantial than that of a smaller robot#.Time to use( ne action for attack) actie for one round for parry+rere;uisites:/one

    CHea6y ,eapons:This skill reflects the user4s accuracy with heay weaponry. :or ,umancharacters) anti-tank weapons) crew-sericed machine guns) gatling guns) rocket launchers) andmost mounted weaponry are Hcrew sered or mounted weaponsH) but for $utobots and Decepticons)they are easily picked up and used) and may be similar in function to many of their heay integratedranged weapons systems.S$ill Type:De"terity 5aseSpecialiations:ea%# *achine un, atlin un, rocket launchers, cre& ser%ed &eaponr#Time to use:ne action+rere;uisites:/one

    CThro1n ,eapons:This skill reflects the user4s accuracy with thrown weapons. :or most

    characters) they would wish to speciali2e in a specific thrown weapon such as a dagger) a shuriken)or boomerang like weapon) but for $utobots and Decepticons) improised weapons !such as cars)telephone poles) and concrete medians# can be used with deastating effects.S$ill Type:De"terity 5aseSpecialiations: daers, kni%es, shurikens, bolos, impro%ised &eaponsTime to use( ne action+rere;uisites:/one

    C3renade:This skill reflects the user4s accuracy with grenade-like weapons !indirect or mostlyindirect weapons# and weapons that fire grenades.S$ill Type:De"terity 5aseSpecialiations:handgrenade) grenade launcher) molto cocktail) satchel charge) claymore mine

    Time to use:ne action

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    +rere;uisites:/one

    Dode:This skill allows characters to dodge ranged attacks. ;ithout it) the attacker would 3usthae to roll a to hit difficulty based on range...with it) one can offset close *uarters to hit difficulties

    by adding in a dodge roll !which is hopefully harder to beat than an easy to hit difficulty if you arethe defender#

    S$ill Type:De"terity 5aseSpecialiations:direct &eapons, spread &eapons, indirect &eaponsTime to use:$ctie for ne Round+rere;uisites:/one

    Snea$:This skill represents the ability to remain unseen while on the moe or while remaining still.It is opposed by the &pot skill or 'erception attribute.S$ill Type:De"terity 5aseSpecialiations:pick a setting( desert, cit#, forestTime to use:$ctie for a full round+rere;uisites:/one

    Hide(This skill represents the ability of hiding something on a person or out of iew. It is opposedby the &earch skill or the 'erception attribute.S$ill Type:De"terity 5aseSpecialiations( pick an ob3ect category( &eapons, mone#, contraband...etc.Time to use: $ctie for a full round+rere;uisites( /one

    4un( This skill represents the ability of running while trying to keep oneOs balance oer difficultterrain.S$ill Type( De"terity 5aseSpecialiations:lon distance, sprintTime to use:$ctie for a full round) possibly more+rere;uisites( /one

    +ic$ +oc$et:This skill represents the act of trying to lift something off a person !steal# or plant anob3ect on someone without them noticing. It is opposed by the &pot skill or the 'erception attribute.S$ill Type: De"terity 5aseSpecialiations:pick an ob3ect category( &eapons, mone#, contraband...etc.Time to use: $ctie for a full round+rere;uisites:/one

    5artial .rts: nlike 5rawling which focuses on raw strength) martial arts uses finesse andcombines strength and agility for power. It can be used to attack with the open hand) or defendagainst similar attacks.S$ill Type:De"terity $dancedSpecialiation:'ick a type of %artial $rtsTime to use:ne action+rere;uisites: %ust hae a teacherS 5rawling at

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    Kno1lede S$ills

    .stroationTraeling from arth to +har to +ybertron to Lunk...or to other planets around theunierse take planning through mathematical calculation. :or the gala"y itself moes...S$ill Type:@nowledge $dancedSpecialiations:&pecific alactic Route...i.e. arth to +ybertron

    Time to use:1 minute to a day+rere;uisites:%ust hae a teacherS &cholar( 'hysics at

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    Lanuaes:There are only a few relatiely common languages spoken across the arth) and thegala"y at large is no different.S$ill Type:@nowledge 5aseSpecialiations:&pecific type of languageTime to use:ne round

    +rere;uisites:5ase difficulties for a language are dependent on the comple"ity of a language) andthen the comple"ity of what is trying to be communicated...i.e. simple languages that many beings

    partially or fully understand with simple statements being made are the easiest to relay andcomprehend.

    3ainin -luency in a lanuae:!1# $ language can be speciali2ed in. nce that speciali2ationreaches AD) they are considered fluent. !8# $ character that makes 10 Difficult language rolls tospeak a specific language is considered fluent in that language) no longer needing to make languagerolls in order to speak that language. I.e. ptimus 'rime) La22) Ratchet) and Ironhide must haedone language tutorials oer the world wide web while in transit to earth.

    La1 %nforcement: This skill represents a wide ariety of knowledge pertaining to any of thefollowing( law enforcement procedures and techni*ues) laws of a 3urisdiction) as well as thetemperament of law enforcement in a certain area.S$ill Type:@nowledge 5aseSpecialiations: Type of 3urisdictionTime to use: ne round+rere;uisites( /one

    Na6iation:This skill allows a character to plot a course through air) sea) or land to get from onedestination to another.S$ill Type: @nowledge 5aseSpecialiations: $ir naigation) land naigation) sea naigationTime to use:$nywhere from one minute to a day.+rere;uisites:/one

    +lanetary Systems: This skill gies a character an idea of the geology) enironment) life forms) andtechnology of a world) or a specific system.S$ill Type: @nowledge 5ase&peciali2ations( $ specific systemTime to use:ne round+rere;uisites:/one

    Scholar: $ character who has been trained in a particular field of study can use this skill to aid himor herself in other skills. %athematics and science can often help most mechanical or technical skillapplications) as well as history may help in dealing with different cultures or during businessmeetings.S$ill Type:@nowledge 5aseSpecialiations: field of studyTime to use( one round to seeral days+rere;uisites:/one

    Street1ise: $ streetwise character has an understanding of illegal actiity in an area) and more

    specifically) who is inoled with the illegal actiities.

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    S$ill Type: @nowledge 5aseSpecialiations: $ particular gang) +obra) etc.Time to use( ne round) may take up to seeral days for obscure information+rere;uisites:/one

    Sur6i6al: +haracters are sometimes forced to e"ist in dangerous and hostile enironments without

    food) water) or shelter being proided. The surial skill represents a character4s knowledge ofthese places and what they can do in order to surie in places such as the desert or the blackness ofspace.S$ill Type:@nowledge 5aseSpecialiations: mountains) forest) desert) space?etc.Time to use( one round when reacting to danger) an hour or more when looking for proisions.+rere;uisites:/one

    Tactics: The tactics skill represents a character4s ability to perform certain deployments) as well asbeing able to react to an enemy force. :or e"ample) a character may speciali2e in performing sieges)but also has a tactical specialty in understanding the method of operations for the +onstructicons.

    S$ill Type: @nowledge 5aseSpecialiations: $ particular type of deployment) or an understanding of a particular enemy.Time to use:$ round to seeral minutes+rere;uisites:/one

    ,illpo1er: $ character with a high willpower can resist temptation) pain) and fear in order toperseere?or surie.S$ill Type: @nowledge 5aseSpecialiations:persuasion) intimidationTime to use:ne round+rere;uisites:/one

    5echanical S$ills

    .rmor ,eapons:$ccuracy with ranged weapons on e"o-suits and robot armor is determined withthis skill.S$ill Type:%echanical 5aseSpecialiations:rockets) lasers) torch cutters) shock prod...etc.Time to use:one action+rere;uisites:( /one

    .uto %6asion / )peration: $ human si2ed character would use this skill to perform maneuers orto dodge enemy attacks. This skill also seres as a ehicular dodge for transformed robots who turninto cars.S$ill Type:%echanical 5aseSpecialiations:sports car) sedan) pick-up truck)Time to use:ne action+rere;uisites:( If not a ehicle transformed into) must hae been taught this skill

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    Time to use:ne round to one action+rere;uisites:( /one

    2ehicle ,eapons: $ccuracy with ranged weapons on ehicles is determined with this skill. $lso) iftranformed robots wish to use weapons) this is the skill they would use to 3udge accuracyS$ill Type:%echanical 5ase

    Specialiations:typically whateer the robot uses as weaponryTime to use:one action+rere;uisites:( /one

    If I am driing in ehicle form but want to launch a rocket !that are e"posedwhen I lift the bed of the dump truck a bit# would that be ehicle weapons orI;&RP It is not a weapon normal found on a dump truck - but it is in this case B

    but it is also an integrated weapon...

    They can come out from under the bed) from out of the headlights or whereeryou choose...The main factor is that youOre using them in ehicle form and

    would be considered a Htransformed robotH...so the skill would be ehicleweapons.

    .rtillery( ,uman and +ybertronian militaries use shipboard weaponry) and ground based weaponrymounts capable of doing great harm from afar. These weapons arenOt often aimed at a target throughsights) but instead use coordinates to fire at targetsS$ill Type:%echanical 5aseSpecialiations:solid non-e"plosie shell) laser) bombsTime to use:one round+rere;uisites:( /one

    3round Combat 2ehicle %6asion / )peration: $ human si2ed character would use this skill toperform maneuers or to dodge enemy attacks. This skill also seres as a ehicular dodge fortransformed robots who turn into $Ns) tanks and $'+s.S$ill Type:%echanical 5aseSpecialiations:tank) $N) $mtrak) mobile artilleryTime to use:ne action+rere;uisites:( If not a ehicle transformed into) must hae been taught this skill

    Helo %6asion / )peration: $ human si2ed character would use this skill to perform maneuers orto dodge enemy attacks. This skill also seres as a ehicular dodge for transformed robots who turn

    into helicopters.S$ill Type:%echanical 5aseSpecialiations:$ttack helicopter) transport helicopter)Time to use:ne action+rere;uisites:( If not a ehicle transformed into) must hae been taught this skill

    Jet %6asion / )peration: $ human si2ed character would use this skill to perform maneuers or tododge enemy attacks. This skill also seres as a ehicular dodge for transformed robots who turninto cars.S$ill Type:%echanical 5aseSpecialiations:sports car) sedan) pick-up truck)

    Time to use:ne action

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    Con:+onning can be used to trick others into thinking one is doing something opposite of what oneis doing...in other words) lying and misdirecting.S$ill Type:'erception 5aseSpecialiations:fast talking) disguiseTime to use:/one+rere;uisites:( /one

    Search( sed when a character is searching for something hidden.S$ill Type:'erception 5aseSpecialiations:trackingTime to use:one round to seeral minutes+rere;uisites:( /one

    -orery( &killed used to make fake documents) or alter them.S$ill Type:'erception 5aseSpecialiations:security IDs) checks) documents) etc.Time to use:one round to seeral days

    +rere;uisites:( /one

    3amblin( eneral knowledge of games of chance...,ighest roll wins the pot.S$ill Type:'erception 5aseSpecialiations:poker) dominos) etc.Time to use:one round to seeral hours+rere;uisites:( /one

    Spot( $ perception skill used to locate moement) or detect ambush within the characterOssurroundings.S$ill Type:'erception 5aseSpecialiations:often referred to as the easily improeable 'erception check.Time to use:one round+rere;uisites:( /one

    Scan( sed to detect life signs and statistics. %ost often used to gain insight on the strength)e"perience) health) weaknesses) in3uries) and armaments of a being.S$ill Type:'erception 5aseSpecialiations:weaponry) health) e"perienceTime to use:one round to seeral minutes+rere;uisites:( /one

    In6estiation( sed to gather information on a target or dig for obscure information about an area.S$ill Type:'erception 5aseSpecialiations:locale or type of information) i.e. criminal recordsTime to use:ne round to seeral days+rere;uisites:( /one

    +ersuasion( $ diplomatic way of doing a little bit of conning and bargaining. Rewards can beoffered and based on the amount of dice one has in the skill) the more likely the opposing party willagree and the issue wonOt end in failure or compromise.S$ill Type:'erception 5ase

    Specialiations:flirt) oration) storytelling

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    Time to use:one round to an hour+rere;uisites:( /one

    Strenth S$ills

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    Technical S$ills

    Demolitions- This skill represents the knowledge of demolitions charge types an e"plosies e"pertwould use and the proper application of the charge for ma"imum effect.S$ill Type:Technical 5aseSpecialiations:improised) energon

    Time to use:one round to seeral hours+rere;uisites:( /eed the detonating material and tools for set-up.

    %nery ,eapon 4epair:This skill represents the knowledge of parts and functions of energyweaponry and the knowledge of tools used to make repairs.S$ill Type:Technical $dancedSpecialiations:energy blades) cannons) plasma e3ectors...etc. $ specific type of energy weapon.Time to use:one round to seeral days+rere;uisites:( %ust hae

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    possible....more thorough medical treatment is used to treat much more dire wounds. &ee section in+ombat and In3uries) +hapter 6 where Ratchet speaks about these matters at length.S$ill Type:Technical $dancedSpecialiations:type of patientTime to use:one round seeral days+rere;uisites:( %ust hae AD in :irst $id

    Con6entional 2ehicle 4epair:This skill represents the knowledge of parts and functions ofconentional ehicles and the knowledge of tools used to make repairs.S$ill Type:Technical 5aseSpecialiations:cars) trucks) tanks) boats..etc.Time to use:one round to seeral days.+rere;uisites:( /one

    Hih Technoloy 2ehicle 4epair: This skill represents the knowledge of parts and functions ofhigh technology ehicles and the knowledge of tools used to make repairs.S$ill Type:Technical 5ase

    Specialiations:Decepticon +ruisers) $utobot shuttles) Lunkion Lunker....Quintesson &tarship...etc.Time to use:one round to seeral days.+rere;uisites:( /one

    +rimiti6e Construction:This skill represents the knowledge of basic construction and theknowledge of tools used to make repairs. $utobots tend to use this skill alot in the aftermath of

    battles on earth against the Decepticons. 5uildings) bridges) roads) and damns often need repairwhen they become the backgrounds for high energy weapons...S$ill Type:Technical 5aseSpecialiations:bridges) buildings...etc.Time to use:one hour to seeral months+rere;uisites:( /one

    Security( This skill is used in efforts of bypassing physical security. The higher the dice total) themore knowledge a character has in getting past blast doors) security cameras) or other securitymeasures.S$ill Type:Technical 5aseSpecialiations:ault doors) security cameras) heat sensors..etc.Time to use:one round+rere;uisites:( /one

    Computer )peration / 4epair: +omputer programming B repair can be used to fi" computers thathae been damaged) and also used to bypass computer security...i.e. hacking.S$ill Type:Technical 5aseSpecialiations:hacking) repairs..Time to use:one round to seeral days+rere;uisites:( /one

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    Chapter T1o # +art I2 #Special .bilities0

    There are currently almost 60 special abilities that can be picked at character creation or gotten laterin time through adancement. &ome of the abilities hae prere*uisites) some hae multiple leels)each leel giing the user significantly more ability. Lust about eery special ability has an energone"penditure) and it will be described in detail as to whether the e"penditure will be per usage) per

    round) or whether or not there een is an e"penditure.

    CDenotes special ability that humans can ac*uireCCDenotes special ability that only humans can ac*uire

    &pecial $bility /ame B /umber of leels the special ability has

    $ir Lets 1+rere;uisites:none+o1er Description:$ir 3ets are built into the robotOs legs or back) allowing them to add >AD to the

    robotOs 3ump skill. $ character can 3ump much higher than they would ordinarily. The best feature ofthe special ability is that it doesnOt consume energon. Its drawback is that it only works inatmosphere.%neron %&penditure:none

    C$crobatic 1+rere;uisites:+limbing B Lumping &kill and a De"terity of 9D+o1er Description:This ability grants an e"tra acrobatic dodge. Dice used for +limbing B Lumpingcan be used in all dodge actions while on the ground.%neron %&penditure:none

    :$Q Issue 99

    =uote:

    $crobatic E Is it right to think that if a class 1 character with

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    machine gun B mini-gun) and a plasma wae gun#) he didnOt need to be a straightshooter. The amount of destruction dealt out pretty much hit anything in its erywide path.

    C$erial +ombat 1+rere;uisites:%ust be used in flying a ehicle or being a robot capable of transforming into an air

    ehicle.+o1er Description:1B8 of dodge dice can be applied to e"isting ehicular easion skill. 1B8 ofranged weapons dice can be applied to ehicular weapons dice.%neron %&penditure:none

    C$mbide"trous 1+rere;uisites:none+o1er Description:Robots are already ambide"trous) but humans are note. This ability allows a

    person to use paired weapons with no offsets. &ee +hapter &i" for rules concerning paired weaponsand ambide"terity.%neron %&penditure:none

    C$thlete 1+rere;uisites:$ character can hae no speciali2ations in &trength &kills) and a &trength of

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    ability in the repair of an item) ehicle...possibly een themseles or friends if they are+ybertronians. In effect) an indiidual using this ability would be rolling their repair skill) their@nowledge attribute roll) and possibly engineering combined as well for any repair theyattempt....%eaning if they hae the time and the tools) there is a way to fi" some ery comple"stuff. This is truly a dynamic and ersatile special ability.%neron %&penditure:none

    +ombiner imb 8+rere;uisites:$ssigned as a part of a combiner team) +lass I or II Transformer+o1er Description:$bility to merge with up to fie others into a +lass IN champion robot. ,aing1 leel of special ability in +ombiner imb means that one is a fi"ed leg or arm. ,aing 8 leels ofthe special ability means that one can switch.%neron %&penditure:/one

    +ombiner 5ody 8+rere;uisites:$ssigned as a part of a combiner team) +lass III Transformer+o1er Description:$bility to merge with up to fie others into a +lass IN champion robot. ,aing

    one leel of +ombiner 5ody allows a the +lass III tranformer to combine with team members.,aing two leels of +ombiner 5ody allows the acceptance of other combiner teams !i.e. a&tunticon merging with 5ruticus#.%neron %&penditure:/one

    +harger 8+rere;uisites:/one other than posessing an integrated energy weapon.+o1er Description:The charger special ability allows an e"tra point of energon to be spent perusage of an integrated energy weapon for an e"tra 1D of damage. ;ith one leel of the specialability) one e"tra dice is added !energon e"penditure 8#. ;ith two leels of the special ability) twoe"tra dice can be added !energon e"penditure would be 9#%neron %&penditure:'ower only re*uires energon when the weapons are firing.

    +olor &hifter 8+rere;uisites:none+o1er Description:+olor shifting abilities can aide an $utobot or Decepticon in many ways. It candisguise them further in their ehicle form !i.e. if enemies are looking for a red car) and theydisguise themseles from red to blue#) and it can aide them in their enironment !i.e. a characterchanges from gray to orange to be seen better in case of emergency...or from white to black to aoiddetection at night...>8D to &neak and ,ide#. ne further application of this power !with twoselections# is that a character can completely blend in with his or her surroundings !almost as if they

    are bending light around them >8D to any medical skillroll !i.e. first aid) medicine and robotics#. The knowledge attribute is applied to rolls instead of the>8D bonus after selecting Diagnostic 8.%neron %&penditure:none for Diagnostic 1) A points per @nowledge attribute application

    !Diagnostic 8#

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    "tra-'ayload 8+rere;uisites:none+o1er Description:"tra space is built aboard the robot character for e"tra weapons) items andtools. $dds one e"tra point of payload.%neron %&penditure:none

    lectronic ,i3ack 8+rere;uisites:5rawling

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    C,acker 1+rere;uisites:&ecurity 9D) +omputer 'rogramming B Repair 9D+o1er Description:@nowledge rolls would be applied to rolls made to e"ploit electronic securitymeasures) as well as hacking into computer systems.%neron %&penditure:none

    ,eadmaster 1+rere;uisites:&ee note below+o1er Description:$ headmaster robot tends to hae little adantage in robot form from any otherrobot) but in ehicle form) the main robot can drie) while the other robot or suited human whoforms the main robotOs head can perform other skills unpenali2ed during the same round...i.e. aehicular dodge can be performed by +hromedome while at the same time the ehicleOs weaponsare used by &tyler with no penalties because the two actions are performed by separate entitiesinstead of 3ust one.%neron %&penditure:none

    If a character wishes to play a ,ead-%aster) Target-%aster) or a &ymbiotic%aster) can they hae an /'+ assigned to be their head) weapon) or symbioteP

    $bsolutely yes?howeer it doesn4t work the other way around. In other words)one can be the main body and hae an /'+ that turns into your character4shead) weapon) or symbiote) but you cannot be the weapon) the head) or thesymbiote and hae a main robot assigned to you.

    ,ologram 8+rere;uisites:@nowledge 8D>8 - This power re*uires a robot hae an imagination.

    +o1er Description:,olograms can be simple or ery elaborate) but what sets the power leelsapart !1 and 8# is that with two selections of this special ability) the ,olograms can actually interactwith targets !i.e. moe) shoot) dodge) talk..etc.#%neron %&penditure:8 for ery simple illusions !smoke coming from a building#) A for illusionsthat are comple" !an image of a person with detail about the face#) >10 for eery one time larger theillusion is than the hologram caster. :or e"ample) ,ound using his ,olgram ability to create a fake

    power plant for the Decepticons to attack left him fairly depleted. >A for eery 18 rounds of usage.

    Improed &ense 1+rere;uisites:'erception 9D) @nowledge 9D+o1er Description:@nowledge roll is rolled with all 'erception checks !i.e. spot) scan) search#...

    !corrected by rrata) issue 9# $ll perception checks concerning H&ensory $pplications.H /ot allperception checks are coered under this ability !including initiatie checks...at least with one pickit doesnOt#. 5argain) +on) 'ersuasion) +ommand...they fall under 'erceptions because one has to be

    perceptie in order to use them effectiely) but Improed &ense is designed to boost skills like spot)scan and search !isual awareness#. The aboe should hae said Improed &ense is going to be a 8

    pick &pecial $bility. The aboe coers the first pick. ;ith two picks of this skill) it also coersinitiatie checks.%neron %&penditure:none

    Inisible 8+rere;uisites:De"terity 9D - This power re*uires good motor function and body control.

    +o1er Description:This powerful special ability in its lesser form allows a robot to turn

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    completely inisible proided that they hold almost perfectly still. The greater ability allows aplayer to moe and remain inisible. Discharging of energy weapons will render an inisible user asisible !this doesnOt stop a character from black3acking while inisible#.%neron %&penditure:1A for 1 round

    Lunked 8

    +rere;uisites:Kou must be a Lunkion+o1er Description:nd of the line my alentine...or er eron-ron-ronimoU ;ith this power) youcan take a direct hit and suffer 3ust short of complete apori2ation) and within seconds you begin toheal without a roll or the need for medical care...proided you are on the planet of Lunk) or in anarea like a 3unkyard or near lots of spare parts....5ut wait...thereOs more...If you order two leelsnow of Lunked) you can een be off world or away from spare parts...heck) your ashes could bescattered oer 3unk and within minutes !i.e. you can get killed offworld and hae a friend bring yourremains back to Lunkion...#) youOd be up and running...complete with 10 year B 100)000 milewarranty. ,urry) order now) operators are standing by.%neron %&penditure:0 for a da2ing !1-< points of damage difference#) 8 for stunned !A-M pointsof damage difference#) < for haing your diodes scrambled !10-1< points of damage difference#) 6

    for a wounding !1A points of damage difference#) 7 for second wounding !16-1M points of damagedifference#) 10 for third wounding !80-8< points#) 1A for incapacitation !8A-90#) and 8A for sparkfailure !i.e. twenty percent of the robot must remain in order to be saed by 3unk#.

    @amika2e 1+rere;uisites:&trength of

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    the time) study in this field is for learning destructie forces. /oices do 1B< their skill dice in theskill in damage) Lourneymen do half) and %asters do full damage. &ometimes this special ability ischosen from the beginning at ccultist 9. This represents a characterOs potential. They will not startdoing half damage of their skill dice rating until after theyOe passed

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    Does Quake do &TR damage to the targets and possibly knock them off theirfeet or are the damage rolls strictly to see if people stay on their feetP

    Quake is used to damage structures that are primarily immobile. +haracters

    who can fly would be immune to the damage once taking off. Damage wouldnot be applied to the destruction of the character but in efforts to knock themoff their feet or collapse a structure on top of them...hae them fall of astructure...fall into the gap the *uake causes etc. n the other hand) if acharacter falls oer from the standing position) they may take damage) but

    probably not much. Rumble primarily used this attack to stir up water or knockgrounded $utobots oer...I donOt think it actually eer really caused any realdirect damage to a specific liing target...ItOs primarily an indirect weapon...andthe damage characters will suffer would come from falls) and crushing fromstructure collapses.

    &ince it adds to &tr) special ability &uper &trength will add to Quake damage aswell) rightP

    &uper &trength would add to the damage of Quake.

    Quadratanium &kin 8+rere;uisites:none+o1er Description:"tra armor...plain and simple. +haracters with this special ability can beconsidered a class higher in resisting damage. >8D to /atural $rmor at one leel) and >

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    %neron %&penditure:nergon is only consumed if there is a transfer !i.e. the weapon struck thetarget or the targetOs weapon#. 9 points per pip up to 8D in damage e"tra. 1E9) 8E6) 1D e"tra E M)1D>1 E 18) 1D>8 E 1A) 8D E 17 points of energon.

    Teleport 8+rere;uisites:none

    +o1er Description:$s powerful as it is dangerous to the user) Teleport 1 allows a character theability to de-materiali2e and reappear up to A00 meters away from where he or she originated.Teleporting from one place to another must be within line of sight. ;ith Teleport 8) the charactercan teleport out of line of sight rangeS but if he or she miscalculates) he or she may be infused insideof an e"isting structure !which could cuase dismemberment or death...no &trength roll) the limb is

    3ust gone) or youOre dead#. $lso with Teleport 8) one can double their range from A00 meters up to akilometer.%neron %&penditure:8A per 3ump.

    Cnderwater +ombat 1+rere;uisites:%ust be used in a diing ehicle or submersibable or being a robot capable of

    transforming into an underwater ehicle.+o1er Description:1B8 of dodge dice can be applied to e"isting ehicular easion skill. 1B8 ofranged weapons dice can be applied to ehicular weapons dice.%neron %&penditure:none

    Nirus 1+rere;uisites:

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    Disabilities#

    I4e receied a few '%s regarding using "p 'oints to gain e"tra abilities. $s it is stated in therules(

    If a character has 2ero in a specific field) it would cost 100 e"perience points to

    raise it to a 1...the same as for raising it to 8 !100 points#....raising it to 9 wouldcost 800 e"perience points and so on....

    This means that if your character has 6 points worth of special abilities and wants to hae a =thpoint of special abilities !and hence another ability#) this character would hae to cough up 600e"perience points. $ lot of you are probably thinking) osh) that4s 3ust not going to happen.J

    There may be a way around all of this. en though I think that these checks were put in place forgood reason !of course they were) I put them there#) some players may want to round theircharacters out a bit more?and now they can?for an additional price !but one that can actually befun#.

    ;ith abilities there can come disabilities?and of course) there are more guidelines.

    3uidelines *

    %s set the limit a player can hae in disabilities) and hae final say oer disabilities to beadded. enerally speaking I would do so by looking at the amount of special abilities thate"ist and not allow the player to pick beyond half the amount for disabilities. :or e"ample)

    if the player has four special abilities) I would allow 8 disabilities. ne has to be fle"iblewith this) but thatOs what IOd look at first. $ character cannot take disabilities that don4t affect e"isting systems. :or e"ample) a

    character cannot take :ast 5urn if they don4t hae an integrated energy based weapon. $ character cannot take disabilities that are a specific anti-ability if they hae the ability. :or

    e"ample) a character cannot take ;eak if the character has super-strength. $ disability is worth a one point for one point trade for abilities) or it can be matched for

    other points as well. :or e"ample(

    $ +lass I character can select one pick of a disability and get an ability) add to one ability !if itallows#) or add one to such categories as Integrated ;eapons) 'hysical &tate ;eapons) etc.

    $ +lass II character can select one pick of a disability and get an ability) add to one ability !if itallows#) or add two to such categories as Integrated ;eapons) 'hysical &tate ;eapons) etc.

    $ +lass III character can select one pick of a disability and get an ability) add to one ability !if itallows#) or add three to such categories as Integrated ;eapons) 'hysical &tate ;eapons) etc.

    Disability Descriptions

    $ccident 'rone 9+orresponding $bility( sually goes with &uper &peed.

    &tory :actor( This disability is a combination of seeral factorsS lack of impulse control and being

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    uncoordinated usually at the most inopportune times. n running) driing and piloting checks)difficulties are raised one leel per pick of this disability."ample( $n ordinarily easy run check becomes moderate with one pick) difficult with two picks)and ery difficult with three picks.

    $chilles4 ,eel 9

    +orresponding $bility( none&tory :actor( $ certain part of the character is specifically ulnerable to attack. 'er pick of thedisability) a specific region is one character si2e smaller in resisting damage. Regions are eitherchosen randomly or by the character !the choices can be as follows( head) neck) chest) right arm)left arm) right wrist) left wrist) groin) right thigh) left thigh) right shin) left shin#."ample( $ class IN combiner4s face is its $chilles4 ,eel. ;ith one pick) any damage receied to itsface can only be resisted by class III modifiers. ;ith two picks) it would be class II modifiers. ;iththree picks) class I modifiers.

    5leeder !up to fie#+orresponding $bility( none

    &tory :actor( &ome in3uries will cause a +ybertronian to leak energon. If you4re a bleeder) then thatmeans that usually any in3ury receied makes you leak energon?and we all know what happenswhen you run out of energon. Damage receied dictates the amount of energon lost. Differences indamage receied is multiplied by the number of picks in this disability."ample( Roadrash is a bleeder. ,e is hit by a missile and rolls his armor and resistance to soak thedamage but it doesn4t completely soak all of it. The difference in damage he takes is

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    will need to be taken apart and looked at after the battle. Lammed means that the deice or weaponcan be cleared and repaired with an easy Technical check !takes up one round#. "plosion !only forthe propellantB ranged weapons systems# means e"actly that. The shooter takes the intendedweapons damage in the e"plosion and then has an irreparable weapons system for the duration ofthe combat.

    rror 'rone 9+orresponding $bility( sually goes with &uper &peed&tory :actor( This disability is a combination of seeral factorsS lack of impulse control and beinguncoordinated usually at the most inopportune times. n any skill that the % beliees re*uires

    precision) difficulties are raised one leel per pick of this disability."ample( $n ordinarily easy demolitions check becomes moderate with one pick) difficult with two

    picks) and ery difficult with three picks.

    :ast 5urn 1+orresponding $bility( sually goes with +harger or Tempered ;eapons.&tory :actor( This disability doubles the amount of energon that is taken per the usage of an

    integrated energy weapon. It4s penalty stacks with +harger or Tempered ;eapons.

    :law B 'sychosis !comple"#+orresponding $bility( /one&tory :actor( /o one is perfect) certainly not the +ybertronians. en heroes can be flawed by badcharacter traits) personality disorders and psychosis. This disability must be left open due to thesub3ectiity that goes into a bad trait) personality disorder or pyschosis. %any psychosis) flaws and

    personality disorders inole how a character interacts with others. &ome are more internal innature and inole how a character reaches decisions andBor reacts to his or her enironment.

    This can be ery comple") so we4re simplifying matters for sanity4s sake. 'enalties will beassociated with three factors( social) ob3ect) and enironment.

    Social he personalit# disorder or bad character traits affect one/s relations &ith others.

    Penalties are to the social skills under the Perception skill.

    0b"ect hose &ho are obsessi%e compulsi%e, &ho are phobic, or are addicted ma# find themsel%es

    faced &ith an ob"ect that &ill test their abilit# to make decisions for the ood of themsel%es and

    others.

    En%ironment here are some mental issues that are so se%ere that the# affect both personalit# 1

    social issues, as &ell as decisions due to an ob"ect or focus of the character/s obsession. hesedisabilities are &orth double the amount than social or ob"ect.

    :law 1 pick 8 picks 9 picks < picks

    &ocial -8D to social skills -

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    the character4s &a#. here ma# be social penalties if the character is enouh of a "ackass.

    Co&ard- 3illpo&er is needed to o%ercome the ure to run from a danerous situation.

    (arcissist - 3illpo&er is needed to o%ercome the ure to onl# think of oneself. +ain, if the

    character is a real "ackass, there ma# be some social penalties.

    Phobia- 3illpo&er is needed to resist lea%in the area in &hich there is a certain 5insert noun6.

    +nti-Social- 3illpo&er is needed to resist beatin people up 5or committin other crimes aainst

    people that #ou don4t like6, social factors are likel# to be penalized as &ell.

    7ementia- 3illpo&er attempts can be made to stabilize oneself, but one can bet that most of the

    time, there &ill be social penalties.

    :ragile 9

    +orresponding $bility( It is the opposite of Quadratanium &kin !cannot be taken with Quadratanium&kin#.&tory :actor( This disability drops a character4s armor rating down one class si2e per pick. It issimilar to $chilles4 ,eel) e"cept that it is a reflection of the entire body and not 3ust one weak point.

    "ample( $ class III robot with one pick would hae an armor rating of a +lass II robot !-8D#. $class III robot with two picks would hae an armor rating of a +lass I robot ! -

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    &hort 5attery 1+orresponding $bility( Is the opposite of Resere !cannot be taken with Resere#.&tory :actor( Instead of haing 100 points of nergon) the character has A0.

    Top ,eay 1+orresponding $bility( sually goes with Quadratanium &kin.

    &tory :actor( 5ig guys with broad shoulders and armor as heay as they are?The bigger they are)the harder they fall) but it4s also hard for them to get back up again. &o much so that they need toroll a ery difficult stamina roll in order to lift themseles back up onto their feetJ within tworounds !ordinarily) it takes a round to go from prone to standing and without a roll#.

    ;eak 1+orresponding $bility( Is the opposite of &uper &trength !cannot be taken with &uper &trength#.&tory :actor( Think &uper &trength) e"cept backwards. $ +lass III Transformer with 9D in &trengthwho is ;eakJ is at ma" +lass II standards for lifting and does 9D +lass II damage with his

    punches and kicks.

    ;orn ut 1+orresponding $bility( none) usually corresponds to the +ybertronian4s or human4s age.&tory :actor( +haracter is usually old or older and parts are wearing out. $nyone who is old will tellyou Don4t get old.J Then the elder usually will proceed to tell you about how he or she can4t

    bounce back from illness) their 3oints and muscles ache) and in order to remain actie) the elderreally has to remain limber and stretch?but that only limits the risks of in3uries and pain?itdoesn4t make them immune.

    ;orn ut :actors(

    7ouble ealin ime $or humans and C#bertronians. $or humans, take the number of da#s that

    is needed to mo%e from &ound le%els and double them. $or C#bertronians, time in the rechare

    tank takes double that of #ouner C#bertronians &ho are in"ured. *ost of the time, for rechare it is

    8-9 hours. $or elders, it is :;-:8 hours.

    *o%ement indered

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    +,$'TR T,R ;$'/&) T&) $/D QI'%/T

    ike the toys) there are a lot of !accessories# integrated weapons) tools) and payload deices that area part of the robot that need to be taken into consideration. These items can sae a robot and

    comrades in the heat of battle) but are worthless if they are not employed or are forgotten. 'layersare encouraged to draw their characters out and place all of the ob3ects around them that apply. ItdoesnOt matter how rough it is as long as it is functional.

    A1

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    HThe nameOs ;heel3ack) and IOll be taking you through the list of typical weapons and toolsencountered on the battlefield.H

    Chapter Three * ,eapons and Tools

    These weapons are all aailable in non-integrated form) but some of them are aailable in integratedform !where the dice from integrated weaponry determines their damage output#.

    4aned ,eaponry #

    Con6entional +istol'istols of arth) some are reolers) many are autoloaders in modern times.

    %ost are only accurate up to 8A yards and do appro"imately 8D to

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    Cybertronian 5ini#uns: %ini-guns are not conseratie when it comes to saing ammunition.Typically) unless the character has hooked up a ery large ammunition belt) these weapons onlyallow 1A bursts. The weaponOs selling point is that it can fire in a linear pattern !where a target isactually aimed at#) or in a fashion where it lays waste to an area !spread out#...by sweeping theweapon. &ometimes +ybertronians hae one attached that does full damage for linear) and half

    damage for spread. &ome hae had two mini-guns installed - the dual mini-gun feature where ifthey fire with both arms at a linear target) they do full damage. If they fire one arm at a linear target)they do half damage. If they fire both arms by sweeping the weapons) they do half damage) and ifthey fire one arm sweeping) they do 1B< damage. The dual %ini-gun option is often used primarilyto hae more ammunition to use. %ini-guns are usually integrated weapons) but can be carried.&ingle mini-guns take up 1 point of ') and dual mini-guns take up 8. Integrated mini-gun users canuse their ' to carry ammunition belts. arge belts of 100 shots take up 8) while half-belts take up 1'...they contain A0 shots. $ttack is linear and spread.

    Cybertronian -usion Cannon:The :usion +annon is the less conseratie ersion of the pulserifle. The drawback of the :usion cannon is that it uses up power ery *uickly) but the damage

    output is 6D>8. ach shot it fires uses up 8 energon charges) and most of the weaponOs housing isused to fire the tremendous blasts. It is fully charged at A0) but uses two charges per shot...allowingonly 8A shots before it needs recharging. Rarely are these cannons used as integratedweapons...They use up a robots core power to *uickly if used in battle) but characters who want asuper powerful ranged shot with each blast) this weapon is for them.

    Cybertronian +ulse Carbine- Damage is same) less ammo and range than the rifle.

    Cybertronian Laser 4ifle - Range is ery impressie with this energy weapon) damage output isless intense than the high energy plasma bolts the pulse rifle or the blasts of %' that the Ionweapons fire. aser Rifle damageS 9D $mmo capacity( 1A0

    Cybertronian Laser +istol- aser pistol damageS 8D) ammo capacity 18A

    Cnote - asers are aailable as integrated weapons. Dice set by integrated weaponry sets damageand range accordingly.

    Cybertronian +lasma ,a6e 3un - The plasma e3ector and plasma wae gun are ery similar inammunition and range) and energy e"penditure. The only difference is how the round is applied tothe target. The plasma wae gun fires a plasma round at a much slower rate. The reasoning behindthis is that the intent is for the round to hit an area and burst. Damage is typically low for the scale

    of the shooter) but high for enemy smaller craft) ehicles) robots and personnel. This is a faoritecasualty inflicting weapon amongst larger robots who usually lose out to fighting smaller moremanueerable opponents...;ith the wae gun) een a near miss can be fatal. The weapon typicallyhas a ammo capacity of 1A) and as non-integrated weapon) it would take up 8 slots of '. :or non-integrated weapons) damage is typically between 8 to 9D.

    Cybertronian +lasma %@ector- The plasma e3ector was created to counter-balance the pulse rifleand fusion cannonOs offsets. ne would only get one shot !no oerwhelming damage bonuses andno multi-shot penalties) same range as cannon and pulse rifle#) but the damage would be AD>8.$mmo capacity is A0. This weapon is aailable as a non-integrated weapon and costs 8 '.

    Cybertronian 4oc$ets- Rockets are used to similar effect as the plasma wae gun) e"cept that

    A9

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    rockets are typically >8D to strike targets or areas of effect if they are precision guided or heatseeking. Damage is usually low yield for the shooter) but for the intended targets) damage ismoderate to seere. $s non-integrated weaponry) ammo is usually A) and this counts as 8 slots of"tra 'ayload. Damage is typically 1D to 9D.

    Cybertronian Null 4ays- /asty weapons created by the Decepticons to mock the $utobotOs ion

    weaponry. /ull rays hae lower damage output than pulse rifles) fusion cannons or plasma e3ectors)but if they successfully strike any target) they will do damage to anything non-liing) biological) ormechanical) and are especially deadly to mechanical beings...forcing the target to roll an additional&trength check -1D ersus the damage of the weapon. If unsuccessful on the sae) the target willlose usage of one of their systems !i.e. tools) integrated weapons) the ability to transform# for 1d6rounds. Damage utput for a null ray is typically

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    ;eapon $mmoIntegrated B

    /on-integrated+lass&i2e

    Damage"tra'ayload

    Range

    'ulse Rifle A0 /on 1) 8) 9ADS =D

    burst

    89-90B100B900 ) 6-60B800B600) M-

    M0B900BM00

    'ulse+arbine

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    flying around doing loopty loops until they finally hit the target originallyintended !if all dodges had been successful to that point#. Kou fire the rockets)theyOre able to ad3ust somewhat to moement of the target) but nothing superfancy...

    Do any of the robot damage only weapons hae an area effect !besides ion

    grenades#) I guess I am talking about ranged weapons - like an ion wae gunthat hits an area with lesser damage rather than 3ust one targetP

    /o) they are all pretty much direct weapons) though perhaps you can speakwith ;heel3ack in the future about what his thoughts on this *uestion are.

    ;hat skill does the Rail un fall underP Ranged nergy ;eapon looks to bethe closest fit !it is energy powered#

    5ut it shoots high elocity pro3ectiles...not high energy plasma or lasers !as the

    skill description mentions#. The correct skill would either be ,eay ;eapon orIntegrated ;eapons &ystem Ranged.

    &o let me get this straight...an ion weapon) laser) and null ray donOt doconcussie damage...$rmor) strength) and si2e bonus applies to saing againstthem in addition to the HroundH tool) correctP

    This was something that I forgot to enter in earlier) but was considering muchearlier...considering it to the point of creating the round tool. If one is struck

    by an ion attack) or null ray attack( that attack damage ignores armor !includingQuadratanium skin#. ne would only be rolling &trength of defender againstthe damage of the weaponOs ion or null output. ;ith this considered) the nullray and ion weapons are much deadlier than was mentioned preiously...butthese were the intended effects !no concussie blast) but they ignore armor#. Ithought it had been entered and it was oer-looked. The only saing tool factorfor ion and null weapons are the round tool.

    The laser weapons only real bonus is there range and ammo. They hae weakoutput) and since the attack isnOt part of an electrical charge B or %') butinstead intense light) armor is applied to saing) but not the ground tool.

    ;eapon range e"planation( $-5B+BD

    $( 'oint blank range( ery easy to hit a targetp to 5( +lose range( easy to hit a target'ast 5 and p right before +( %edium Range( moderate to hit a target'ast + and p right before D( ong Range) difficult to hit a targetD( %a"imum ffectie Range( ery difficult to hit a target

    A=

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    5elee ,eapons

    ;eapon Damage 'ayload +lass

    $utobot Defender @nife &TR>1D>8) %a" AD 0.A $ll

    $utobot Defender 5lade &TR>9D) %a" 6D 1 $ll

    $utobot Defender $"e &TR>9D) %a" 6D 1 $ll

    Decepticon %arauder :lail &TR>

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    Anorthodo& 4aned ,eaponry

    ;eapon Damage 'ayload +lass Range $mmo

    as un aries 1 1)8)9 9-8AB=AB88A) 6-A0B1A0B900) M-=AB88AB9=A 90

    i*uid un aries 1 1)8)9 9-A0B1A0B900) 6-100B900B600) M-800B

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    ,arrior Tool +ac$aes

    Tool 'ackage Deoted 'oints Items included

    &oldier 1 ;eapon &cope) $uto-loader) ;eapon Drain &ensor

    $rmorer 1 aser cutter) laser welder) %olten 'atch

    spionage 1 Tranceier) 5ugs " 9) %acro-nhancer

    Recon 1 %acro-enhancer) signal flares) caltrops

    $ssassin 1 $cid dispenser) foot pads) corrosie inhibitor

    scape $rtist 1 aser cutter) key molder) micro-enhancer

    lectrical Intelligence 1 Lammer) aser cutter) cable bug

    aw nforcement 1 /ueral charger) Ion charger) cable cuffs

    &cout 1 ;eapon scope) macro B micro enhancer

    ;hat happens if a character selects indiidual tools !i.e. ones that arenOt awarrior or engineer package#. ,ow would he or she assign a bonuses from the;arrior or ngineer special abilityP

    If a character selects indiidual tools that are outside a set package) he or sheshould take those tools and designate those tools to a specific package that theydesigned. It would then be decided whether or not it would be a warrior orengineer package.

    Tool Descriptions

    Tool 'ackage+omponent

    +ost Descriptionnergonutput 'eruse

    %icro pticalnhancer

    0.99 >1D to &pot) &can and &earch Rolls under 1 meter away1 point perround

    %acro pticalnhancer

    0.99>1D to &pot) &can and &earch Rolls oer 100 metersaway

    1 point perround

    +orrosiesInhibitor

    0.99>1D to armor roll to aid in protection against corrosiesubstances) primarily acid

    1 point peruse

    $cidDispenser

    0.99 $cid e3ecter that shoots 1-10B80B

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    medicine >1D

    Image B aserDistancer

    0.99ies appro"imate distance of an ob3ect up to two milesaway

    1 point peruse

    +ircular &aw 0.991-9 " class) 8D damage?when used as melee weaponS&tr >8D

    1 point peruse) A perround

    'atch cord 0.99$llows a robot to patch into 3ust about any ,%I or R%I)aids in computer programming) operation and repair)>1D to those three skills

    none

    round 0.99lectrical damage) including ion weapons) and null raysare haled

    none

    'rogram ock 0.99sed to safeguard a program by encrypting it. $characterOs computer programming skill roll setsdifficulty >10

    1 point peruse) 1 use ata time

    aser ;elder 0.99 1-9 " class) 1D damage) used to fuse metals together1 point peruse) A perround

    'ower &eros 0.99 The skill of ifting is granted >1D1 point peruse

    DigitalRecorder

    0.99Record sounds) use them for fun or to distract) humiliate)or terrify your enemiesS 7 hours record time

    1 point peruse

    $mplifier 0.99

    Recorded sounds can hae their decibals boosted to thepoint of annoyance) and possibly as a weaponS maycause aalanches) or for organics to cup their ears) androbots to cup their audio receptors

    1 point peruse) A perround

    &crambler 0.99 $llows a character to modify a digital recordingS gamemaster discretion adised

    1 point peruse) A perround

    Radar 0.99$ character is granted >1D to spot rolls to detect moingob3ects within 100 meters per class

    1 point peruse) A perround

    ;ench ine 0.99A0 meters per class of tow line. +an be used as agrappling hook for climbing !>1D to climbingB3umping#)or as a rope to pull a friend out of a bind

    1 point peruse)

    :oam

    Dispenser

    0.99 AD damage to firesS flame retardant1 point peruse) A shots

    ma"

    Lack ,ammer 0.991-9 " class) 9D damage) when used as a melee weapon)&tr >9D

    1 point peruse) A perround

    $rmoredIntertube

    0.99Intertube built for character only?flotation deice 9Dclass strength

    1 point peruse) 1 use ata time

    %agnesium+utter

    0.99&ame as laser welder) e"cept 8D damage and worksunderwater

    1 point peruse) A perround

    'arachute 0.99 If you fall out of the sky and canOt turn into a 3et) plane or 1 point per

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