Stat blocks for Transformers - Master List.   Posted by The All Spark.Group: 0
The All Spark
 GM, 26 posts
Sun 6 Jan 2019
at 09:57
Stat blocks for Transformers - Master List
Autobots

Springer - link to a message in this game
Jazz - link to a message in this game

Decepticons

Scavenger - link to a message in this game

This message was last edited by the GM at 17:46, Sun 06 Jan 2019.

The All Spark
 GM, 27 posts
Sun 6 Jan 2019
at 10:06
Stat blocks for Transformers - Jazz
Faction: Autobot
Motto: Do it with style or don't bother doing it
Colors: White and Black
Subgroups: Special Operations Expert (Spy Changer)
Normal Appearance:

Altmode: Racing Porsche 935 (Wheels, +1 Move, +1 Dash))
Size: 3
Technology: (11 points)
 Robot Only
 Logic Center (1) +2d Strategy, due to the sophistication of your superior circuitry.
  Req: Strategy

 Vehicle Only
 Adhesive Tires (2) Due to technologically fancy Cybertronian tires, your Vehicle.Mode has
  the Ability of Climb, except you cannot drive upside down. Req: Vehicle Alt.Mode with
  Wheels, and actually to have wheels, or an appropriate Beast.Mode
 Oil Slick (2) Action: Emit slippery black oil in the wake of a Dash. The slick is as long
  as the movement. Any contact with the slick surface causes a Fall unless the opposing
  Robot rolls a successful Acrobatics. The oil stays on the Map all game. This Technology
  consumes 1 Energon per use. Req: Applicable Vehicle or Heavy Vehicle Alt.Mode
 Stereo Speakers (2) Action: Broadcast 80 dB of dazzling light and sound. Communications
  vs. opposing Courage to all Robots in Medium Range to force a Stall effect

 Both
  Multiple Functions (3) Choose a secondary Function. Scout
  Spy Changer (1) Membership is yours to a special team of Autobot stealth ninjas. This
   grants you +1d Espionage in both Modes. Req: Vehicle Alt. Mode, Adhesive Tires.

Weapons: (4 points)
 Robot Only
  Rifle (Held) Range: Medium 4d6 charges per battle
   Staple of Robot.Mode weaponry, Rifles must be grasped in a Robot.Mode hand to fire
   Rifle Armor-piercing Dmg: Special vs. HP
    Always do the DMG of the targetís Size
   Rifle, Particle Dmg: Beam 1d6 vs. Energon + Line
    Line of photon particles

 Vehicle Only
  None

 Both
  Missiles/Rockets Range: Long 2 per battle Attached (Shoulder/Trunk)
   Launched from an attached position on the Robotís body, usually the shoulders
   Missiles, Concussion (2) Best 2 of 3d6 vs. HP + Radius + Radius Radius stack to cause a
    larger explosion

Tech Specs


Function: Warrior/Scout
Health/Energon: 17/17
Strength 5/4
 Melee Attack - Action Attack one areaís distance by punching (1d6 / 2 vs.
  HP) or using a Melee Weapon.

Intelligence 9
 Strategy (Free) - Change your Turn to be as many Turns later as success #
  rolled, into the Enemy Phase. The strategist must call out the enemy Turn
  they wish to interrupt before it happens, or the Strategy is wasted. (+2d)
 Surveillance (Free) - Visual, audio or other receptors identify or clarify
  sensory events and relevant information. Used for scouting missions and to
  overcome Espionage and Sabotage.

Speed 7/9
 Dash - Roll to Move, with the maximum number of areas you can Move this
  Turn equal to success # rolled +4. Rough terrain cuts movement by 1/2,
  rounded down.

Endurance 7/1
 Defense - When attacked in any physical way, roll an additional dice for
  Endurance, and take the better result to block, endure, deflect, or
  otherwise not be hit or damaged. As a Turn: Dig in and deflect all damage
  issued to you in the Turn. Damage reduction per hit is = success # rolled
  +3
 Sabotage - Affect a map item, computer, or other technological situation in
  play to set a trap for activation, overcoming its HP: 5. Success = # rolled
  +3. Example: Rig a communications console to explode when activated. As a
  Free Action: Free: Check for traps.

Rank 8
 Transform - Free Switch between Modes. Transform can also help you get out
  of a Grapple.

Courage 9
 Intercept (Free) - Gain one additional area's Move to catch up with a goal,
  head off an opponent, get away, out-race or generally out-run someone.
 Espionage - Stealth; to be undetectable by unfriendly sensors, or for
  interrogation, implementation of surveillance equipment and other spying. (+1d)

Firepower 5/2
 Assault - Fire at a distance using any one equipped weapon, attached,
  mounted or held.

Skill
 Acrobatics (Free) - Jumping, leaping, tumbling, balance, reflexes, sharp
  turns in flight, getting over an obstacle so that it does not impede your
  movement, and landing without taking damage. This does not take the place
  of Defense.
 Communication (Free) - Broadcast your voice and hold a short conversation
  with all the Transformers you want on the battlefield, broadcast known
  Data, or search for strange signals. As a Turn: Break jamming signal, or
  contact home base or another planet using a computer.

Bio: Jazz is Optimus Prime's right-hand man. Unlike Prowl, Prime's military strategist,
Jazz responds well to change and improvisation. Whatever surprises the Decepticons spring,
Jazz can deal with it. His position as Special Operations head calls for all the skills he
possesses, yet he still has time to add some style to everything he does. Jazz's upbeat and
outgoing personality makes him one of the most popular Autobots among the Ark's crew.

An admirer of Earth music of every kind, Jazz loves culture. More than most other Autobots,
he has his finger on the pulse of Earth trends and lingo, effortlessly incorporating human
slang into his vocabulary. Chances are, Jazz could tell you the status of almost any
reality television show and each week's Top 40 list.

This message was last edited by the GM at 11:58, Sun 06 Jan 2019.

The All Spark
 GM, 29 posts
Sun 6 Jan 2019
at 11:36
Stat blocks for Transformers -  Scavenger
Faction: Decepticon
Motto: Everything is worth something, even me
Colors: Green and Purple
Subgroups: Constructicon
Normal Appearance:

Altmode: Power Shovel (Heavy Vehicle: +1 Crash and Construction; Use shovel as Grappling
 Hook (T))
Size: 3
Technology:
 Robot Only

 Vehicle Only

 Both

Weapons:
 Robot Only

 Vehicle Only

 Both

Tech Specs


Function: Engineer
Health/Energon: 16/16
Strength 7/8
 Melee Attack - Action Attack one areaís distance by punching (1d6 / 2 vs.
  HP) or using a Melee Weapon.

Intelligence 2/10
 Data (Free) - Know the HP, Energon, history, Salvage value, Function, or
  state of one visible target. As a Turn: Influence or re-programm any
  technology-based Map Area. Ex., download all information from a computer
  bank, success = # rolled +3 or, know the Enemy Phase Turn order if success
  # rolled +3 is greater than the number of enemies.

Speed 3
 Fortify - Increase the maximum HP for Objects, Inanimate structures and
  Map Area. HP+ = success rolled +3. This grants more HP as it raises the
  limit, but will not Repair lost HP. Fortify cannot apply to Transformers.
  As a Free Action: Know the HP of an object or Map Area.

Endurance 6/10
 Construction - The creation of structures, machinery and simple devices.
  Each area where construction takes place requires 5 success. Construction
  success = # rolled +3. Major works of Construction may require Salvage for
  parts, as per GM approval.

Rank 4
 Transform - Free Switch between Modes. Transform can also help you get out
  of a Grapple.

Courage 9
 Salvage - Interact with an applicable Map Area to gain the components for
  Construction, major Repairs, Espionage, or upgrades. Example: find a
  discarded Computer Chip in Wreckage.

Firepower 6
 Assault - Fire at a distance using any one equipped weapon, attached,
  mounted or held.

Skill 7/5
 Repair - Restore HP to anything mechanical or technological or to one
  Statistic. HP+ = success # rolled +3. Major Repairs may require Salvage for
  parts. Repair auto-cancels many Weapon Effects. As a Free Action: Know the
  HP and extent of damage upon a Robot.

Bio:
You can't help but feel sorry for Scavenger. He wants so badly to be liked and needed, to
feel like a useful and valuable member of his team. His self-esteem is so low he'd do just
about anything to get the approval of the others, but his simpering, doting eagerness to
please just reinforces the other Decepticons' opinion of him as a worthless loser. He's
constantly excavating everywhere he goes in the attempt to find something of worth to
please everyone and prove his value, but it's invariably just some piece of garbage or
scrap he excitedly finds, and that just reinforces their opinion of his worthlessness once
again. If it wasn't for his shovel's unique ability to detect needed materials, Megatron
and the others would likely have dumped the poor scrub long ago.

Scavenger combines with his fellow Constructicons to form Devastator, where he serves the
useful function of right arm.

Minicon Partner Rollbar
Normal Appearance:

This message was last edited by the GM at 13:21, Sun 06 Jan 2019.

The All Spark
 GM, 32 posts
Sun 6 Jan 2019
at 17:44
Stat blocks for Transformers -  Springer
Faction: Autobot
Motto: Strength is more than physical.
Colors: Yellow and Green
Subgroups: Wreckers and Triple Changer
Normal Appearance:

Altmode: Helicopter +1d to Dash and Surveillance; Flight, Hover, Stationary
                    (Military Helicopter: Primary Weapon for Cannons, Guns, Rockets or
                     Missiles)
         Armored Car +1d to Crash and Defense; Wheels
Size: 4
Technology: (10 points)
 Robot Only
  Spring Legs (2) Move: Jump to exactly as many areas away as 1/2 your Strength Statistic
   (rounded down) +3 (8 areas)
  Logic Center (1) +2d Strategy, due to the sophistication of your superior circuitry. Req:
   Strategy
  Electronic Couplers (1) It takes a successful Grapple to fasten these onto an unwilling
   target. The wearer of Electronic Couplers is unable to make a Melee Attack, Transform,
   use any Attached or mounted Weapons, or use any Technology (except for an Electric
   Field)
  Compressed Air Cushion Boots (2) Grants Land to your Robot.Mode. The Map, as well as
   whatever Object or Robot was on that area, still takes damage normally given the
   calculations of your fall + Size DMG
  Med Pack (1) Good for one use per battle, a Med Pack has no requirement for use and
   Repairs 1d6 HP to one target within melee Range

 Vehicle Only
  Cybertronian Design (1) All of your Vehicle or Heavy Vehicle Alt.Modes looks futuristic
   and cool. Vehicles of Cybertronian Design are not bothered by a gap of one area and can
   either jump or drive over it in their Alt.Mode. In addition: Vehicle Alt.Modes that want
   to keep their tires gain Off-Road and +2d Acrobatics. Vehicle Alt.Modes that are not
   very attached to their tires instead get Hover and +1d Acrobatics. To all other Modes
   (Object, Weapon, as applicable) this Technology grants Hover

 Both
  Triple-changer (2) Add a second, new Alt.Mode to your Transformer. Rank requirements
   still apply. Re-rolls for your Quote are based on the Alt.Mode with the highest Rank
   requirement.

Weapons: (5 points)
 Robot Only
  Rotoblade Sword (1) Charges: Unlimited; Dmg: Best of 3d6 vs Hp; Melee only
  Explosive Shell (1) Charges: d6; DMG: Best of 3d6 vs Hp + Radius; Acts as a thrown
                      Grenade
 Vehicle Only

 Both
  Pistol, Custom (3) Charges: Unlimited; Dmg Best of 2d6 + Blast + On Fire
   Blast - The weaponís effect spreads 1 areas for every 2 DMG in every direction, rounded
    up. When constructing custom weapons, the cost of the Blast Effect is greater than all
    other Weapon Effects by 1 point. (If youíre using squares for areas, count diagonal
    squares as 2).
   On Fire - Save or catch flame and suffer 1d6 DMG / round at the end of every Turn until
    snuffed by Repair or you are submersed in water.
Tech Specs


Function: Warrior
Health/Energon: 21/16
Strength 10/2/10
 Melee Attack - Action Attack one areaís distance by punching (1d6 / 2 vs.
  HP) or using a Melee Weapon.

Intelligence 8/8/9
 Strategy (Free) - Change your Turn to be as many Turns later as success #
  rolled, into the Enemy Phase. The strategist must call out the enemy Turn
  they wish to interrupt before it happens, or the Strategy is wasted. (+2d)

Speed 5/10/1
 Dash - Roll to Move, with the maximum number of areas you can Move this
  Turn equal to success # rolled +3. Rough terrain cuts movement by 1/2,
  rounded down.

Endurance 9/5/10
 Defense - When attacked in any physical way, roll an additional dice for
  Endurance, and take the better result to block, endure, deflect, or
  otherwise not be hit or damaged. As a Turn: Dig in and deflect all damage
  issued to you in the Turn. Damage reduction per hit is = success # rolled
  +3

Rank 8/8/8
 Transform - Free Switch between Modes. Transform can also help you get out
  of a Grapple.

Courage 10/10/10
 Intercept (Free) - Gain one additional area's Move to catch up with a goal,
  head off an opponent, get away, out-race or generally out-run someone.

Firepower 7/3/5
 Assault - Fire at a distance using any one equipped weapon, attached,
  mounted or held.

Skill 9/9/1
 Acrobatics (Free) - Jumping, leaping, tumbling, balance, reflexes, sharp
  turns in flight, getting over an obstacle so that it does not impede your
  movement, and landing without taking damage. This does not take the place
  of Defense.
Note: Robot/Helicopter/Armored Car


Bio: Springer is the archetypal action hero: great in a fight, unselfconsciously brave,
confident, and always ready with a dead-pan sarcastic quip to lighten the moment. Someone
you can depend on to ride in, save the day and be smug about it.

Though his easy self-confidence is one of his most notable features, actually being
responsible for others weighs heavily upon his otherwise jocular personality. Nonetheless,
Springer ascended to lead the Wreckers. He has twice been named as Rodimus Prime's
successor to take the Matrix of Leadership and lead the Autobots, though neither one
actually came to pass.

Springer combines the thrusting power of his legs with his retro thrusters to move rapidly
through the battlefield, leaping tall structures in a single bound. Although he is quite
speedy, he is not faster than a speeding bullet.

This message was last edited by the GM at 16:20, Wed 09 Jan 2019.