Transformers RPG
Transformers RPG
Transformers RPG
Introduction
Transformers RPG is a tabletop roleplaying game set in the Transformers
franchise. Transformers RPG is intended to be fast, fluid, and fun, with a focus
on cinematic, narrative gameplay derivative of the action-oriented bots. All you
need to play are these rules, something to write with, some paper or index
cards, and a fistful of dice.
You may also opt to play Transformers RPG using battle maps and miniatures,
but they are not required.
Transformers RPG uses the world’s oldest fantasy roleplaying game as its
foundation, with important outcomes being determined by rolling a twenty-
sided die (d20). Other polyhedral dice are used for rolling damage, repairing
bots, resisting exhaustion, etc.
In Transformers RPG, players create their own heroic Autobots, loaded out with
armor and weapons, and serve together as soldiers in a squad. You will battle
robotic and monstrous enemies against the backdrop of the Transformers lore,
and prevail or falter as a team.
Forge your bot. Form a squad. Enter the groundbridge. Transform and roll out!
How to Play
Transformers RPG is a complete game, and does not require any other rules in
order to play. Rather than creating a character with a species, background, and
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class, players build their own bots with a chassis, influence, and class. The
chassis is the bot’s alternate mode, usually a vehicle. The influence is a past
job, experience from which shapes their personality. The class is the bot’s
specialization, the specific role they have in the squad.
Skills Tests
In Transformers RPG, you test skills in order to overcome obstacles, attack
enemies, and avoid damage. These rolls are called skill tests. While many
mundane actions do not require rolls, anything that challenges you is resolved
by testing the corresponding skill. If you roll under that skill, you succeed. If you
roll equal to or over that skill, you fail. In simpler terms, the value of the skill
represents your limit; going over your limit can be disastrous. The skills are
explained in detail below:
Power is tested for strength and attacks. Skill tests of Power include
breaking open a jammed door, firing a blaster rifle at an enemy, or
maintaining your footing as an enemy charges into you.
Mobility is tested for agility and avoiding damage. Skill tests of Mobility
include dodging fire from an enemy turret emplacement, parrying an
opponent’s flame sword, or moving stealthily through a ruined building.
Presence is tested for a bot’s resilience and influence on the field. Skill
tests of Presence include intimidating enemies, persuading reluctant allies,
or overcoming fear and uncertainty.
If you have an edge on a skill test, you roll two d20s and take the more
favorable result.
If you have a snag on a skill test, you roll two d20s and take the less
favorable result.
While an edge and a snag often occur because of bot abilities, the GM can also
choose to reward an edge or impose a snag for a variety of reasons.
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If you have an edge and a snag on the same roll, they cancel each other out.
Roll as you normally would.
Modifying Rolls
Though rolling under an skill is generally all you need to succeed, some tests
require additional effort. While performing a particularly difficult task or going
toe-to-toe with an exceptionally powerful foe, the difficulty of the test may
increase, and an appropriate modifier may be added to the roll at the GM’s
discretion.
When fighting a powerful enemy, for instance, for every hit die (HD) the enemy
has above your level, you add 1 to every roll you make for any test that would
determine the outcome of the conflict. So a level 3 bot defending against an HD
5 enemy’s attack would add 2 to their roll.
Actions
During your turn, you can perform any two actions. The available action types
are:
Order of Actions
Actions always occur in the order they are written. For instance, this former
senator ability reads: “As a use action, choose one close or near bot. They can
immediately take a single action that does not count towards their total actions,
then your turn resumes.” Using that ability would entail taking a use action,
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choosing a single close or near bot, allowing them to take an action, then
resuming your turn, in that order.
Kilks are used in combat and other fast-paced, action-oriented scenes. Cycles
are used when exploring and traveling. A GM may advance the clock as they
see fit, and may also substitute kilks for cycles, solar cycles, or even orbital
cycles, depending on what the mission requires. Generally, one klik equals 10
nano-kliks.
If you are playing a more tactical game or prefer concrete distances, you can
use the Tactical Distances table for reference.
Tactical Distances
Close - 10 1
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Range Actions Meters Squares
Near 1 30 6
Far 2 60 12
Turn Order
At the start of each session or at the GM’s discretion, every bot must roll turn
order. The bot with the lowest result takes their turn first, and the bot with the
highest roll takes their turn last. This applies to both non-combat and combat
scenarios, and the GM will roll for any third parties present. This turn order will
persist until the end of the session, unless the GM asks for a new roll. You may
skip your turn if it allows for something cool to happen, or a plan to take place.
Hit Dice
Hit dice (HD) represent a bot’s power level and are determined by their class.
Enemy hit dice represent an enemy’s power level, and determine how much
damage they do, and how many hit points they have.
The damage you deal is determined by your class, while enemy damage is
based on their HD.
To make a melee attack, your target enemy must be at close range. Ranged
attacks against close and distant enemies have a snag.
Heavy Weapons
Larger, more powerful weapons like grenade launchers, maces, and
greatswords are considered heavy weapons, and require two hands to wield.
You add 2 to both attack and damage rolls with heavy weapons – they’re more
difficult to aim, but deal more damage.
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Unarmed Damage
When you attack without a weapon, or attempt to use improvised weapons or
maneuvers, you deal one damage die lower than your standard damage die. For
instance, a bot with a damage die of d6 would deal d4 damage on unarmed and
improvised attacks.
Critical Damage
Remember – the lower your d20 roll, the better. If you roll a 1 on an attack roll,
it’s a critical success, and you can double the damage rolled. Likewise, if you
roll a 20 when avoiding an attack, it’s a critical failure, and you take double
damage and must roll your energon reserve die.
Cover
While in cover, you have an edge on Mobility tests made to avoid ranged
attacks. If an enemy is in cover, you have a snag on ranged attacks against
them. Cover can be a crumbling wall, dense wilderness, a ship, etc. It is up to
the Game Master to determine if you or an enemy has cover.
Difficult Terrain
Battles often occur among ruined cities, thick wilderness, or space debris.
Areas of difficult terrain require twice as many move actions to move through
(so, moving to a near location through difficult terrain requires two move
actions). This penalty only applies to the movement spent inside the difficult
terrain.
Hidden
You can test Mobility to become hidden, at the discretion of the GM. Typically,
you will need sufficient cover in order to become hidden. You cannot be
targeted by attacks while hidden, but become immediately visible if you make
an attack or can no longer reasonably be hidden
Armor Points
Your bot’s armor provides protection by reducing incoming damage with armor
points (AP). Each type of armor, light or heavy, provides armor points. When
you’re dealt damage, you can choose to spend a number of your remaining
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armor points to reduce the damage by an equal amount. Once the points are
used to reduce damage, you must complete a rest to regain them. If you have
no armor points left, you take damage as normal.
When you roll 1 or 2 on a d4 reactor die, your bot goes offline. Your energon
reserve die remains a d4 until you complete a rest.
Going Offline
An offline bot cannot take actions, and has a snag on all skill tests. You skip
your next turn to recharge, and lose the offline condition at the start of the
following turn.
Deactivation
When you are reduced to 0 HP, your bot becomes deactivated. Being
deactivated is similar to being unconscious. Sometimes, you may even be on
the verge of death. A deactivated bot cannot take actions until repaired, and
automatically fails all tests. Additionally, when you become deactivated, you
must roll on the Deactivated table to see what occurs – the effects last until you
complete a long rest.
Deactivated
d8 Effect
You lose the use of an arm. You cannot use heavy weapons or both
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hands.
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d8 Effect
6 You are severely damaged. You have a snag on all skill tests.
Your body is destroyed and your spark is on the verge of failure. You
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need urgent repair or you will die.
A short rest, considered a cycle or more, allows you to regain armor points up
to your maximum, roll one hit die to regain hit points up to your maximum, and
upgrade your energon reserve die by one step up to your maximum. This
represents refueling, making minor repairs, cooling your processors, etc.
A long rest, considered eight or more cycles, allows you to regain hit points up
to your maximum and restore your energon reserve die up to its maximum. This
represents making major repairs or modifications to your bot and going offline
to recharge for a few hours. You can only gain the benefits from a long rest
once per solar cycle.
Gaining Levels
You can improve your bot by defeating enemies and completing missions. For
every significant milestone reached, you gain one level. This is mostly left to
the GM’s discretion.
When you level up, your maximum hit points increase by rolling your bot’s hit
die. You also roll a d20 for each skill – if the result is higher than the skill’s
current value, that skill increases by 1. At levels 3, 6, and 9, you also get to
choose a new hardpoint for your bot.
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To create your bot, follow these steps:
2. Choose a chassis.
Roll Skills
Skills in Transformers RPG are generated by rolling 3d6 down-the-line in the
following order: Power, Mobility, System, and Presence.
If you roll a 15 or higher on any one skill, you must roll the next skill with 2d6 +
3, instead of 3d6. Once all skills are generated, you may swap two skills of your
choice.
Choose a Chassis
Choose your alt mode, picking from 3 broad categories.
Choose an Influence
There are numerous influences in Transformers RPG. Your influence is skills
gained from your prior role in society before the Great War. It grants bonuses to
a handful of skills, and also includes a single unique ability. Once you’ve
chosen your influence, roll for or choose an origin. Origins are how you entered
the Great War and the Autobot cause.
Choose a Class
There are multiple unique bot classes in Transformers RPG. This is your
specialization in your squad. Your class determines your damage die, hit die,
energon reserve die, and weapon and armor proficiencies. It also grants two
unique abilities. Once you’ve chosen your class, roll for or choose your name.
Choose a Hardpoint
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Every bot begins with a hardpoint that grants a unique boost or ability. Choose
from the list of possibilities to customize your bot.
Buy Equipment
If you didn’t use your class’s starting gear, you get 120 shanix. You can use
these shanix to buy weapons and armor for your bot.
Chassis
Your chassis is your alternate mode (alt mode). It can range from a vehicle to
even an ornament; the choice is yours. All alt modes fall under one of the
following categories, and these categories grant certain abilities to your bot. If
there are multiple size options, consult with your GM to decide which one suits
your alt mode.
Sizes
There are multiple size categories in Transformers RPG. Listed below are the
scale measurements for each of them.
Monolith
Monoliths are large land vehicles such as trucks and buses. Examples of
monolith characters include Optimus Prime, Ultra Magnus, and Motormaster.
Their hulking size gives them an advantage, as they tower over smaller bots.
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Seeker
Seekers are air-based vehicles, such as jets, planes, and helicopters. Examples
of seeker characters include Windblade, Starscream, and Whirl.
Aerial Superiority
In alt mode, moving costs one less action. You are Large-sized, and have an
edge on attacks using ranged weapons.
Rainmaker
Rainmakers are built for war, and have offensive alt modes. Examples of
rainmaker characters include Megatron, Strika, and Roadbuster.
Warforged
You have an edge on attacking with melee weapons and skill tests associated
with intimidation, and are Huge-sized.
Champion
Champions are speedy race cars, classy sedans, and luxurious cars. Examples
of champion character include Bumblebee, Mirage, and Sunstreaker.
I Am Speed
In alt mode, moving costs one less action, and are Small-sized. You have an
edge on skill tests related to persuasion and driving.
Outrider
Outriders are built for utility and support, and are commonly vehicles such as
jeeps, four-wheel drives, and ambulances. Examples of Outrider characters
include Hound, Ratchet, and Hook.
Versatile
You suffer no negative effects from difficult terrain, and are Large-sized. You
have an edge on all skill tests associated with driving and resisting harm, such
as poison or force.
Cutter
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Cutters are small water-based vehicles such as boats, submarines, and jet skis.
Examples of Cutter characters include Broadside, Depthcharge, and Seaspray.
Smooth Sailing
You have an edge on all skill tests associated with water-based activities, and
can travel over water in alt mode. You are Large or Small-sized depending on
your alt mode.
Micromaster
Micromasters are smaller objects such as ornaments, devices, and weapons.
Examples of Micromaster characters include Rewind, Blaster, and Reflector.
Spycraft
You have an edge on all skill tests associated with stealth, and are Tiny or
Small-sized depending on your alt mode.
Influences
Former Senator
Former senators are natural-born leaders and skilled tacticians. They represent
the heart and soul of a squad, and lead their allies to victory against all odds.
Capable Leader
Former senators add 2 to Power and 1 to Presence.
Tactician
As a use action, choose one close or near bot. They can immediately take a
single move or attack action that does not count towards their total actions,
then your turn resumes.
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d12 Bond
Following the law to the letter is important for society and the well-
5
being of others.
I believe that rules are meant to be broken, especially if you're the one
6
in charge.
7 A bodyguard once saved my life, and I will return the favor one day.
I find ease with entertaining and conversing with bots and humans
8
alike.
There are secrets about me on a hard drive somewhere that I'm afraid
9
will go public someday.
Machinist
Machinists are top-notch mechanics and battle medics. They keep their squad
up and fighting at peak efficiency.
Tinkerer
Machinists add 2 to System and 1 to Mobility.
Quick Fix
As a use action, reduce your AP by 1 to restore 2 HP to a close bot.
Machinist Bonds
d12 Origin
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d12 Origin
A little grit and grease never bothers me. In fact, I'm happy to be
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covered in it.
My curiosity about how things work translates into other pursuits, and
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it often leads me into places and conversations where I don't belong.
Cube Player
Cube players are experienced athletes with unmatched skill. They excel in
combat, where their Cube skills can be a boon to their squad.
Athlete
Seekers add 2 to Mobility and 1 to Power.
Whatever It Takes
When you make a successful attack, you can choose to reduce your AP by 2 to
roll one additional damage die.
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d12 Bond
I love being a coach to others and will happily explain how I perform
3
any skill.
I often take random items from wherever I am and turn them into
4 sport, either by aiming to throw at a target or using them for dexterity
challenges.
5 I long for the days when all I had to worry about was the next game.
Being the best is most important to me, and I'm not above bragging
7
when I do well.
I often make quips comparing situations to Cube and other sports, and
9 I won't miss an opportunity to make sports-based references, idioms,
and jokes.
11 I'm humble about my talents and don't like the attention it brings.
One day, I want to start my own Cube league and turn it into a major
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enterprise.
Racer
At first glance, the racer’s nonchalant demeanor and egocentric attitude might
mark them as the weak link of a squad – but their jovial nature belies a deep,
heartfelt magnitude that can boost the morale of their squad and ensure
victory.
Charismatic
Racers add 2 to Presence and 1 to System.
Inspiring Speech
As a use action, choose a close or near bot. They can choose to gain an edge
on a single skill test made before the start of your next turn.
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Racer Bonds
d12 Bond
7 I have a hard time with authority and break traffic laws often.
I don't always see that being impulsive and taking risks for myself can
11
endanger others.
Inventor
Whether a hobbyist or a scientist working directly for a faction, inventors are
technological geniuses who were in the higher castes of a Functionist society.
Unlike machinists, who focus on repair, inventors focus on creation and rely on
their wits to get them through dangerous situations.
Eccentric
Inventors add 2 to System and 1 to Mobility.
Synthetic Energon
If you fail a energon reserve die roll, you can choose to reduce your AP by 2
instead of downgrading your energon reserve die.
Inventor Bonds
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d12 Bond
I once stole a colleague's blueprints for a new invention and took the
3
credit myself.
My logical mind often gets in the way of making decisions that require
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emotional thinking.
Mercenary
Mercenaries are freelance warriors, hired guns. These soldiers of fortune may
lack the conviction and loyalty of other bots, but are no less handy in a fight.
Concerned primarily with their next payday, mercenaries fight for the highest
bidder – and they do it well.
Mercenary Bonds
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d12 Bond
I once let my quarry go out of mercy, and that action resulted in the
3
death of someone I care about.
I am obsessed with "the one that got away" and will find them one
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day.
I once took a job to hunt and kill a creature I was told was threatening
8 a town, but later I found out it was part of an endangered species, and
I will never forgive myself for it.
Any traitor to our noble cause deserves what is coming to them after I
9
get them in my sights.
Bureaucrat
Bureaucrats are never in the limelight, but always foundational to the execution
and planning of the leadership. They are vital to seeing the squad function at
their maximum efficiency, and were administrators, desk jockeys, and lawyers
in before the Great War.
Organized
Bureaucrats add 2 to Presence and 1 to one other ability they choose.
Eloquent
Once per round, you can choose to roll your Presence instead of Mobility to
avoid damage.
Bureaucrat Bonds
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d12 Bond
Day to day accomplishments are my main focus, and I leave the big
2
picture goals to my superiors.
While on the job or a mission, I'm focused on the task at hand, but
9
once that's over, I like to cut loose and have fun.
I secretly wish that I was on the front lines of action instead of pushing
10
paperwork and policy.
11 I'm only doing this job to gain more power and control.
War Veteran
War veterans are battle-hardened, world-weary warriors. These lifelong
soldiers have seen too much and lost too many over their years in the field, but
provide invaluable experience and wisdom to their squads.
Grizzled
War veterans add 1 to Power, 1 to Presence, and 1 to one other skill they
choose.
Innermost Energon
Your energon reserve die only downgrades on a roll of 1.
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d12 Bond
8 War is always inevitable, so I'm always prepared to fight for the cause.
Joining up for war is a great way to travel to exciting places and meet
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new friends.
11 Diplomacy is for those who don't know how to wield a proper weapon.
Origin
Your origin, along with your influence, suggests a backstory for your bot.
d10 Origin
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d10 Origin
Classes
Brawler
The brawler excels at closing the distance on the battlefield and dishing out
damage up close.
This class designed to outlast opponents in close-quarters combat.
Hit Die: d8
Damage Die: d8
Energon Reserve Die: d6
Leveling Up
Roll your hit die to gain new hit points. Roll to see if skills increase, rolling twice
for Power and Mobility. At levels 3, 6, and 9, gain a new hardpoint.
Starting Equipment
Comlink, energon axe (light melee weapon), blaster (light ranged weapon),
shield (+2 AP), light armor (+3 AP)
Crippling Damage
You score a critical success and deal critical damage on attack rolls of 1 or 2.
Charge
As a move action, immediately move to a near enemy and make a melee attack
against them. Roll your energon reserve die.
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Scout
The scout is a light, quick bot, excelling at concealment and hit-and-run tactics.
The scout can use its cloak generator to become hidden even without the use
of cover.
Hit Die: d6
Damage Die: d6
Energon Reserve Die: d6
Leveling Up
Roll your hit die to gain new hit points. Roll to see if skills increase, rolling twice
for Mobility and System. At levels 3, 6, and 9, gain a new hardpoint.
Starting Equipment
Comlink, energon dagger (light melee weapon), blaster (light ranged weapon),
light armor (+3 AP)
Ambush
You have advantage on attacks made while hidden, and deal 1d6 additional
damage.
Cloaking Field
As a use action, activate your cloaking field and become hidden. Roll your
energon reserve die.
Warrior
The warrior is a well-rounded, balanced bot class that excels in both combat
and utility. Its energon reserve has the greatest capacity of all the classes, and
it has the unique ability of restoring the energon reserves of allies.
Hit Die: d8
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Damage Die: d8
Energon Reserve Die: d8
Leveling Up
Roll your hit die to gain new hit points. Roll to see if skills increase, rolling twice
for System and Presence. At levels 3, 6, and 9, gain a new hardpoint.
Starting Equipment
Comlink, energon sword (light melee weapon), blaster (light ranged weapon),
shield (+2 AP), light armor (+3 AP)
Plan B
When you roll a 20 on a skillxtest, you can choose to reroll the die. You must
use the new roll.
Energon Converter
As a use action, choose a close bot. Their energon reserve die improves by one
step, up to its maximum. Roll your energon reserve die.
Rainmaker
The rainmaker is a heavily armored bot class, relying on thick steel and brute
force to outlast the enemy. They excel at absorbing damage and protecting
their allies.
Hit Die: d10
Damage Die: d6
Energon Reserve Die: d6
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Weapons and Armor
All armor, all weapons, shields
Leveling Up
Roll your hit die to gain new hit points. Roll to see if skills increase, rolling twice
for Presence and Power. At levels 3, 6, and 9, gain a new hardpoint.
Starting Equipment
Comlink, rifle (heavy ranged weapon [+2 attack and damage]), heavy armor
(+5 AP)
Interpose
If a close bot would take damage, you can choose to take that damage instead.
Force Field
As a use action, choose yourself or another close or near bot. Roll your
energon reserve die. Once at any point before the start of their next turn, the
bot may roll 1d4 and reduce incoming damage by the result.
Support
The auxiliary is a support-based bot class that excels in assisting allies with its
matchless utility and powerful energon reserve. Its abilities primarily augment
and assist the actions of allied bots.
Hit Die: d6
Damage Die: d6
Energon Reserve Die: d8
Leveling Up
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Roll your hit die to gain new hit points. Roll to see if skills increase, rolling twice
for System and Presence. At levels 3, 6, and 9, gain a new hardpoint.
Starting Equipment
Comlink, energon flail (light melee weapon), scattergun (heavy ranged
weapon), shield (+2 AP), light armor (+3 AP)
Transfusion
Once per moment, when a close or near bot is required to roll their energon
reserve die, you can choose to roll your energon reserve die instead.
Cover Fire
As a use action, choose a close or near bot. They gain a d6 they can choose to
roll and add to any damage roll. Roll your energon reserve die. Only one d6 can
be assigned to each bot at a time.
Titanmaster
These ancient bots are remnants of long-fallen titans. Forged astro cycles ago,
the titanmaster utilizes advanced technology lost to time. Reforged and
awakened by Cybertronians, the titanmaster delivers in awe and power on the
battlefield.
Leveling Up
Roll your hit die to gain new hit points. Roll to see if skills increase, rolling twice
for Power and Presence. At levels 3, 6, and 9, gain a new hardpoint.
Starting Equipment
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Comlink, greatsword (heavy melee weapon [+2 attack and damage]), beam
cannon (heavy ranged weapon [+2 attack and damage]), heavy armor (+5 AP)
Overload
If you roll the maximum result on an energon reserve die roll, you can choose to
roll your damage die and deal that damage to a close or near enemy.
Titan Speaker
You can psychically communicate with titans.
Garrison Mode
As a use action, enter garrison mode. Roll your energon reserve die. You
reduce incoming damage by 1d4 and add 1d4 to all damage rolls, but have
disadvantage on Mobility tests. You can exit garrison mode with a use action.
Pretender
This macabre, patchwork bot is part machine and part monstrosity. Metal fuses
with flesh to create something neither machine nor beast. The unmatched
ferocity of an animal, melded with the armor and firepower of a bot, with
nothing to lose.
Hit Die: d6
Damage Die: d10
Energon Reserve Die: d6
Leveling Up
Roll your hit die to gain new hit points. Roll to see if skills increase, rolling twice
for Power and Mobility. At levels 3, 6, and 9, gain a new hardpoint.
Starting Equipment
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Comlink, greataxe (heavy melee weapon [+2 attack and damage]), beam
cannon (heavy ranged weapon [+2 attack and damage]), heavy armor (+5 AP)
Pretender Shell
If you would become energon drained, you instead become berserk, and roll on
the Pretender Shell table.
Fear Factor
As a use action, test Presence to deal your damage die to a single enemy within
far range. Roll your energon reserve die.
Pretender Shell
d8 Effect
You damage yourself in your rage - roll your damage die and take that
1-4
much damage.
You flee the battlefield - immediately move one range band away from
5-6
threats.
7-8 You emit a thunderous screech - near targets take 1d4 damage.
Experiment
The experiment is a bleeding-edge, experimental bot created using parts from
other bots. It is sleek, state-of-the-art, and dangerous. With a more powerful
but less stable energon reserve, the experiment dishes out deadly firepower on
the battlefield with additional limbs and unmatched control over its power
output.
Hit Die: d6
Damage Die: d8
Energon Reserve Die: d8
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Leveling Up
Roll your hit die to gain new hit points. Roll to see if skills increase, rolling twice
for Power and System. At levels 3, 6, and 9, gain a new hardpoint.
Starting Equipment
Comlink, energon sword (light melee weapon), beam rifle (light ranged
weapon), light armor (+3 AP), shield (+2 AP)
Utility Appendage
You can wield one additional hand’s worth of items. When wielding a heavy
weapon with all three limbs, you roll your attack normally (without the +2
modifier) while still applying the +2 damage.
Divert Power
As a use action, choose one: downgrade your energon reserve die and upgrade
your damage die by one step each, or upgrade your energon reserve die and
downgrade your damage die by one step each. You cannot exceed a d12 when
upgrading, or drop beneath a d4 when downgrading.
Hardpoints
Hardpoints represent powerful add-ons or upgrades for your bot. They are
integrated into your metal body, and you can use them in both bot mode and alt
mode. You choose one hardpoint when you create your bot, and gain new ones
at levels 3, 6, and 9. Some of the hardpoints grant passive bonuses, while
others need to be activated by using actions and/or rolling your reactor die. You
cannot have more than one of the same hardpoint unless otherwise specified.
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