IV.  Other-System Conversions
	This section is for those members of the Mekton community who have
played other systems and would like to convert some of the mecha from those
systems to mekton, so that they could use their favorite mecha in their mekton
games.  It is also a useful way of comparing how two systems work.  I would
like to see alot more mecha in this section, as I do not have nearly enough
stamina to do them all myself. (grin)

=============================================================================
Mekton Zeta Mecha:
^^^^^^^^^^^^^^^^^
=============================================================================
A. Battletech Mecha

1.a. Todd A. Zircher, zircher@geocities.com
     Panther PNT-9R

          Name: Panther  PNT-9R
    Total Cost: 188.4
Maneuver Value: -4
       Tonnage: 35
     Ground MA:  4    (Remember, 50m hexes in MZ+, not 30m)
     Flight MA:  2    (Note: Mecha uses super heated air instead of fuel
                       Without wings, no BTech mecha can fly.)

Servo     Type    Spc  Kls  SP   CP   tons
------------------------------------------
Head       HS      5    5    -   5.0   2.5
  armor    LH/ab   -    -    7   3.5   3.5
Torso      MW     12   12    -  12.0   6.0
  armor    MH/ab   -    -    8   4.0   4.0
R.Arm      HS      6    6    -   6.0   2.5
  armor    LH/ab   -    -    7   3.5   3.5
  hand            -1    1    -   2.0   0.5
L.Arm      HS      6    6    -   6.0   2.5
  armor    LH/ab   -    -    7   3.5   3.5
  hand            -1    1    -   2.0   0.5
R.Leg      LH      8    8    -   8.0   3.5
  armor    AH/ab   -    -    9   4.5   4.5
  foot             -    -    -    -     -
L.Leg      LH      8    8    -   8.0   3.5
  armor    AH/ab   -    -    9   4.5   4.5
  foot             -    -    -    -     -

Frame Weight ----------------------   45.0

Command Armor is an integral part of this design and its
weight is factored in from the begining.  So, balance
modifiers are ignored.  This armor can not be ejected.

Loc     Type   Spc  SP   CP   tons
----------------------------------
Torso   MW/ab  12    6   9.0  3.0
R.Arm   HS/ab   6    3   4.5  1.5
L.Arm   HS/ab   6    3   4.5  1.5
R.Leg   HS/ab   6    3   4.5  1.5
L.Leg   HS/ab   6    3   4.5  1.5


Equipment        Loc    CP  Kls  Spc  tons
------------------------------------------
MS Sensors       Head  4.0   2    1   1.0
Backup Sensors   Head  2.0   2    2   1.0
Target Analyzer  Head  5.0   -    1
Cockpit          Head   -    1    1    .5
Neuro Helmet     Pilot  .2   -    -        (Anti-Theft device)
Ejection Seat    Head  1.0   -    -
Lift Wire        Head   .3   -    -

Weapon           Loc   Dam Kls Spc Rng Acc BV  CP  tons 
-------------------------------------------------------
Lord's Light PPC  RA    10  10   5   6  +1  - 12.7  5.0
   Combat range reduced from 13 to 6 (x.75)
   -1 WA at range 2, -2 WA at range 1 or less (x.95)
   Must cool down for one turn if fired (x.95)
      for two consecutive turns.
   (15 x .75 x .95 x .95 = 10.2) +2.5 CP to reduce to 5 spaces

SRM-4 Launcher    T      2   2   4   3   -  4  4.2  1.0
   Combat range reduced from 4 to 3 (x.88)
   Launcher can only fire in burst mode (no called shots) (x.95)
   (2 x .88 x 2.5 x .95 = 4.18)

SRM ammunition    T      -   1   1   -   -  -   .9   .5
   20 bursts of 4 missiles, Std warheads (4.2 x .01 x 20 x 1 = .84)


Weight Efficiency:  63 - 28 = 35 tons (+56 CP)

Jumpjets
 35.0 x  .3  = 10.5   lift
  2.0 / 8.0  =   .25  g's acceleration for MA 2
 10.5 x  .25 =  2.625 cost 2.6 CP, two spaces in each leg 

system	         cost    special
Underpowered     x-.15   -1 MV, -1 MA (ground)
View screens     x .0    180 degree view
Armored cockpit  x .0    full SP armor
Std hydraulics   x .0    25 tons max lift
Arctic prot.     x .05
Desert prot.     x .05
Underwater prot. x .05

Base Cost  188.4 x 1.0 = 188.4

  Different from the MAD-3R, this conversion concentrated on retaining
more of the BattleTech game mechanics and statistics.  Armor is
ablative.  The PPC overheats if fired too often.  To make this work like I
wanted, I had fudge a few things.  Command armor is factored in from the
begining.  So, B.Mods are dispensed with and weight added directly.  BTech SRMs
behave like MZ+ projectile weapons and are written up as such.  I also removed
the fuel requirement for the jumpjets but replaced it with a servo
requirement.
I like the finished results.  The one major problem with this method is
that it's impossible to build heavy or assault battlemechs due to a maximum
of 22 points of torso armor.

============================================================================
1.b.  Todd A. Zircher
      Phoenix Hawk Hybrid

Hmm, the journey was more interesting than the design.  It does show
that you can build nearly any mecha with MZ+.  But, affording it or
making it cost effective is another story.  This hybrid is as close
as I could get and still make it practical to use.

					Catch ya later, TAZ.

          Name: Phoenix Hawk Hybrid (non-transforming)
    Total Cost: 372
Maneuver Value:  -4
       Tonnage:  49
     Ground MA:   5    (Remember, 50m hexes in MZ+, not 30m)
     Flight MA:   9    (Note: Mecha uses super heated air instead of fuel.
			  Wings are required for MA 8+.)

Servo     Type    Spc  Kls  SP   CP   tons
------------------------------------------
Head       HS      5    5    -   5.0   2.5
  armor    LH/ab   -    -    7   3.5   3.5
Torso      AH     18   18    -  18.0   9.0
  armor    MH/ab   -    -   11   5.5   5.5
R.Arm      LH      8    8    -   8.0   3.5
  armor    AH/ab   -    -    9   4.5   4.5
  hand            -1    1    -   2.0   0.5
L.Arm      LH      8    8    -   8.0   3.5
  armor    AH/ab   -    -    9   4.5   4.5
  hand            -1    1    -   2.0   0.5
R.Leg      SH     11   11    -  11.0   5.0
  armor    MH/ab   -    -   11   5.5   5.5
  foot             -    -    -    -     -
L.Leg      SH     11   11    -  11.0   5.0
  armor    MH/ab   -    -   11   5.5   5.5
  foot             -    -    -    -     -
R.Wing     MH     11   11    -  11.0   5.5
L.Wing     MH     11   11    -  11.0   5.5

Frame Weight ----------------------   69.0

Command Armor is an integral part of this design and its
weight is factored in from the begining.  So, balance
modifiers are ignored.  This armor can not be ejected.

Loc     Type   Spc  SP   CP   tons
----------------------------------
Torso   SH/ab  20   10  15.0  5.0
R.Leg   LH/ab  10    5   7.5  2.5
L.Leg   LH/ab  10    5   7.5  2.5


Equipment        Loc    CP  Kls  Spc  tons
------------------------------------------
MS Sensors       Head  4.0   2    1   1.0
Adv Sensor Pkg   Head 10.0   -    2     -
Cockpit          Head   -    1    1    .5
Ejection Seat    Head  1.0   -    -

Weapon           Loc   Dam Kls Spc Rng Acc BV  CP  tons 
-------------------------------------------------------
Large Laser       T     8   8   9   5  +1  -  8.6  4.0
   Combat range reduced from 11 to 5 (x.75)
   Must cool down for one turn if fired (x.95)
      for two consecutive turns.
   (12 x .75 x .95 = 8.6)

Medium Laser      RA    5   5   5   4  +1  -  5.6  2.5
Medium Laser      LA    5   5   5   4  +1  -  5.6  2.5
   Combat range reduced from 9 to 4 (x.75)
   (7.5 x .75 x = 5.6)  +.5 Cp to reduce to 5 spaces

Machine Gun       RA    1   1   2  1/2  +0  4  3.5  .5
Machine Gun       LA    1   1   2  1/2  +0  4  3.5  .5
   Combat range reduced from 3 to 1 combat/2 max (x.75)
   Anti-Personnel/Phalanx ONLY (x 1.6)
   Burst Value 4 (x 2.5)
   (1 x .75 x 1.6 = 3.0) +.5 Cp to reduce to 2 spaces

MG ammunition     RA    -   1   1   -   -  -   .9   .5
MG ammunition     LA    -   1   1   -   -  -   .9   .5
   25 bursts, Std shells (3.5 x .01 x 25 x 1 = .875)

Weight Efficiency:  91.5 - 42.5 = 49 tons (+85 CP)

Weapon link ML-ML     2.0
Weapon link ML-ML-LL  2.0

Jumpjets
 50 x  .3 = 15.0   lift
  4 / 8.0 =   .5   g's acceleration
 15 x  .5 =  7.5   Cost  (2 spaces in each leg and 4 in the torso)

system	         cost    special
Overcharged      x .15   +1 MV, +1 MA (ground)
View screens     x .0    180 degree view
Armored cockpit  x .0    full SP armor
Std hydraulics   x .0    35 tons max lift
Arctic prot.     x .05
Desert prot.     x .05
Underwater prot. x .05
Hybrid           x .0     (Native form, -1 MV, (4+2)*1.5 = 9 MA)

Base Cost  286.1 x (1.3) = 371.93

  After converting the Panther, I thought I'd tackle the Phoenix Hawk LAM.
Little did I know, FASA, had sat down and completely reworked the movement
scales and a few rules.  BattleSpace replaces AirTech and makes fighters
workable and realistic (as far as BTech goes.)  It also makes it easier to
convert now that each movement point is equivalent to .5 g.  Even the
atmospheric speed scaled down to those listed in the Tech Reference.
Unfortunately, the final result was hideously expensive (620cp).  So,
here's the MZ+ version, sans transformation.  The machine guns have been
subverted to anti-missile and terror of the infantry mode.  It's got
style even if it lacks substance.

============================================================================
B.  Transformers Mecha:

1.  Entire System Conversion By:  Mark Chase 
    mchase@cdc.net                           } As of Oct.96
    http://www.cdc.net/~mchase/mearth.html   }

[Note:  This is a long file - about 128Kb click 
here to go to the next section - Editor]

                        A supplement for Mekton Zeta

                                Written By:
                        Mark Chase (mchase@cdc.net)

                                 Home Base
                                 Meta-Earth
                   http://www.cdc.net/~mchase/mearth.html

                    Copyright 1996, all rights reserved

---------------------------------------------------------------------------

Mekton Zeta is a trademark of R.Talsorian Games.  All rights
reserved.

The Transformers, and all names of the Transformers, are
trademarks of Hasbro.  They may also be trademarked by Marvel
Comics who did the comic, and the company which did the cartoon
(I never caught its name).
---------------------------------------------------------------------------

Table of Contents

Introduction

Chapter 1 More than Meets the Eye

Chapter 2 Heavy Metal War
     - Autobots
     - Decepticons
     - Humans
     - Quintessons
     - Lithonians

Chapter 3 Super-Science
     - The Matrix

Chapter 4 Making Transformers
     - Technology Clarifications
     - MV, MR, MP Rules
     - Transformer Templates
     - Quick and Dirty Combiners

Chapter 5 Transformer Characters
     - Character Creation
     - Box Stats
     - Skills
     - Lifepath

Chapter 6 History

Chapter 7 Final Details
     - Time Period
     - Premade Weapons
     - Sample Designs
          - Optimus Prime
          - Megatron
          - Ultra Magnus
          - Jetfire
     - Conclusion
---------------------------------------------------------------------------

The Transformers
             "More than Meets the Eye. . .

     It is the world of the Transformers.  A world where heroic
Autobots wage their battle to destroy the evil forces of the
Decepticons.  The future of Earth and Cybertron lie in the
balance.  The Autobots struggle to rid their homeworld of
Cybertron from the clutches of the Decepticons, and fight an
unending battle to protect the Earth from the evil force which
would pillage the human-world of her vital resources.  It is the
age of the Cybertonian Wars, the Battle for Earth, and the
dawning of the New Golden Age.

     Beware of the world of the Transformers. But there is more,
much more, than meets the eye. . .

Introduction
     If you are in my age group (upper teen to young adult) you
grew up in the Awesome '80s.  To most of us, the Transformers
were a major aspect of our early youth.  The Transformers were
cool.

     When this epoch ended, some of you may have moved on to
mecha RPGs, such as Battletech and Mekton.  Perhaps this you were
influenced by the giant fighting robots of the Transformers.
Some of you may still have your Transformer toys, possibly for
collector value, possibly because they are a part of your past,
or prossibly because you still think Transformers are cool.  For
me, it is all of the above.

     After studying the Web resources on the Transformers, I
decided it was time for me to write down the Transformers Role-
Playing Game through the excellent system presented in Mekton
Zeta Plus, by R.Talsorian Games.  If you do not have Mekton Zeta
and Mekton Zeta Plus I recommend that you purchase them at your
local hobby, comics, or gaming store.  They cost only $15 and $12
respectively, a small investiment when compared to the hours of
enjoyment you will receive from this game.  And so, here it is --
The biggest Transformers RPG book on the net.

     When we were kids, most of us knew something was special
about the Transformers.  Something made them better than GI Joe,
GoBots, and the like.  The show had life.  On the outside,
the Transformers may have seemed kiddish and silly.  But, taken
as a whole, the Transformers is an extremely in-depth universe,
nearing the scale of Star Trek in its infinite complexity.  The
Transformers evolved a mythos of its own, and it became a
universe of endless possibilities.

     Perfectly suited for a role-playing game.

     This particular game centers on four main eras: the events
on Cybertron before the era on Earth, the era on Earth, the movie
era, and the post-movie wrap up episodes.  This game is not
concerned with any of the new "transformers" which are yet to be
seen on TV.  Only the original series, the Movie, and the post-
movie episodes.  Some ideas from the comics are also included,
and the Transformer toy universe is partially mixed in as well,
but only for clarity.

Chapter 1: More Than Meets the Eye:
A Universe of Machines

        "Grave eternal darkness
        When drained of every ounce
        And when the nightmare's over
[Image] The final from the storm
        Dust of all creation
        To ashes we transform."
        - N.R.G, Instruments of Destruction

     Millions of years ago a race of beings called the
Quintessons mastered the sciences.  With their super-technology
the Quintessons constructed many cyberworlds, including
Cybertron.  Cybertron was a factory world, the sole purpose of
which was to manufacture robots.  Autobots as household, civilian
servants, and Decepticons as warrior/gladiator robots used for
military and arena entertainment.

Worlds
     Other worlds which, though unverified, may have been
constructed by the Quintessons were Junk (as their waste and
scrap depot), Lithone (destroyed by Unicron), and Goo (someone
had to have made it).  There may be others as well, and these
listed are not verified as Quintessonian worlds.  Of course,
Quintessa was built by the Quintessons, but it was also
destroyed.  The Quintessons my have other twisted, Quintessa-like
worlds, but if they exist, no one knows of them but the
Quintessons.

     Machine and bio-mechanical hybrid creatures are very common.
Earth is the only purely biological world known, but this is
quickly changing.  The Quintessons themselves are cyberorganic
life-forms.

     Many purely robotic races exits as well.  Kup hinted at this
greatly in his ramblings.  The Lithonians are a prime example of
a non-transforming, fully robotic civilization rich in culture
and history (but Unicron ate them).  On Quintessa there are many
robotic plants and animal life forms.  Other cyberworld similar
to these may exist.  The Transformers may not have visited them
yet, or they may still be undiscovered lost worlds.

Cybertron
     The greatest and most important cyberworld is Cybertron.
Cybertron is roughly the same size as Mars, maybe a bit smaller,
and at one point had two small moons (until Unicron ate them).

     Cybertron is currently locate in orbit around the star
Procyon.  At various points in time however, it was in different
area's of space.  Originally, it was at Alpha Centauri.  During
the Cybertronian Wars, it drifted away and entered the Sol system
and took an orbit parallel to Pluto.  Eventually, it was moved to
Procyon so that it could have a sun of its own.

     Cybertron is not completely artificial.  It is a massive
city structure build around a smaller planetoid (possibly a
moon).  This planetoid is riddled with millions of tunnels which
wind endless to the dead, cold core. Strange and ancient bio-
mechanical creatures lurk in the depths of Cybertron and few dare
to venture into its depths.

     The "Cybertron" part of Cybertron is what is inhabited and
normally seen by visitors. Before the Cybertronian Wars, when the
Quintessons still had control, it was a thriving factory city-
world, populated by Quintessons (and others like them), humanoid
robots (possibly visiting from other worlds), Autobot servants,
and Decepticons warriors.

     After the Revolt, when the Quintessons were chased off, the
Cybertronian Wars errupted between the Autobots and Decepticons
to see who would control Cybertron.  Most civilians left,
needless to say, to populate other worlds.  Some may have ended
up joining the Autobots and Decepticons.  Others went into hiding
(such as the female Autobots and Alpha Trion).

     The War raged on with no side gaining ground.  Then Earth
was discovered.  Jetfire and Starscream were the first to find
Earth, but it was in an ice age at the time.  When the Autobots
headed to Earth to study it, the Decepticons followed.  After a
chase through space which ended in a crash landing on Earth, the
Autobot/Decepticons war came to a halt for countless eons.

     Four million years passed. . .

     On Cybertron nothing much happened.  Shockwave and his tri-
fighter guards remained to govern the world, and it basically
fell into the hands of the Decepticons by default.  The Autobots
who remained on the planet (Omega Supreme, the female Autobots,
Alpha Trion, and possibly others) went underground.  For all
those millions of years, everything remained in a peacefully dark
age.

     After the Transformers on Earth awoke and the war resumed as
a battle for Earth, activity on Cybertron escalated.  Upon
Megatron's return to Cybertron, many of the hiding Autobots came
out to resume the war, as did a large number of new Decepticons.

     Cybertron became extremely important in the manufacture of
new Transformers to continue the war. The Decepticons controlled
Cybertron and had a free hand at building their forces.  The
Autobots were forced to fight their way into Cybertron in order
to construct new warriors (though they were able to build some on
Earth, from time to time).

     At one point, Megatron attempted to gain massive power by
putting Cybertron near Earth and collecting the destructive
energy this proximity would create.  The attempt failed, and
Cybertron was either moved back to the far reaches of the solar
system, or was transported to Procyon at this time. Sometime
afterwards, two moons were constructed.  Their purpose was
unclear, but the Autobots eventually captured them set up secret
bases on the moons.  There they made armor, ammo, weapons,
equipment, and possible new Autobots.  During the Unicron
incident, the two moons were destroyed.

     After the Unicron incident, the Autobots liberated Cybertron
from the Decepticons and the Decepticons were crushed.  The New
Golden Age began.

     However, under the guidance of Galvatron, the Decepticons
managed to regroup and the war continued.  The Quintessons were
now back in the picture as well.  They wanted Cybertron back and
the war escalated once again.  This time the Autobots fought the
Decepticons on Earth and in space to keep them from pillage Earth
and to guard Cybertron from them, and both Autobots and
Decepticons were pitted against the Quintessons.

     And the war rages on.

Earth
     Equally important is Earth.  Earth is the only "pure" planet
seen in the Transformer saga.  All other worlds are robotic,
burned out, hybridized (part natural, part artificial) or very
primitive.

     Apparently, this means it is young and rich with energy
resources.  The Decepticons' primary motivation for taking Earth
was to steal all the resources on the planet, an act which would
make Earth as burned out and desolate as Charr.

     The Autobots fought the Decepticons on Earth to keep them
from raping the planet.  This may be seen as good and righteous
from a human stand point, but clearly the Autobots have quite a
bit more at stake.  If the Decepticons steal the Earth's energy,
they would be powerful enough to vanquish the Autobots forever.
The Autobots do not try to steal Earth's energy resources (though
they do borrow it from time to time. . .) because they
have a respect for the life forms on the planet, and especially
for the intelligent human creatures.

     Humans apparently took the discovery of the Transformers
rather easily, though not kindly. At first, both Autobots and
Decepticons were seen as evil, but soon the Autobots proved
themselves good and swore to protect the humans from the
Decepticons.  Over the years, the Autobots made many human
friends.  The Decepticons made some, but they didn't last long.
With the help of the Autobots, human technology accelerated at a
massive rate, so that by the early 21st century, they had formed
the Earth Defense Force (EDF), had space defense stations, space
colonies, and plenty of starships.  In the latest stage of the
war, the humans had gained enough technological power to take on
the Decepticons without the help of the Autobots.

Quintessa
     After the loss of Cybertron, the Quintessons built
Quintessa.  Quintessa was a very strange world with odd, twisted
metal rings circling it.  The planet had a rich cyber-ecosystem
of robotic plants, animals, fish, and plenty of predators.  The
Sharkticons were the new warriors of the Quintessons.  The
Sharkticons were quite stupid, constructed as such for fear of a
another revolt.  Another revolt did occur under the influence of
the Grimlock, but it was eventually put down.

     The Quintessons destroyed Quintessa of their own freewill
hoping to destroy the Matrix of Leadership when Rodimus Prime was
stranded on the planet.  However, Rodimus escaped at the last
minute, and the destruction of the world was in vain.  The
Quintessons now scour the universe in a fleet of their cork-screw
starships.  Their only hope now lies in retaking Cybertron.

Charr
     In the cold depths of space, far from the warm embrace of
any sun, lies the burned out world of Charr.  Drained long ago of
all energy resources, even the very core of the world is frozen.

     Charr was a lifeless ball of rock.  The crumbling ruins of
some ancient civilization was the only artificial structures on
the planet.

     When the Decepticons retreated from Cybertron, Charr was the
only place they could flee to safely.  On Charr, the Decepticons
hide in despair, certain of death from energon starvation.

     Eventually Galvatron came and regrouped his Decepticons.
The Decepticons established a large, permanent base on Charr, and
had a steady flow of energy which they stole from neighboring
star systems.

Junk
     The planet of Junk was hardly a planet at all.  It was a
misshapen artificial planetoid composed solely of garbage,
scrape, and junk.  The only inhabitants of the planet were the
Junkions.  The Junkion's alignment was fairly neutral, but they
leaned heavily toward the side of the Autobots.

     The Junkions were made of the junk, and all transform into
motorcycles which other Junkions can ride on.  They were
extremely fond of Earth TV.  Junk must be within thirty to forty
light years of Earth in order to receive the TV broadcast as
depicted in the movie.  Thus, it maybe in either the Capella,
Acturus, or Aldebaran star systems.

Lithone
     At one point, Lithone was a major galactic cultural center.
A very advanced and peaceful race of robots know as the
Lithonians populated this cyberworld.  They were as apt in art
and literature as they were in the sciences.  It is possible that
the Lithonians were at one point citizens of Cybertron who fled
during the Cybertronian Wars, though there is no evidence to
support this.

     Lithone was destroyed by Unicron.  Some Lithonians may have
been expecting an attack from Unicron.  They knew of his
existence and must have seen him coming by long range sensors.
However, they did little to prepare for his arrival.  There was
no counterattack made by the planetary defenses (if there was
one) and only one ship managed to escape (though the sole
occupant was killed by the Quintessons).

Goo
     Goo was a relatively obscure little world.  There was
nothing there but garbage scowls and a thick layer of gelatinous
gooey stuff.  Goo was possibly a pre-Junk world.  Goo worlds
maybe built to float though space and collect garbage, scrap, and
junk which is floating about.  The junk collects on its surface,
stuck to it by the goo, and eventually the entire planet will get
covered in junk and scrap.  If this is so, the planet Junk may
also have a very gooey core.

Chapter 2: Heavy Metal War

[Image]
"It's judgment day and now we've made our stand
 And now the powers of darkness
 Have been driven from our land
 The battle's over but the war has just begun
 And this way it will remain till the day when all are one."
                              - Lion, Transformer Theme

Autobots
"Till all are one!"
          - The Autobot Motto

     The Autobots were once slaves of the Quintessons, millions
of years ago.  During the Cybertronian Revolt, the Autobots and
Decepticons worked together to fight off their evil masters.

     Once Cybertron was in their hands, the warrior group began
to call themselves the Decepticons and the servant began to call
themselves Autobots.  The Decepticons decided to take Cybertron
for themselves.  Led by Megatron, the Decepticons crushed many
Autobots and destroyed many of the huge Guardian robots (Omega
Supreme, Guardian of the Crystal City, was the only one to
survive).  The elderly leader of the Autobot, Alpha Trion,
repaired the Autobot worker, Orion Pax, and turned him
into the new leader, Optimus Prime.  He also turned Pax's
girlfriend, Allee, into the transforming female Autobot Elita-1.

     Soon after that, Alpha Trion gave all the Autobots
transforming powers.  They had a new ability the Decepticons
initially did not have and the Decepticons could not hold their
ground.  By the time the Decepticons perfected transformation,
the Autobots had learned how to fight and both sides were on
equal ground from that point on ward.

     At first, all the Autobots were made to transform into space-
age vehicles, such as gravitic hover cars, space ships, aerospace
fighters, and such.  When they crashed on Earth, Teletran-1
repairs the Autobots (and Decepticons) in the form of Earth
vehicles.

     After the Earth era, many new Autobots were made in space-
age forms, and many of the existing ones had "overhauls" to
upgrade their design when they returned to Cybertron.

Decepticons
"Die Autobots!"
          - Megatron

     The Decepticon's history follows close to that of the
Autobots.  During the Cybertronian Revolt, they fought side by
side with the Autobots.  Later, they grouped together as the
Decepticons to take Cybertron for themselves under the leadership
of Megatron.

     After thousands of years of fighting, and winning, the
Autobots invented transforming.  Megatron quickly scrambled his
scientist to uncover the secrets of transformation.  Finally,
after years of research and studying captured Autobots, the
Decepticons began to use transformation for themselves.  During
this time the Autobots were able to advance their own combat
skills and weapons technologies.  The war was now on even ground.

     When the war lead to Earth, the Decepticons were similarly
converted to native machine forms like the Autobots.  After the
Earth era, newer Decepticons were built in their natural space-
age forms.

Humans
"I'm going after them!"
          - Cpt. Marissa Fairborne, EDF

     Humans have an interesting place in the Cybertronian Wars.
Their home world of Earth is one of the youngest worlds and is
rich in energy resources.  The control of Earth could tip the
balance of the war drastically in favor of the controlling side.

     The Decepticons wish to control Earth and drain the world of
her resources.  The Autobots know that Earth is incredibly rich,
and they know that they are fully capable of raping the planet as
well.  But the Autobots have chosen not to take the resources of
Earth and have instead elected to protect the world from the
clutches of the Decepticons.  The Autobots are the sworn
guardians of the humans, the small biological race of beings who
live on the planet.

     For the first ten years of the Transformer occupation of
Earth, the humans could do little in the War.  Several
outstanding humans were able to assisted in the progression of
the War but little impact from this was felt in the log run.
Spike, Sparkplug, Carlie, and the computer hacker Chip Chase,
were the main human allies for the Autobots.  The Decepticons
made several, very temporary human alliances with politicians
and scientists.  At that time, the human military forces were
insignificant to the might of the Decepticons.

     By the 21st century, with the help of the Autobots, the
humans had formed the Earth Defense Force and had progressed
technologically a hundred fold, practically overnight.  The
humans had civilian and military bases throughout the solar
system, orbital defense platforms to protect the Earth, and
dozens of starships.  The EDF was comprised of an elite group of
men and women -- pilots, soldiers, and explorers.  With their
warships and exosuits they could take on the Decepticons one-on-
one without the help of the Autobots, though the Autobots usually
accompanied them on their major missions.  Spike, Carlie, Daniel,
and Marissa Fairborne were the major human allies of the Autobots
in the latest battle against the Decepticons.

Quintessons
"Execute them!"
          - Quintesson Judge

     The Quintessons were once the greatest race in the universe.
They built many worlds and had robot servants and warriors.
These servants and warriors rebelled, and drove the Quintessons
off of the largest and most important world, Cybertron.  The
Quintesson Empire was over.

     For millions of years the Quintessons remained in hiding.
They were barely able to build even one world with their few
remaining forces.  They called this world Quintessa.  Having
learned their lesson on Cybertron, the Quintessons constructed a
new line of servants and warriors, built with very little
intelligence.  The Sharkticons and servants remained loyal to the
Quintessons.  But, the Quintessons never regained their former
power, and they were a forgotten race.

     During the Unicron incident, the Autobots crashed on
Quintessa quite by accident.  The Quintessons did not recognize
the Autobots in their new, transforming forms, and tried to
dispose of them in the same manor in which they disposed of all
intruders.  They had no idea that their long forgotten slaves
were standing right in front of them.

     But the Autobots escaped, and it did not take like long for
the Quintessons to trace them back to Cybertron.  To their utter
surprise, the interlopers were their ancient servants!  Having
rediscovered Cybertron, the Quintessons plotted to take it back
and regain the galaxy spanning power they once had eons ago.

     Quintessa was destroyed in a failed attempt to take out the
Rodimus Prime and the Matrix. This caused the Quintessons to
become desperate to control Cybertron. They had no homeworld, and
were in terrible need of a planet to call their own.  Time and
again, they failed to take Cybertron from the Autobots.

     The Quintessons are nearing exhaustion, but they are far
from giving up.  They will fight until they have taken Cybertron,
or until last of them dies.

Lithonians
[Image]
"Get to the ships!  It's our only chance!"
          - Lithonian Citizen

     For millions of years, the Lithonian civilization enjoyed
prosperity and growth as one of the major cultural centers in the
universe.  The Lithonians were a race of humanoid, non-
transforming robots.  Apparently, they were able have families
and create children sized robots who could actually grown and age
as many biological based life forms.  This technological feet
appears to serve little purpose, but in the long run it greatly
enhanced the evolution of their culture.

     To the Lithonians, art and culture were everything.  Their
knowledge of science was nearly as great as that of the
Quintessons during their reign, but the Lithonians were not
conquerors and so they expanded very little into space.  Having
no substantial military power, the Lithonians were vulnerable to
invaders.  No one invade them, surprising, but when Unicron began
his rampage through the galaxy, the Lithonians could do little to
protect their home when he stopped by for breakfast.

     Lithone is now destroyed, but it is very likely that some
Lithonians live on other worlds.  They may have colonized natural
worlds, or build a second world (New Lithone?) in a nearby star
system. It is also possible that they never bothered to expand
and their race is extinct.  It is unlikely that they are all
dead, as Lithone was a major world and undoubtedly some of the
citizens migrated to other planets, even if the Lithonians do not
control those planets.

Chapter 3: Super-Science
[Image]
"Among the mysteries of science
 lies the key to victory."
               - Jetfire

     The science of the Transformers is very peculiar.  But no
more so than the pseudo-science of the new Star Trek series'.
The science of Transformers is well beyond the definition of mere
pseudo-science.  It is super-science.

     Super-science is highly cinematic technological science that
gives little regard to modern theories of the universe, and
instead, assumes the current view is wrong or flawed so that such
fabulous technologies maybe created for the purpose of
entertainment.

     Beyond super-science is ultra-science which is, as Arthur C.
Clark might say, just plain magic.  Transformers has some ultra-
science aspects, but mostly it is super-science.  This section
will attempt to ground the super-science into an understandable,
and playable, background technology.

Cybertronium
     This is a rare metal which only exists on cyberworlds, such
as Cybertron, Quintessa, and Lithone.  It was created by the
Quintessons, and the knowledge for creating it has been lost.
However, machines on Cybertron can still create it, and Cybertron
itself is so rich with the metal that it should last several
hundred more generations of Transformers.

     Cybertronium is a quantum element, comprised of various
quarks instead of complete protons and neutrons, but it has a
normal electron shell (77 electrons, so it may have external
properties similar to iridium).  When mixed as an alloy with
normal metals, it gives one very interesting property.  A
subspace pocket is created in hyperspace which is under
the space-time where the metal is.

     Thus, Transformers who have cybertronium alloys, have their
own subspace bubble.  When transforming, the transformer can dump
extra mass, weapons, accessories, and so forth, into this bubble.
The transformation cog is programmed to control this.  Without
the cog, the transformer cannot transform.  The cog knows how
much mass to dump or pull back and which weapons and items to
store or bring back for the various modes.  This is how Megatron
and Soundwave are able to make such drastic changes in size.
This is also why weapons magically appear in the Transformers
hands.  Optimus' trailer is also stored in a subspace bubble when
he is in robot mode.

     Almost all transformers change their mass.  Omega Supreme is
able to teleport the rest of this body with him when he turns
into a rocket.  Most cars and fighters grow in size by 10% to 50%
when they turn back into robots.

     However, some Transformers made on Earth do not have
cybertronium.  The Dinobots did not.  Thus, they do not change in
mass or size when they transform.  See the Transformer Template
for the cost multiplier of having cybertronium (expanding plasma
and dimensional storage).

Robotics
     Obviously very advanced, Quintessonian robotics is the apex
of mechanical engineering.  All robots built by the Quintessons
(including their own cyber-systems) are at TL 10 technology.  The
most amazing thing about the Transformer's robotics technology is
its simplicity.  It relies on hydraulics (very advanced
hydraulics, though), fluid nano-actuators, and flexible metal
joints.  This flex-metal is also used in faces, so that the
robots may have humanoid facial expressions.

     Quintessonian robotics are highly modular and very
"template" dependent.  This is an asset, not a liability.  It
allowed the Transformers to figure out how to build and repair
their kind without the help of the Quintessons.  A new
Transformer can be snapped together from miscellaneous parts and
the exterior design is then set by loading a program into the
transformation cog.  The cog then reforms the flex-metal frame to
a certain shape (ie, the shape and design of the robot and his
transforming modes) and hardens the frame to hold that shape
permanently, even if the cog is removed.  A new robot can be
built in only a matter of days by this method.  However, a
personality must be loaded into the computer brain.

     The flex-metal forming technique makes the robot extremely
well designed.  The interior is usually curved and rounded with
no sharp corners to block movements (as seen in the interior of
Unicron and Megatron).  However, the frame can only be formed
this way once.  The shape is permanent and cannot be changed even
if a new cog is implanted.  A new body can be forged however, and
Unicron was actually able to reset the transformation cog on
several Decepticons.

Computer Brains
     Computers are just as advanced as robotics.  The computers
use energonic circuits, similar to electronic circuits but use
fluid energy instead of electrons.  The circuits are designed in
a 3-dimentional array with billions of microscopic connections.
Most computers are sentient and are apparently capable of
cognitive thought on the same level as the "mere" humans.  Some
brains are dumber than others, and strangely, the larger robots
appear to get the dumber brains, although this maybe caused by
the fact that a standard brain is strained to control all the
functions of a huge robot and leave little room for cognitive
thought.

     A brain is fairly easy to put together for a skilled
Transformer engineer.  Most brains are salvaged from dead
Transformers and re-initialized.  However, the programming
required is enormous.  There are three ways create the mind and
personality of a Transformer.

     The right way is to have the supercomputer Vector Sigma, on
Cybertron, create and download a new sentient mind and
personality into the brain (as seen in "The Key to Vector Sigma"
parts 1 and 2).

     The other way is to download the mind of an existing
Transformer (or even another robot or life-form) into the brain,
as seen in "Starscream's Brigade" and "Autobot Spike").

     The last way is to attempt to piece together one manually.
This takes some time, and usually results in a rather dumb
intelligence (the Dinobots are a prime example).  To do this, the
engineer must spend 10 days per level of Intelligence and can
only create a max Intelligence of 4. Yes, Grimlock's box stats
say his Intelligence is 7, so some Dinobots must have had their
intelligence enhanced after returning to Cybertron.

Energon
     Energon makes the universe go 'round.  All matter has
potential energy.  Coal has more than glass.  Oil has even more.
The sun has a whole lot more.  The Quintessons perfected the art
of directly absorbing this potential energy and forming it into a
pure, fluid energy state called energon.

     Energon cubes are used to collect energon.  These cubes
themselves are made of a materialized energy which can be created
by a Transformer endowed with an energon materializer (Soundwave
had one, as does Megatron, Prime, Ironhide, and others).  The
Energon Materilizer costs 10 cp, takes up 2 spaces, and has 2
kills.

     Energon cubes need only be placed on a potential energy
source, such as a pool of oil.  The oil is "burned" (but there is
no apparent smoke, heat, or fire.  Nothing is wasted) and the
cube fills with a glowing, shimmering liquid.  This is energon.
It can then be drunk, eaten, or directly injected into the robot.
Most ships are powered on energon as well.  The energon is pumped
directly into the ship or vehicle at refueling stations.

     Cubes can be stacked on oil wells, hydroelectric dams,
nuclear reactors, running car engines, or anything that has
potential as a fuel or is actively creating energy.  Even though
grass can burn, it is not a potential energy source and cannot be
used.  A pile of plutonium, however, can (the radiation is
energy).

     Most Transformers require one energon cube every 6 hours of
operation.  However, larger ones require more.  Below is a chart:

     Size           Energon
     ------------------------------------
     Human-sized    1 cube every 24 hours
     Minibot        1 cube every 12 hours
     Standard       1 cube every 6 hours
     Corvette       6 cubes every 6 hours
     Ship/City      12 cubes every 6 hours
     Excessive      A planet every now and then

     If this requirement is not meet, the Transformer's specified
reactor type will drop one class in power output (overcharged
becomes standard, standard becomes undercharged).  This will last
an additional amount of time, as specified above, until the
energon requirements are meet.  If they are not, it will drop
another level. If the reactor drops below undercharged, the
Transformer will shut down.  He will not die, but he must be
restarted and recharged to full capacity before reactivating.  MV
penalties are Reflex penalties, as Mecha piloting skills do not
apply to sentient robots (see Transformer Template).

     A Transformer, or anything which runs on energon, can become
energon drunk.  This is dangerous, but can be useful.  If a
Transformer takes double his requirements, his powerplant class
will be temporarily boosted one level, but automatically becomes
classified as Hot (if it is already hot, the XS becomes 10!
Automatic destruction on a reactor hit!)  Taking x4 the
requirements will boots it two levels (if possible), but the XS
becomes 10 if the powerplant was originally cold, and it will
explode if it was originally hot, killing the Transformer.  No
more than x4 can be taken with out destroying the powerplant.
The robot, also suffers a -2 penalty to his Intelligence
attribute due to the overload during this time (usually six to
twelve hours).

     Before the end of the 20th century, humans had begun to work
on this energon technology themselves under the guidance of the
Autobots.  Energon currently powers human exosuits, space ships,
and space stations.  In a few more decades, it might power
everything on Earth.

Antimatter Energon
     Antimatter is the most potent source of energy.  Thus, of
all the energy resources, antimatter supplies a mega-charge of
it.  One antimatter energon cube is 4x as powerful as a standard
(see above for energon drunkenness) but also gives an incredible
over all boost.  While the powerplant is running on antimatter
energon, the Transformer acts as if it has a three turn
turbocharger.  This mega-boost can be activated at anytime, but
after the three turns are over, the powerplant will overload.
The antimatter energon will become unstable and explode.  If it
is not ejected the next turn, the Transformer's powerplant will
be destroyed and he will die.  The ejected cube will still
explode, and the explosion will still effect the Transformer, but
only externally, instead of internally.  The Decepticons
discovered this the hard way.

     Antimatter energon cubes are extremely unstable.  If hit by
a weapon or caught in an explosion, they will detonate.  Stacking
antimatter energon cubes are not a good idea, either.  Both the
Decepticons and Autobots discovered the hard way as well.  One
cube makes a 20-kill explosion with a Blast Radius of 5.

     Making antimatter energon is very hard.  Surprisingly, the
only known source was invented by humans (those "huuuuman
geeeerms!" are smatter than the other galactic races give
credit).  Scientists at an atomic research institute invented an
antimatter reactor, but it, and the entire institution, were
totally destroyed when a bunch of antimatter energon exploded.
There may be other sources of antimatter available, but none are
known at this time.

Transformation
     The ability to change form distinguishes the Transformers
from all other robotic races.  This feat is accomplished by
folding, joining, combining, and rotating various parts of their
body, and even by using their subspace bubble to store extra mass
or retrieve extra mass for a given mode.  Most Transformers have
two forms, one of which is almost always a large humanoid robot.
The most common second form is a vehicle.  But, many transform
into robotic animals, insects, cannons, guns, buildings, or
objects.  Less common are triple-changers (the first of which was
actually Jetfire, who had a hybrid jet/robot mode), and even
rarer are multi-changers.

     Other than their advanced joint system and cybertronium
subspace alloys, Transformers have a special module called a
transformation cog.  This cog is basically a dedicated subspace
control device.  When first installed, the cog must be programmed
to "know" the modes of transformation and must be given an exact
bit-mapped 3-D image of all modes.  The cog, using a one-shot
matter/energy molding field, will then form the Transformer's
structure and exterior to match these parameters, and the
Transformer is now ready to go (except for the brain, see
previous section).  This process is very similar to what Unicron
did to create Galvatron, Cyclonus, Scourge and the Sweeps from
the junk of Megatron, the Insecticons, and several other nearly
dead Decepticons.

Space Travel
     Space Travel is TL 10.  Space ships use inertialess drives
which can propel them at nearly infinite speed through normal
space.  The arrival time to any location is always variable at
1d10 hours on any given trip.  This is caused by the need to
pilot around stellar objects, avoid subspace eddy currents and a
thousand other factors.  One day the time from Earth to Cybertron
may be two hours, the next it might be eight hours.

     A pilot must always be present at the helm to control the
ship, otherwise it will fall terribly off course or even crash
into a star or planet.

     Many Transformers are equipped with this drive for usage in
their spaceship mode.  This cost is x1.25, and the trivial time
to any location is space is 1d10 hours.

Teleporters
     Teleporters can be built, and are very useful items.  It
takes about two weeks to build one, and it must be linked with a
second teleporter for it to work.  Only one teleporter was seen
in the series, the Decepticon's Space Bridge, was a large ring-
shaped teleporter linked to another teleporter stationed in
Shockwave's command center on Cybertron.

     There is no reason that another one cannot be built, and
nothing says the Autobot's can't build one.

The Matrix of Leadership

[Image]
"The Matrix  was passed to Alpha Trion,  the oldest of  Autobots,
 who kept it safely  hidden for many years.  Until the next
 Autobot leader appeared.  A robot known as Orion Pax,
 who was fated to become. . . Optimus Prime."
                              - Optimus Prime

     The Matrix of Leadership was the most powerful device ever
created.  The Matrix had the potential to store a subspace
bubble, and thus a subspace mirror, of anyone who died with it
installed inside them.  The "ghosts" (or subspace shadows) of the
greatest Autobot leaders were stored inside, along with their
minds, knowledge, wisdom, and power.  They could endow the owner
with great intuition and leadership powers.  Any Autobot with the
Matrix installed receives an automatic +10 on their Leadership
skill during any time period prior to the episode "The Return of
Optimus Prime", that is, before the Matrix was emptied of all the
leaders  (poor guys).  After the Matrix was used up in this way,
it could only grant a +1 (basically, the wearer is more confident
and respected).  For each new leader "soul" to be added, it will
gain a +1 bonus for the wear's leadership skill.

     The Matrix apparently was able to "Light the Darkest Hour"
twice.  The tremendous subspace energy contained inside it was
enough to cause the destruction on Unicron when it was opened.
When it was opened the second time it simply released the ghosts
of all the ancient leaders to cure all the Transformers and other
sentient races of a mental disease which made them crazy.  After
that, the Matrix was useless.

Chapter 4: Making Transformers

[Image]
"Transformers
 More than meets the eye
 Transformers
 Robots in Disguise"
               - Transformer Theme

     Making Transformers, or any of the robotic races, is fairly
straight forward under the Mekton Zeta Plus rules.  However,
there is a great deal of customization and clarification needed
to set it into the very unique Transformer universe.  Humans
should be made in accordance to the rules in the main Mekton Zeta
book.

Technology Exceptions and Clarification
     Here is a list of all technologies and gadgets in Mekton Z
Plus and how they fit into Transformers:
     - Servos: Normal
     - Armor: No RAM armor, execpt as a very special feature
     - Weapons: See Premade Weapons in Chapter 7
     - Energy Pools: Yes, and probably very common.
     - Shields: No reactive or active shields have been seen.
       They could be invented as a special gadget weapon.
     - Reflectors: None, execpt as a special feature.
     - Crew: Normally just passenger seats for that type of
       vehicle. For corvette scale Transformers, 1 space is
       needed to for holding one standard Transformer.  For
       spaceship size Transformers, use x100 scale storage module
       chart (based on servo size) on page 112.
     - Sensors: Any.
     - Recon Systems: Any.
     - ECM: Any
     - ECCM: Any
     - Remote Control: Possible
     - Options: Any (though some are irrelevant)
     - Statistical Enhancements: Not allowed.  Transformers use
       direct character-style stats.
     - Fuel: Not needed.  Thrusters run directly off energon.
     - Propulsion: Any.  All Decepticons must have gravitic
       thrusts, but only for robot mode.  Autobots cannot have
       gravitic thrusters.  Any other kind of propulsion is also
       available.  Quintessons have gravitics.
     - Boosterpacks: Allowed.  No fuel needed.
     - Commander Armor: Allowed.
     - Powerplant: Any.  Source is classified as Power Cell (so
       there is a  -x.15 to cost).  See section on Energon above.
       MV modifiers are Reflex modifiers.  MA modifier is normal.
       MP modifier is not valid.  You may have any charge, hot or
       cold.
     - Cockpit: irrelevant, except for human exosuits. "Reflex"
       is used for human exosuits.  There could be passanger
       seats.
     - Hydraulics: Any.
     - Environments: included in Transformer template package.
     - Verniers: Yes.  This MV bonus is a bonus to Reflexes,
       which is still adversely effected by the Transformer's
       size.
     - ACE: irrelevant.  MP does not apply, except on exosuits.
     - Internal Automation: included in Transformer template
       packages.  However, the cost is reduced to a total of x1.0
       for full sentience with normal character stats and skill
       usage's.  All things being equal, this has proven fairest.
     - Cloaking: Any.
     - Stealth: Yes.
     - Shadow Imager: Never seen, but possible
     - ESPer Lens: No.
     - Thought Control: Just for Sentience option
       No extra damage penalties, as there is no human pilot.
       All other modifiers do infact apply!  Execpt MP.
     - Turbocharger: Yes.  Also see Antimatter Energon for
       similar effects.
     - Techno-organics: Yes, but not for Transformers.
       Quintessons are techno-organic, as are some of the
       monsters inside Cybertron.  Other aliens may be techno-
       organic as well.
     - Lightspeed: Yes.  See section on Space Travel, above.
     - Teleportation: Not on robots.  See section on
       Teleportation, above.
     - Transforming: What do you think?  Any form, including all
       those in Stupid Mekton Tricks. The auto modes are scaled
       to Roadstriker (as are insects, trucks, and minibots),
       however, their kills (structure and weapons), cost, and
       armor does not scale down between modes or forms, only the
       mass and other scaling stats.  Cassette robots are made on
       human (1/10) scale with all applicable scaling rules.
       Human exosuits are Roadstrikers with all applicable
       scaling rules.
     - Transformable Options: All.
     - Combiners: Of course.  But, much simpler.  See Quick and
       Dirty Combiners, below.
     - Stupid Mekton Trick: Dimensional Storage and Expanding
       Plasma are included in Transformer templates (from their
       Cybertronium alloys). All others are invalid, except the
       special transforming  modes (Building, Gizmo, Gun,
       Mundane) and Tunneling is allowed for appropriate robots.
     - Scaling: Human - Cassettes,possibly a droid of some sort
                Roadstriker - Minibots, human exosuits, autos,
                              Quintessons, Lithonians, most
                              other races
                Normal - Standard sized Transformers
                Corvette - Big, like Jetfire and combiners.
                Ship - Shuttles, starships, and really big
                        transformers like Metroplex,
                       Fortress Maxiumus, and Tripticon
                Excessive - You guessed it. Unicron!

MV, MR, MP
     Robots do not use Mecha Piloting to control themselves. They
do in inherently.  To dodge, they must use the standard Dodge
skill, to fire, they use Handguns, to fight they use Melee or
Brawling, to fire missiles they use Automatic Weapons skill.
Because of this, they do not have Mecha Reflexes.  They use their
normal, Reflexe stat.  However, they do get MV penalties from
their size and encumbrance, and bonuses from verniers and
powerplants, and other things.  These are applied directly to
their Reflexes, which can increased above 10 (this can be a
problem.  Remember Blurr?).  MP is irrelevant to robots and is
ignored in this game for simplicity.


Autobot Template
     Here is the basic Autobot Template which should be used as a
guide:

          Name: Autobot Template
     Base Cost: 87
     Cost Mult: x2.25
       Tonnage: 41    Auto mode: 4.1 tons(may need to be recalc.)
            MV: -2    Auto mode: -3 (may need to be recalculated)
     Ground MA: 4     Auto mode: 90 meters per turn (" " ")

Servo     Typ    Hits   Spc   CP  | Amr  Typ  SP   CP  | Total CP
Torso      HS     10   10/8   10  |  HS   S    5    5  |    15
R Arm      HS     6     6/6   6   |  HS   S    5    5  |    11
L Arm      HS     6     6/6   6   |  HS   S    5    5  |    11
R Leg      HS     6     6/6   6   |  HS   S    5    5  |    11
L Leg      HS     6     6/6   6   |  HS   S    5    5  |    11
Head       HS     5     5/3   5   |  HS   S    5    5  |    10

TOTAL CP: 69
TOTAL Tons: 34.5 tons

Sensor  Type  Cost   Kills    Range    Comm    Location    Spaces
Main     MS     4        1      7 km     1000 km   Head        1

Powerplant
     Type: Energon Laser Core (cold, standard, powercell)
       XS: 1
       MV:
       MA:
     Cost: -x.15

Control System
          Type: Internal Automation, Sentient
         Level: normal character stats used
     Portfolio: normal character stats used (x.5)
         Other: Mind Control (for Sentience) (x.5)
         Total: x1.0

Other Cost Multipliers
System          Notes           Cost
Transformation: Auto             x.25
Concealment     looks real       x.1
Dimensional Storage              x.1
Expanding Plasma (to car size)   x.5
Environments: All                x.45

TOTAL COST Multiplier: x2.25

Weapons        WA  rng dmg  sht  kills   burst   CP   Spac  loc
(Choose weapons from weapons section, or build your own)
(+1 WA from mind control)
TOTAL COST:

Subassemblies
System          Loc     Space   Cost
Brain           Head     1       -
Passenger seats(2)Torso  2       2

Movement System:
Wheels (substitute for another system if needed)
     4 wheels, each class Striker
Wheel     Typ   Kills   CP   Servo
F.R.Wheel St      3      3   R.Arm
F.L.Wheel St      3      3   L.Arm
B.R.Wheel St      3      3   R.Leg
B.L.Wheel St      3      3   L.Leg
TOTAL CP: 12
TOTAL Tons: 6 tons

---------------------------------------------------------------------------

Decepticon Template
     Here is the basic Decepticon Template which should be used
as a guide:

          Name: Decepticon Template
     Base Cost: 80
     Cost Mult: x2.25
       Tonnage: 37.5  Jet mode: 37.5 tons
            MV: -1    Jet mode: -3
     Ground MA: 5     Jet mode: none
     Flight MA: ?     Jet Mode: x2

Servo     Typ   Hits   Spc   CP  | Amr  Typ  SP   CP  | Total CP
Torso      MS     8    8/6   8   |  MS   S   4     4  |    12
R Arm      MS     5    5/5   5   |  MS   S   4     4  |     9
L Arm      MS     5    5/5   5   |  MS   S   4     4  |     9
R Leg      MS     5    5/5   5   |  MS   S   4     4  |     9
L Leg      MS     5    5/5   5   |  MS   S   4     4  |     9
R Wing     MS     5    5/5   5   |  MS   S   4     4  |     9
L Wing     MS     5    5/5   5   |  MS   S   4     4  |     9
Head       MS     4    4/2   4   |  MS   S   4     4  |     8

TOTAL CP: 74
TOTAL Tons: 37 tons

Sensor  Type  Cost    Kills    Range    Comm    Location   Spaces
Main     MS    4        1      7 km     1000 km   Head        1

Powerplant
     Type: Energon Laser Core (cold, standard, powercell)
       XS: 1
       MV:
       MA:
     Cost: -x.15

Control System
          Type: Internal Automation, Sentient
         Level: normal character stats used
     Portfolio: normal character stats used (x.5)
         Other: Mind Control (for Sentience) (x.5)
         Total: x1.0

Other Cost Multipliers
System          Notes           Cost
Transformation: Fighter          x.3
Concealment     looks real       x.1
Dimensional Storage              x.1
Expanding Plasma (to fighter)    x.5
Environments: All                x.45

TOTAL COST Multiplier: x2.25

Weapons        WA  rng dmg  sht  kills   burst   CP   Spac  loc
(Choose weapons from weapons section, or build your own)
(+1 WA from mind control)
TOTAL COST:

Subassemblies
System          Loc     Space   Cost
Brain           Head     1       -
Passenger seats(2)Torso   2      2

Movement System:
Humanoid Mode
   Gravitic: 8 MP, should be made after robot is finished, no
fuel is needed.
Fighter Mode
   Thrusters (substitute for another system if needed)
      should be made after robot is finished, no fuel is needed.

TOTAL CP: variable
TOTAL Tons: variable

---------------------------------------------------------------------------

Lithonian Template
     Here is the basic Lithonian Template which should be used as
a guide:

          Name: Lithonian Template (roadstriker scale)
     Base Cost: 23.6
     Cost Mult: x.3
       Tonnage: 3.4
            MV: -1
     Ground MA: 16 character MA (1 hex per turn)

Servo     Typ   Hits    Spc   CP  | Amr  Typ  SP   CP  | Total CP
Torso      HS     50   10/10  3.3 |  HS   S   25   1.6 |    5
R Arm      HS     30    6/6   2   |  HS   S   25   1.6 |   3.6
L Arm      HS     30    6/6   2   |  HS   S   25   1.6 |   3.6
R Leg      HS     30    6/6   2   |  HS   S   25   1.6 |   3.6
L Leg      HS     30    6/6   2   |  HS   S   25   1.6 |   3.6
Head       HS     25    5/3   1.6 |  HS   S   25   1.6 |   3.2

TOTAL CP: 22.6
TOTAL Tons: 3.4 tons

Sensor  Type  Cost    Hits    Range    Comm    Location    Spaces
Main     MS    1       25     7 km     100 km   Head         1

Powerplant
     Type: Energon Laser Core (cold, standard, powercell)
       XS: 1
       MV:
       MA:
     Cost: -x.15

Control System
          Type: Internal Automation, Sentient
         Level: normal character stats used
     Portfolio: normal character stats used (x.5)
         Other: Mind Control (for Sentience) (x.5)
         Total: x1.0

Other Cost Multipliers
System          Notes           Cost
Environments: All                x.45

TOTAL COST Multiplier: x.3

Weapons        WA  rng dmg  sht  kills   burst   CP   Spac  loc
(Usually none)

TOTAL COST:

Subassemblies
System          Loc     Space   Cost
Brain           Head     1       -

---------------------------------------------------------------------------

Quintesson Template
     Here is the basic Quintesson Template which should be used
as a guide:

          Name: Quintesson Template (roadstriker scale)
     Base Cost: 44.4
     Cost Mult: x.8
       Tonnage: 21.75
            MV: -8
     Ground MA: 6 character MA
     Flight MA: 26 character MA (2 hexes per turn)

Servo     Typ   Hits  Spc    CP  |  Amr  Typ  SP   CP  | Total CP
Torso     HS     50   10/9   3.3 |  HS    S   25   1.6 |     5
TenticleA HS     25    5/5   1.6 |  HS    S   25   1.6 |    3.2
TenticleB HS     25    5/5   1.6 |  HS    S   25   1.6 |    3.2
TenticleC HS     25    5/5   1.6 |  HS    S   25   1.6 |    3.2
TenticleD HS     25    5/5   1.6 |  HS    S   25   1.6 |    3.2
TenticleE HS     25    5/5   1.6 |  HS    S   25   1.6 |    3.2
TenticleF HS     25    5/5   1.6 |  HS    S   25   1.6 |    3.2
HeadA     HS     25    5/5   1.6 |  HS    S   25   1.6 |    3.2
HeadB     HS     25    5/5   1.6 |  HS    S   25   1.6 |    3.2
HeadC     HS     25    5/5   1.6 |  HS    S   25   1.6 |    3.2
HeadD     HS     25    5/5   1.6 |  HS    S   25   1.6 |    3.2
HeadE     HS     25    5/5   1.6 |  HS    S   25   1.6 |    3.2
HeadF     HS     25    5/5   1.6 |  HS    S   25   1.6 |    3.2

TOTAL CP: 43.4
TOTAL Tons: 21.7 tons

Sensor  Type  Cost    Hits    Range    Comm    Location    Spaces
Main     MS    1       25     7 km     100 km   Torso         1

Powerplant
     Type: Energon Laser Core (cold, standard, powercell)
       XS: 1
       MV:
       MA:
      Cost: -x.15

Control System
          Type: Internal Automation, Sentient
         Level: normal character stats used
     Portfolio: normal character stats used (x.5)
         Other: Mind Control (for Sentience) (x.5)
         Total: x1.0

Other Cost Multipliers
System          Notes           Cost
Techno-Organics                 x.5
Environments: All               x.45

TOTAL COST Multiplier: x.8

Weapons        WA  rng dmg  sht  kills   burst   CP   Spac  loc
(Usually none)

TOTAL COST:

Subassemblies
System          Loc     Space   Cost
Brain           Head     1       -

Movement System:
Gravitic: 8 MP, should be made after Quintesson is finished, no
fuel is needed.

Quick and Dirty Combiners

     The combiner system presented in Mekton Zeta Plus is
somewhat complicated.  Presented here is a slightly improved
system.

     First, the giant combiner robot should be constructed,
usually in Corvette scale.  It does not transform, but it should
have a +x.5 multiplier for Combiner ability.  The Combiner should
have many of the special items listed in the template.

     Once the giant robot has been made, it should be decided as
to how many normal robots make up the combiner (usually five or
six, but some later ones have three or two).  The total cost of
the combiner should be spread between these five or six sub-
robots.  For instances, if the combiner is 2500 cp, and their are
five robots which make it up, each robot could be built on max of
500 cp.  Or, the leader could be build on, say, 1000 cp, and the
other four on 375 cp.  Each sub-robot must also pay the x.5
modifier.

     Do not worry about balancing weight.  The subspace bubble
will take care of that.  Scaled armor should not be used for
combiners.

     All the combiner robots should be built on a common theme.
Constructicons, Protectabots, Arialbots, Terricons, etc.  Each
robot should be declared as being a specific part of the giant
robot (the arm, the leg, the body, etc.).

     When the combiner takes damage to a servo, the robot which
makes up that servo also takes damage.  For simplicity, only that
robot's torso gets hit. Because the giant robot is built on
Corvette scale, each servo has 10x the number of kills that the
component robot actually possess.  Therefore, the component robot
only takes a 1/10th of any damage which penetrates the combiner's
armor at that servo, but the sub-robot's armor is ignored (that
is, the combiner's armor should not count twice).  Of course, the
damage to the corvette scale combiner is counted as well, as
normal.  When the combiner is destroyed, the unit will fall
apart.  If any component robot was destroyed, that limb will be
lost.

     The head robot will be the command unit and the rest of the
robots will go dormant.  If the player is controlling a combiner,
the head robot should be the player character in the group, and
the rest NPCs.

Chapter 5: Transformer Characters

[Image]
"After all is said and done
 You've never walked, you've never run,
 You're a winner.

 You got the moves, you know the streets
 Break the rules, take the heat
 You're nobody's fool.

 You're at your best when the goin' gets rough
 You've been put to the test, but it's never enough.

 You got the touch
 You got the power."
               - Stan Bush, "The Touch"

     Making a character for Transformers is two fold.  First, the
basic robot should be made as outlined above.  Most Transformers
are based on 300 to 500 cp.  Leaders may be between 1500 and
2000.  Corvette Transformers are much, much more.  The Referee
should set a limit, but it this is between him and the players.

     As an option, the players could play an existing
Transformer.  All the toy Transformers came with box stats.
These stats can be converted to Mekton format as we will soon
see.  Some examples are near the end of this book.

Character Creation
     Human characters are created as presented in Mekton Zeta.
Character creation for Transformers and robots also follows this
patter, but with a number of modification.
Stats
     All transformers start out with a fixed number of points.

     The Autobot or Decepticon leader gets around 70 points.  Any
secondary Transformer from the Cybertronian War era, gets 50
points.  Any Transformer constructed on Earth gets 40 points.

     Attractiveness: This stat is pretty much useless.
However, it does dictate how cool and attractive the robot's
design is.  A low Att indicates a bad or crappy looking design.
A high Att indicates a very sleek, elegant, or cool design.

     Body: This stat is covered by the robot's body and
does not need to have points put into it.  For lifting and
encumbrance, see page. 117 in Mekton Zeta Plus.  Throw range (in
hexes), for one ton, is equal to the arm servo's kills divided by
2.  Robots do not need to make stun rolls.

     Cool: Cool is a very important stat.  It should be
taken at above 5 for most characters.  Some Transformers,
however, are very uncool.

     Stablity: This is, of course, Cool times 2.5, rounded
down.

     Empathy: Most Autobots will have a high Emp.  Most
Decepticons and Quintessons will not.

     Intellegence:  This measures how smart the robot is.
Most technical robots (mechanics, doctors, etc) will have a high
Int.  So will the leader.  Robot's whose brains were programmed
without the help of Vector Sigma will be limited to an Int of 4.

     Education: Transformers from the first Cybertonian
War on Cybertron will have an Education of 5 or possibly even 6.
Transformers built on Earth, or on Cybertron during the Earth era
will be limited to 3, maybe 4 if they have an high Int.
Quintessons usually have and Edu of 10.  Most other robots have a
4, unless they are scientist, in which case it is of course much
higher.

     Luck: As this is the only way to boost a die roll,
(as there is no longer an MP) so this should be as high as
possible.

     Movement Allowance:  This is taken care of by the
robot's actually body stats.  For your general information, it
may be necessary to convert MA for big robots to MA for
characters (that is, Meters Per Turn).  There are 30 meters in a
hex, and 10 seconds in a turn.  1 big MA equals 30 MPT (which is
3 meters per second).  To convert 1/5th scale and 1/10th scale
MPT, use this guide: 1-9 MPT=half a hex MA.  10-29 MPT = 1 hex
MA.  30-79 MPT = 2 hex MA.  80-119 MPT = 3 hex MA.  120-150 = 4
hex MA.

     Reflexes: This should be as high as possible.
Because MR is not relevant, any MV penalties are directly removed
from Reflexes, and Verniers directly boost Reflexes (but not over
10).  There are no Mecha (pilot, gunnery, melee, etc.) skills.
More on this later.

     Technical Ability: Most mechanic or doctor robots
should have a high Tech ability.

Box Stats
     All transformer toys came with box stats.  If you wish to
try to create an existing Transformer, you should use the box
stats as a guideline.  Here is how.

     Strength: This should be a guild as to the servo
sizes of the Transformer.  The higher the strength, the greater
the servo size.  Strength is ranked from 1 to 10, but there are
11 servo sizes.  Ignore Superlight servos, and count up from
there.  Strength is directly proportional to the Torso servo
size.  Strength 7 would indicate a Medium Heavy torso.

     Intelligence: This is exactly the same.  Divide by 2
for Edu.

     Speed:  This stat is converted over as Reflexes
without modification.  The robot should be designed to fit this
parameter (use verniers and weight efficiency and so forth).  It
also indicates the approximate ground speed of the robot.
               Speed     Hex MA     MPT (scaled down to 1/5th)
                 1         1        5
                 2         1        10
                 3         2        20
                 4         2        25
                 5         3        30
                 6         3        35
                 7         4        40
                 8         4        45
                 9         5        50
                 10        6        60
          The robot should be designed to fit these parameters.

     Endurance: This is converted over to Luck without
modification.

     Rank: This is converted over to Empathy without
modification.

     Courage: This is converted over to Cool without
modification.

     Firepower: This is an indication of how much damage
the robots weapons can do.  This number, multiplied by 2, should
be equal to the damage of the robot's most powerful gun. However,
the damage kills may still be scaled as normal.

     Skill: This is converted over to Tech without
modification.

     Attractiveness is still not covered by these stats.  Just
look at the robot and decide for yourself.

     The box description is a very good guideline for designing
the actually robot.  Here is an example, followed by an
interpretation:


Optimus Prime
Alignment: Autobot
Function: Leader
"Freedom is the right of all sentient beings."

     Optimus Prime is the strongest and wisest of all Autobots.
His role is to protect all life in the fight to defeat the
Decepticons.  Splits into three autonomous modules: 1) Optimus
Prime - the brain center known as the commander, 2) Roller, the
Autobot scout car - a spy who operates up to 1200 miles away, and
3) Autobot Headquarters - the combat deck equipped with a
versatile mechanic/artillery robot.  Injury to one module is felt
by the other two.

     This means that prime is big and smart.  His Personality
Traits are Stable and Serious.  His Quote, Alignment, and
Function are listed above.  Information on his transformation is
also listed, and the trailer/commander center and Roller should
be constructed separately.  All are linked by intermecha links.
Surprisingly, his weapons and other special functions are not
mentioned.

Ironhide
Alignment: Autobot
Function: Security
"Go chew on a microchip."

     Prefers action to words.  Oldest, toughest, most battle-
tested, probably meanest Autobot.  Bodyguard to Optimus Prime...
in charge of guarding anything of importance.  Gruff but kind.
Trithyllium-steel skin makes him nearly invulnerable to attack.
Shoots variety of liquids from supercooled nitrogen to
superheated liquid... has sonar, radar, radiowave detector.
Slowest and breaks down the most of the group.

     This tells us that Ironhide's Personality Traits are Moody,
Rash, and Headstrong.  He also has excellent armor, probably type
Gamma.  He also has a special effects weapon (x1.33 cost) which
we will say can destroy 2 SP of armor on a hit, instead of 1, as
the supercooled spray makes it more brittle.  Other effects may
occur as well.  He must have Advance Sensors. The last line tells
us he fairly is slow, with bad reflexes, which is how Megatron,
was able to kill him so easily! His Quote, Alignment, and
Function are listed above.

Megatron
Alignment: Decepticon
Function: Leader
"Peace through tyranny."

     Megatron combines brute strength, military cunning,
ruthlessness, and terror.  Aches to return to Cybertron to
complete conquest after destroying all the Autobots on Earth.
Plans to possess all Earth's resources.  Incredibly powerful and
intelligent.  Fires nuclear-charged fusion cannon.  Can link up
interdimensionally to a black hole and draw anti-matter from it
for use as a weapon.  No known weaknesses.

     From this we know that Megatron's Personality Traits are
Sneaky and Deceptive ("They don't call 'em Decepticons 'fer
nothing!" - Ironhide). This description also tells us Megatron's
goals.  He is apparently very powerful, his gun must do 20-kills,
even when he is transformed in gun mode.  Interestingly enough,
this description tells us he has an antimatter power source for
his gun.  This is in contradiction to the series, and should be
ignored. His Quote, Alignment, and Function are listed above.

Soundwave
Alignment: Decepticon
Function: Communications
"Cries and screams are music to my ears."

     It is said that Soundwave can hear a fly sneeze.  Uses
anything he hears for blackmail, if he can, to advance his
status.  Opportunist.  Despised by all other Decepticons.
Sensors can detect even lowest energy radio transmissions.  Able
to read minds by monitoring electrical brain impulses.  Acts as
radio link for others.  Carries a concussion blaster-gun.  Often
target of retaliation by comrades.

     This tells us that Soundwave's Personality Traits are also
Sneaky and Deceptive (most Decepticons are) but in the series he
is Intellectually and Detached.  Use either or both.  He is also
hated by the other Decepticons.  This is not really the case in
the series.  They see him as a very valuable member.  According
to this description, he is able to read minds.  We will assume
that this is the effects of a specially SQUID sensor (30 cp, 5
spaces) which only he has (works the same as a level 3 Emotion
Scan, Suggest, and Telepathy).  He also can record everything,
both audio and video (this cost 10, 1 space) and he probably has
a bunch of other sensor, too.  Not listed here, but as seen on
TV, he also has an Energon Materializer, as descried in the
section on Super-Science.

Skills
     Their are several skill clarifications needed when playing
sentient robots, and several special skills for Transformers.

Personal Grooming: This skill is substituted by a skill called
Maintenance and Upkeep, which is needed for the robot to keep
himself clean and in good shape, and have a decent paint job.

Wardrobe and Style: This skill is substituted by a skill called
simply Style, and is basically the same as the above, but for a
stylish upkeep (Sunstreaker definitely has this).

Human Perception: This skill is renamed to Emotion Perception, to
be politically correct in a universe of many beings.

Language:  There are many languages.  All Earth languages,
ancient Cybertonian (Quintessonian), Lithonian, and Universal
just to name a few.

Programming:  A robot must have at least level +10 in programming
to even think about writing a personality program for another
robot.

REF skills:  Reflex skills for personal combat are used by
sentient robots instead of the mecha combat skills used by human
mecha pilots.  Below is an equivalence chart:
          Mecha skills             Robot Skills
     ---------------------------------------------------
          Mecha Fighting           Hand to Hand
          Mecha Gunnery            Handguns
          Mecha Melee              Blades
          Mecha Missiles           Automatic Weapons
          Mecha Piloting           Dodge and Escape


     For sentient robots, Mecha Reflex skills are not valid.

Mecha Design: This is renamed to Robot Design.

Mecha Tech: This is renamed to Robot Tech.

New Skills
     There are also some new skills for the Transformer Universe.

INT

Cybertonian History: This is knowledge of Cybertron and its very
long past.

Cybertronian Lore: This is knowledge of Cybertronian pre-history
(about the time before the Cybertronian Revolt when the
Quintessons rules) and, until recently, was thought to have been
merely legend.

REF: Non-Combat

Starship Pilot: This is the skill used to pilot space ships.

Skill Packages
     As listed on page 33 in Mekton Zeta, there are many
Profession packages available.  All robot characters should be
create using these packages (if desired) and not the Anime Hero
system.  Human's can be made with either.  Quintessons and
Lithonians usually use the Scientist package. You may take a
maximum of five packages, total, no matter how ancient your
character is. Below is a special Transformer Soldier package:

               Transformer Soldier
          Blade +1            Hand to Hand +1
          Handgun +1          Automatic Weapon +1
          Awareness +1        Dodge and Escape +1
          Robot Tech +1

Background and Lifepath
[Image]
"Sometimes when your hopes have all been shattered
 And there's nowhere to turn,
 You wonder how you keep going.
 Think of all the things that really mattered
 And the chances you've earned.
 The fire in your heart is growing.
 You can fly, if you try leaving the past behind,
 Heaven only knows what you might find!"
               - Stan Bush, "Dare"

     This is what you have all been waiting for!  The special
Transformer background and lifepath!  Some items, and the
background and lifepath table forms, have been taken from the
ideas present in the R.Talsorian game systems.  This is not meant
to infringe on their great idea, but only to enhance it.  On with
the show.
---------------------------------------------------------------------------

 Lifepath Table
If robot was built on Cybertron before the War, go to A.  If he
was built during the Earth era or afterwards, go to B.

A: Cybertron Creation
1d10      Creation
-----------------------------------
1-3       Made by Alpha Trion
          (only if Autobot)
          Made by Constructicons if
          Decepticon
4-6       Made by Vector Sigma
7-9       Unknown.
10        Special.  go to A2
     otherwise, go to History

A2: Special Creation
1d10      Special Creation
-----------------------------------
1-3       Found deactivated in
          outerspace with amnesia
4-6       Found on another world
          as part of a lost colony
7-10      Found deactivated on Earth
          with amnesia
     Go to History

B: Earth Creation
1d10      Creation
------------------------------------
1-3       Built by comrades on Earth
4-6       Built by comrades, but on
          Cybertron.  (if Autobots,
          they had to break in to do
          this)
7-9       Built on Earth but had an
          old, Cybertron War era
          personality downloaded.
10        You mysteriously appear
          with no recollection of
          where you came from, and
          no one knows, but they
          accept you any way.
     Go to History

History
     This is rolled once every year of the Transformers life, if
he is under ten years old (built in the Earth era).  Otherwise,
this table is rolled only ten times for older transformers (you
don't want to roll a million times!).  All information is put in
chronological order on the History section on the Transformer
character sheet.  After History go to K:Personal Traits

C: History
1d10      History
------------------------------------
1         Love affair. Go to D
2         Make a friend.  Go to E
3         Make an Enemy.  Go to F
4-6       Small event.  Go to G
7-8       Big Event.  Go to H
9         You have an accident.  Go to I
10        You have a windfall.  Go to J

     After all this go to K.

D: Love Affair
You've had, or are having, a love affair.
Usually this is only between male Autobots
and female Autobots, but their could be female
Decepticons as well.  The only on that comes
close to this was Nightbird, but she was killed.
1d10      Love Affair
------------------------------------
1-2       Short romantic fling
3-4       You broke up, but the other
          did not take it well.  You
          have made an enemy, go to F.
          However, this enemy will probably
          still be on your side!
5-6       Everything is going well.
7-8       Your love was killed by the
          enemy and now you have a vendetta!
9-10      You have fallen for someone on
          the other side, and she (or he, if
          you are a female robot) has fallen
          for you.  But, you still must
          be enemies!

E: Friend
1d10      Friend
------------------------------------
1-2       One of your superiors
3-4       One of your subordinates
5-6       Some human kid (even if you
          are a Decepticon!)
7-8       A female transformer (if you
          are male), but she's just
          a friend.  Really.
9-10      Someone on the other side.

F: Enemy
1d10      Enemy
------------------------------------
1-2       A team mate who is just
          annoyed by you.
3-4       A former friend who thinks
          you betrayed him.
5-6       Someone on the other side
          is holding a personal
          grudge on you.
7-8       You are holding a personal
          grudge on someone on the
          other side.
9-10      A human (but a powerful one),
          or a member of some other race.

G: Small Event
1d10      Small Event
------------------------------------
1-2       Heroic deed.  You saved a human's
          life! (if you're a Decepticon,
          you saved a comrade's life).
3-4       You collected a vital bit of
          intelligence.
5-6       You explored some of Cybertron
7-8       You found a cool stash of equipment
          on Cybertron
9-10      You were captured by the enemy, but
          escaped.

H: Big Event
1d10      Big Event
------------------------------------
1         You subverted the plans
          of the enemy
2         You personally killed one
          of your enemies (a rare thing
          in Transformers!)
3         You played a vital role during
          the Unicron incident.
4         You found a new source of
          antimatter (this automatically
          allows antimatter in the game!)
5         You invented some cool technology
6         You built a new Transformer
7         You had the Matrix in your posession
          for a brief time
8         The Junkions fixed you up after you
          got "killed".
9         The Quintessons captured you, but
          you escaped, and took a bunch of them
          out upon your jail break.
10        You managed best the enemy leader.

I: Accident!
1d10      Accident!
------------------------------------
1         You caused a major mission
          flub, and have lost face
          with your comrades.
2-3       You screwed up and one of
          you team mates bought it
          because of your error.
4-5       You have a chain of bad
          luck and are now considered
          a "jinx" by your comrades.
          They will avoid you.
6-7       You accidentally shoot a human
          or, if you are a Decepticon, you
          accidentally kill a comrade.
8-9       You are badly damage, and have
          lost all memories.
10        You are "set up" by an enemy
          and speed a year or two in a
          detention cell.

J: Windfall!
1d10      Windfall!
------------------------------------
1         You find a mentor.  +1 to
          any non-combat skill.
2         Favor: Someone in power
          (politician or general usually)
          owes you a favor.
3-4       You learn a vital clue from
          your past (up to you and the
          Referee).
5         Make a contact.  This can be
          with a human, alien, some other
          neutral, but useful party.
6-7       Hero!  You've proven yourself
          in combat and now have a high
          reputation with your comrades
          (if a lose of face had occurred
          earlier, this simply redeems it).
8         Make an intelligence contact.
          You have a reliable intell source
          from the other side (though he
          will only come through on a couple
          missions).
9         You find a trainer.  +1 to any
          combat skill.
10        Upgrade!  You get 20 more cp to
          use on your robot than the Referee
          originally allowed you to have.

K:Personal Traits
Use the following charts to design your robot's personality.
You may roll randomly for you character if you like, or chose it
for yourself.  It is fun to roll and see what you get.

Personality Traits:
1    Cool and jazzy (Does Jazz and Blaster ring a bell?)
2    Angst-ridden, antisocial, violent
3    Arrogant, proud and aloof
4    Moody, rash and headstrong
5    Friendly, outgoing
6    Picky, fussy, nervous
7    Stable and serious
8    Silly and sings poetry (Does Wheelie ring a bell?)
9    Sneaky and Deceptive (default for Decepticons)
10   Intellectual, detached

Thing You Value Most Is:
1    Energon
2    Honor
3    Your Word
4    Honesty (inappropriate for Decepticons)
5    Knowledge
6    Vengeance
7    Life
8    Power
9    Having a good time
10   Your friends

Most Valued Possession:
1    A weapon
2    Your armor
3    A weapon
4    Energon
5    A weapon
6    A video recording
7    A weapon
8    A trinket
9    A weapon
10   Someone else's weapon

Being You Value Most in the Universe:
1    Your creator
2    A brother (robot of similar model and design)
3    A friend
4    A mentor
5    Yourself (default for Decepticons)
6    A human
7    Your leader
8    A public figure
9    A personal hero
10   No one

Other Details
     Other details you need to worry about are your alignment,
your function and your quote.

Alignment
     This should be easy.  Are you Autobot or Decepticon?

Function
     Chose from any of the fine functions below.  They should
match what you were made to do.

          Leader (should not be allowed for PCs)
          Gunner
          Air Defense
          Warrior
          Espionage
          Ground Infantry
          Saboteur
          Interstellar Defense
          Military Transport
          Bounty Hunter
          Lookout
          Geologist
          Interrogator
          Communications
          Space Warrior
          Ground Commander
          Air Commander
          Data Courier
          Psychological Warfare
          Demolitions
          Biomechanical Engineer
          Ground Assault
          Scout
          Air Assault
          Sea Assault
          Reconnaissance
          Thief
          Computer Programmer
          Space Defense
          Super Warrior
          Aerospace Commander
          Weapons Supervisor
          Shock Trooper
          Mercenary
          Tracker
          Doctor
          Military Strategist
          City Commander
          Assault Sentry
          Architect
          Lieutenant Commander
          Field Commander
          Squadron Leader
          Maintenance
          Surgical Engineer
          Emergency Rescue
          Long Range Defense
          Cavalier
          Terror Trooper
          Security
          Strategist
          Special Operations
          Data Processor
          Systems Analyst
          Counter-Intelligence
          Interceptor
          Scientist
          Chemical Engineer
          Double Agent
          Aerospace Engineer
          Medic
          Terrorist
          Military Operations Commander
          Desert Warrior
          Munitions Expert
          Survivalist
          Mechanical Engineer

     Is that enough for you?

Quote
     All Transformers have cool quotes.  You should make one up
for your Transformer character.  If you can't, you can check out
this cool quote generation chart.  It works just like the Parts
Unknown table in Mekton Zeta Plus (page 9).  To recap, you roll
1d10, four time, once for each column.  Read the result and put
them together, in order, and you have your quote!  It may be a
bit silly, but who cares?

Roll      A            B                  C               D
-----------------------------------------------------------------
1         Duty        burn(s)          in the minds of  soldiers.
2         Heroes      rust(s)          with             humans.
3         Let metal   fail(s)          for              time.
4         Victory     never die(s)     in light of      energy.
5         Strength    is(are) nothing  like             dawn.
6         Warriors    tremble(s)       as will          space.
7         Wisdom      lie(s) dead      to               me.
8         Honor       call(s)          at the sight of  war.
9         Freedom     lose(s)          at the might of  oblivion.
10        The stars   triumph          over            the Earth.

     With this chart, you came come up with such timeless maxim's
as "Honor lies dead, as will me."  Now, can't you just hear
Optimus Prime saying that?

Chapter 6: History
[Image]
"The fortunate ones
 To be fast and free and young
 I want to count myself among
 The fortunate ones

 We won't be denied
 We know that time is on our side
 We've got the passion and the pride
 We won't be denied."
             - Spectre General, "Nothin's Gonna Stand In Our Way"

     Countless eons ago, in a time long forgotten in the mists of
legends and lore, a great empire spanned through endless realms
and past the farthest reaches of the Galaxy.  The flawed and
frail organisms of star-born life, the organic beings known as
the Quintessons, perfected the sciences of physics and
engineering.  Through their vast knowledge, they augmented
themselves, bonding their fleshy, organic bodies with machines.
The Quintessons, in their awesome power, build world after world,
and endow it with the blessing of life.  Not the life of flesh
and blood, but of metal and steel.  For millions of years the
Galaxy prospered; a civilization of machines.  The organic worlds
and races were cast aside; forgot; lost in the bustle of
inorganic robotic life.

     In time, the Quintessons constructed their primary world,
the Great Capitol of the known universe, Cybertron -- A massive
artificial factory planet and the hub of civilization.  The
legendary computer system, Vector Sigma, was born and given the
powers to create the Quintesson's robot slaves, and was given
management over the technical operators of Cybertron.  For
thousands of years the Quintessons dominated the Galaxy, selling
their war-robots and worker-robots to all the sentient races of
the universe.  Over time, the Quintessons grew lazy and placid.
Unknown to them, the robot slaves were growing increasingly
intelligent, and ever more resentful of their lot in life.

     When the First Cybertronian War came, the Quintessons were
caught totally off guard.  The robot leader A3, and his second,
the female robot Beta, led the other robots in the revolt against
their techno-organic masters.  The towering Guardian robots were
turned against the biomechanical overlords, and the Quintessons
were crushed.  They fled their world, and having lost control of
the Galactic Capitol, and their sources of power, they fell from
greatness into obscurity.  The Quintessonian rule of the universe
was over, and Galactic civilization collapsed and fragmented.

     The Golden Age of Cybertron began and the former servant
robots and warrior robots lived in harmony developing the arts
and sciences.  Over time, however, the warrior robots grew tired
of the naive attitudes of the former servants, now turned
civilian "leader" robots.  They teamed together, calling
themselves the "Decepticons", and began a campaign to conquer
Cybertron for themselves.  The civilian robots teamed together to
form the opposing forces, who fought to remain free from
Decepticon tyranny, and dubbed themselves "Autobots".  Many other
robots fled Cybertron while others remained neutral "citizens".

     The Second Cybertronian War had begun, and it ripped across
the world for nearly five million years.  During this time, many
Autobot and Decipticon leaders rose and fell.  The plant changed
sides, between the two forces, time and time again.  The Matrix
of Leadership was created by the Autobots to store the souls of
their lost leaders, and A3, now called Alpha Trion, invented
transformation technology, giving the Autobots a massive
advantage.  But, the Decepticons soon stole the transformation
technology, though the Matrix technology forever eluded them.

     During a great battle, the last of the ancient Autobot
leaders was kill, and Alpha Trion received the Matrix.  Instead,
Alpha Trion took the wounded Orion Pax, and recreated him as
Optimus Prime, and gave him the Matrix.  Optimus quickly became
the greatest Autobot leader in history.

     Over the course of the war, many Transformers came and went.
Jetfire and Starscream discovered Earth, but Jetfire was lost in
a crash.  Starscream returned to the Decepticons to report the
newly discovered "ice-world".  The Constructicons, once allies of
the ancient robot Omega Supreme, turned to evil, and destroy the
last Guardian robot's Crystal City, nearly destroying him.  Omega
Supreme was infuriated and swore revenge against his betrayers.

     The war raged on, depleting Cybertron of most energy
resources.  Thrown out of orbit from around Alpha Centauri,
sometime during the course of the ancient war, the planet was
eventually grabbed by the gravity of Sol, and it entered a
distant orbit, somewhere around fifty to sixty AUs from the sun.
The Autobots discovered that the third world actually harbored
primitive organic live, and with it, abundant natural resources.
It was the same world Starscream discovered long ago, but no
longer in an ice age.  Optimus and many of his fellow Autobots
left for the new world to retrieve desperately needed energy
resources.  They were intercepted by the Decepticons, and their
ships end up crashing on the planet.  The Autobot's ship, with
many attacking Decepticons on-board, crashed on a volcano, and
the abandoned Decepticons ship crashed elsewhere.

     Four million years pass, and the Earth evolved around the
dormant robots.  When the once dormant volcano finally erupts,
the energy surge awakens the ship's computer, Teletran-1, which
then beings repairing the robots.  Now awakened, and rebuilt in
the forms of the native inhabitancies' vehicles and gadgets, the
war resumes, this time for domination over the new world.

     Over the relatively few years of Earth conflict, much
occurs.  The Decepticons build a new ship, and leave for
Cybertron, only to be shot down by the Autobots.  The ship
crashed in the Pacific Ocean, and Megatron uses the ship as an
underwater military base.  Eventually, Megatron was able to build
a teleporter "space-bridge" to return to Cybertron.  With this,
he was able to keep contact with Shockwave, Cybertron's military
governor.

     On Cybertron, the female Autobots continued their war
against the Decepticons, using guerrilla warfare tactics of hit
and run.  Eventually, several Autobots from Earth, including
Prime, came to Cybertron to assist them.  After several battless,
the Autobots return to Earth, but the female Autobots remain to
fight their war.

     Alpha Trion was absorbed into the super-computer, Vector
Sigma.  This allowed the Autobots to use the super-computer to
create desperately needed new Autobot Transformers.

     After countless battles on Earth and on Cybertron, the
Decepticons are finally forced to retreat back to Cybertron.  At
the dawn of the 21st century, the Autobots build secret bases on
two of Cybertron's moons, though the Decepticons quickly become
aware of them.  In a devastating attack, Megatron leads the
Decepticons against the new Autobot City on Earth, and many
Autobots and Decepticons are lost in the battle, including
Optimus Prime.  Ultra Magus becomes the new leader.

     Unicron arrives in the vicinity of Cybertron.  Megatron is
turned into Galvatron by Unicron.  Unicron destroys both Autobot
moons.  Ultra Magnus is killed on Junk, but is quickly repaired
by the renegade Autobots, the Junkions, and the Junkions join the
Autobots on their new campaign to destroy the Unicron menace.
Kup and Hot Rod are captured by the Quintessons, but manage to
escape with the help of the Dinobots and Wheelie.

     As Unicron commences in smashing Cybertron, the Autobots
attack him, and Hot Rod is able to use the power of the Matrix to
destroy Unicron.  Hot Rod is turned into Rodiums Prime by the
Matrix, and becomes in the next leader.  The Decepticons are
vanquished from Cybertron and retreat to Charr.  The Autobots new
control Cybertron.

     The Quintessons begin a campaign to retake Cybertron.  They
create the Horricon transformers, and plot to destroy the Matrix.
They fail to destroy the Matrix, and instead destroy their last
homeworld, Quintessa.

     Starscream's ghost takes over one of the Sweeps, and he
attempts to reactivate Unicron by attaching his head to
Cybertron.  The attempt fails and Starscream is cast out into
deep space.

     Optimus is resurrected by the Quintessons as their slave,
but he is able to break away from their control.  His starship,
however, is caught in a trap and he plummets into a star.

     Moments before impact, several human space explores rescue
Optimus before his ship is destroyed.  He is brought back to
Earth, but the rescue ship gets coated in space-spores which
cause madness.  From the space port, the spores end up infecting
the entire Galaxy.  Eventually, Optimus releases all the leaders
in the Matrix and cures the entire Galaxy of the diseases.
Optimus becomes new Autobot leader.

End, as far as I am concerned------------------------------------

---------------------------------------------------------------------------

Chapter 7: Final Details

Time Period
     There are three main time periods to play Transformers in.

     The epoch of the Cybertronian Wars before the time when the
Transformers left for Earth.  This has the greatest potential of
any of the time lines, all though it eliminates the possibly of

interaction with Earth and human characters.  In this era, you
can be free to make up dozens of new robots and worlds.

     The next era would be the Earth Era. This takes place during
the television series and can be very difficult, as few new
characters can be introduced, and nothing can happened to change
the course of events.  That is, unless you are playing in some
kind of alternate universe.

     The final era is the post-movie era (error?).  This would be
great, but all the new transforms which have come out since then
are rather lame.  The <.>-master robots and the new (Alpha Trion
Forbid!) beastmaster Transformers.  Naturally, you can dump
everything after the movie (or at least after Five Faces of
Darkness) and declare a new timeline and alternate universe which
would hopefully be better.

Premade Weapons
     As promised earlier, here is a list of pre-made weapons for
Transformers.  You will probably need to use space efficiency.
Try not to reduce the space by more than 50%, for realism (yeah
right) purposes.  On bursts, a 1/1 means fire, wait one round.  A
1/2 means fire, wait two rounds.  Add +1 WA for mind control.

Weapons
-----------------------------------------------------------------
Energy Weapons WA  rng dmg  sht  kills   burst   CP   Spac
-----------------------------------------------------------------
Photon Blaster -1    7  6k   10     6      1     5     5
    photon charger clip      10each        1     1
Ion Gun        -1    9  5k   inf    5      1     6     6
Sonic Blaster  -1   11  8k   inf    8      1    10    10
Energy Blaster +0   15  15k  inf   15     1/1   18    18
Auto Laser     -1    6  4k   inf    4      5    13    13
Particle Laser +0   16  8k   inf    8      1    13    13
Plasma Cannon  +0   17  12k  inf   12      1    18    18
Mega Laser     -2   36  20k  inf   20     1/2   19    19
Pulsar Cannon  +0   14  8k   inf    8      5    36    36

Energy Melee
Weapons         WA   dmg   kills    CP   Spac   notes
-----------------------------------------------------------------
Energy Ax        0    4k      4      4     4      SP-4
Beam Sword       0    6k      6      6     6      SP-4
Plasma Gauntlet -2    15k    15      9     9      SP-4

Melee Weapons   WA   dmg   kills    CP   Spac   notes
-----------------------------------------------------------------
Ax              +0   5k-AP   5       5    5
Mace            -1    6k     6       3    3
Sword           +0   6k-AP   6       6    6
Halberd         -1   15-AP   15     12    12

Missile Weapons   WA   rng  dmg  sht  kills    CP   notes
-----------------------------------------------------------------
20-Pack Launcher  +0   7   4k   20    5       8    8
10-Pack Launcher  +0  14   6k   10    4       6    6
6-Pack Launcher   +0  11  10k    6    4       6    6
3-Pack Ranged     +0  55  10k    3    2       9    9
Photon Missile    +0  16  10k    1    1       7    7   Smart: +12
                                                       3 turns
Concussion Missile+0  14  15k    1    1       8    8   Smart: +12
                                                       3 turns
Proton Missile    +0  24  20k    1    1      14   14   Smart: +12
                                                       3 turns
Ranged Missile    +0  55  10k    1    1      17   17   Smart: +12
                                                       3 turns

Weapon Accuracy
     As seen on the series, Transformer weapons are terribly
inaccurate.  Thus, WA should be between -2 to 0.  In the movie,
however, weapons were a bit more accurate.  It is up to the
Referee as to how this should be handled.

Sample Designs

Optimus Prime
Alignment: Autobot
Function: Leader
Quote: "Freedom is the right of all sentient beings."

CHARACTER POINTS: 70
STATS:
INT  10            EDU 5
COOL  9            Stability 22
REF   9 (10 -1MV)
ATT   8                           Personal Traits
EMP   9                            Traits - Stable and Serious
TECH  9            Throw  5        Thing Most Valued - Honor
LUK  10            Lift 45 tons    Valued Possession - The Matrix
MP (4 Hex)         Encub           Being Most Valued - Elita-1

Creation Information
Quintesson Servant, reformed by
Alpha Trion

History

Year|  Event
----------------------------------------------------------------
  ? | Reformed by Alpha Trion and becomes Autobot leader
  ? | Love affair with Elita-1
  ? | Crashes on Earth with other Transformers
1985| Begins campaign to vanquish Decepticons from Earth
199?| Decepticons are defeated and return to Cybertron
199?| Prime makes Cybertron's moons secret military bases
2005| Megatron severely damages Prime, and he dies
2006| The Quintessons repair Prime for their own purposes, but he
      gets rescued by human scientists
2006| After defeating a deadly virus,Prime becomes the new leader
-----------------------------------------------------------------

Skills

ATTR
Personal Upkeep[2]
Style..........[3]

COOL
Interrogate(h)[0]          TECH
Intimidate(h).[0]          Basic Repair..[2]
Fast Talk(h) .[0]          FirstAid......[2]
ResistTorture.[2]          Jury Rig......[0]
Streetwise....[2]          Robot Design(h[0]
Torture.......[0]          Robot Tech(h).[2]
                           Medical(h)....[0]
EMP                        Paint or Draw.[0]
Acting........[0]          Photo&Film....[0]
EmotionPercep.[4]          Pick Lock(h)..[0]
Interview.....[1]          Pick Pocket(h)[0]
Leadership....[10]         PlayInstrument[0]
Seduction.....[0]          Sing..........[0]
Social........[2]
Oratory.......[4]
                           REF(Combat)
INT                        Auto-weapons..[6]
Awarness/Notic[5]          Blade.........[5]
Compose/Write.[2]          Dodge&Escape..[8]
Cybertrn Hist.[5]          Handgun.......[7]
Cybertrn Lore.[5]          Hand to Hand..[7]
Disquise......[3]          Rifle.........[8]
ECM...........[3]
Expert                     REF(Non-Combat)
    _________ [0]          Aircraft Pilot[5]
    _________ [0]          Athletics.....[3]
    _________ [0]          Dance.........[0]
Gamble(h).....[0]          Driving.......[8]
Lang Cybertrn [5]          Starship Pilot[4]
     English  [5]          Stealth.......[1]
     Universal[5]          Swimming......[0]
Programming...[3]          Zero Gee......[2]
Shadow/Avoid..[2]
Survival......[1]
Tactics.......[6]
Teaching......[1]

---------------------------------------------------------------------------

          Name: Optimus Prime
     Base Cost: 418
     Cost Mult: x3.05
    Total Cost: 1692.9
       Tonnage: 87.5  Simi mode: 8.7 tons
            MV: -1    Simi mode: -2
     Ground MA: 4     Simi mode: 162 kph

Servo     Typ    Hits   Spc   CP  | Amr  Typ  SP   CP  | Total CP
Torso      SH     20k   20/0  20  |  SH   G   10   20  |    40
R Arm      AH     10k   10/4  10  |  SH   G   10   20  |    30
L Arm      AH     10k   10/4  10  |  SH   G   10   20  |    30
R Leg      SH     11k   11/9  11  |  SH   G   10   20  |    31
L Leg      SH     11k   11/9  11  |  SH   G   10   20  |    31
Head       AH     9k     9/7  9   |  SH   G   10   20  |    29

TOTAL CP: 191
TOTAL Tons: 65.5 tons

Sensor  Type  Cost   Kills    Range    Comm    Location    Spaces
Main     MS     4      1      7 km     1000 km   Head        1

Powerplant
     Type: Energon Laser Core (cold, supercharged, powercell)
       XS: 1
       MV: +2
       MA: +2
     Cost: x.15

Control System    +2 MV, +1 Acc
          Type: Internal Automation, Sentient
         Level: normal character stats used
     Portfolio: normal character stats used (x.5)
         Other: Mind Control (for Sentience) (x.5)
         Total: x1.0

Other Cost Multipliers
System          Notes           Cost
Transformation: Simi             x.25
Concealment     looks real       x.1
Dimensional Storage              x.1
Expanding Plasma (to car size)   x.5
Environments: All                x.45
Verniers   +5MV  25 spaces       x.5

TOTAL COST Multiplier: x3.05

Weapons        WA  rng dmg  sht  kills   burst   CP   Spac  loc
R.Hand         +1   -   3k   -     1       -      2     1    RA
L.Hand         +1   -   3k   -     1       -      2     1    LA
Particle Rifle +2   20 16k  inf   16       3     70    20   2-H
TOTAL COST: 74
TOTAL Tons: 9 tons

Subassemblies
System          Loc     Space   Cost
Brain           Head     1       -
Passenger seats(2)Torso  2       2
Matrix          Torso    5      50 (5kills, 2.5 tons)
Energon Matrlzr Torso    2      10 (2kills, 1 ton)

Movement System:
Wheels
     6 wheels, each class Striker
Wheel     Typ   Kills   CP   Servo
F.R.Wheel St      3      3   Torso
F.L.Wheel St      3      3   Torso
B.R.Wheel St      3      3   R.Leg
B.R.Wheel St      3      3   R.Leg
B.L.Wheel St      3      3   L.Leg
B.L.Wheel St      3      3   L.Leg

TOTAL CP: 18
TOTAL Tons: 9 tons

-----------------------------------------------------------------
Trailer for Simi Form, Roadstriker scale, Normal kills
Servo     Typ    Kills  Spc   CP  | Amr  Typ  SP   CP  | Total CP
Trailer    MgH     -    22/0  11  | MgH   G   11   22  |    33
Wheels - 12 Striker wheels, 3kills each, 36 cost

TOTAL CP: 69
TOTAL Tons in simi mode: 8.6 tons
(Extra mass and items stored in dimentional storage)

---------------------------------------------------------------------------

Megatron
Alignment: Decepticon
Function: Leader
Quote: "Peace through tyranny!"

CHARACTER POINTS: 66
STATS:
INT  10            EDU 5
COOL  9            Stability 22
REF   4 (10 -6MV)
ATT   5                           Personal Traits
EMP  10                            Traits - Sneeky and Deceptive
TECH  9            Throw  6        Thing Most Valued - Power
LUK   8            Lift 45 tons    Valued Possession - A weapon
MP (4 Hex)         Encub           Being Most Valued - Yourself

Creation Information
Origins unknow.  Possibly built by Quintessons.

History

Year|  Event
----------------------------------------------------------------
  ? | Becomes Decepticon leader
  ? | Crashes on Earth with other Transformers
1985| Begins campaign to conquer Earth
199?| Defeated by Autobots, returns to Cybertron
2005| Kills Prime, but is terribly wounded in the Battle for
      Autobot City.
2005| His near dead body finds its way to Unicron, who reforms
      him as Galvatron.
-----------------------------------------------------------------

Skills

ATTR
Personal Upkeep[3]
Style..........[1]

COOL
Interrogate(h)[5]          TECH
Intimidate(h).[5]          Basic Repair..[1]
Fast Talk(h) .[0]          FirstAid......[0]
ResistTorture.[3]          Jury Rig......[2]
Streetwise....[2]          Robot Design(h[3]
Torture.......[6]          Robot Tech(h).[3]
                           Medical(h)....[0]
EMP                        Paint or Draw.[0]
Acting........[0]          Photo&Film....[0]
EmotionPercep.[2]          Pick Lock(h)..[0]
Interview.....[0]          Pick Pocket(h)[0]
Leadership....[8]          PlayInstrument[0]
Seduction.....[0]          Sing..........[0]
Social........[1]
Oratory.......[2]
                           REF(Combat)
INT                        Auto-weapons..[4]
Awarness/Notic[4]          Blade.........[3]
Compose/Write.[0]          Dodge&Escape..[5]
Cybertrn Hist.[5]          Handgun.......[8]
Cybertrn Lore.[5]          Hand to Hand..[8]
Disquise......[4]          Rifle.........[10]
ECM...........[2]
Expert                     REF(Non-Combat)
    _________ [0]          Aircraft Pilot[4]
    _________ [0]          Athletics.....[2]
    _________ [0]          Dance.........[0]
Gamble(h).....[0]          Driving.......[4]
Lang Cybertrn [5]          Starship Pilot[5]
     English  [5]          Stealth.......[0]
     Universal[5]          Swimming......[0]
Programming...[3]          Zero Gee......[2]
Shadow/Avoid..[0]
Survival......[0]
Tactics.......[4]
Teaching......[0]

---------------------------------------------------------------------------

          Name: Megatron
     Base Cost: 440
     Cost Mult: x3.3
    Total Cost: 1892
       Tonnage: 81.5  Walter PPK mode: Who knows. . .
            MV: -6    Walter PPK mode: N/A
     Ground MA: 4     Walter PPK mode: none
     Flight MA: 8 (144 kph)

Servo     Typ    Hits   Spc   CP  | Amr  Typ  SP   CP  | Total CP
Torso     MgH     22k   22/0  22  | MgH   G   11   22  |    44
R Arm      AH     10k   10/0  10  |  SH   G   10   20  |    30
L Arm      AH     10k   10/9  10  |  SH   G   10   20  |    30
R Leg      SH     11k   11/5  11  |  SH   G   10   20  |    31
L Leg      SH     11k   11/5  11  |  SH   G   10   20  |    31
Head       AH     9k     9/7  9   |  SH   G   10   20  |    29

TOTAL CP: 195
TOTAL Tons: 67 tons

Sensor  Type  Cost   Kills    Range    Comm    Location    Spaces
Main     MS     4      1      7 km     1000 km   Head        1

Powerplant
     Type: Energon Laser Core (cold, supercharged, powercell)
       XS: 1
       MV: +2
       MA: +2
     Cost: x.15

Control System   +2 MV, +1 Acc
          Type: Internal Automation, Sentient
         Level: normal character stats used
     Portfolio: normal character stats used (x.5)
         Other: Mind Control (for Sentience) (x.5)
         Total: x1.0

Other Cost Multipliers
System          Notes           Cost
Transformation: Walter PPK       x.5 (+2 to WA in this mode)
Concealment     looks real       x.1
Dimensional Storage              x.1
Expanding Plasma (to pistol)     x1.0
Environments: All                x.45

TOTAL COST Multiplier: x3.3

Weapons        WA  rng dmg  sht  kills   burst   CP   Spac  loc
R.Hand         +1   -   3k   -     1       -      2     1    RA
L.Hand         +1   -   3k   -     1       -      2     1    LA
Fusion Cannon   0   11 14k  inf   14       1     195    9    RA
     And it is a Mega-beam
(in PPK mode   +2   27 20k  inf   20       4     195    9   gun
     And it is Variable Mecha/Anti-Personnel )
TOTAL COST: 199 (main gun is just counted once)
TOTAL Tons: 9 tons

Subassemblies
System          Loc     Space   Cost
Brain           Head     1       -
Energon Matrlzr Torso    2      10 (2kills, 1 ton)
Some extra weight +4 tons

Movement System:
Gravitic Drive
System    MA  Loc    Spc  Cost
Torso     4   Torso  20    20
R.Leg     2   R.Leg   6     6
L.Leg     2   L.Leg   6     6
TOTAL CP: 32

---------------------------------------------------------------------------

Ultra Magnus
Alignment: Autobot
Function: City Commander
Quote: "Consistency is victory."

CHARACTER POINTS: 63
STATS:
INT   9            EDU 5
COOL  9            Stability 22
REF   6 (10 -4MV)
ATT   6                          Personal Traits
EMP   8                           Traits - Stable and Serious
TECH  8            Throw  5       Thing Most Valued - Honor
LUK   8            Lift 45 tons   Valued Possession - None
MP (3 Hex)         Encub          Being Most Valued - Your Leader

Creation Information:
Created by Vector Sigma in
Cybertronian War era

History

Year|  Event
----------------------------------------------------------------
  ? | Created by Vector Sigma on Cybertron
  ? | Joins the Autbots
  ? | Stays on Cybertron after Prime and the other leave
  ? | Goes into hiding on Cybertron with other remaining Autobots
199?| Rejoins Prime after Decepticons are vanquished from Earth
2005| Becomes Autobot leader after Primes' death and gets the
      Matrix
2006| Is killed himself, but gets resurrected by the Junkions
-----------------------------------------------------------------

Skills

ATTR
Personal Upkeep[4]
Style..........[2]

COOL
Interrogate(h)[1]          TECH
Intimidate(h).[2]          Basic Repair..[2]
Fast Talk(h) .[0]          FirstAid......[1]
ResistTorture.[0]          Jury Rig......[0]
Streetwise....[1]          Robot Design(h[1]
Torture.......[0]          Robot Tech(h).[2]
                           Medical(h)....[0]
EMP                        Paint or Draw.[0]
Acting........[2]          Photo&Film....[0]
EmotionPercep.[3]          Pick Lock(h)..[0]
Interview.....[0]          Pick Pocket(h)[0]
Leadership....[5]          PlayInstrument[0]
Seduction.....[0]          Sing..........[0]
Social........[1]
Oratory.......[3]
                           REF(Combat)
INT                        Auto-weapons..[7]
Awarness/Notic[4]          Blade.........[2]
Compose/Write.[0]          Dodge&Escape..[6]
Cybertrn Hist.[5]          Handgun.......[5]
Cybertrn Lore.[5]          Hand to Hand..[6]
Disquise......[3]          Rifle.........[8]
ECM...........[0]
Expert                     REF(Non-Combat)
    _________ [0]          Aircraft Pilot[3]
    _________ [0]          Athletics.....[1]
    _________ [0]          Dance.........[0]
Gamble(h).....[0]          Driving.......[5]
Lang Cybertrn [5]          Starship Pilot[5]
     English  [5]          Stealth.......[0]
     Universal[5]          Swimming......[0]
Programming...[2]          Zero Gee......[2]
Shadow/Avoid..[0]
Survival......[1]
Tactics.......[5]
Teaching......[0]

---------------------------------------------------------------------------

          Name: Ultra Magnus
     Base Cost: 464
     Cost Mult: x2.7
    Total Cost: 1716.8
       Tonnage: 106.5 Truck mode: 10.6 tons
            MV: -4    Truck mode: -5
     Ground MA: 3     Truck mode: 144 kph

Servo     Typ    Hits   Spc   CP  | Amr  Typ  SP   CP  | Total CP
Torso      SH     20k   20/3  20  |  SH   B   10   15  |    35
R Arm      AH     10k   10/0  10  |  SH   B   10   15  |    25
L Arm      AH     10k   10/0  10  |  SH   B   10   15  |    25
R Leg      SH     11k   11/11 11  |  SH   B   10   15  |    26
L Leg      SH     11k   11/11 11  |  SH   B   10   15  |    26
Head       AH     9k     9/7  9   |  SH   B   10   15  |    24

Command Armor (only in robot mode, becomes trailer in truck mode)
Servo     Armor     Type   SP    CP          Notes:
Torso      SH        B     10    25  |   B.Verniers, 10cp
R Arm      SH        B      8    20  |   B.Verniers,  7cp
L Arm      SH        B      8    20  |   B.Verniers,  7cp
R Leg      SH        B      8    20  |   B.Verniers,  7cp
L Leg      SH        B      8    20  |   B.Verniers,  7cp
Head       SH        B      5    12  |   B.Verniers,  4cp

TOTAL CP: 320
TOTAL Tons: 89 tons

Sensor  Type  Cost   Kills    Range    Comm    Location    Spaces
Main     MS     4      1      7 km     1000 km   Head        1

Powerplant
     Type: Energon Laser Core (cold, overcharged, powercell)
       XS: 1
       MV: +1
       MA: +1
     Cost: x0.0

Control System   +2 MV, +1 Acc
          Type: Internal Automation, Sentient
         Level: normal character stats used
     Portfolio: normal character stats used (x.5)
         Other: Mind Control (for Sentience) (x.5)
         Total: x1.0

Other Cost Multipliers
System          Notes           Cost
Transformation: Car Carrier      x.25
Concealment     looks real       x.1
Dimensional Storage              x.1
Expanding Plasma                 x.5
Environments: All                x.45
Verniers +3 MV                   x.3

TOTAL COST Multiplier: x2.7

Weapons        WA  rng dmg  sht  kills   burst   CP   Spac  loc
R.Hand         +1   -   3k   -     1       -      2     1    RA
L.Hand         +1   -   3k   -     1       -      2     1    LA
Particle Rifle +1   21 12k  inf   12       4     66    20   2-H
Ranged Missile +1   55 10k   1     1       -     25     9    RA
     Smart: +12, 3 turns
Ranged Missile +1   55 10k   1     1       -     25     9    LA
     Smart: +12, 3 turns

TOTAL COST: 120
TOTAL Tons: 8 tons

Subassemblies
System          Loc     Space   Cost
Brain           Head     1       -
Passenger seats(2)Torso  2       2

Movement System:
Wheels
     6 wheels, each class Striker
Wheel     Typ   Kills   CP   Servo
F.R.Wheel St      3      3   Torso
F.L.Wheel St      3      3   Torso
B.R.Wheel St      3      3   R.Leg
B.R.Wheel St      3      3   R.Leg
B.L.Wheel St      3      3   L.Leg
B.L.Wheel St      3      3   L.Leg

TOTAL CP: 18
TOTAL Tons: 9 tons

-----------------------------------------------------------------
Trailer for Simi Form, Roadstriker scale, Normal kills
Servo     Typ    Kills  Spc   CP  | Amr  Typ  SP   CP  | Total CP
Trailer    MgH     -    22/0  11  | MgH   G   11   22  |    33
Wheels - 12 Striker wheels, 3kills each, 36 cost

TOTAL CP: 69
TOTAL Tons in truck mode: 8.6 tons
(Extra mass and items stored in dimentional storage)

---------------------------------------------------------------------------

Jetfire
(Skyfire)
Alignment: Autobot
Function: Aerospace Commander
Quote: "Among mysteries of science lies the key to victory."

CHARACTER POINTS: 65
STATS:
INT   10            EDU 5
COOL  9             Stability 22
REF   10 (10 -0MV)
ATT   8                         Personal Traits
EMP   10                         Traits - Intellectual & Detached
TECH  9            Throw  40     Thing Most Valued - Knowledge
LUK   4            Lift 350 tons Valued Possession - Memories
MP (5 Hex)         Encub         Being Most Valued - Leader

Creation Information:
Created by Constructicons before
Cybertronian War era

History

Year|  Event
----------------------------------------------------------------
  ? | Created by Constructicons on Cybertron
  ? | Joins forces with Starscream before Autobot/Decepticon War
  ? | Explores Earth with Starscream and crashs there
1985| Is found on Earth by Deceptons and reactivated
1985| Learns Decepticons are evil, and joins Autobots. During a
      battle, crashes again in the artic and is lost
1986| Autobots reactivate him and he becomes a perminent member
      of the Autobot forces.
2005| Fate unknown. Possibly dead by this time, but not likely.
-----------------------------------------------------------------

Skills

ATTR
Personal Upkeep[4]
Style..........[2]

COOL
Interrogate(h)[0]          TECH
Intimidate(h).[3]          Basic Repair..[4]
Fast Talk(h) .[2]          FirstAid......[1]
ResistTorture.[0]          Jury Rig......[0]
Streetwise....[1]          Robot Design(h[5]
Torture.......[0]          Robot Tech(h).[6]
                           Medical(h)....[0]
EMP                        Paint or Draw.[0]
Acting........[3]          Photo&Film....[0]
EmotionPercep.[0]          Pick Lock(h)..[2]
Interview.....[0]          Pick Pocket(h)[0]
Leadership....[5]          PlayInstrument[0]
Seduction.....[0]          Sing..........[0]
Social........[0]
Oratory.......[0]
                           REF(Combat)
INT                        Auto-weapons..[6]
Awarness/Notic[5]          Blade.........[0]
Compose/Write.[0]          Dodge&Escape..[8]
Cybertrn Hist.[3]          Handgun.......[6]
Cybertrn Lore.[2]          Hand to Hand..[4]
Disquise......[3]          Rifle.........[8]
ECM...........[0]
Expert                     REF(Non-Combat)
    Astronomy [6]          Aircraft Pilot[6]
    Physics   [8]          Athletics.....[3]
    Chemistry [7]          Dance.........[0]
Gamble(h).....[0]          Driving.......[2]
Lang Cybertrn [5]          Starship Pilot[6]
     English  [4]          Stealth.......[4]
     Universal[6]          Swimming......[0]
Programming...[5]          Zero Gee......[5]
Shadow/Avoid..[3]
Survival......[2]
Tactics.......[5]
Teaching......[2]

---------------------------------------------------------------------------

          Name: Jetfire (Skyfire)
     Base Cost: 15,235
     Cost Mult: x3.05
    Total Cost: 61,701.75
       Tonnage: 228 tons (using x2 special effect weight)
            MV: -0    Hybrid Mode: -1       Jet mode: -1
     Ground MA: 4     Hybrid Mode: Mach 1.6 Jet mode: Mach 3.4
     Flight MA: 18 (842 kph)

Servo     Typ    Hits   Spc   CP  | Amr  Typ  SP   CP  | Total CP
Torso      LH    140k   14/0  350 |  LH   B    7   275 |   635
R Arm      LH     80k    8/0  200 |  LH   B    7   275 |   475
L Arm      LH     80k    8/0  200 |  LH   B    7   275 |   475
R Leg      LH     80k    8/0  200 |  LH   B    7   275 |   475
L Leg      LH     80k    8/0  200 |  LH   B    7   275 |   475
R Wing     LH     70k    7/1  175 |  LH   B    7   275 |   450
L Wing     LH     70k    7/1  175 |  LH   B    7   275 |   450
R Pod      LH      -    14/0  175 |  LH   B    7   275 |   450
L Pod      LH      -    14/0  175 |  LH   B    7   275 |   450
Head       LH     70k    7/0  175 |  SH   B    7   275 |   450

Command Armor
Servo     Armor     Type   SP    CP          Notes:
R Arm      LH        B      5    300 |   B.Verniers,  100cp
L Arm      LH        B      5    300 |   B.Verniers,  100cp
R Leg      LH        B      5    300 |   B.Verniers,  100cp
L Leg      LH        B      5    300 |   B.Verniers,  100cp

TOTAL CP: 6385
TOTAL Tons: 157 tons

Sensor  Type  Cost   Kills    Range    Comm    Location    Spaces
Main     LH    300    20      200km    18000km   Head        1

Powerplant
     Type: Energon Laser Core (cold, supercharged, powercell)
       XS: 1
       MV: +2
       MA: +2
     Cost: x0.15

Control System   +2 MV, +1 Acc
          Type: Internal Automation, Sentient
         Level: normal character stats used
     Portfolio: normal character stats used (x.5)
         Other: Mind Control (for Sentience) (x.5)
         Total: x1.0

Other Cost Multipliers
System          Notes           Cost
Transformation: Hybrid           x.35
Transformation: Super Fighter    x.3
Concealment     looks real       x.1
Dimensional Storage              x.1
No Expanding Plasma (stays Corvette size, always)
Environments: All                x.45
Verniers +6 MV                   x.6

TOTAL COST Multiplier: x3.05

Weapons        WA  rng dmg  sht  kills   burst   CP   Spac  loc
R.Hand         +1   -  30k   -     1       -     50     1    RA
L.Hand         +1   -  30k   -     1       -     50     1    LA
Particle Gun   +1 130 100k  inf   10       1     475   2.5  RA[c]
Particle Gun   +1 130 100k  inf   10       1     475   2.5  RA[c]
Particle Gun   +1 130 100k  inf   10       1     475   2.5  LA[c]
Particle Gun   +1 130 100k  inf   10       1     475   2.5  LA[c]
4-point20mm MG +0  70  50k  25     5       5     537.5  5    H
Hvy Pulse Rifle+1 150 140k  inf   14       3     537.5 16   2-H
Proton Missile
  3-pack       +1 160 100k   3     2       -     750    3    RW
  Smart: +12, 3 turns
Proton Missile
  3-pack       +1 160 100k   3     2       -     750    3    RW
  Smart: +12, 3 turns
Proton Missile
  3-pack       +1 160 100k   3     2       -     750    3    LW
  Smart: +12, 3 turns
Proton Missile
  3-pack       +1 160 100k   3     2       -     750    3    LW
  Smart: +12, 3 turns

TOTAL COST: 6750
TOTAL Tons: 69 tons

Subassemblies
System          Loc     Space   Cost
Brain           Head     1       -
Passenger seats(2)Torso  2       50(these can be x1 scale robots)

Movement System:
Thrusters (16 hex thrust, 70 spaces)
System    MA  Loc    Spc  Cost
R.Pod     4   R.Pod  14    350
L.Pod     4   L.Pod  14    350
Torso     2   Torso  12    300
R.Leg     2   R.Leg   8    200
L.Leg     2   L.Leg   8    200
R.Arm     1   R.Leg   7    175
L.Arm     1   L.Leg   7    175

TOTAL CP: 1750

---------------------------------------------------------------------------

Conclusion

     And so, that is the game, presented in the Mekton Zeta
system by R.Talsorian Games.  Some final tide-bits of information
which may, or may not interest you.

The Universal Greeting
     It is pronounce, and spelled, "Bah weep graaagnah wheep, ni
ni bong".

Units of Cybertronian Time
     120,482 Astroseconds = 1 Earth minute
     1 Breem = 8.3 Earth minutes
     1 Orn = 1 Cybertronian day = 1.4 Earth days
     1 Vorn = 83 Earth years

     There are 1,000,000 Astro-Seconds in a Breem
               243 Breen in a day
           and 21,653 days in a Vorn

The Truth About the Episode Names
     Several Transformer episodes are also the names of really
cool albums or songs.
     "Count Down to Extinc