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new Transformers game!

There is more to Transformers than movies, cartoons, comics and toys. Discuss anything else Transformers here.

new Transformers game!

Postby Dragonoth » Sun Apr 20, 2008 5:13 pm

Here is a Transformers game where you can use your own toys to have hands-on battles! The Quick Battle System (QBS for short) is something I developed and have been improving for the last few years. It assigns stats to Transformer toys and uses dice to roll damage, like a simplified RPG combat system.

Each character has:

hit points (HP) how much damage it can take before stasis lock

armor class (AC) how difficult it is to hit (different in alternate modes)

attack bonus (added to a d20 die roll when attacking other characters, trying to equal or exceed the enemy's AC)

damage (several d6 rolled together to reduce the enemy's HP after a successful attack)

Here are some sample characters:

Starscream (Energon): Decepticon, level 8, HP 70
robot mode: AC 21, sword +12 melee, 10d6 damage; gun +7 rng, 5d6 dam
jet mode: AC 23, missile +10 rng, 8d6 damage, no secondary attack

Sideswipe (G2): Autobot, level 7, HP 70
robot mode: AC 17, gun +8 ranged, 6d6 damage; rocket +11 rng, 9d6*
vehicle mode: AC 19, ram +7 melee, 5d6 dam; gun (top mount) +8 rng, 6d6 dam
*special: only two rockets per battle (after that must rely on gun or ram attacks)

Terrordive (Energon): Decepticon*, level 5, HP 40
eagle mode: AC 16, bombs +4 rng, 6d6 damage; claws +6 melee, 4d6 dam
robot mode: AC 15, axes +8 melee, 7d6 dam; laser +4 rng, 2d6 dam
*special: this character fights for any side controlls the Terrorcons (even Unicron)

Towline (RID): Autobot, level 6, HP 70
robot mode: AC 16, rifle +5 rng, 4d6 damage; repair +8 melee, 6d6*
vehicle mode: AC 17, ram +8 melee, 6d6 damage; avoid +3 AC (instead of attack)
*special: repair roll vs target's AC, target recovers 6d6 HP if successful.

Space Case (G2): Decepticon, level 5, HP 50
robot mode: AC 15, missile +8 rng, 7d6 dam*, punch +5 melee, 3d6 dam
jet mode: AC 17, missile +8 rng, 7d6 dam*, avoid +3 AC (instead of attack)
*special: missile takes one round to recharge. other attack may be used while recharging.

Landmine (Energon): Autobot, level 10, HP 120
super mode: AC 20, cannons +8 rng, 8d6 dam; claws +12 melee, 10d6 dam
vehicle mode: AC 22, laser +8 rng, 6d6 dam; ram +10 melee, 12d6 dam

Landmine (Energon): Autobot, level 7, HP 80
(small) robot: AC 18, stacks lasers +8 rng, 7d6 dam, kick +6 melee, 5d6 dam
vehicle cab: AC 20, ram +10 melee, 10d6 damage, no secondary attack

Landmine's "trailer" (Energon): Autobot, level 6, HP 60
tank mode: AC 17, cannon +7 rng, 5d6 dam; wrecker hook +6 mle, 5d6 dam
*special: this is active when Landmine is in his small robot or cab mode


These are just sample characters, the first toys I had on hand for the revised system. Also, these are just possible configurations. You might assign different stats and abilities to your copies of these, and other toys may be better.

The next post gives combat details and general stat rules.
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Re: new Transformers game!

Postby Dragonoth » Sun Apr 20, 2008 5:29 pm

In the Quick Battle System, you move your toys around on a carpet, a table, or wherever. Each character may move a reasonable distance depending on its mode at the time (robot, jet, truck, etc), and may then make one attack at a target enemy. This works like the games many of us played a kids, except that now there are ways to determine the outcome of attacks and battles, rather than arguments over who shot whom.

For an attack, roll a d20, add the attacker's bonus for that weapon or skill, and compare it to the target's AC. If the total (d20+bonus) is greater than or equal to the defender's AC, the attack succeded. If less than the AC, the attack missed. If the attack hit, roll the number of six-sided dice for that attack. Total the dice rolls for damage, and subtract that damage from the defender's HP.

Example: Energon Starscream, in jet mode, shoots a missile at G2 Sideswipe. Starscream's player rolls a 13 on the d20 and adds the missile's attack bonus of 10, giving a result of 23. This beats Sideswipe's AC of 17 (he is in robot mode), so the attack hits. The result of the 8 d6 roll is 32 points of damage. Sideswipe had 70 hit points before, but now has only 38 left.

On Sideswipe's turn, he shoots a rocket at Starscream, rolling a 14. This gives a result of 25, hitting Starscream. The rocket's 9d6 damage rolls 37 points, reducing Starscream's HP from 70 to 33. Looks like it's going to be a quick battle!
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Re: new Transformers game!

Postby Dragonoth » Sun Apr 20, 2008 5:51 pm

For character creation, the easiest method I've found so far is to pick a level for the character. Levels are from one (human/nebulon partner) to twenty (Fortress Maximus or similar). In general, the level is based on toy size. Suggested:

1-2 micromaster/minicon
3-4 minibot/cassetticon
5-6 basic/scout class
7-8 deluxe class
9-10 mega/voyager class
11-13 ultra class (gestalt size)
14-16 super/leader class
17-19 supreme class (Unicron, Primus, G1 Scorponok)
20 Ultimate Transformer

Each of a character's six stats can be equal to the level, or can be higher at the expense of other stats.

Stats: HP (level x10), AC (10 +level), attack bonus weapon 1 (0 +level), damage weapon 1 (d6 per level), attack bonus weapon 2, damage weapon 2 (d6 per level).

For example: a character who has a big gun but no melee weapon will have a higher attack bonus and more damage dice for the gun, but will have a weaker punch (or kick) as a secondary attack.

Also, some characters may have more armor and/or more hit points with weaker attacks, or have stronger attacks but go down quicker. In general, to add a point to one stat, you should remove a point from another stat. See the examples in the first post.

Each mode should have different attacks and AC, but the HP should be the same for both (the character always has the same toughness of structure, but may mount more armor or be faster in some modes).

These are the basic rules. There are details and variations that could fill a thread. Feel free to make your own rules, or ask me for specific details. The point of this game is to provide a hands-on battle game using only the toys you already own. If you enjoy miniatures games, but want to have a quick battle when you can't meet your friends, this can be played in your home time. If you're searching for a good Transformers game (other than HMW), this can help pass the time while you wait for something better. If you just like playing with your Transformers, this can give a purpose: mission objectives and casualties. However you like it, this is a freely offered basic combat system to be used with your Transformer toys. If you like it, or need more information, I'd appreciate hearing from you!
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Re: new Transformers game!

Postby Mykltron » Sun Apr 20, 2008 7:49 pm

Motto: "If I win again I'm still the champion. If you win HAH! that's just impossible.

Weapon: tea cup."
Looks good. If only there I knew some other TF geeks in Canterbury. Anyone...?
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Re: new Transformers game!

Postby shadowsfm » Sun Apr 20, 2008 8:17 pm

if anyone programs this so we can play online....
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Re: new Transformers game!

Postby Dragonoth » Sun Apr 20, 2008 10:37 pm

Mykltron wrote:Looks good. If only there I knew some other TF geeks in Canterbury. Anyone...?
Thanks for expressing interest in my game! Unfortunately, I also play this alone in Iowa City. With my friends, I play BattleTech, D&D, and Call of Cthulhu.


shadowsfm wrote:if anyone programs this so we can play online....
The best online Transformers game I know of is HMW. It may take time to get high stats, and the computer takes care of the battles, but you can pick your fights and choose your characters' appearances.

For the Transformers QBS, I like the hands-on activity, and I enjoy rolling dice.
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