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Transformers Figures D20 Game System

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

Transformers Figures D20 Game System

Postby smeagolsaur » Sat Aug 04, 2007 12:39 pm

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UPDATE: It's been over a year since I created this little system. With rumblings of the upcoming Transformers movie sequel I decided to revisit my die system and update the website. Same basic rules + more images.

http://sites.google.com/site/transformersd20/Home
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Hi Guys,

I just created a set of rules so that you can battle your figures against each other. I had been searching for a simple system on the forums but I didn't find exactly what I was looking for so I made it myself, a simple and easy and fun system.

Try it out and leave comments!

Old website URL removed - see new website link above.
-------------------------
Smeagolsaur's Transformer Figures D20 Game System

The system works quite nicely so far. It's simple and easy. You need one D20 die, at least 2 figures, and a half-hour. Games work out to be basic bash em up battles, where the vehicles start about 7-10 feet apart on opposite sides and then get closer to have more accurate ranged attack, or even closer to have fist fights. This game is fun if you want to do more with your figs than just stare at them or transform them every couple days. I’ve only played this a couple times so I’m sure issues will arise. I welcome suggestions, additional rules, etc!
-------------------------------------------------
Basic Rules:

Strength: melee attack (robot mode only)
Intelligence: modifies critical hits (divide by 4, then + 1)
Speed: inches of movement (vehicle mode only)
Endurance: modifies sustainable damage (divide by 4, then + size of toy...for sizes see scale below)
Rank: # of actions in one turn
Courage: dodge
Fireblast: ranged attack (must be at least 1ft away)
Skill: transform

Size Scale:
Real Gear: 1///\\\Scout: 2///\\\Deluxe: 4///\\\Voyager: 8///\\\Leader: 16
-------------------------------------------------
Rules Application:

Intro:
This is a turn-based system that utilizes a D20 die. The lower you roll, the better. 1 is a perfect roll and 20 is the worst roll. There are bonuses or losses depending on how you roll. For instance, if you roll a 1 when performing a ranged attack it’s considered a critical hit and your target receives double damage (2 damage instead of 1). On the flip side, if you roll a 20 when attempting to perform any action it’s considered a fumble and that figure loses its remaining actions for that turn.
While lower rolls are better, higher figure stats are better because it gives that figure better probability of making a successful roll, and thus a successful action.

Sustainable Damage (figure size + endurance modifier):
1) Each transformer's sustainable damage (life total) is based on its figure size, which is then modified by its endurance stat. For instance, Starscream is a voyager class figure, so its base sustainable damage is 8. This is modified by his endurance of 7 as follows: 7 divided by 4 equals 2 (always round to the next whole number). So you take the endurance modifier of 2 and add it to 8 to give Starscream his total of 10 sustainable damage. This means that Starscream can withstand 10 successful hits before he falls to pieces.
2) The basic reasoning behind this is that the bigger the figure is, the more damage it can take. Endurance adds to the figure’s sustainable damage because it increases his ability to bear pain and continue on despite stress and hardships.

Actions (Rank):
1) Actions are the number of things a figure can do in one turn. For example, Starscream has a rank of 9, so Starscream can perform 9 separate actions in one turn. So essentially, the higher a robot is ranked, the more stuff they can do.
2) The following items are the actions you can perform: Ranged Attack, Melee Attack, Movement, Transform.

Ranged Attack (Fireblast) & Dodge (Courage):
1) If you want to shoot your missiles/minigun/rocketlauncher/whatever, you can use one or more actions to perform a ranged attack. So roll the D20 and if you roll equal to or under your fireblast, you successfully lock-in and fire at your target. By all means, this missile/bullet is en route to inflicting damage on your target, but if your opponent is courageous enough he might be able to physically dodge that missile (Matrix style baby!). Let’s say Screamscream successfully fireblasts Speed Dial 800 by rolling a 8 (SS’s fireblast is 8 ). Speed Dial must attempt to dodge the missile by rolling the D20 equal to or under his courage stat (which is 5). If Speed Dial rolls a 5 or under, he dodges the missile and does not sustain any damage from the attack. Every time a successful fireblast is performed, the opponent is allowed to attempt to dodge the shot.
2) For every foot over 1ft away from your opponent, you get -1 to your fireblast. So at 1ft away from your target, your figure is at its maximum aiming potential. At 2ft away, you get -1 to your fireblast roll. At 5ft away, you get -4 to your fireblast roll, etc. If Starscream wants to shoot at Speed Dial 800 from 6ft away, he needs to roll a 3 or under (8 fireblast – 5 ranger modifier = 3).

Movement (Speed):
1) In vehicle mode, a transformer can move as far as its speed (in inches) in one action.
2) In robot mode, all transformers move up to 3 inches for each movement action.
3) So since Starscream’s speed is 10, he can move 10 inches per movement action in F22 mode. If he wants to, Starscream can also move less than 10 inches per action in jet mode.

Melee Attack (Strength):
1) Melee attack can only be performed when a figure is closer than one inch from another figure. Let’s not get too technical here, let’s just say they can fight if it looks like they’re in range to punch each other. Roll equal to or under your strength stat to perform a successful melee attack.
2) There is no dodge ability in close combat (this extra little rule was added in to promote players to transform their figures into robot mode and use their melee attack). So if you roll a successful melee attack, your opponent automatically takes the damage.
If one figure engages another in close combat (figures less than one inch from each other), both figures are can only perform melee attacks against each other unless they retreat (create at least 6 inches of buffer space between them).
3) Take this example that occurred when I played against my roommate: it’s Wreckage and Dreadwing versus Starscream. Wreckage (in robot mode) engages Starscream (in vehicle mode) in close combat by getting an inch or so away from him. So Wreckage starts chopping into Starscream with his forearm blades, and then when it’s Dreadwing’s turn, Dread starts firing missiles into Starscream from 2 feet away. When it’s Starscream’s turn, he is in a bit of a predicament. He cannot make a ranged attack against Dreadwing unless he moves at least 6 inches away from Wreckage, and he cannot melee attack Wreckage unless he successfully transforms into robot mode. So there ya go!

Transform (Skill):
1) To transform into robot mode or vice versa, use an action and roll equal to or under your skill stat.
2) In vehicle mode, your figure is limited to ranged attack. In robot mode, your figure can perform both ranged and melee combat.
-------------------------------------------------
Critical Hits (1 + intelligence modifier):
1) As I mentioned before, you achieve a critical hit if you roll a 1 during a ranged attack or melee attack. However, smarter transformers are better at precision shooting/meleeing, so it’s easier for them to make critical hits. To represent this in the game, we use the figure’s intelligence stat, divide it by 4, and add it to the base critical hit of 1.
2) For example, Starscream’s intelligence is 4, so 4 divided by 4 equals 1. Starscream’s modifier (what we just calculated, 1) plus the base critical hit of 1 equals 2. So for Starscream, a roll of 2 or less equals a critical hit, which means he inflicts 2 damage instead of 1. For a figure with 10 intelligence it would be 10/4=2.5, rounded up to 3. Remember to add this modifier to the base critical hit of 1 to get your total critical hit range!

The Void:
The void occurs when there is less than one foot but more 1 inch of space between two figures. The void occurs because figures cannot used ranged attack when they are closer than 1ft from each other, and they cannot use melee attack when they are not closer than 1in from each other. Therefore, the figure must retreat to more than 1ft away or close in on their opponent and engage in close combat. Remember that for close combat the figure must be in robot mode, so you’ll need to transform.

Hypothetical Battle:
It’s Starscream versus Speed Dial 800. We put each figure on the ground about 6 feet away from each other. Roll for initiative (who goes first), the lower the better. Starscream rolls a 5 and Speed Dial rolls a 9, so Starscream starts. F-22 Starscream moves 50 inches (5 movement actions in vehicle mode), and then shoots missiles at Speed Dial 800 because he’s so lame. Starscream is approximately 2ft from Speed Dial, so he gets a -1 range modifier to his ranged attack. Starscream must roll a 7 or below (8 Fireblast – 1) to successfully fireblast. He rolls a 15, so he misses. Starscream has used 6 actions so far so he has 3 remaining. Starscream tries again and rolls a 2. This is a critical hit for Starscream! Speed Dial tries to dodge the missile and rolls a 16, which is not equal to or less than his courage of 5, so Speed Dial gets hit by the missile and sustains critical hit damage of 2 (rather than 1). This puts Speed Dial’s sustainable damage from 3 down to 1. If Speed Dial takes one more hit he’ll die! Happy with his attack, Starscream decides to fire another missile to put Speed Dial out of his misery. Starscream rolls a 20. This is a fumble and he loses his remaining actions for this turn. It is now Speed Dial’s turn.
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Obviously these are very basic rules and glitches/weird issues will surely arise. Suggestions, additional rules, etc are welcome.

Enjoy!
-Smeagolsaur
Last edited by smeagolsaur on Tue Feb 03, 2009 3:55 pm, edited 6 times in total.
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Postby Omega Sentinel » Sat Aug 04, 2007 12:50 pm

You REALLY need to start playing Heavy Metal War
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Postby smeagolsaur » Sat Aug 04, 2007 1:03 pm

Can you give me a one paragraph summary of Heavy Metal War?

I just browsed through the stickys and none of them really gave a quick explanation of what it's all about (just updates and new versions, etc).

Edit: I just started playing HMW and it's quite fun so far. You guys have put a lot of time and effort into making it cool!

My game system is a lot different than HMW, so give it a try sometime!
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Postby smeagolsaur » Sat Aug 25, 2007 4:17 pm

has anyone given this game a try?
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Postby smeagolsaur » Sun Aug 26, 2007 3:17 pm

I created a webpage for this game, check it out at http://scott.yager.googlepages.com/home
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Postby Tramp » Sun Aug 26, 2007 5:45 pm

A better system than D20 is R.Talsorian's Mekton. It's specifically designed as the most comnprehensive anime mecha combat RPG made. The role-play is also much more straight forward, and the mecha construction rules are so detailed that they allow you to build any kind of mecha you can imagine including TransFormers, and by that I mean living, transforming mechanoids. Any and all types of mecha seen in any japanese animation is possible with this system. Here is the link to the R.Talsorian web site: http://www.talsorian.com/talsorian/NEWWEBSITE/default.htm
Tramp

Postby smeagolsaur » Mon Aug 27, 2007 8:25 pm

Tramp wrote:A better system than D20 is R.Talsorian's Mekton. It's specifically designed as the most comnprehensive anime mecha combat RPG made. The role-play is also much more straight forward, and the mecha construction rules are so detailed that they allow you to build any kind of mecha you can imagine including TransFormers, and by that I mean living, transforming mechanoids. Any and all types of mecha seen in any japanese animation is possible with this system. Here is the link to the R.Talsorian web site: http://www.talsorian.com/talsorian/NEWWEBSITE/default.htm


I won't know whether or not Mekton is a better system, because it costs $20.

However, I'm confident in assuming that Mekton does not utilize Transformers' tech specs which was the reason why I created this system.

If you have any reasons why Mekton is better, I'm all ears!
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Postby Tramp » Mon Aug 27, 2007 9:03 pm

smeagolsaur wrote:
Tramp wrote:A better system than D20 is R.Talsorian's Mekton. It's specifically designed as the most comnprehensive anime mecha combat RPG made. The role-play is also much more straight forward, and the mecha construction rules are so detailed that they allow you to build any kind of mecha you can imagine including TransFormers, and by that I mean living, transforming mechanoids. Any and all types of mecha seen in any japanese animation is possible with this system. Here is the link to the R.Talsorian web site: http://www.talsorian.com/talsorian/NEWWEBSITE/default.htm


I won't know whether or not Mekton is a better system, because it costs $20.

However, I'm confident in assuming that Mekton does not utilize Transformers' tech specs which was the reason why I created this system.

If you have any reasons why Mekton is better, I'm all ears!
Mekton allows for any mecha, and the construction system is extremaly comprehensive, particularly with the Mekton Zeta Plus. You literally build the mecha from the ground up, servos of different levels based upon weight, damage capacity, cost, etc; armor based upon weight and stopping power; movement systems, thrusters, weapons based upon damage rating, damage capacity, shots, type, and more; shields, sensors, transformation, techno-organics, ECM, everything is factored in and given a cost, wieght, damage, everything. IT even allows you to build mecha of different scales, and mix scales (you can put larger or smaller scale weapons and systems on a mech), as well as rules for combiners. It also has something they call "Stupid Mekton Tricks" which includes all the astoric stuff like Transformables that turn into buuildings, special effects guns, fully living mecha, it even has rules for Superdeforms. It literally has everything.

All character stats are based upon a 1-10, though you can go over, and include the following stats: Body type, Cool, Attractiveness, Empathy, Intelligence, Technical ability, Reflexes, Movement Allowance, and Luck. Rank would fall under the skill Leadership. For mechanoid Characters like a TransFormer, using the Oid SMT, you use the INT, REF< COOL< TECH, LUCK, and EMP stats as a normal character, but your BOD, MOVE, and ATTR are determined by your mecha stats. Statistical enancements can also raise REF, COOL, and TECH stats above 10. The 'OID trick combines Artificial Intellignece with Techno Organics. creating fully living mecha. It is mostly used for human scale androids, but can also be used for Roadstrikers, Full size Mektons, and even larger mecha. The Mekton ssytem literally has everything you need. One guy even made a TransFormers suppliment for the game based upon the old cartoon Found here:http://www.meta-earth.com/tf/tf.html. There is some things He requires that I would recommend not doing, and somethings he left out that I would add. For instance, I would keep all Autobot cars as Roadstriker scale in both modes, without using the Expanding Plasma trick. (I'd only use that trick for Soundwave, Megatron, and others who definately increase and decrease in size), and I would also recommemd using the full "OID trick, not just Artificial Intelligence, since TrasnFormers are supposed to be capable of healing (something he did not include). The construction of a mech is a bit math intensive, and takes a while, but that is because of how detailed and comprehensive it is. Therefore, a calculator is recommended for mecha construction. Everything is based upon a Construction Point basis either as an additive system or a cost multiplier system. You could even build Unicron or Primus with it using Exsessive Scale (purview of GMs only).

The game also has the most straight-forward and comprehinsive character creation system, including a life-path generator. IT is also much easier to run. It's purely skill-based and skill and conflict resolution is a simple matter of adding your relevant stat, plus the relevant skill, plus a D10. IF you need to shoot a gun, use the appropriate weapon skill plus your REF plus a D10 against your opponents Reflex plus either Dodge or Parry, plus a D10. There are no Ability Modifiers. You add the actual Ability stat, so there are actually fewer numbers to memorize.
Also, onme more thing, the "Core Rules" is not a single book. It's three books: Mekton Z, Mekton Z Plus, and thw Mekton Tactical Display which includes the "Cimimatic rules".
Tramp

Postby smeagolsaur » Mon Aug 27, 2007 11:49 pm

That all seems pretty cool, but way too complex for my interests.

I kinda like my system because it's super simple and quick.

Thanks for explaining Mekton though, sounds neat if you have the time.
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Postby Tramp » Tue Aug 28, 2007 12:05 am

Time is not an issue. I'm a freelance graphic designer. i set my own hours. The only thing i need to worry about it deadlines, satisfying the customer, and getting my next project to keep the money coming in.

Also, while the mecha construction system takes a bit of time and math, it really isn't all that complex. It's pretty straight forward. The character cretion is very simple too, as is combat and skill resolution.
Tramp

Postby smeagolsaur » Tue Aug 28, 2007 12:17 am

That's cool.

I'm a law school student w/ a part time job, so time is somewhat of an issue for me.

However i appreciate the insight you have given regarding Mekton.

Maybe sometime you can try my game out and let me know what you think!
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Postby Thenedain » Tue Aug 28, 2007 12:37 am

smeagolsaur wrote:That's cool.

I'm a law school student w/ a part time job, so time is somewhat of an issue for me.

However i appreciate the insight you have given regarding Mekton.

Maybe sometime you can try my game out and let me know what you think!


I just got done tossing some dice using your system and it's a pretty good, simple system. Reminds me of this old game, Fuzzy Heroes, my friends and I used to play only not quite so silly. I've got a few suggestions for some improvements, if you're interested:

You limit Transformers in alt-modes to using Ranged only attacks. Many TF alt modes have the potential for some devastating melee attacks, in fact a couple ( construction vehicles and the like ) are far deadlier opponents in vehicle form. That's without even taking into account various beast form TFs. I'd suggest allowed Melee attacks for vehicle form TFs, even cars and such as even they can ram.

You use Skill for Transforming, and Intellect for Critical Hits. I'd suggest swapping the two: Intellect could represent the various circuit pathways a 'transform' command would have to navigate before being completed. A character with a higher Intellect has better circuit paths, and tends to be able to transform faster. Using Skill for Critical Hits just seems more natural to me.

For larger games, where someone wanted to put multiple TFs against each other, you kind of need some form of 'points' stat for each Transformer to help you balance sides. Like, Optimus Prime is worth X points, whereas Bumblebee is worth
If I can get a friend of mine to sit down and mess with your rules, I'm sure I can have some more constructive critcism as well as he's great as playtesting new systems.
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Postby smeagolsaur » Tue Aug 28, 2007 12:19 pm

Very cool.

I like your suggestions, especially the point system for balancing fights. I will try to develop a system to decide points for individual figures.

Thanks much!
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Postby Kid_Kapatilsm » Tue Aug 28, 2007 4:18 pm

I just want a table-top RPG like D&D set in the Transformers universe

sure the RPG Forums are nice but it grows thin after a while :???:
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Postby Tramp » Tue Aug 28, 2007 9:03 pm

Nassuman wrote:I just want a table-top RPG like D&D set in the Transformers universe

sure the RPG Forums are nice but it grows thin after a while :???:


Check out R.Talsorian Games' Mekton Zeta It is the best system for TransFormers campaigns.
Tramp

Postby smeagolsaur » Wed Aug 29, 2007 11:47 pm

Thenedain wrote:You limit Transformers in alt-modes to using Ranged only attacks. Many TF alt modes have the potential for some devastating melee attacks, in fact a couple ( construction vehicles and the like ) are far deadlier opponents in vehicle form. That's without even taking into account various beast form TFs. I'd suggest allowed Melee attacks for vehicle form TFs, even cars and such as even they can ram.


I was thinking about this some more and I feel that melee should be kept limited to robot mode only. While you are correct in stating that many transformers can melee attack in vehicle mode, if this were applied to my game it would eliminate all incentive for you to transform into robot mode. Since the ability to melee is available only in robot mode, that's the reason why you would try to transform. Otherwise, there's no reason to.
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Postby smeagolsaur » Mon Sep 03, 2007 7:59 pm

Tastie Games Deluxe
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Postby smeagolsaur » Thu Sep 06, 2007 11:48 am

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Postby smeagolsaur » Wed Sep 12, 2007 6:56 pm

More updated rules!
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Postby smeagolsaur » Thu Sep 27, 2007 5:45 pm

Try this bad boy out! :DANCE:
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Re: Transformers Figures D20 Game System

Postby smeagolsaur » Fri Jan 30, 2009 7:03 pm

It's been over a year since I created this little system. With rumblings of the upcoming Transformers movie sequel I decided to revisit my die system and update the website. Same basic rules + more images.

http://sites.google.com/site/transformersd20/Home
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Re: Transformers Figures D20 Game System

Postby smeagolsaur » Tue Feb 03, 2009 4:01 pm

Updated the first post to reflect the changes with the new website.

Another issue that dawned on me regarding the upcoming movie (and changes that will need to be made to this game system) is: how can I integrate a new sub-set of rules to govern the upcoming combiner, Devastator?

My rules so far do not take into consideration how a gestalt type transformer can combine, and after combining what its stats would be. I'm hoping that the gestalt form will have its own set of tech specs, but what do you think is the best way to address the action of going from a bunch of different transformers into one big one (in terms of game rules)?

If anyone has any creative ideas on how to do this, let me know!
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Re: Transformers Figures D20 Game System

Postby Name_Violation » Tue Feb 03, 2009 9:07 pm

Motto: "It is pitch black. You are likely to be eaten by a grue."
Weapon: Multi-Function Sword
all of them make a skill check to combine? takes all their actions?

first thing i can come up with.

what about soundwave/blaster releasing casettes?

also how about a points buy system to make teams even, ie total stats added up=tf cost. start game with X points to buy tf's. that way 1 sided battles are harder to make, you could have a few strong guys, or several weaker guys, or a mix.
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Fun Toy Banned Because Of Three Stupid Dead Kids :KREMZEEK:
People wrote:zombybunnie: N_V scares me...I no longer wish that my pants transformed
Burn:Anyone notice how much of a boring party pooper N_V is? He doesn't join in the fun, he's spent the last few years with dodgy builds feeding XP to the Autobots, and he sure as heck doesn't spam.
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Re: Transformers Figures D20 Game System

Postby smeagolsaur » Wed Feb 04, 2009 2:42 pm

I like your idea w/ the skills check, I'm going to think about it some more to see if it would work.

As far as the points buy system, thanks for reminding me! This was actually recommended in a previous post but I never got around to fleshing it out and adding it to the rules. Determining buy-value per TF by total tech spec points is a good idea! I think figure size can also be integrated into that system because size helps determine sustainable damage and the overall toughness of each figure.

Thanks for your contribution.
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Re: Transformers Figures D20 Game System

Postby Name_Violation » Wed Feb 04, 2009 5:41 pm

Motto: "It is pitch black. You are likely to be eaten by a grue."
Weapon: Multi-Function Sword
no prob. I've been playin dnd for like 8 years. warhammer for a bit, and heroscape(a very similar board game) for a while.

i've helped several people flesh out home made gaming systems.
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Fun Toy Banned Because Of Three Stupid Dead Kids :KREMZEEK:
People wrote:zombybunnie: N_V scares me...I no longer wish that my pants transformed
Burn:Anyone notice how much of a boring party pooper N_V is? He doesn't join in the fun, he's spent the last few years with dodgy builds feeding XP to the Autobots, and he sure as heck doesn't spam.
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