Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d10, Battle d6, Common Knowledge d4+2, Electronics d4+2, Fighting d12+2, Language (English (American)) d8, Notice d8+2, Persuasion d4-1, Repair d10+2, Shooting d12, Stealth d4
Pace: 10;
Running Die: d8;
Parry: 9;
Toughness: 28 (11 M.D.C.);
Size: Normal (1)
Strain: -6/6;
Wounds: 4
Hindrances: Delusional, Non Standard Build, Shamed, Wanted
Edges: Beyond The Limit (Over confident), Brute, Danger Sense, First Strike, Fleet-Footed, Giant Killer, Improved First Strike, Improved Frenzy, Tough as Nails, Trademark Weapon (Bandit 5500 Flechette ), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Upgrade, Upgrade, Upgrade, Upgradeable
Armor: Cyborg HI-B3 Heavy Infantry Plate (Armor 5)
Weapons: CyberFist (Range Melee, Damage Str+d4, M.D.C.), 10x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.), Bandit 5500 Flechette "Shredder" (Range 24/48/96, Damage 5d6, ROF 1, +1 to Hit, M.D.C., +1 Parry), 5x Fragmentation Grenade (Range 6/12/24, Damage 5d6, ROF 1), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), "Rip" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), "Tear" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.)
Gear: NG-S2 Survival Pack, 2x Pistol E-Clip, 28x Rail Gun Ammo Reload (each burst), Repair Kit, Field
Language: English (American) (native, d8)
Current Wealth: 1,850 cr
Special Abilities
- Cyborg Armor: -5 to all Agility-linked non-combat skill rolls and Pace
- More Machine: ’Borgs add +2 to recover from Shaken and Stunned, ignore one level of Wound modifiers, and possess the Internal Life Support cybernetic enhancement: they have an internal air supply and other systems that make him immune to disease, drowning, as well as poison and grants +4 to resist cold, heat, and radiation; see Hazards in Savage Worlds. Combat Cyborgs only require a fifth of the nutrition of a fully organic person.
- Heavy: Combat Cyborgs are extra- heavy making it difficult to operate Power Armor and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
- My favorite rail gun: spending a benny to reroll Shredder's trait rolls add +2 to total
Cyberware
- Leg Upgrades: Each upgrade grants +2 Pace and +1" Jumping distances.
- Booster Jets: Miniature rockets—Jump +4” horizontal, +2” vertical.
- Jet Pack: Grants increased Jumping and Flight
- Hand-to-Hand Reaction Wiring: Grants +2 to all Fighting checks and +1 Parry
- Targeting Eye: Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
- Expanded Detection and Security Array: 360 degree radar, sonar, and motion detectors grant +2 Notice
- Adrenal System: +2 to recover from Shaken or Stunned.
- Audio Package: Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
- Core Electronics Package: A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
- Internal Life Support: Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
- Optics Package: Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
- Extra Set of Arms: Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action.