Credits: 356
Bionic Augmentation: Combat Cyborgs begin with Strength d12+2, Agility d10, and Vigor d12. These traits do not have an attribute maximum.
Cybernetic Enhancements: ’Borgs have these cybernetic systems—those asterisked (*) are already factored into starting stats and abilities: Adrenal System, Armor Plating (2)*, Audio Package, Bionic Strength Augmentation*, Core Electronics Package, Cyber- Wired Reflexes*, Internal Life Support, Nuclear Power Cell, Optics Package, Reinforced Frame (3)*, Synthetic Organ Replacement* (see page 113).
Harder than Steel: The full conversion ’Borg's construction provides +4 natural Armor and +3 Toughness, which is the maximum level possible for both cybernetic Armor Plating and Reinforced Frame (see Cybernetic Enhancements, above). These Armor and Toughness bonuses do stack at their full value with any Worn Armor providing MDC Armor, but do not stack with non-MDC Armor.
High-performance Legs: Full-conversion ’borgs begin with the Fleet-Footed Edge.
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.
Upgradeable: ’Borgs start with the Upgradeable Edge.
Unarmed Combat: Combat Cyborgs deal Str+d4 Mega Damage in unarmed combat and are considered armed.
All Those Moving Parts: ’Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.
Full Conversion: Becoming a Combat Cyborg uses all of a character’s personal Strain ever. They start with only the 6 Strain from the Upgradeable Edge and can only gain more from the Beyond the Limit Edge.
Gray Matter: Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
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.
Inhuman Appearance: ’Borgs can come across as aloof machines, and suffer −1 to Persuasion rolls when dealing with most beings.
Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see Technical Difficulties on page 117).
Shadow of Themselves: ’Borgs don’t choose a race, but may increase an attribute one die type or take an Edge (meeting all requirements) to reflect their original race.
Spiritually Numb: Combat Cyborgs can’t take Arcane Background Gifted, Magic, Miracles, or Psionics.
1d20: [10] = 10
=> Experience & Wisdom => Background Edge => Rich
1d20: [20] = 20 => Training => Choose 1) +3 Skill points for Shooting, Fighting and/or Athletics.
1d20: [20] = 20 => Training => Choose 1) +3 Skill points for Shooting, Fighting and/or Athletics.
2d4: [3, 2] = 5 x 500 = 2,500
4d6: [2, 3, 3, 4] = 12 x 100 = 1,200
1d20: [10] = 10
1d20: [8] = 8
Decided to trade 2 for 1 for Ranged Weapon: 1-3) Add any Personal Ranged Weapon listed in this book to your character’s gear list.
NG-E12 Heavy Plasma Ejector
1d20: [8] = 8
Decided to trade 2 for 1 for Ranged Weapon: 1-3) Add any Personal Ranged Weapon listed in this book to your character’s gear list.
NG-E12 Heavy Plasma Ejector
Trading in Cyborg LI-B1 Light Infantry Plate (28,000) for Maverick Riding Armor (14,000) + Armored Duster (12,000)
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