Building Blocks Improved Capabilities Power Plants Body Options Replacement Vital Life-Support Systems Improved Life-Support Systems Replacement Sensory and Communication Systems Improved Sensory and Communication Systems On-Board Weaponry Mobility Defensive Systems Accessories On-Board Computer Programs Standard Cyborg Designs
Human cyborgs are cybernetic organisms - either normal humans with a few implants and/or replacement parts, or full conversion (FC) borgs. FC borgs have given up almost their entire human bodies, by necessity or by choice, for an artificial one.
Humans with implants will have budgets of 1Dl0x $l00,000. FC borgs have a budget of D4+3 million.
Humans who retain the majority of their bodies retain full hit points and SDC. For FC borgs, loss of the majority of their organic substance means loss of all SDC. Hit points remain, however, and damage to internal organs or the brain itself is subtracted from hit points as usual. The loss of the body also means that for FC borgs, the only important abilities are IQ, ME, MA, and PE. PS, PP, PB and SPD all become attributes of the cybernetic component.
Arm & Shoulder Joint. PP 10, PS 10, 40 MD, cost $45,000. A punch does D8 SDC.
Leg & Hip Joint. PS 10, SPD 10, 70 MD, cost $85,000. A kick does D8 SDC.
Both Arms, Shoulders & Collarbones. Cost $90,000.
Both Legs, Hips & Pelvis. Cost $170,000.
Spine. Cost $290,000.
Ribcage. 30 MD, cost $30,000.
Torso Casing. +150 MD, cost $100,000.
Neck & Skull. 40 MD, cost $250,000.
FC Body (both arms & shoulders, both legs & hips, collarbones, spine, ribcage, pelvis, torso casing, neck & skull). Torso 180 MD, $900,000.
Additional SPD. $500 per point, per leg. Both legs must match. Maximum for bipedal borgs without artificial spines and arms is 50. Maximum for bipedal full conversion (FC) borgs is 176. FC borgs with multileg chassis have higher potentials: maximum 352 for insect style and 528 for horse style (multileg chassis are described under Mobility).
Additional PS. $2,000 per point, per limb. All artificial limbs (arms AND legs) must match. If the character has only a single bionic arm, the PS limit is 18 (if character's natural PS exceeds 18, limit is the lower of their PS and 30). If the character has bionic legs, hips, pelvis, torso casing and spine, the PS limit for bionic arms is 40.
Additional PP. $10,000 per point, per arm. Maximum 24.
Additional MD. $1,000 per point. Maximum (main body) 280, (legs) 150, (arms and head) 100.
'Battery' Power Supply. For bionic limb requirements, a cell providing power for 24 hours of continuous use costs $10,000 per limb (and head), and $15,000 to power a torso casing. A battery system for a FC borg costs $90,000. A recharge for a FC borg costs $9,000.
Internal Combustion System. This system burns hydrogen LH tank is sufficient for 32 hours of continuous use. $25,000.
Super-Solar Power Plant. A full charge lasts 24 hours and the plant is 50% efficient (i.e. 1 hour of charge for each 2 hours in sunlight). The base system costs $100,000. A recharge from a power terminal costs $9,000.
Techno-Wizardry Power Plant. $2 million per year of life.
Miniature Fusion Reactor. $1 million per year of life.
Oversized Body Part. Every size doubling trebles the price, i.e. New Cost = Old Cost x 1.5 x (New Size / Old Size).
One-Piece Head & Torso. Cannot turn or angle head. Limits vision range (-3 initiative) and any body armour must be custom modified, but cannot be decapitated. Called head shots become impossible. Adds 20 MD to body. $50,000 to install on construction, or $175,000 to retrofit.
Low Radar Return Construction. Triple cost of all building blocks (arms, torso etc., not installed systems or implants).
Laser-Reflective Construction. Double cost of limbs, ribcage, torso, skull. Lasers do half damage. This cannot be combined with low radar return construction.
Cosmetic Enhancement. Skin, hair, eyes, nails, teeth, etc., all of which can pass as human under visual inspection. $20,000 per limb, $80,000 for body, $150,000 for the head. Note: genitalia look human but are purely decorative. Entire body costs $300,000. Possible PB rating 3-15.
Human Simulation. Provides all the benefits of Cosmetic Enhancement, plus an artificial circulatory system with imitation blood vessels, thermal network for warm skin, and sweat & tear glands. Improved cosmetic appearance. Note: genitalia function sexually but not reproductively. $50,000 per limb, $180,000 for body, $340,000 for head. Whole body is $680,000. Possible PB rating 3-22.
Metamorphic Facial Features. Mobile underskin servos can alter jawline, cheekbones, nose, and teeth. Eyes can change colour, shape, and distance apart. Hairline moves, hair lengthens & shortens, facial hair appears & disappears, hair changes colour, lips grow fuller or thinner. Skin colour changes, as does texture & apparent age. $450,000. Requires Cosmetic Enhancement or Human Simulation.
Metamorphic Body Frame. Broadness of shoulders changes, as does overall build, length and thickness of neck, height, length of limbs, feet & fingers. Skin colour & texture alters. Breasts appear & disappear. Gait and bearing alters. $750,000, +$250,000 for accurate alteration of genitalia. Requires Cosmetic Enhancement or Human Simulation.
Additional Arm & Shoulder Joint . Slightly smaller than primary arms. A single arm adds +l parry, each additional pair of arms +l attack/melee, +l strike & parry. A cyborg needs an IQ of 14 to cope with an additional arm or pair of arms (a cyborg with an IQ of 21 or more can have 2 additional, which is the maximum). $90,000 for 1 arm, $150,000 for a pair. Stats identical to standard bionic arms.
Tentacle Or Prehensile Tail. Highly flexible limbs with a 2m reach. They can be placed almost anywhere but must follow extra limb limits set out above. They are more fragile (20 MD) and have a maximum PS of 18 or 30 (see increasing PS, above). $100,000 for a single pseudopod, $175,000 a pair. Same combat bonuses as additional arms.
Telescopic Limbs. Extension to +2m. If both legs are of telescoping type, jump distances are trebled. Melee combat using a telescoping limb is +2 strike, +1 parry, and base damage is doubled. $30,000 per arm, $45,000 per leg.
Replacement Vital Life-Support Systems
FC borgs normally retain all these vital organs, along with their brain. Players may choose to replace them anyway.
Improved Life Support Systems
Broad Spectrum Digestive. Requires replacement digestive. Can digest wood, grass, or rotting organic material. +8 to save vs. ingested poisons. $75,000.
Long-Term Nutrient Tank. Requires replacement digestive. Can survive on only 100 ml of water a week, replacing loss from the recycling system. 4-week supply of nutrient. $25,000.
Internal Bio-Monitor. Comes with optional external readout under a brightly marked panel. $20,000. People don't realise that it's *hard* to determine the medical condition of an injured borg! You can't go by pulse, or lividity, or pupillary response.
On-Board IRMSS. $45,000. This device services only the borg itself.
Oxygen Storage Tank. Lasts 8 hours for most borgs, 32 hours for FC borgs. $75,000.
Gill. Requires replacement respiratory system. The user can breathe normally in water. Selecting Water Immersion Protection (see DEFENCES) is recommended. $175,000.
Inhaled Toxin Filter. +6 to save vs. inhaled toxins. Requires replacement respiratory system. $40,000.
Replacement Sensory & Communication Systems
Eye. $20,000 each. These look like real eyes but are artificial.
Optic Sensor. A tiny video camera which cannot pass as an eye. $2,000 each.
Ear. $20,000 each. These look like real ears but are artificial.
Audial Sensor. An electronic mike array which cannot pass as a normal ear. $2,000 each.
Tongue. $15,000, full dexterity, 50% normal sense of taste taste.
Nose. $15,000, 50% normal sense of smell.
Larynx. Includes single-voice synthesizer. $18,000.
Improved Sensory & Communication Systems
</a>_<HR_WIDTH=";">High-Sensitivity Hands. 50 SDC, cannot be more heavily armoured, only -10% to touch skills like pick locks & surgery. $50,000 each. For an additional $5,000 each they can be made retractable into the arm shields. Retracted, they are useless, but protected.
</a>_<HR_WIDTH=";">Amplified Audio. Adds +6 to initiative, +1 parry, +2 dodge. Can hear quiet speech at 100m, stealthy movement at 50m, heartbeats at 10m. $10,000. Requires at least one Ear or Audial Sensor.
</a>_<HR_WIDTH=";">Sonic Protection. Cuts out the audio system when sound exceeds 85 decibels. Blocks out sonic stunners, deafening explosions, etc. $3,000.
</a>_<HR_WIDTH=";">Noise Filter & Sound Enhancement System. Doubles amplified audio & directional audio ranges. $25,000.
</a>_<HR_WIDTH=";">Directional Audio. Treble the range of Amplified Audio, but must be pointed accurately at the sound source. $20,000.
</a>_<HR_WIDTH=";">Ultrasonic Audio. Permits the detection of very high-frequency sounds such as stealthy footsteps, some machinery, moving clothes & equipment, and ultrasonic transmissions up to 100m distant. $11,000.
</a>_<HR_WIDTH=";">Chemical Analysis System. Identifies simple & complex chemicals from a database of over 1,000 items. New items, including personal odours, can be logged and tagged, and later ID'ed with 95% accuracy. Can not be used to track. $75,000.
</a>_<HR_WIDTH=";">Low Concentration Chemical Recognition System. Can identify very low concentrations of specific chemicals, continually re-evaluating the concentration. Can be used to track by smell, with the usual bonuses and drawbacks, with 75% accuracy. $175,000.
</a>_<HR_WIDTH=";">Flare Protection. Transmits no blinding light levels. $4,000.
</a>_<HR_WIDTH=";">Telescopic Vision Enhancement. Magnification up to 100x. $12,000.
</a>_<HR_WIDTH=";">Low Light Vision. Monochrome night vision to 600m. $8,000.
</a>_<HR_WIDTH=";">IR/UV Vision. This is not seeing heat levels it appears as monochrome vision. Range 300m. Functions as night vision outside, or with the aid of an IR or UV illuminator. $6,000.
</a>_<HR_WIDTH=";">Thermal Imaging. Range 150m. $15,000.
</a>_<HR_WIDTH=";">Laser Rangefinder. Improves aiming, +1 strike. Range 2000m. $25,000.
</a>_<HR_WIDTH=";">Military Multi-Optic System. Flare protection, telescopic, low light, laser rangefinder. $40,000.
</a>_<HR_WIDTH=";">Radius Vision. 4 additional eyes permit 360-degree radius vision. Adds +2 initiative. $75,000.
</a>_<HR_WIDTH=";">Sphere Vision. 8 additional eyes permit vision in all directions, including up and down. Adds +6 initiative. $190,000.
</a>_<HR_WIDTH=";">Integral Gun Optical Link. An optical link which sees directly along the weapon's line of fire. Adds +2 strike for that weapon only. Must be purchased separately for each separate weapon. $25,000.
</a>_<HR_WIDTH=";">Sensor Mast. A mobile telescoping limb tipped with sensors. Has only 10 MD but is not exposed when not in use. Extensible up to 2m. The sensors themselves must be purchased separately. $10,000.
</a>_<HR_WIDTH=";">Spotlight. Choice of white light ($1,000), IR ($2,000) or UV ($3,000).
</a>_<HR_WIDTH=";">'I/O' Port. A port and a retracting lm coiled optic fibre cable. Suitable for computer use, vehicle control, etc. Normally interfaced directly to the borg's nerve trunk, as well as an on-board computer, if any. $5,000.
</a>_<HR_WIDTH=";">Sensory Information Recorder Package. A digital recorder records all information from artificial senses. Maximum 60 hours storage (additional storage space costs at $1,000/hour). $100,000.
</a>_<HR_WIDTH=";">Identification, Friend or Foe (IFF) Package. Used by borgs to determine targets. The IFF package, when triggered, can call out to any other IFF unit in a 1000m radius. Only friendly units will respond. Designed to avoid friendly fire. $8,000.
</a>_<HR_WIDTH=";">Gyro-Compass. Provides a perfect sense of direction (with respect to magnetic north and up/down). $1,000.
</a>_<HR_WIDTH=";">Clock Calendar. Provides a perfect sense of time. Includes a silent alarm. $1,000.
</a>_<HR_WIDTH=";">Inertial Navigator. At any time this device can calculate distance and direction to a place previously visited - both in terms of actual travel and in a straight line. $22,000.
</a>_<HR_WIDTH=";">Sleep Sensor Alarm. Monitors the borg's sensors while the borg sleeps. When preset parameters are exceeded (movement in vision or audio range, for instance) the borg wakens. $28,000.
</a>_<HR_WIDTH=";">External Bio-Monitor. When touched to bare flesh or to another biomonitor (another borg's internal, for instance) it provides a description of the subject's physical condition. Can be used as a crude polygraph (57% accurate). $35,000.
</a>_<HR_WIDTH=";">Radiation Sensor. $5,000.
</a>_<HR_WIDTH=";">Visual Motion Sensor. Compares visual images microsecond by microsecond, taking the borg's own movement into account, and identifies things that are moving. Pretty much rendered useless by wind-blown material, such as rain, snow, leaves, etc. +4 initiative, +1 strike, parry & dodge. $26,000.
</a>_<HR_WIDTH=";">Passive Radar. Determines direction, strength and a rough estimate of distance to transmitting radars. Also identifies it if a known type. $45,000.
</a>_<HR_WIDTH=";">Micro-Radar. A miniaturised basic radar system with a 2 km range. Easily fouled by inclement weather. +2 iniative, +1 parry, +2 dodge. $60,000.
</a>_<HR_WIDTH=";">Maxi-Radar. A high-powered military-type system which requires an external aerial for transmission. Unobstructed 40km range, and functions in most weather situations. Same bonuses as micro-radar. $600,000.
</a>_<HR_WIDTH=";">Magnetic Anomaly Detector. Short range: 3m. Can detect the presence of borgs, bots, vehicles and other large masses of metal. Also allows the locating of wires and power sources inside walls, etc. $225,000.
</a>_<HR_WIDTH=";">Radio Direction Finder. Provides a compass bearing on a radio source. Multiple fixes are needed to determine distance, hence exact location. $40,000.
</a>_<HR_WIDTH=";">Loudspeaker. Up to 90 decibels volume. $1,000.
</a>_<HR_WIDTH=";">Multiple Voice Synthesizer. Also functions as an ultrasonic transmitter. $25,000.
</a>_<HR_WIDTH=";">Ultrasonic Transmission. Can choose to speak and be audible only to those with ultrasonic audio sensors, or dogs, to a range of 100m. $11,000.
</a>_<HR_WIDTH=";">Short-Range Radio R/T. Range is 5 km. $2,000.
</a>_<HR_WIDTH=";">Wide-Band Radio Receiver. Requires external aerial for long range reception (300 km, otherwise about 50 km). $4,000.
</a>_<HR_WIDTH=";">Wide-Band Radio Transmitter. Requires external aerial for long-range transmission (300 km, otherwise about 50 km). $18,000.
</a>_<HR_WIDTH=";">Scrambler. Enciphers and deciphers message traffic. Can not be used to decipher messages for which you don't have the key. $10,000.
</a>_<HR_WIDTH=";">Squirt. Compresses messages into bursts lasting a fraction of a second, severely limiting the chance of interception. A squirt system is required to unspool the compressed message. $24,000.
</a>_<HR_WIDTH=";">Microwave R/T. Requires external aerial for transmission. Only transmits in straight lines, but can be detected over the horizon (range about 50 km). $12,000.
</a>_<HR_WIDTH=";">Laser R/T. Requires line-of-sight for transmission, or fibre-optic cabling. Communications conducted this way can not be detected. $14,000.
Retractable Fingertip Blades. 5 cm long, D4 SDC damage (standard 4 blades per hand, so a hand with 4 blades would do 4D4 SDC). $5,000 each.
Retractable Fingertip Vibro-Blades. D4 MD damage each. $50,000 each.
Retractable Forearm Blade. 30 cm long, 3D6 SDC damage. $3,000.
Retractable Forearm Vibro-Blade. 2D6 MD damage. $30,000.
High-Speed Rotating Wrist. When combined with fingertip or climbing claws, this doubles their damage. $50,000.
Pneumatic Captive-Bolt Punch Gun. Installed in hand and lower forearm, a steel punch driven by compressed air and able to penetrate armour. Includes a punch trigger. D6xl0 SDC (low pressure) or + D4 MD (high pressure) is added to punch damage. $25,000.
Pneumatic Catapult. Similar to the captive bolt gun, this device is usually installed in the forearm and may be used to throw a spike or grappling hook (range 150m). If used as a weapon, spikes do 3D6 SDC. Found stones can be muzzle-loaded, doing 2D6 SDC (but range is poor, 50m). $10,000. A $250 adaptor, which must be attached externally, turns this into a grenade launcher which hurls standard hand grenades up to 100m.
Strangling Wire. A retracting reel of high-tensile wire tipped with a gripping loop. Only works if the throat is exposed. Damage is lD6 SDC per action, but a saving throw vs. poison is required every melee to avoid unconsciousness, the victim cannot scream and furthermore is -6 to break the pin. $1,000.
Monofilament Whip. A retracting reel of monomolecular wire tipped with a lead weight and used like a ball-and-chain. Does no damage to MD structures, but does D6xl0 SDC and victims must save or suffer a crosscut (roll lD6: on 1-4 a limb is severed, on 5 head cut off, on 6 torso cut in half). If the whip misses (or is dodged successfully), the attacker must parry his own attack roll (at a +4 bonus) or be hit. $75,000.
Retractable Hypodermic Needle. Needs a chemical supply (see below). Does no damage, but injects the selected chemical or drug into the body of an SDC creature. $1,000.
Internal Gun. Internal guns can be placed anywhere, but if they are in the forearm or head they gain +l strike. Head-guns are limited to pistol size SDC weapons or lasers (lasers can be placed in the torso and connected to the actual aperture by a flexible optic cable, and hence can be up to rifle size). Other internal guns are limited to pistols, SMGs, automatic carbines or weapons of similar size. Ammunition is normally 1 clip but a large ammunition reserve (equivalent to 10 clips) in the torso can be installed for $15,000. The internal gun costs the price of the weapon itself +$5,000 (+$20,000 for lasers with optic cables). Projectile pistols can include integral sound suppression for an additional $3,000, but suppressors for larger weapons must be externally fitted.
External Gun. Internal guns are traditionally mounted outboard of the forearms and are fixed, so aiming is accomplished by pointing the arm. They may also be mounted on the head, back, or shoulders (in the case of the shoulders, usually folding backwards when not in use). The weapon is visible and may be hit by called shots. Head, back or chest mounted guns are limited to pistol or SMG size. Arm weapons are limited to rifle size (not railguns). Over-shoulder weapons can be any man-portable weapon, including railguns. Arm mounts may instead hold mini-missile racks of up to 3 missiles (which may be fired singly or in volleys of 2 or 3). Standard ammo is 1 clip, but a large ammo storage system (a back-mounted drum with belt feed, 10 clips equivalent) may be added for $10,000. Cost is weapon price +$2,000. Arm and head-mounted weapons are +l strike. Sound suppressors may be added to projectile weapons for $3,000. An external gun is unbalancing and awkward, and each one inflicts a cumulative penalty of -1 to strike, parry and dodge. They can be quickly mounted and demounted, once installed.
Punch Trigger. Enables the borg to punch and conveniently have an integral gun (or other weapon) go off at the same time, automatically hitting if the punch hits. Internal guns are effectively silenced if used this way. $5,000.
Neural Knuckles. Functions just like a neural mace: if it hits exposed flesh, the victim must save vs. poison or fall unconscious for 2D4 melee rounds. $10,000.
Integral Mini-Missile Launcher. Usually installed in the shoulders or upper torso, facing front, with blast vents at the rear mirroring the protective covers at the front. Costs $50,000 per missile tube, with a maximum of 8 tubes for a borg less than 3m tall. The doors which cover the missiles can take 5 MD per missile tube (and can be increased to a maximum of 10 per missile).
Chemical Supply. Simply a fluid tank and pump. Some uses: dripping poison onto retractable claws, supplying drugs for a retractable hypodermic, storing water for use by a high-pressure spray (see below), possibly combined with a steam system (see below). $5,000. A chemical supply can hold up to 20 "uses" of chemical, and may carry more than one kind (up to 4).
Drugs & Chemicals. Water is free, lethal toxins are $200 per dose, paralyzing toxins are $500 per dose, and truth drugs are $5,000 per dose.
Directional High Pressure Fluid Spray. Effective range 20m. Must be combined with chemical supply (see above by standing in at least knee-deep water it can be refilled or pumped directly). This can be used as a fire hose, or to spray gas, or for nastier tricks. $5,000.
Radius Spray Option. When combined with a Chemical Supply and Directional High Pressure Fluid Spray, this system directs fluid in all directions (range is to a circle 3m in diameter). $10,000.
Flamethrower Ignition Option. When combined with the Directional High Pressure Fluid Spray and a Chemical Supply filled with fuel, this system becomes a flamethrower. Flamethrowers typically do 5D10 SDC, hitting a target area like a shotgun, out to a range of 40m. Targets burn for 6 melees, taking like damage every round. $2,000.
Steam Superheating Option. When combined with the Directional High Pressure Fluid Spray and a supply of water, this system becomes like a flamethrower (superheated steam will sear flesh to the bone, and ignite petrol vapor, but little else) without doing as much property damage or starting fires. Damage is 4D10 SDC, and lasts only 1 round. $4,000.
Cutting Jaws. MD edged jaws with high-powered mechanical muscles. Vastly more effective than bolt-cutters. Damage is D4 MD. $15,000. The bite of a borg with this weapon can sever chains, and given time even gnaw through axles, etc.
Locking Handgrip. Using this system, a hand can be locked in place (even dismemberment or electrocution will not alter its position) until deliberately unlocked by the borg using an internal code system. Makes an excellent hand cuff and is an aid in climbing (+10%). $6,000.
Back-Mounted Indirect Fire Weapon System. Grenade launchers and light field mortars can be back-mounted for fire support. Basically an external gun, cost is weapon +$2,000. Accurate use of this weapon requires the gunner to remain motionless.
Spotter Telemetry Link. An electronic package permitting targeting information to be fed to a weapon from an observer, and thus allowing aimed blind fire, such as with an indirect fire weapon, grenade launcher or missile launcher. Can only accept telemetry when both receiver and transmitter have synchronised inertial navigators and a means of electronic communication, and when the spotter has an electronic optic system with rangefinder with with to view the target. $50,000.
Integral Gun Laser Aimer. Direct fire weapons (not mortars, for instance) can utilise these for more accurate fire (+3 strike). $2,000. Range is 600m. For $4,000, IR/UV lasers can be employed, to make them harder to spot.
Palm' Power Port' For Small Arms. Energy weapons can be modified to accept power from a borg's power plant instead of an energy clip. $3,000.
Stun Fist. Conductive surfaces on the fist deliver an electric charge at a touch. Does D6 SDC damage and a save vs. poison is required to avoid being stunned for (30 - PE score) melee rounds (minimum 1 melee). $15,000.
Whole Body Stun System. Extends the Stun Fist concept to cover the borg's entire body. A very effective riot weapon. Anyone touching, or touched by the borg suffers the effect of a Stun Fist. $45,000.
Folding Arm-Mount Melee Weapon. A melee weapon which when not in use folds back along the forearm. The weapons are weighted for borg strength. Damage is double that done by a borg's punch (for a hammer, axe or morning star) or 6D6 SDC if a chainsaw is employed. MD chainsaws do only lD6 MD but have considerable intimidation value. $25,000 or $45,000 for MDC saw.
Combat Computer. An advanced system which identifies threats, marks targets, and suggests tactics. Adds +2 initiative and strike (both HTH and ranged), +l parry & dodge. $320,000.
Integral Gun Stabiliser. Requires an Integral Gun Optic Link. A weapon with a Stabiliser can be aimed at a target and it will stay aimed, regardless of user's movement or the target's (unless it leaves the gun's field of view, in which case aim is lost and must be re-acquired). The advantage is that a borg can fire a pre-aimed weapon (albeit with no bonuses) while simultaneously doing something else (even if it is in HTH combat). There is no limit to the number of stabilised weapons which can be fired simultaneously, if they are all pre-aimed. Each weapon must have its own stabiliser. $75,000.
Multi-Leg Chassis. Insect-like, this 6-1eg chassis lowers the borg's center of gravity and increases its stability (+15% climb). Maximum possible SPD is also increased. The legs are slimmer, but longer, and have the same stats. $300,000.
Oversized Multi-Leg Chassis. Horse-like 4-1eg system. This chassis provides less stability than the spider style, but greater possible speed. Climbing ability is reduced (-25%). The legs are large and powerful (base 100 MD, maximum 200 MD, kick forward for 2D6 MD or back for 3D6). $320,000.
Retractable Climbing Claws. These claws are large and fold back onto the rear of the hand. While primarily for climbing (+20% climb) they can inflict serious damage (3D4 SDC). $8,000.
Foot Claws. Large, immobile claws resembling bird feet. Doubles base kick damage. Their primary purpose, again, is climbing (+15% climb). $3,000.
Wheeled Chassis. $20,000 +$5,000 per wheel. A chassis of a 3 to 6 wheeled all-terrain vehicle. Base MD for wheels is 1 (maximum 20 each). Maximum SPD is 352 and SPD costs only $500 per point. Starting SPD is 0.
Retractable Wheels, Snowshoes, Fins, Skis or Ice Skates. Wheels (effectively roller skates or blades) double the borg's SPD, but only on smooth surfaces. Ice skates have similar effects and limitations. Snowshoes prevent SPD from being reduced in heavy snow. Fins permit swimming as fast as a person of regular density and mass. Skis increase SPD in the snow (doubled on flat surfaces, at least trebled downhill) but reduces turning and stopping abilities. Each system costs $8,000.
Tracked Chassis. $60,000. A chassis resembling a miniature tractor or tank. Each of the two tracks has 5 MD (maximum 40). Maximum SPD 220, SPD costs $1,000 per point. Starting SPD is 0.
Hover Chassis. $80,000 + $20,000 per pod. A chassis with 2-4 ground-effect fan pods, altitude is 10 cm to 3 m. Each pod has 10 MD (maximum 60 each). Maximum SPD is 440 and SPD costs $500 per point. Starting SPD is 0.
Pneumatic Jump Jets. Uses a high powered compressor to employ normal air as reaction mass. Takes 60 seconds to recharge for another jump. A jump can be up to 50m high or 25m long. $50,000.
Liquid-Fuel Jump Jets. Uses conventional rocket fuel to provide reaction mass. The fuel tanks hold enough for 6 full jumps (200m long or 100m high). $30,000.
Liquid-Fuel Flight Jets. Essentially this is a built-in liquid fuel jetpack. Initial SPD is 0, maximum SPD is 176 ($1,000 per point). Endurance is 30 minutes. $60,000.
Nuclear-Thermal Flight Jets. Only if the borg has a fusion plant can these be installed. They pass compressed air over the heat exchangers for reaction mass. Initial SPD is 0, maximum is 660 ($1,000/point). Base cost is $300,000. The jets must be allowed to cool for 1 hour after 3 hours of use or they will destroy themselves.
Folding/Detachable Wings. These have a 10 meter wingspan and are not heavily armoured (10 MD each). They increase flying speed by 10% (don't have to use thrust for lift), improves piloting rolls by 10%, and can be used to glide (maximum SPD about 44). They fold into 3m x lm wide fins. Attaching or detaching requires assistance or back-facing arms and about 1 melee round. $25,000.
Canards. These are 1 meter fins attached to the arms and legs. They increase airborne maneuverability (+20% piloting rolls) and reduce turn time. It takes 2 actions to attach each fin (of four). $20,000.
Folding Rotors. A small but powerful rotor system with contra-rotating blades (no tail rotor). Folds into a package 3m high standing along the spine. Rotor diameter is 5.5m. Initial SPD is 0, maximum is 480. If flight jets are combined with rotors, maximum SPD is half the lower + the higher value. $120,000, plus $1000/point of speed.
Cyber-Armour. Only available as an implant to protect an organic body rather than an artificial one. Limbs cost $20,000 (15 MDC), torso $55,000 (50 MDC), head/neck $40,000 (10 MDC).
Water Immersion Protection. Immersion, other than about knee-deep or spattering from rain, can lead to malfunction & death for borgs. Water Immersion Protection seals a borg's body against moisture down to 200m depth. Breathing may still be a problem. $75,000.
Electric Surge Protection. $100,000 per +l on saves (maximum +8). Electromagnetic Hardening. $200,000 per +l on saves (maximum +6).
Reduced Radar Return Coating. Detection by radar is reduced by about 50%. $750,000.
Reduced IR Signature. Detection with thermographics is difficult (-60%). This system can not be used indefinitely, since when in use the borg must vent heat every hour (less if generating extensive internal heat). $300,000.
Reduced Sonic Signature. Does not apply to the sounds of gross movement, but of moving parts and internal systems which can give the borg away when motionless. $500,000. Adds +20% to prowl.
Thermal Chameleon System. Permits the borg to adopt the thermal signature of a human or of the background. Has the limitations as a reduced IR signature when used to imitate the background, but is much more effective (-90% to be detected). $1.5 million.
Self-Destruct Device. One or more explosive devices designed to completely obliterate the borg on detonation. They will also do D6xl0 MD to a 3m radius. If the borg has a fusion type power plant, the explosion will be more powerful: D6xl0 MD to a 10m radius. $80,000.
Tamper Key Option. A series of small, innocuous devices throughout the borg's body which are attached to a self-destruct system. Unauthorized tampering - the cracking of the borg's main body case or intrusion into an on-board computer - result in automatic self-destruction. The borg must state whether the tamper key is normally active or dormant. $120,000.
Remotely Operated Detachable Hand. The hand is actually a remote-controlled scout. It can only crawl (SPD 5) or jump (up or across, maximum 1 meter). It has a monocular video and basic audio listening system. 10 MD of damage will destroy it, and it cannot be armed. Control is via a coded short-range radio (range 200m) and it is powered by a battery which lasts for up to 4 hours of continuous movement. $30,000.
Internal Container. Part of the borg's internal space is a concealed compartment. Cost is about $100 for every 25 cubic centimeters of space no more than 2000 cc's is possible in a normal-size FC borg.
On-Board Computer. A PC3000 hand-held computer has been installed for internal use. It has extensive memory and interfaces with the borg via a direct mental link. It cannot receive or transmit data externally unless an I/O port is also installed. Cost $19,000, a disk drive is an additional $2,000.
'Power' Port. The borg's power plant can supply power via a power connector. Can be used to recharge clips, or even small vehicles. $2,000.
On-Board Computer Programs
The use of an OBC program to practice a skill is much more time-consuming than normal skill use (2-3 times as long) because the user must constantly refer to the OBC database. Using an OBC program provides the skill at 1st level only.
Language. $25,000 each.
Demolitions Disposal. $75,000.
Pick Locks. $75,000.
Auto Mechanics. $40,000.
Robot Mechanics. $80,000.
Basic Electronics. $40,000.
Monster & Demon Database. $75,000.
Animal & Plant Database. $75,000.
Uniform, Vehicle & Weapon Database. $75,000.
Combat Tactics. $150,000. When in use, the subject is -1 attack/melee and -4 to initiative, but +2 to strike (ranged and melee) and +1 to parry.
Standard Cyborg Designs
Investing in a standard cyborg body makes sense. The design is tested, less prone to breakdowns, and any flaws clearly identified. Standard models do not stand out and are less individually identifiable, although a customised paint job and mask or helmet can do this if desired. Most importantly, the off-the-rack bodies save 20% on the price of custom-assembling. After all, if the body has everything you want, why not pay less for it? NOTE: modified off-the-rack bodies save only 10%, not counting the cost of any additional hardware.
Note that all standard suits of borg armour are made for standard designs. Custom armour costs twice as much, or more. Standard borg armour usually has removable panels for weapons to protrude and/or fire through.
Dwarrow Incuborg. Humanlike masculine design. 180cm, 200 kg body which appears to be an adult human male. Can wear regular armour or borg armour. 120 MD, micro-fusion power plant. PS 20, PP 14, SPD 44. Eyes have low-light option, ears have short-range radio receiver/transmitter, concealed basic headjack, single-voice synthesizer. Internal biomonitor with external readout, replacement lung with toxin filter. Cosmetic enhancement, human simulation (whole body). Space for a single concealed weapon in each forearm (laser pistol or retractable vibro-blade, for example).
Dwarrow Succuborg. Humanlike feminine design. 170cm, 190 kg body which appears to be an adult human female. Can wear regular armour or borg armour. 100 MD, micro-fusion power plant. PS 20, PP 14, SPD 44. Eyes have low-light option, ears have short-range radio receiver/transmitter, concealed basic headjack, single-voice synthesizer. Internal biomonitor with external readout, replacement lung with toxin filter. Cosmetic enhancement, human simulation (whole body). Space for a single concealed weapon in each forearm (laser pistol or retractable vibro-blade, for example).
Anatomic Engineering Iron Man. Mechanistic masculine design. 200cm, 240 kg body which is obviously mechanical, but resembles an adult human male. Can only wear oversized armour or borg armour. 160 MD, micro-fusion power plant. PS 24, PP 17, SPD 66. Eyes have low-light option, ears have short-range radio receiver/transmitter, basic headjack, single-voice synthesizer. Sonic protection, gyro-compass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter. Space for a single concealed weapon in each forearm (laser pistol or retractable vibro-blade, for example).
Anatomic Engineering Battle Angel. Mechanistic feminine design. 180cm, 220 kg body which is obviously mechanical, but resembles an adult human female. Can wear regular armour or borg armour. 150 MD, micro-fusion power plant. PS 24, PP 17, SPD 66. Eyes have low-light option, ears have short-range radio receiver/transmitter, basic headjack, single-voice synthesizer. Sonic protection, gyro-compass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter. Space for a single concealed weapon in each forearm (laser pistol or retractable vibro-blade, for example). Very maneuverable, +1 parry and dodge.
Cyberco-Webley Schwartzenegger Infantry Cyborg. Also known as the Commando or the McBain. 230cm, 300 kg body. Army-optimised, obviously mechanical humanoid body. Can only wear custom armour or borg armour. 180 MD, micro-fusion power plant, 4 arms. PS 25, PP 18, SPD 76. Multi-optic eyes, ears have amplified audio and short-range radio receiver/transmitter, scrambler, basic headjack, single-voice synthesizer, IFF. Sonic protection, gyro-compass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter. Power port, space for a single concealed weapon in each lower forearm (laser pistol or retractable vibro-blade, for example), mountings for an external weapon on each upper forearm (p-beam or triple mini-missile rack, for example).
Cyberco-Webley Berserker Assault Cyborg. Also known as the Ogre. 260cm, 400 kg body. 4 arms, no separate head, forearm blaster mounts on upper pair of arms, shoulder-mounted mini-missile pods. Army-optimised, heavily armoured, obviously mechanical humanoid body. Can only wear custom armour or borg armour. 270 MD, micro-fusion power plant, 4 arms. PS 30, PP 17, SPD 76. -3 initiative (no head). Multi-optic eyes mounted front and rear, ears have amplified audio and short-range radio receiver/transmitter, scrambler, basic headjack, single-voice synthesizer, IFF. Sonic protection, gyro-compass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter. Power port, space for a single concealed weapon in each lower forearm (laser pistol or retractable vibro-blade, for example), mountings for an external weapon on each upper forearm (p-beam or triple mini-missile rack, for example), 2 4-tube mini-missile launchers mounted on shoulders.
Jacobite-Webley Niebelung Air-Mobile Cyborg. Commonly called the Snake. 230cm, 280 kg body. Obviously mechanical body with integral nuclear-thermal thruster pack and oversized verniers. 160 MD, micro-fusion power plant. PS 24, PP 20, SPD 76 (240 km/h flying). Multi-optic eyes, ears have sound filtration and short-range radio receiver/transmitter, scrambler, maxi-radar (bar aerial behind head), basic headjack, single-voice synthesizer. Sonic protection, gyro-compass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter. Space for a single concealed weapon in each forearm forearm (laser pistol or retractable vibro-blade, for example), 4-tube mini-missile launchers mounted on shoulders. Verniers outboard of arms and legs can bleed plasma from the thrust pack, adding +3 to strike in hand-to-hand combat (and double melee damage) and +3 dodge. Can only wear custom armour or borg armour.
Jacobite Cyborg Vehicles. The living tissue of the cyborg is seated in a 100 kg canister-shaped body, 1m high by 60cm diameter (has 50 MD). The canister also contains the life support system and backup power source. It has a single optic sensor, audio sensor, single-voice synth and a retractable utility arm (PS 12). Designed to be installed in any ATV or larger vehicle. Typically cyborg vehicles have a giant-sized arm for manual tasks and a retractable utility arm located near the canister body, an armoured sensor cluster with multi-optics, audio, and long-range radio receiver/transmitter. Gyro-compass, clock calendar, internal biomonitor with external readout, replacement lung with toxin filter. Vehicles with passenger cabins often have a robot arm and/or defense systems inside the cabin.
Jacobite Centaur Cyborg. Classical centaur design, four-legged horse body topped with the torso, arms and head of a humanoid. Stands 2.3m tall, 500 kg. Horse body has 250 MD, human body 150. Micro-fusion power plant. PS 30, PP 17, SPD 132. Optics with low-light, audio with short range radio receiver/transmitter, single-voice synthesizer. Sonic protection, gyro-compass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter. Space for a single concealed weapon in each forearm and 0.5m cubic meters cargo space in the horse torso - often customised with an 8-tube mini-missile launcher. The horse body is particular effective in melee, dealing 2D6 MD with a front kick and 4D6 with a back kick.
Genyosha Marine Engineering Big Blue Aqua-Borg. 290cm, 240 kg body. Heavily streamlined body with limbs reshaped to resemble fins. Integral thruster system. 200 MD, micro-fusion power plant. PS 28, PP 17, SPD 44 running, 76 swimming, 132 swimming with thrusters. Service maximum depth 500m. Thrusters cannot be used to fly, but can jump-assist (100m long or 50m up). Multi-optic eyes, ears have amplified audio, sound filtration and short-range radio receiver/transmitter, sonar, scrambler, basic headjack, single-voice synthesizer. Water immersion protection, sonic protection, gyro-compass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter, gill. Space for a single concealed weapon in each forearm forearm (laser pistol or retractable vibro-blade, for example), grenade launcher mounted outboard of right arm. Can mount up to 8 mini-missiles or 4 SRMs or 2 MRMs externally.