Terran Cyberware
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Cyberware is common among Terrans, but not quite ubiquitous. Cloned replacement-parts are more popular than bionic prosthetics in most “civilized” circles, but Space Marine are more interested in boosted capabilities than in appearances – and a little chrome is downright stylish in some circles.

Electrical (-20%) cyberware is subject to being disabled by EM or Surge attacks, etc, leaving the cyborg without the advantages granted by the cyberware, and with any disadvantages that the bionics are there to mitigate (One Eye for a single disabled Bionic Eye, or Blindness for two, etc). All Space Marine cyberware is electronically Hardened (-15% instead of -20%), getting +3 to HT when resisting such effects.


Bionics
Bionic limbs have the Machine meta-trait (Immune to Metabolic Hazards, Injury Tolerance (No Blood, Unliving), and Unhealing (Total)). Only the bionic parts themselves have these traits; damage to a bionic part gets the benefits of Injury Tolerance, and isn't affected by venom, toxic or fatigue damage, etc, but damage to a natural meaty part doesn't. This is a limitation to the entire Machine meta-trait: Partial, one arm or leg (-80%), or 5 points/limb. A single hand or foot is 1-point perk.

Likewise, bionic advantages only function when using the bionic part that grants them … for example, bionic DR only applies to damage at that hit location, and the bonus from Protected Sense might leave a cyborg with his single Bionic Eye working, and his natural eye blinded.

Bionic Arms
One Arm (11 points): Arm ST +2 (One arm; Electrical, Hardened, -15%) [6]; DR 2 (One arm, -40%) [6]; Machine (One arm, -80%) [5]; One Arm (Mitigated, -70%) [-6]. • Upgrades: Improve Arm ST to +3 [2] or +4 [5] (with Reinforced Skeleton, up to +5 [7] or +6 [10]); improve DR up to 10 [3/level]; buy Arm DX 1-2 (One arm; Electrical, Hardened, -15%) [11 or 21].

Both Arms (18 points): Arm ST +2 (Two arms; Electrical, Hardened, -15%) [9]; DR 2 (Both arms, -20%) [8]; Machine (Both arms, -60%) [10]; No Fine Manipulators (Mitigated, -70%) [-9]. • Upgrades: Improve Arm ST to +3 [4] or +4 [8] (with Reinforced Skeleton, up to +5 [13] or +6 [17]); improve DR up to 10 [4/level]; buy Arm DX 1-2 (Two arms; Electrical, Hardened, -15%) [14/level].


Bionic Eyes
One Eye (9 points): Acute Vision 2 (Electrical, Hardened, -15%; No Depth Perception, -15%) [3]; Nictitating Membrane 2 (One eye, -50%) [1]; Night Vision 7 (Electrical, Hardened, -15%; No Depth Perception, -15%) [4]; Protected Vision (Electrical, Hardened, -15%; One eye, -50%) [2]; One Eye (Mitigated, -70%) [-4]. • Upgrades: Infravision (Electrical, Hardened, -15%; No Depth Perception, -15%) [7]; Microscopic Vision 1-3 (Electrical, Hardened, -15%; No Depth Perception, -15%) [3.5/level*]; Nictitating Membrane up to 10 [0.5/level*]; Telescopic Vision 1-3 (Electrical, Hardened, -15%; No Depth Perception, -15%) [3/5/level*]; Ultravision (Electrical, Hardened, -15%; No Depth Perception, -15%) [7]; or upgrade Night Vision to 8 or 9 [1/level].
*Round total up.

Both Eyes (7 points): Acute Vision 4 (Electrical, Hardened, -15%) [7]; Nictitating Membrane 2 [2]; Night Vision 9 (Electrical, Hardened, -15%) [8]; Protected Vision (Electrical, Hardened, -15%) [5]; Blindness (Mitigated, -70%) [-15]. • Upgrades: Hyperspectral Vision (Electrical, Hardened, -15%) [22]; Infravision (Electrical, Hardened, -15%) [9]; Microscopic Vision 1-4 (Electrical, Hardened, -15%) [4.25/level*]; Nictitating Membrane up to 10 [1/level]; Telescopic Vision 1-5 (Electrical, Hardened, -15%) [4.25/level*]; or Ultravision (Electrical, Hardened, -15%) [9].
*Round total up.


Bionic Legs
One Leg (11 points): DR 3 (One leg, -40%) [9]; Lifting ST +1 (Electrical, Hardened, -15%) [3]; Machine (One leg, -80%) [5]; One Leg (Mitigated, -70%) [-6]. • Upgrades: Improve DR up to 10 [3/level]; improve Lifting ST up to +2 [3] or +3 [5] (with Reinforced Skeleton, up to +4 [8] or +5 [10]).

Both Legs (24 points): Basic Move +1 (Electrical, Hardened, -15%) [5]; DR 3 (Both legs, -20%) [12]; Lifting ST +2 (Electrical, Hardened, -15%) [6]; Machine (Both legs, -60%) [10]; Legless (Mitigated, -70%) [-9]. • Upgrades: Improve Basic Move to +2 [4] or +3 [8]; improve DR up to 10 [4/level]; improve Lifting ST up to +3 [2] or +4 [5] (with Reinforced Skeleton, up to +5 [7] or +6 [10]).


Bionic Vitals
Redundant Vitals (16 points): Accessory (Biomonitor) [1]; Extra HP +5 (Electrical, Hardened, -15%) [9]; Hard to Kill 1 (Electrical, Hardened, -15%) [2]; Injury Tolerance (No Vitals; Accessibility: Not vs. critical hits, -20%; Electrical, Hardened, -15%) [4].



Body Mods & Physiological Implants

Adrenal Booster: Lifting & Striking ST +3 or +6 (Costs Fatigue, 1 FP/min, -5%; Electrical, Hardened, -15%) [20/level].

Cognitive Acceleration: Enhanced Time Sense (Costs Fatigue, 1 FP/min, -5%; Electrical, Hardened, -15%) [36, or 24 with Combat Reflexes].

Cyber-Claws: Claws (Blunt) [3], (Sharp; Switchable, +10%) [6]; (Talons; Switchable, +10%) [9]; or (Long Talons; Switchable, +10%) [12].

Gyrobalance (11 points): Perfect Balance (Electrical, Hardened, -15%) [13]; Klutz (Mitigated, -70%) [-2].

Neuro-Motor Boost: Extra Attack 1 or 2 (Multi-Strike, +20%; Costs Fatigue, 1 FP/min, -5%; Electrical, Hardened, -15%) [25/level].

Reinforced Skeleton (45 points): HP +6 [12]; DR 18 (Skull only, -70%; Tough Skin, -40%) [18]; DR 10 (Crushing only, -40%; Tough Skin, -40%) [10]; Injury Tolerance (Unbreakable Bones) [5].

Subdermal Armor: Damage Resistance 1-10 (Tough Skin, double vs. cutting & piercing) [5/level].

Wired Reflexes: Basic Speed +1.00 to +3.00 (Costs Fatigue, 1 FP/min, -5%; Electrical, Hardened, -15%) [16/level].



Brain Implants

Chip Slots (up to 3 slots)
Chip Slot (4) (Electrical, Hardened, -15%) [15/slot].

Chip Slot (8) (Electrical, Hardened, -15%) [25/slot].


Implant Computer
Basic Implant (6 points): Absolute Timing (Electrical, Hardened, -15%) [2]; Accessories (HUD; Tiny Computer, Complexity 3, 1 TB) [2]; Lightning Calculator (Electrical, Hardened, -15%) [2]. • Upgrades: Compartmentalized Mind 1 (Electrical, Hardened, -15%; No Mental Separation, -20%) [33]; Computer Brain, up to 3 slots (see below) [Varies]; Photographic Memory (Electrical, Hardened, -15%; Only recorded data, -20%) [7]; or upgrade to Intuitive Mathematician [5] for 3 points.

Computer Brain (5) (Electrical, Hardened, -15%) [23/slot].

Computer Brain (10) (Electrical, Hardened, -15%) [40/slot].


Neural Interface Implant
Neural Jack: Cable Jack (Electrical, Hardened, -15%; Secure, +20%; Sensie, +80%) [10].

Wireless Interface Implant: Telecommunication (Radio; Electrical, Hardened, -15%; Limited Range, x1/10 (1 mi), -30%; Secure, +20%; Sensie, +80%) [14].

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