COALITION
ADVANCED CYBERNETICS DATABASE
A.K.A.
"WE CAN MAKE
HIM FASTER, STRONGER, BETTER..."
ALEX GOLDMAN-6
MILLION DOLLAR MAN
CLEARANCE LEVEL: TS-9
Cybernetics are an important part of any
advanced military force. Strong, fast, cheap, and effective, cyborgs
have been in use as far back as the American Empire. According to
ancient records, Colonel Steve Austin was the first partial conversion
cyborg, working for the government of the American Empire in the mid-1970's.
(See classified: Restricted films "The 6 Million Dollar Man") The
American Empire believed in not only the monstrous battlefield borg, but
cybernetic augmentation for soldiers and espionage agents, police, the
injured, government officials, and private citizens.
For obvious reasons, the government of
the Coalition States cannot allow this level of cybernetic augmentation,
but with the discovery of the Fort Mead Neurological Research Center Archives
by the sanctioned Merc group: Dark Riders, many types of new and improved
cybernetics have come into effect.
As a side note, bioengineered man amplification,
a later part of the American Empire's Military Program known as Under project
Adonis which dealt with Juicer and Mind Over Matter augmentation, has been
assimilated and will soon be use throughout the Coalition States.
Remember: The whole is more than
the sum of the parts.
HANDS:
COMBAT
SPUR: A Combat Spur is designed to give
the cyborg a thrusting and cutting weapon when the use of a firearm is
not desired. Some borgs prefer the comic book hero 3-blade approach,
some prefer a single, heavier blade, it all depends on taste. Combat
Spurs can be either vibro-blades or standard blades. When retracted
they are nearly undetectable, only a small scar showing up where the ejection
port is located.
SMARTLINK: Smartlinks
are designed to mate the cyborg with his weapon. Any weapon with
the weapon side of the smartlink package used by a smartlink equipped borg
will provide the following: Ammo count, where the point of aim is,
range to target (If a rangefinder is implanted cybernetically or in
the weapon), weapon status, wind speed, and any other modifiers.
Smartlink also give the user a +1 to Init once combat has begun, gives
a +2 to strike, and allows the user to make called shots with bursts of
3 or less for each round, or a called shot for the burst fire.
INDUCTION DATAJACK:
Allows a user to interface with a computer or computer system without the
need for a cable, and seems to have developed for espionage. The
Coalition States believes that this item is best used for tactical officers
who must switch between isolated, tempest shielded computer systems during
the heat of battle, and might be slowed down at a critical time by wires
or cables.
MAGNETIC CLAMPS:
Small, powerful electro-magnetic clamps built into the hands allow the
cyborg to attach to any ferrous iron object.
MOLECULAR ADHESIVE CLAMPS:
Based on technology stolen from the NGR by espionage and pre Rifts National
Security Agency files, a miniature version of the MAC was created.
Used by espionage borgs and agents to attach themselves for climbing or
hitching a ride, these clamps have proven invaluable on more than one occasion.
FINGERNAIL RAZORS:
Ultra thin blades implanted beneath the fingernails, these are often last
ditch weapons. since they do little damage when extended and used.
HAND REPLACEMENT:
This one should be somewhat obvious.
LASER FINGERS:
Implanted in one of the fingers is a non combat laser, often used for laser
commo if the borg has the implanted radio and a commo link (Not detailed),
or as a laser designator, putting a weapon on is feasible, but not preferred,
since it may show up on weapon scanners when least desired.
EXPLOSIVE JOINT:
Small fusion charges implanted in the joints give the 'borg a limited supply
of grenades, with the sacrifice of a usable finger.
INJECTION NEEDLE:
Often used to perform clandestine injections of drugs such as truth serums,
radiation tracking fluids, nanites, or any other fluid, sometimes used
for medical purposes.
FINGER CAMERA:
A small, implanted camera, duh.
CYBERNETIC EYE:
A rather popular, if somewhat strange, cybernetic modification first requested
by Black Ops specialist Nathan Freely, it has gained popularity with the
Covert Ops forces. It is simply a cybernetic eye without the cosmetic
material, allowing the borg to see wherever his finger is pointed.
Some have fiber optic reels, allowing the borg to remove the eye and set
it down, while moving back to a hidden position. Very handy
ARMS:
CYBERGUNS:
Number one: only pistol sized weapons may be added, and it will need
a clip access port unless it is an energy weapons and the borg has a fusion
bioenergy converter. This is not the normal borg cyberweapon, but
instead a stripped down weapon implanted in the forearm, with the muzzle
port hidden until needed, when it will extend past a bio-mechanical sphincter
muscle before firing.
BIOMONITOR:
This implanted device gives a full readout of the borg's physical state,
giving any medic a +10% to their field surgery or first aid rolls.
COMBAT SPUR:
Same as the hand mod, but often extending out of the elbow.
ARM REPLACEMENT:
Often used for stealth, these have been carefully designed to pass detectors
and avoid discovery. Much of this technology was taken from American
Empire National Security Agency files and the NGR's Gargoyle Borg program.
BODY:
DERMAL
ARMOR PLATING: Much like cyber-armor,
this stuff has a variable AR, starting at 13 for the slim line model (Hard
to detect, only 10% chance). Each level increases the AR by 1, and
the detection chance by 15%. Each level adds 15 MDC, thanks to the
new armor design theories, for a maximum of 75 MDC for the level 5 Plating.
SKIN SHEATHING:
Skin sheathing is a rather novel idea developed by the NSA, and while providing
only 25 MDC, it does provide an AR of 19, and is totally undetectable.
REFLEX ENHANCERS:
Reflex enhancers were created to give the stealth borgs an advantage in
combat against chemically augmented troopers, but now days have proven
a valuable addition to the CS cybernetic arsenal. Reflexes are amped
up by running superconductor strips along longer reflex chains.
LEVEL I:
Provides a +3 to initiative and one extra attack
LEVEL II:
+3 to init, +1 to dodge, one extra attack
LEVEL III: +4
to init, +2 to dodge, +2 to strike, two extra attacks)
(Note, the bonuses are not cumulative)
FLYBY WIRE SYSTEM:
A rather dangerous system that puts the body in a controlled, continuous
seizure, so that when the borg wants to go in a direction, it moves faster
since the body already was moving in that direction. +6 to init,
+4 to dodge, +3 to Strike, +3 to parry, +3 attacks. This reflex enhancer
is NOT compatible with any other reflex enhancer, and often interferes
with other cerebral enhancements.
MUSCLE MEMORY IMPLANTS:
Certain reflexes are ingrained into muscle memory cybernetically.
Any muscle memory triggered gets a +3 to initiative. These implants
can be added to any reflex enhancer but Fly By Wire. Common MMI's
are: Trigger pulling, spinning back fist, crescent kick, blocking move,
or a back flip.
FUSION BIO-COVERTER:
These were developed to solve what the ancients considered to be the number
one problem with 'borgs, their high energy signatures, and difficult refueling
process. The other hindrance, is many ancient satellites could detect
radiation, and a reactor may not leak it, but is still detectable by advanced
satellite systems. While this is no longer a problem, since nobody
has satellites any longer, the Bioconverter is still worth mentioning.
Instead of the difficult refueling process a borg has to go through, or
food consumption needed for a LRP troop, a bioconverter converts any organic
substance, or chemically complex substance to energy usable by both biological
tissue, and cybernetics.
MUSCLE AUGMENTATION:
A simple strength increase. Each level will add one point of strength,
to a maximum of 32.
SKELETAL REINFORCEMENT:
While skin sheathing and dermal plating will protect a trooper from a lot
of things, bones can still be broken by the high velocity impacts of advanced
weaponry and supernatural creatures. Skeletal reinforcement will
protect the 'borgs internal organs, keep him from becoming a skin sheathing
sack of bone splinters and organ jelly, and in general keep him alive.
It provides backing for the MDC structure of enhanced skin. Without
skin armor, it merely adds 5 MDC, and protects the borg from broken bones
(Each bone will take 50 MDC to break.
LEGS:
HYDRAULIC BOOSTER:
Pistons provide a jump increase, allowing the borg to jump up to 100 feet
in the air. Very useful.
STABALIZATION PISTON:
Much like the Glitter boy Recoil Stabalization System, the pistol will
enable the borg to lock into place, to avoid recoil, impact movement, and
in one case, an emergency climbing system.
SPEED INCREASE:
Running only. Maximum is around 90 MPH
LEG REPLACEMENT:
Often times a soldier will lose one leg, even beyond the means of medical
regeneration tanks to replace, and so, must get a cybernetic leg.
EYES:
OPTICAL REPLACEMENT:
The ancients loved optical replacement, since it appears that eye damage
was common back then (Tell me about it, I almost lost my eye because
of an industrial accident) or people just thought it was fashionable
to get their eyes replaced. These incredibly complex systems need
to replace both eyes, or the borg will suffer migraine headaches.
THERMOGRAPHIC:
Not the standard thermo sight, but military grade, track through thin walls,
spectrum interference clearing, high definition, color shift adjusting
thermo graphic vision.
INFRARED:
It appears the anchients had a thing for fighting at night, since most
of the advanced technology when it comes to sensor systems seems to be
based on night vision enhancements. This infra-red system is not
seeing everything in red, but using passive or active infrared to gain
night vision comperable to 20/20 daytime vision for 100 meters. Very
handy. The only problem is that everything is green.
RANGEFINDER:
Any object the borg focuses vision on will have it's range displayed in
the lower left of the borgs vision. Nice for artillery and snipers.
FLASH COMPENSATION:
A bright light, especially at night, can blind a trooper for a critical
amount of time, or ruin night vision equipment. A flash compensator
will keep the flash from affecting the trooper, and keep his night vision
intact.
VISION ENHANCEMENT:
Gives the borg up to 50x microscopic vision, or 1x detail enhancement,
providing a +1 to strike in combat, but a -1 to init as the brain sorts
through the details.
VISION MAGNIFICATION:
Allows clear vision up to 2000 meters.
SCANNER:
Automatically scans objects in the vision area, and outlines: living creatures,
weapons, vehicles and possible threats. It can also scan the written
word and replay it over an Ultra Ear, enabling the illiterate to read.
It appears that the ancients were able to swap out the optical character
recognition based on the mission. Recovered NSA programming has identified
32 separate and diverse languages.
HEAD:
(note: It appears brain augmentation
was the ancient American Empire's specialty. This is a listing of
the cybernetic modifications that are useful in these troubled times, with
the lack of a global information network)
DATA LINK:
An important addition, allows the borg to see the information that his
cybernetics provide on the borgs retinas. While it seems basic, it
is an important mod.
INFOJACK:
Info jacks allow the borg to link to computers or computer controlled devices,
controlling them or simply sampling their information. Becoming more
and more popular with tactical officers, they give fast and easy access
to the information and options on a computer system.
MNEMONIC ENHANCER:
With the massive inflow of information that the listed cybernetics allow,
a Mnemonic Enhancer allows a borg to concentrate on up to ten tasks simultaneously
(1 extra task per level), but with less logic with each task (For each
task, temporarily remove 2% from skills, 1 from Intelligence) Mnemonic
Enhancers also give the user +2% on skills per level if only one task is
being concentrating on. (Level 9 maximum)
STORAGE MEMORY:
Handy, information, images seen, information, or even a voice recording
can be put in this cybernetic memory, much like a computer hard drive.
Maximum Storage so far is 100 Terabytes. 1 second of full motion
video takes up 1.5 Megabytes.
COMBAT INTERFACE:RESTRICTED
ENTER ACCESS CODE: ****** ACCEPTED.
The combat interface allows the tactical system, data assimilation sub
processor, and mnemonic enhancer to be used together. It drops the
penalty for additional tasks to the tactical officer. If used in this way
(Commonly known as a Combat Interface System, or CIS) it will provide this
additional benefit: The borg is able to simotaneously use multiple computers
on separate tasks, including computerized speech. This cybernetic
implant will self destruct if the tac-officer's brain waves flat line.
RADIO: Commo
is important on the battlefield, be it the urban sprawl, or a body covered,
broken armored vehicle littered field of death. Cybernetic implanted
radios have become the rage among officers in the CS military structure.
SCRAMBLER:
A complex encryption, polymophic algorythm provides scrambling of any outgoing
message, with a header packet that allows the recipient to select the correct
decryption key. Useful, but compromisable, as the Mechaniod War of
102 P.A. proved.
SLURP:
A radio encryption method detailed here
SLURP turned the tide during the Second Mechaniod War of 103 P.A., since
it allows quick and efficient commo. The cybernetic version is not
as sophisticated as the man pack or vehicle mounted radio, but it is effective.
MULTI-CHANNEL:
Detailed here
CORTEX BOMB:
Used extensively in the ancient world, the cortex bomb may prove to be
a liability. A gel based explosive that scans as biomatter, that
can be triggered remotely, or by key phrase, it usually blows the top of
the users head off. It does 4d6x10 MDC directly to the victims
brain, and 1d6 MDC to the surroundings within 5 feet.
MATH SUB PROCESSOR:
Fast math is always important on the battlefield, mainly when dealing with
indirect weapons fire, math sub processors give the implanted trooper an
automatic 75% in basic and advanced math, along with instant math access.
DATA ASSIMILATION SUB PROCESSOR:
The DAS assists the increases perception and the ability of the brain to
assimilate the incoming data. A DAS is mainly used to assist someone
using an ME. If it is not used in an tactical system, it provides
a +1 to Int. Only one can be used outside of the Combat Interface
system
TACTICAL SYSTEM:
Assists the borg in making fast, effective decisions by providing immediate
data on hand. By itself, it provides a +1 to called shots and a +1
to init. It is commonly used with the Combat Interface Setup .
Some of you will notice that many of these (OK,
most if not all) are taken from Shadowrun. It's always irritated
me that Palladium Games never really paid that much attention to cybernetics.
These seemed to add something to the game once I began adding them.