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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.