CSLNGR 3 “The Gringo” Cyborg Gunslinger
As always the original source material and a copy of Savage World’s Deluxe and the Savage Rifts Tomorrow Legion Player’s Guide
The Gringo is a pretty standard Combat Cyborg, but with built-in weapon systems. I slightly tweaked the Strength/Vigor down/up by 1. I didn’t charge the Strain for the mini-missile launchers as they are an exterior system (and I’ve been looking at the Warlords of Russia borgs, and they are going to be a bit rougher to convert, so much weapons)
Bionic Augmentation: Cyberslingers begin with Strength d12+1, Agility d10, and Vigor d12+1. These traits do not have an attribute maximum.
Cybernetic Enhancements: All Gringo Cyberslingers begin with the following cybernetic systems: Audio Package, Bionic Strength* Augmentation, Core Electronics Package, Cyber-Wired Reflexes*, Optics Package, Synthetic Organ Replacement* (see page 78 for details). Built-in Weapon systems: Retractable Vibro-blades(Arm sheath). Mini Missile launcher (shoulder mounted). Ion Blaster (chest mounted). *These are already factored into the Cyborg’s starting Traits.
Full-conversion ‘borgs possess powerful legs and actuators; they begin with the Fleet-
Footed Edge. This can be enhanced with additional cybernetics.
M.D.C. Armor: A Gringo Cyberslinger alloy structure provides +8 M.D.C. Armor.
This cannot be combined with body armor.
More Machine: Standard.
Unarmed Combat: Standard
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.
Gray Matter: Gringo Cyberslingers 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.
Inhuman Appearance: Gringo Cyberslingers suffer −2 Charisma when dealing with most beings.
Loss of Dexterity: While a Gringo Cyberslinger’s systems and parts are specifically designed for combat excellence, little attention is given to anything else one might want to use his hands for. The lack of real feeling or delicacy of construction in the hands (the exception being specific sensors installed to interact with weapon triggers), as well as the “run through the battlefield” focus of the legs and feet, means the ‘borg suffers −2 to all Agility rolls and linked skills not directly related to combat.
Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122). For example, a critical failure
on a Strength check means penalties until the ‘borg’s strength systems are repaired.
Spiritually Numb: All that metal and so little meat means no Arcane Backgrounds are available to a Gringo Cyberslinger.
Total Conversion: The process of becoming a Gringo Cyberslinger uses all of a character’s personal Strain and a portion of the Upgradeable edge.. A Gringo Cyberslinger starts with 2 Strain after applying the Upgradable Edge.
Vibro Blades (Str+d10 MD, AP 4)
Mini Missile Launcher [Range 100/200/400 Damage 5d6MD SBT, ROF 1 AP6, Shots 12]Ion Blaster [Range 30/60/120 Damage 3d8MD SBT, ROF 1 AP4]