Showing posts with label #Cyberslinger. Show all posts
Showing posts with label #Cyberslinger. Show all posts

Wednesday, November 23, 2016

Savage Rifts - CSLNGR 3

„CSLNGR 3 “The Gringo” Cyborg Gunslinger
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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.
„„
High-performance Legs:
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


Complications:
„„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.

Weapon Systems:
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]

Sunday, November 20, 2016

Savage Rifts - CSLNGR 1

Next chapter in Conversion is the Cyberslinger Cyborgs from Rifts New West.

The other two Cyberslingers should be done before Turkey Day.

First up is the CSLNGR 1 Cyborg Gunslinger...The Kid
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As always the original source material and a copy of Savage World’s Deluxe and the Savage Rifts Tomorrow Legion Player’s Guide are also needed for play.
 
„CSLNGR 1 “The Kid” Cyborg Gunslinger

THE CSLNG 1 CYBERSLINGER HERO’S JOURNEY (THREE ROLLS)
‘Borgs gain two rolls on any of the following
tables: Body Armor Cybernetics, Close Combat
Weapons, Ranged Weapons, and Training.
They gain a third roll on any table
except those dealing with magic, or psionics.

The Kid's  Abilities & Bonuses


Bionic Augmentation:
Cyberslingers begin with Strength d10, Agility d12+2, and Vigor d12. These traits do not have an attribute maximum. Strength is considered Supernatural due to the powerful full-body mechanics and hydraulics powering the borg.

„„Cybernetic Enhancements: All Cyberslingers begin with the following cybernetic systems: Audio Package, Embedded Combat Coding, Core Electronics Package, Cyber-Wired Reflexes*, Optics Package, Synthetic Organ Replacement* (see page 78 for details). *These are already factored into the Cyborg’s starting Traits.

„„High-performance Legs: 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: The Kid’ Cyborg ‘slinger does not gain MDC armor, but may wear armor.

Alloy Structure: The ‘Kid’ gains a +2 Toughness bonus based upon their internal structures.

More Machine: Standard

„„Unarmed Combat: Standard

Quick Draw Computer: The ‘Kid’ has Embedded Combat Coding to give it the edge in the draw. Gain the Quick Draw edge.

Complications:
„„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: 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.

Human Appearance: The Kid does not suffer the standard Cyborg penalties due to Inhuman appearance, as the Kid comes with human like skin and the face of the original person being augmented.

„„Loss of Dexterity: The Kid, having a more intricate hand builds, does not suffer a loss of dexterity as a Standard Combat Cyborg.

Overconfidence: Being a wired gunfighter tends to make these hard coded gunfighters real sure of themselves. Gain the Overconfident Hindrance.

„„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 Cyberslinger.

„„Total Conversion: The process of becoming a Cyberslinger uses all of a character’s personal Strain. A Cyberslinger starts with 0 Strain before applying the Upgradable Edge.

Cyborg Gunslinger STARTING GEAR
Bandito Lightweight Personal Armor(as Huntsman),
BB6 Six-Shooter, Vibro Knife, NG-S2 Survival Pack,
2d6 × 100 credits.








Saturday, November 19, 2016

Savage Rifts - CSLNGR 2

Next chapter in Conversion is the Cyberslinger Cyborgs from Rifts New West.

Second up is the CSLNGR 2 Cyborg Gunslinger...Super Slinger. This, this is my favorite cyborg. Enjoy!
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As always the original source material and a copy of Savage World’s Deluxe and the Savage Rifts Tomorrow Legion Player’s Guide are also needed for play.


„CSLNGR 2 “Super Slinger” Cyborg Gunslinger

THE CSLNG 2 CYBORG HERO’S JOURNEY (THREE ROLLS)
‘Borgs gain two rolls on any of the following
tables: Cybernetics, Close Combat
Weapons, Ranged Weapons, and Training.
They gain a third roll on any table
except those dealing with body armor, magic, or psionics .

Super Slinger Abilities & Bonuses

Bionic Augmentation: Cyberslingers begin with Strength d10, Agility d12+1, and Vigor d12. These traits do not have an attribute maximum. Strength is considered Supernatural

„„Cybernetic Enhancements: All Cyberslingers begin with the following cybernetic systems: Audio Package, Core Electronics Package, Cyber-Wired Reflexes*, Optics Package w/Targeting Eye, Extra Set of Arms, Synthetic Organ Replacement* (see page 78 for details). *These are already factored into the Cyborg’s starting Traits.
„„
High-performance Legs: 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 'Super Slinger' Cyberslinger's alloy structure provides +4 Mega Damage Armor. This cannot be combined with body armor. Additional levels may be added for additional strain. A
„„
More Machine: Standard.

„„Unarmed Combat: Standard

Complications
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: 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: Cyberslingers suffer −2 Charisma when dealing with most beings.

„„Loss of Dexterity: While a 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 Cyberslinger.

„„Total Conversion: The process of becoming a Cyberslinger uses all of a character’s personal Strain. A Cyberslinger starts with 0 Strain before applying the Upgradable Edge.

Selective Targeting System: The Super Slinger’s targeting system is designed for one thing; gunfights. The four arms may each carry 1 pistol, but only a single target may be targeted. Each pair of pistols acts as twin linked. Obviously while holding a pistol in each and fanning the hammer is impossible. If however the Cyberslinger is holding two revolvers, she can fan both hammers, which then function as twin-linked weapons. 

Cyborg Gunslinger STARTING GEAR
2x BB6 Six-Shooter, NG-S2 Survival Pack,
2d6 × 100 credits.