CYBERMEN: TENTH PLANET TO TOMB OF THE CYBERMEN

To conclude my look at the Cybermen I will be providing some write-ups for the race. There have been many different versions since their introduction, with a range of different abilities.

Having attributes for these different periods of Cybermen technology allows adventures to be set at different times in their own history.

CYBERMEN

Early Mondasian

tenthplanetcyberAwareness 3 Coordination 2 Ingenuity 4 Presence 2 Resolve 5 Strength 7

Traits:

Armour [Major Trait]

These versions of the cybermen does not have as much armour as later models. They have metal reinforcing their limbs but much of their body is covered in a light metal fabric. This reduces damage by 4 points.

Cyborg: Emotionless [Special Good Trait]

The Cybermen have removed their emotions, operating on logic alone. They are not motivated by hate or sadism, just on survival. When resisting emotional pleas or persuasion a cyberman gains a +4 to their checks.

Immunity: Cold/Disease [Major Good Trait]

The modifications made to their organic bodies have rendered these cybermen immune to cold and disease. They suffer no penalties when exposed to these elements.

Natural Weapon – Heat Beam [Special Good Trait]

This weapon is mounted in a drum-like chest unit. It releases a beam of extreme heat. As well as damaging a target they can use this to melt ice. [3/6/9]

Natural Weapon – Stun Beam [Special Good Trait]

The Cybermen have a beam weapon located in the lamp on their helmet. If it successfully strikes a target they are stunned for 30 minutes for each level of success.

Natural Weapon – Pressure Point Strike [Special Good Trait]

If a Cyberman is able to strike a specific pressure point they can damage a targets resolve and ingenuity, putting them into a hypnotic trance which makes them much easier to control.

Weak Eyes [Bad Trait]

When light levels increase it takes some time for the cybermen cybernetic eyes to adjust. It will be 1d6x10 minutes before they eyes adjust. Until then their Awareness is reduced to 1.

Radiation Weakness [Bad Trait]

Cybermen has little defense to radiation, having spent much of their time shielded from the rigors of space. They take twice the normal damage to any radiation that they are exposed to.

Link to Mondas [Special Bad Trait]

These cybermen receive energy transmitted from their home planet. If removed from the same solar system as their planet or if their world is destroyed they immediately die.

Skill: Convince 2, Fighting: 3, Marksman 2, Medicine 1, Science: 3, Technology 4

Story Points: 3-6

Early cybermen, raiding planets from their rogue homeworld of Mondas, are fitted with simple cybernetic technology. Rather than being covered in a metal shell they only have a metal fabric. They still retain much of their organic parts, including their fingers. They lack emotions but still retain much of their identity, bearing names and personalities.

They work for the survival of their race but they are not cruel and offer cyber-conversion, not as a means of recruitment but as a means of survival. They treat prisoners well, wishing to avoid unnecessary harm to them, to the extent that if attacked they will first seek to disarm and disable rather than out right kill.

Not that they won’t use lethal force. If someone is a persistent problem and can’t be reasoned with it is only logical to eliminate them. The cybermen are well equipped to kill if they need to.

Moon base/Tomb of the Cybermen Era

tombcyberAwareness 3 Coordination 3 Ingenuity 3 Presence 3 Resolve 5 Strength 7

Traits: Armour [Major Trait]

These cybermen have a metal skin covering their bodies, reducing damage by 6 points.

Cyborg: Emotionless [Special Good Trait]

The Cybermen have removed their emotions but still have remnants of aggression. They can be boastful and arrogant but still try to be logical. When resisting emotional pleas or persuasion a cyberman gains a +2 to their checks.

Immunity: Cold/Disease/Vacuum [Major Good Trait]

The modifications made to their organic bodies have rendered these cybermen immune to cold and disease. These models have also been adapted to survive in outer space and no longer need to breath in a vacuum. They suffer no penalties when exposed to these elements.

Natural Weapon – Cybergun [Special Good Trait]

The cybermen make use of a slim gun to attack, which fires damaging x-rays. It’s stats are: 3/7/10

Natural Weapon – Lightening Blast [Special Good Trait]

These Cybermen can unleash lightening from their three fingered hands. They use marksmanship to see if they hit a target. If it successfully strikes a target they are stunned for 30 minutes for each level of success.

Sleeper Conversion-[Special Good Trait]

Some cybermen have been converted to go dormant. Their cybernetic systems let them survive during this period of hibernation. This conversion allows troops to be placed on planets, undetected and hidden until their allies awaken them. Anyone trying to scan for a cyberman with technology suffers a -6 modifier

The drawback is that every six hours the cyberman must recharge.

Plastic Unit – [Special Bad Trait]

The chest unit of the cybermen, which houses the machinery that replaced their lungs, is made of plastic and so can be dissolved with strong solvents. It takes double damage from such a solution. Hitting the chest unit reduces the attack roll by -3 due to it’s size.

When destroyed the Cyberman suffocates.

Infra red Vision – [Special Good Trait]

Some cybermen units have had their optics improved so that they can see in infravision. This helps them locate targets in darkness. Their vision is vulnerable to bright flashes, such as a camera flash, can overload these sensors and denying them the use of infra red vision.

Fast Healing – [Major Good Trait]

Certain cybermen, those with important missions are fitted with silver mites that repair injuries sustained in battle. They recover 1 attribute point per hour.

Networked [Major Alien Good Trait]

In proximity to cyber command a cyberman receives orders and can transmit updates. This enables cyber command to better co-ordinate their forces.

Skill: Convince 2, Fighting: 4, Marksman 2, Medicine 1, Science: 1, Technology 4, Transport 1

Story Points: 3-6

A more militaristic breed of cyberman, these versions have a stronger exterior shell and more cybernetic implants, allowing them to survive on the surface of the moon. Their fingers have been removed and replaced by a three fingered claw, capable of releasing an electrical charge.

Notably more aggressive they wish to conquer and destroy rather than convert.

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1 Response to CYBERMEN: TENTH PLANET TO TOMB OF THE CYBERMEN

  1. Pingback: Tom MacRae interview, plus more news, podcasts and reviews | Entertainment Blogs

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