CYBERMEN: FROM INVASION TO REVENGE

cyberinvasionCyberman, The Invasion Era

Awareness 3 Coordination 3 Ingenuity 3 Presence 4 Resolve 4 Strength 8

Traits:

Armour [Major Trait]

These cybermen bodies have been further reinforced by thicker layers of metal and an exo-skeleton. Their armour reduces damage by 15 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. Their chest units provide them with oxygen, even in a vacuum.

Natural Weapon –Death Ray [Special Good Trait] [S/L/L]

The Cybermen lazer weapon has been installed into their chest unit. It is normally lethal to those struck by it.

Cyber gun – [Special Good Trait] The cybermen carry large guns [7/10/L]

Hibernation – [Special Good Trait]

The Cybermen are capable of entering hibernation, shutting down all but their life support systems. This allows them to save energy and remain undetected. Any electronic scan for a hibernating cyberman suffers a -5 to their check.

Plastic Unit – [Special Bad Trait]

The chest unit of the cybermen has been redesigned to be more compact. It retains it’s weakness to solvents, still taking double damage from such a solution. Hitting the chest unit is more difficult reducing the attack roll by -5 due to it’s size.

When destroyed the Cyberman suffocates.

Skill:

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

Story Points: 3-6

The Cybermen have strengthened their physical forms while reducing their ability to control others. They have become better at using others, offering partial cyber-conversion in return for technical support to boost their diminished numbers.

cyberrevengeRevenge of the Cybermen Era, Cyberman

Awareness 3 Coordination 3 Ingenuity 3 Presence 4 Resolve 4 Strength 8

Traits:

Armour [Major Trait]

These cybermen bodies have been further reinforced by thicker layers of metal and an exo-skeleton. Their armour reduces damage by 15 points.

Cyborg Emotionless [Special Good Trait]

The Cybermen emotions have returned, much as they wish to deny it. The emotions they do possess are fitting for warriors. They get angry, they hate, they find pleasure in causing pain. They do lack postive emotins such as love or mercy. When resisting emotional pleas or persuasion a cyberman gains a +1 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. Their chest units provide them with oxygen, even in a vacuum.

Natural Weapon –Death Ray [Special Good Trait] [S/L/L]

The Cybermen lazer weapon has been installed into their chest unit. It is normally lethal to those struck by it.

Cyber gun – [Special Good Trait] The cybermen carry large guns [7/10/L]

Plastic Unit – [Special Bad Trait]

The chest unit of the cybermen has been redesigned to be more compact. It retains it’s weakness to solvents, still taking double damage from such a solution. Gold dust also clogs their ventilation system, suffocating them. Hitting the chest unit is more difficult reducing the attack roll by -5 due to it’s size.

When destroyed the Cyberman suffocates.

Skill: Convince 2, Fighting: 5, Marksman 3, Medicine 1, Science: 1, Technology 4, Transport: 2

Story Points: 3-6

The Cybermen are reduced to a rag-tag group, their mission of expansion now an inalienable right. They have developed a vulnerability to gold and their emotions are returning but they are no less ruthless in their quest to convert other races.

Cybermat, Revenge of the Cybermen Era

Awareness 3 Coordination 4 Ingenuity 1 Presence 1 Resolve 1 Strength 2

Traits:

Armour [Major Trait] – The cybermat is covered in metal, reducing damage by 5.

Natural Weapon – Cyberbite (S/S/L) The cybermat can bite injecting a poison. Stunned victims still retain the poison in their system and will die from it within minutes (20 minutes for each point of strength the victim has).

Gold Vulnerability [Major Bad Trait]

These cybermats are vulnerable to gold, shutting down when it is introduced into their systems.

Skill: Athletics: 2, Fighting: 1, Subterfuge (sneaking): 2

Story Points: 1-2

The cybermats have been redesigned, taking on a more serpentine appearance. They have a venomous bite and are designed to infiltrate enemy bases and neutralise targets.

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1 Response to CYBERMEN: FROM INVASION TO REVENGE

  1. Matthew C says:

    I love the way the Revenge Cyberleader puts his hands on his hips!

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