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We’re not talking about any waster who has an artificial arm or leg grafted on by the sawbones in Junkyard. Those cheap hackwork limbs are really just fancy stand ins for what some unlucky sap’s parents gave him for his inaugural birthday presents. When we say cyborg, we mean specifically a military-grade combination of man and machine created for the sole purpose of waging war more effectively, whether that be by subterfuge or just shooting more and/or bigger bullets than the poor, original-manufacturer’s equipment human on the other side of no man’s land.
The term cyborg is a little misleading. It derives from the words cybernetic organism, but calling the meat part of a cyborg an organism is stretching its definition to the breaking point. You see, for a couple of reasons, all cyborgs in the Wasted West are undead. First, the more powerful the cybernetic device, the more sheer power it requires. Even with all the fancy power systems that mad and patent science cranked out over the last two centuries, no one managed to come up with a basically self-renewing source of energy that generated enough output to run military-grade cybernetics indefinitely. And believe us, the last thing you want to have to worry about when you’re operating behind enemy lines is if you brought the right kind of power adapter for whatever weird outlets that country uses.
Second, popular television shows from the last century aside, the human body on its own just isn’t capable of withstanding the stresses a powerful cybernetic device can put on it. Early attempts to enhance soldiers with cybernetic attachments met with disastrous results. Sure, a cybernetic arm might be constructed to be far stronger than a normal human’s, but the shoulder it’s attached to is still flesh and bone. Try to lift a car engine with one and you’re more likely to install a bloody aftermarket cybernetic arm on the engine than you are to raise it off the ground.
Attempts to reinforce the skeletal system to the point it could handle the burden imposed by high-end cybernetics likewise met with failure. It turns out there’s a limit to how much you can cut and paste into a human body before it finally says, “I’m done.” And, yes, various militaries found this out the hard way, too. Ironically in the end, one problem led to the solution of the other.
Pimp My Corpse
Researchers for a secret branch of the US government known simply as “the Agency” built on work Hellstromme Industries had done with ghost rock reactors to create a device that could convert spiritual energy into a more usable form. While there are some similarities to the spirit batteries used by junkers, the Agency’s method instead tapped into manitous to draw power directly from the Hunting Grounds. Of course, the rub to this plan was getting hold of a manitou in the first place. In an event that was as ironic as it was synchronistic, one of the original volunteers for cybernetic enhancement died during surgery. He didn’t stay dead long though, as a manitou latched onto his corpse, making him a Harrowed. No doubt, it was planning the usual mischief those deaders get up to, but it was in for a big surprise.
The scientists performing the operation realized they had just been given the solution to both their problems. Working quickly, they slapped one of the new experimental devices—called a spirit fetter—onto their subject. The manitou, already bound to the Harrowed by its own choice, could do nothing but rage and watch. Even better, at least from the researchers’ position, the volunteer’s newly undead body was now able to survive virtually any amount of invasive surgery. There was no worry about infection or rejection of the implants either. They could modify and enhance the walking corpse to their hearts’ content.
Between politics, loose lips, and old-fashioned espionage, it wasn’t too long before the technology spread to other countries. The fact that Harrowed, by virtue of being dead, often had no legal rights made the prospect especially appealing to many governments. In effect, they were expensive but completely expendable pieces of equipment as far as the law was concerned.
By the beginning of the Last War, every major military on the planet fielded at least some cyborgs, which were known in the ranks as tin cans, or more concisely, just “cans.” Many had battalions of them. And since cyborgs are undead and enhanced with advanced military technology powered by an effectively eternal energy source, it’s really no shocker there are still quite a few roaming the Wasted West.
Playing a Cyborg
The first thing about being a cyborg is that your hero has to be dead—or more accurately undead. Nearly all cyborgs were created by a government agency or military unit. The two largest groups of these deaders were the US Army’s Cy-SOG (Cybernetic Special Operations Group) and the Confederate CEAL Teams (Cybernetically Enhanced Arcane Lifeform), but many other nations had their own equivalents. The Texas Rangers and Agency had cans on staff for the toughest missions.
All cyborg characters must be Harrowed in addition to taking the Cyborg Edge. However, the Cyborg Edge does count as the free Edge a character receives when choosing to make a Harrowed. In fact, we recommend that’s what you spend that free Edge on for reasons you’ll see very shortly! Also, the technology required to create cans is largely lost to the sands of time, or more accurately, the blasts of nuclear and ghost rock bombs, so if you want to take the Cyborg Edge after character creation, you need to talk to your Marshal to work out an explanation for exactly how that transformation comes about.
All cyborgs have certain abilities in common. In addition, the normal rules that apply to Harrowed also apply to tin cans, with a few modifications which
we’ll go into below.
Flesh and Bone…and Metal
Cyborgs are complicated creations, and keeping them functional is a challenge all in itself. Fortunately, by the time cans were in fairly common usage, their creators had figured this out as well. All cyborgs come equipped with a Self Repair Unit (or SRU) that allows them to make natural healing rolls normally… well, sort of. A cyborg, like a Harrowed, must consume roughly a pound of meat, but a can also needs access to manufactured materials as well. For each natural healing roll, a cyborg must also have a number of Components (see Junkers in Hell on Earth Reloaded) equal to its wound level to attempt the roll. For example, a tin can with two wounds needs two Components to attempt a healing roll. The Components are expended regardless of whether the cyborg succeeds on the healing roll.
Even administering medical care to a can is more complicated. Each type of cyborg lists a skill used to remove damage (either Healing or Repair), but if the character using the skill does not have the other skill at the same die type or higher, they suffer a –2 penalty to their roll. If they do not have the skill at all, they suffer a –4 penalty. Use of the healing power also suffers a –2 penalty on cyborgs; the greater healing power suffers no additional penalty when used on a cyborg.
Spirit Fetter
The spirit fetter maintains all of the cyborg’s systems by pulling power from its manitou. The amount of energy the manitou provides is based on its Spirit die type. A deader can never take more Cyborg Edges than his manitou’s Spirit die (ten Edges for a d10 Spirit manitou). A manitou always has a Spirit die type one greater than the Harrowed it inhabits. One of the downsides of the spirit fetter is that it prevents the manitou from manifesting other Harrowed Edges. Since most cyborgs were created on the operating table, the tin can never even gets the chance to learn any Harrowed Edges. A deader who somehow later becomes one may have the Edges, but with his manitou shackled by the spirit fetter, he loses access to them.
Artificial Intelligence
Each cyborg has an integral AI imbedded in it. Pretty quickly, The Powers That Be (or more accurately, The Powers That Were) figured out that putting a bunch of things that go boom on a walking corpse animated by a demon driven to wreak havoc was in the same category as putting lasers on sharks’ heads. The potential for disaster was quite a bit better than the chances of winning the lottery, is what we’re saying.
A cyborg’s AI has the primary job of monitoring the spirit fetter and keeping the manitou from gaining control of the deader. A cyborg with a functional AI gains a +4 bonus to Dominion rolls. Governments and militaries being governments and militaries, they also installed primary mission directives in each cyborg. After all, there’s really not much difference between a manitou-controlled undead killing machine armed with a rocket launcher and a regular undead killing machine armed with a rocket launcher that really just doesn’t like you when you get down to end results.
AIs are installed with a number of primary mission directives depending on their type. Unfortunately, since it’s been nearly two decades since any can has had a system overhaul, the AIs aren’t as effective as they once were, and each deader has figured out bugs in its computerized backseat driver. As a result, a cyborg can resist its directives by bypassing the AI. However, a cyborg who bypasses his AI is open to an immediate Dominion roll by their manitou—without the bonus provided by their AI.
Rest
Like other Harrowed, cyborgs don’t need much sleep, but the complicated programs running their various gadgetry do require time for periodic defragmenting and self-diagnostics.
Every 24 hours, a can must power down for 1d6 hours to allow the AI to accomplish these tasks. During this time, the AI is monitoring the environment, meaning the cyborg is just as capable of “waking up” as non-metal heads. If a cyborg opts to not power down, she accumulates a Fatigue level for eachday she goes without this maintenance period. This represents her motor control getting sloppy, response times dropping, and so on. These Fatigue levels are recovered at a rate of one per extra hour of downtime. Although she can reach Incapacitation from this type of Fatigue, it actually represents the AI triggering an override and shutting her down for the necessary housekeeping.
Directives
All AIs are programmed to obey the orders of a superior officer in their military’s command structure. Likewise, those cans attached to civilian organizations, like the Rangers or Agency, are hard-wired to obey superiors in their own institutions. Now, word of mouth isn’t enough to invoke this Directive. The individual claiming that authority must either be known to the cyborg or possess the proper uniform or credentials.
On top of the core Directive, each can has one or more additional Directives depending on the type of model. These were usually tied to the last mission (or missions) the cyborg was assigned when everything fell apart. When you build your metal head, choose one or more of the following as detailed in the description of your character’s model.
• Confirmation: Your deader must be able to clearly see his target and confirm it is hostile before engaging. The Marshal has final say, but this may require a Notice roll modified for light, cover, and so on.
• Danger Close: To protect the…softer members of your unit, you can’t fire a ranged weapon at a target within 2” (twelve feet) of a friendly character.
• Expendable: Your cyborg was part of a decoy force meant to distract the enemy and draw fire. Once combat starts, your can tries to draw as much attention to itself as possible and never uses cover.
• Hearts & Minds: Your can was involved in humanitarian and civilian affairs missions to win over a local population. You can’t ignore a request for aid from a civilian unless it conflicts with another Directive.
• Martial Law: Your brainer was performing police duties. You must uphold the law, and all offenders must be turned over to the nearest peace officer— who is usually not anywhere nearby. Criminals guilty of capital crimes, including murder, rape, and looting, are to be executed on the spot.
• No Prisoners: Your metal head was part of an advance or deep recon unit. You never accept surrender of an enemy and can never take prisoners. Others in your group may, but you do not assist either in capture or guarding duties.
• Raider: Your cyborg was involved in extended raids behind enemy lines and had to be constantly on the move to avoid capture. You can’t possess more than you can carry and never stay in any one place more than two nights in a row.
• Search and Destroy: Your can was tasked with interrupting the enemy supply chain. You must destroy, disable, or render unusable any vehicles and heavy weapons in use by or belonging to opposing forces. This includes equipment either marked accordingly or in use by enemy personnel.
• Security: Your deader was assigned to a security detail. You cannot allow anyone to loot, damage, steal, or destroy any equipment belonging to your former organization. If the Marshal agrees, your AI can extend this to include your posse as well.
• Still at War: Your can never got word that hostilities had effectively ended. You must engage any members of the opposing alliance, although you’re not required to blindly charge them. This includes anyone wearing the uniform or using armored vehicles of that alliance as well. Supply channels got a little spotty there toward the end, so hand weapons do not trigger this Directive.
Electromagnetic Pulse
If there’s one thing that strikes fear into the heart of a cyborg, it’s the thought of being caught in an EMP. That’s the downside of being packed with roughly the same amount of advanced hardware as an electronics store. Cans are equipped with surge suppressors and hardening to let them survive the worst of an EM— otherwise, they probably wouldn’t have made it through the Last War in the first place.
Still, getting caught in a pulse is bad news for a metal head, whether it’s from a Doomsayer’s EMP power or a more mundane source. The cyborg’s internal buffers do kick in to prevent permanent damage, but the pulse causes the poor deader to shut down for three rounds as the systems reboot, or one round on a successful Smarts roll. During that time the can is unable to take any actions, has Parry 2, and all attackers are treated as if they have The Drop on him.
That’s the bad news. Here’s the worse news. The spirit fetter is also one of the systems affected, so the manitou always sees this as a wonderful time to come out and play. The nasty critter gets a Dominion roll—without that pesky AI interfering either!
Ticking Timebomb of Death
Cyborgs are electronic undead killers with a demon inside them. To say that folks are uncomfortable around them is an understatement on the order of proclaiming the Last War a mild inconvenience. Tin cans suffer a –2 Charisma if their nature is known. The flesh of a cyborg is just as dead as that of any other Harrowed, and pickling it may be tough based on the model. Animals are even less comfortable interacting with cans than ‘normal’ Harrowed. The penalty to Riding and any other rolls requiring an animal’s cooperation is at –4.
Building Your Tin Can
The first step in creating your cyborg is to choose a model. Cans come in two models: light or heavy.
The type of model you choose determines your cyborg’s base abilities and how many Cyborg Edges he begins play with, but also the number of Directives that have been placed on him. All metal heads can purchase additional Cyborg Edges either with Hindrance Points at creation or through Advances.
Regardless of the frame you pick, all cyborgs come with the abilities noted above, an encrypted radio transceiver, and linked camera. Tin cans also come equipped with GPS systems, but the satellite transmitters have long since been destroyed, worn out, or gone out of synchronization, making the device worse than useless. The details of each can are explained below.
Light Cans
Light cans were used as scouts and occasionally infiltrators. Some even saw duty with secret civilian services, like the Agency or Texas Rangers. They don’t pack near the armor or weaponry that the heavier models do, but they can move faster and more stealthily, making them ideal for work behind enemy lines. Depending on their enhancements and clothing, a light cyborg can even pass for a human, at least at a glance.
The internal structural enhancement grants a light model cyborg +1 Toughness. It also receives +1 die type to Strength. Finally, a light cyborg can choose two Cyborg Edges at character creation.
Since light cans were usually given missions that required more flexibility and decision-making, their AIs did not have as heavy restrictions placed on them. Choose one Directive, in addition to the core Directive, that applies to your cyborg.
Heavy Cans
These bruisers were assigned to the toughest knock-down, drag-out missions: front-line duty, assaulting fortifications, fighting enemy armored vehicles, and the like. They’re obviously unholy hybrids of man and machine, put together for the sole purposes of making other things blow up and/or die…badly.
There is simply no mistaking one of these cans for a normal human. In fact, their appearance is so unsettling, they receive a –4 penalty to Charisma instead of the usual –2. However, this penalty does not apply to Intimidation checks. In that case, it is instead a bonus. Big, scary, and undead sometimes works in your favor!
All heavy cans have +1 Toughness and +2 Strength die types. A heavy cyborg receives Size +1 and Armor 2.
However, all that bulk comes at a penalty to movement. Heavy models have a Pace of 4 and a d4 running die. It costs two Advances to raise Agility during play, although there is no penalty to purchasing it during character creation.
Heavy cans choose a whopping four Cyborg Edges at creation, but must also choose three Directives in addition to the core Directive. No commanding officer was comfortable with one of these monsters around without a pretty tight leash on it!
Cyborg Edges
Taking these after character creation requires an explanation as to how they were gained (and may require monetary or equipment expenditures).
Arcane Dampers
Model: Light or Heavy
This was a common enhancement for Agency and Ranger “witchhunter” cyborgs. It uses the manitou’s innate connection to the Hunting Grounds to act as an arcane lightning rod of sorts. This enhancement grants the deader +2 to all rolls to resist magical attacks and +2 armor vs. damaging magical attacks. Unlike regular armor, this does stack with other armor, but only against magically-based attacks.
Armor Plating
Model: Light or Heavy
Your metal head has a layer of advanced ballistic fibers woven into her skin, or whatever passes for its skin. This provides her with Armor 2. If your can is a heavy model, this is in addition to her base armor.
Chameleon
Model: Light
Your cyborg has optical sensors and chemical packs embedded just beneath the skin. When activated, the chemical packs change color to match their surroundings, allowing your deader to blend in to his surroundings with frightening effectiveness. This gives him +4 to Stealth rolls when it’s in use. However, to gain the benefits of the enhancement, at least half of your can’s skin must be uncovered to be effective. The system is also capable of producing nearly any pigment change, as well as refined patterns. It can imitate bruising, freckles, birthmarks, and even tattoos. Infiltrator models often use it in conjunction with the Facemaker Edge to craft even more convincing disguises.
Computer Jack
Model: Light or Heavy
Your cyborg has a universal port that can directly interface with other computer systems. On top of simply allowing your deader to connect to the computer directly, software installed in his onboard processors gives him a +2 bonus to any skill rolls to break any encryption, overcome security measures, or access data on the system. Finally, nearly all vehicles were
equipped with computerized operating systems prior to the Last War. The civilian models were mostly burned out by EMPs during Judgment Day, rendering them useless. Only one in ten still have a functional computer. Military versions, however, were almost always hardened to withstand the pulses and are still functional. When using a vehicle with a working operating system of this type, your deader gets a +2 to any skill roll to operate it. Lastly, your hero’s interface allows him to access data slugs directly without the use of a palmcorder.
Cybernetic Eyes
Model: Light or Heavy
Your deader may take this enhancement more than once. Each time he does, he can choose one of the options below. For obvious reasons, a cyborg with this enhancement cannot also benefit from the Harrowed Edge Cat Eyes.
• Electromagnetic: Your eyes “see” electrical, magnetic, and electromagnetic fields. You may also ignore darkness and concealment modifiers when targeting electrically powered objects or creatures, such as automatons.
• Light Intensification: You ignore penalties for Dim lighting and halve penalties for Dark. Additionally, your eyes contain a faint LED emitter that allows you to see up to ten feet in total darkness when on, but anyone who makes a Notice check can also detect your location due to the tiny light.
• Magnification: Your eyes are capable of magnifying nearby objects, granting you a +2 bonus to all Tracking rolls, any Notice rolls made on objects within two feet or less, and Repair rolls on small objects.
• Spirit Vision: You have specially-treated optical lenses that allow you to see magical auras. In effect, you can use detect aura (as the power) at will. However, when engaged, the lenses distort mundane objects, giving you a –1 to any Trait roll reliant on vision.
• Thermal Imaging: Your eyes detect variations in heat. This allows you to ignore darkness and concealment when targeting heat emitters. It also grants you a +2 bonus to Tracking rolls to follow a warm-blooded creature’s tracks provided the trail is no more than ten minutes old.
• Telescopic: Your optical gear gives you a +2 bonus to Notice rolls at distances of more than 30 yards. It also provides a +2 to Shooting and Throwing rolls at Medium and Long ranges.
Cybernetic Legs
Model: Light
Your character is equipped with artificial legs that make him better, stronger—well, okay, just faster. His base Pace is 8 and he rolls a d10 when running instead of a d6. He gets a +2 bonus to all Strength rolls made in association with jumping.
Mercury
Model: Light
Prerequisites: Cybernetic Legs
Your cyborg’s legs have improved servos and enhanced hydraulics. Your character’s base Pace increases to 10, on top of the normal benefits gained from having Cybernetic Legs. Additionally, she doubles her jumping distances under all circumstances: standing 2”, running 4”, and a successful Strength check adds another 2”.
Facemaker
Model: Light
Prerequisite: Infiltrator Package
Facemaker was often found installed on Agency and Ranger infiltration ‘borgs, although it would be a stretch to call it popular. That’s because part of the installation process required the deader’s facial bones to be broken into small segments and reattached to one another with a network of fibers and micro-pistons. Color packs and silicon bladders are also inserted beneath the skin. The enhancement provides the disguise power, but only with respect to the cyborg’s face, not Size or other physical features. The deader rolls Smarts to activate but uses no power points.
Improved EMP Shielding
Model: Light or Heavy
Like we said before, all cans are resistant to EMPs to some degree—or at least those still around after the Last War. Those who weren’t came to a quick end when the bombs really started falling. Cyborgs with this enhancement are even more thoroughly hardened and are effectively immune to EMPs, whether of mundane origin or the Doomsayer power of the same name. In addition, their toughened operating systems grant them +2 to rolls to resist ghost storms, electrical, and radiation based attacks. They also receive +2 armor versus damaging attacks with radiation and electrical trappings.
Improved Self Repair Unit
Model: Light or Heavy
Your can is built to take a beating, or at least recover from one quicker. You can make a natural healing once a day. Your SRU is also more efficient at cannibalizing parts. Healing rolls you make (or are made on you by others) still require Components, but only one per roll instead of one per wound level.
Improved Structural Integrity
Model: Light or Heavy
This enhancement uses everything from breakers to carbon-fiber muscle reinforcement, bone lacing, and synaptic redundancies to help offset the effects of damage to a ‘borg’s basic system functions. That’s all a fancy way to say the deader is able to ignore one level of wound modifiers. The effects of this enhancement stack with Nerves of Steel or the Harrowed Edge Implacable.
Infiltrator Package
Model: Light
This enhancement was popular with civilian agencies and certain black ops units. An infiltrator package lets a can pass as not just a human, but a living one at that. It provides a false pulse and heartbeat, simulates breathing, and even circulates blood so injuries appear to bleed. The synthetic blood also contains preservatives and aromatics to mask that unseemly dead smell. This enhancement effectively negates the Charisma modifiers for being a can. Unless the deader reveals his true nature, only a Notice roll (–4) can discover the truth. Most folks are unlikely to look this close unless they’ve got a good reason, though. Obvious cyber enhancements, like a Weapon Mount, render the Infiltrator Package useless. Also, Harrowed with the Degeneration Hindrance cannot choose this enhancement as there’s only so much even weird science can do!
Power Focus
Model: Light or Heavy
A power focus allows your deader to break the rules we set down earlier. With a Power Focus, your ‘borg can develop regular Harrowed Edges, as well as manifest those he had prior to becoming a metal head.
Reflex Booster
Model: Light
Your metal head’s nervous system has been largely replaced with fiber optic cable and processing boosters to increase your reaction time. You draw two Action cards and keep the best. This effect stacks with the Edges Quick and Level Headed.
Samson
Model: Light or Heavy
This enhancement beefs up your cyborg’s joints and servos considerably. It increases your character’s Strength by one die type. Additionally, your can is able to carry 8 times her Strength for encumbrance purposes.
Hercules
Model: Heavy
Prerequisites: Samson
Your cyborg has an enhanced frame as well as heavy-duty pistons to provide an enormous boost to your hero’s Strength by two die types. This is in addition to the increase provided by Samson.
Targeting Computer
Model: Light or Heavy
Prerequisite: Weapon Implant or Weapon Mount
Your deader has a built-in processor and targeting optics that are connected to one of his mounted weapons. He receives a +1 bonus to Shooting rolls with mounted or implanted weapons at all ranges.
Weapon Implant, Concealable
Model: Light
You have a firearm in a concealed internal mount, usually the hand or forearm. Notice rolls to find it on a search are at –4 penalty, or –8 if you have the Infiltrator Package. You don’t have to spend an action to draw or ready the weapon, in effect giving you the Quick Draw Edge with respect to your implanted weapon. The weapon uses the stats for the standard NA or SA sidearm, depending on your former allegiance. You receive one full magazine of ammunition, but any more than that comes out of your pocket, friend. Reloading the weapon takes an action.
Weapon Implant, Melee
Model: Light or Heavy
You have a melee weapon mounted to your frame. Your can also gains the effects of the Quick Draw Edge when using this weapon. Light models have retractable blades or a spike (Str+d6). Notice rolls to find the weapon when it’s retracted are at –4 (–8 with Infiltrator Package). These penalties are negated if the searcher has seen the weapon extended. In that case, success is pretty much automatic unless your can is a silver-tongued devil! Heavy models receive a large chopping blade (Str+d8) mounted on a forearm. Alternately, they can replace a limb with a buzz saw (Str+1d6+2, AP 2), but this effectively gives them the One Arm Hindrance—except for cutting stuff up, of course. Unlike a mini-chainsaw, the buzz saw is designed specifically for the rigors of combat. There is no penalty to using it and it doesn’t suffer any special penalty on a roll of a 1 on the Fighting die. This enhancement may be taken twice, giving the cyborg a weapon on both arms. These incur the normal penalties for using two weapons if the can wants to swing both in the same round. Also, taking two buzz saws is probably not the smartest move…
Weapon Implant, Plasma Cutter
Model: Light or Heavy
Prerequisites: Weapon Implant, Melee
A few deaders are equipped with high-temperature plasma cutters in place of the more standard implanted melee weapons. These cutting torches produce a “blade” about 6” to 1’ in length. They were initially designed to quickly burn through metal, plastic, and other substances, enabling the metal heads to breach doors, fences, and bulkheads. Leave it to undead murder machines to quickly turn a tool into a frightful weapon. The plasma cutter does a set amount of damage and, unlike other melee weapons, is not based on the wielder’s Strength. However, it is both armor piercing and considered a Heavy Weapon for the purposes of effecting armor (Damage 2d6, AP 4, HW). On heavy cans, the cutter is mounted on the back of one of the hands. On light models, the device is concealed within the hand or arm until activated. Notice rolls to find it on a search are at a –4 penalty, or –8 if the ‘borg has the Infiltrator Package. The deader also doesn’t have to spend an action to draw or ready the weapon, in effect giving it the Quick Draw Edge with respect to the plasma cutter.
Weapon Mount
Model: Light or Heavy
Your ‘borg has a firearm attached directly to his frame. Light models can mount an SMG, shotgun, or assault rifle appropriate to their chosen country (NA or SA). Heavy models can mount a shotgun, assault rifle, machine gun, grenade launcher, or rocket launcher of no more than 30 lbs. in the same locations. Like other mounted weapon enhancements, your deader is treated as if he has the Quick Draw Edge with respect to the mounted weapon. The process requires the weapon to be heavily modified to interface with both the mount and the cyborg’s electronic systems. This process removes the stock, trigger, and trigger housing, and often requires additional modifications to its housing. This does not reduce the weight of the weapon however, as additional pieces must be added to adapt it to interface with the mount. This renders the weapon no longer functional independent of the weapon mount. The enhancement also includes one full magazine of ammunition for the weapon chosen. Reloading an SMG, shotgun, or assault rifle takes an action. Reloading a heavy machine gun takes a full round. A grenade launcher or rocket launcher takes an action for each round reloaded. This enhancement can only be taken once. Weight of the weapon and ammunition does count against the cyborg’s encumbrance.
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