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The Making of a Cyborg

Posted: Mon Jun 14, 2004 3:59 am
by Nekira Sudacne
ok, from the very day I picked up the Rifts Main book, I have wanted to make a cyborg character. I never did, and now have finally decided to make one.

now, I do not have the Bionics sorcebook, Rifts canada or Russa, so please don't direct me twords anything in those books without listing stats, but I AM intersted in any models you particually like.

also, what features do you particually like?

the character will be a mercenary Borg who had paid for his parts by service and has just gotten released from his debts. so he will have any bionic systems possibly installed (ex-military)

thoughts?

also in rifts japan, it under Republic Cyborg soldgier OCC, it says under skills

"likewise, mercenariys get skills appropiate for thir line of work (see Rifts Mercenaries for a selection of these freelance warriors for hire)"

does that mean I can get any OCC in riftes mercenarys AND be a full conversion borg to boot?

damn, talk about power creep.

Posted: Mon Jun 14, 2004 4:40 am
by RockJock
Do you have Japan or Triax?

Jetpacks are always a big plus for any borg. They can be integrated, or the normal backpack type.

I am not big on heavy forearm weapons because they hurt accuracy, and are usually underpowered compared to handheld weapons, but I like the mini-missile forearm launcher because it can be quickly loaded.

A Ion or P-Beam rod if you can get one are good for backup weapons.

Pack in a vibroclaw or blade on each hand so you can do more damage hth.

Sensors are one on of the places that borgs excel. Give your borg all the eye and ear sensors you can muster. Most are useful for something.


As far as models go I usually use either a partial borg/head hunter for stealth type games, or a walking tank like the heavier Triax versions.

I know you don't want to hear it, but the Russian White Tiger is my favorite.

Posted: Mon Jun 14, 2004 4:42 am
by Nekira Sudacne
RockJock wrote:Do you have Japan or Triax?


I have both :)

RockJock wrote:Jetpacks are always a big plus for any borg. They can be integrated, or the normal backpack type.

I am not big on heavy forearm weapons because they hurt accuracy, and are usually underpowered compared to handheld weapons, but I like the mini-missile forearm launcher because it can be quickly loaded.

A Ion or P-Beam rod if you can get one are good for backup weapons.

Pack in a vibroclaw or blade on each hand so you can do more damage hth.

Sensors are one on of the places that borgs excel. Give your borg all the eye and ear sensors you can muster. Most are useful for something.


As far as models go I usually use either a partial borg/head hunter for stealth type games, or a walking tank like the heavier Triax versions.

I know you don't want to hear it, but the Russian White Tiger is my favorite.


jetpack. . . no one, in any game I have ever played in, has EVER used a jet pack.

I may just be the first :)

Posted: Mon Jun 14, 2004 10:06 am
by Josh Sinsapaugh
Nekira Sudacne wrote:jetpack. . . no one, in any game I have ever played in, has EVER used a jet pack.

I may just be the first :)


EVER. Wow. My players have been using the useful l'il buggers for years.

Posted: Mon Jun 14, 2004 10:44 am
by Borast
NS...if you want the forearm missle launcher, you'll not be able to use a jet pack. The missle magazine sits where you would attach the pack. (Otherwise I believe all you have is 3 mini missiles.)

Favourite features:
Tail, with vibro blade or gas/liquid ejector (also good for an emergency hand incase you accidentally fall off the roof of your APC)
Extra set of arms...weapon arms that is ;) Plasma ejector and or P-Beam
Cybernetic/Bionic ear (the initiative bonus is lovely)
Multi-Optic Eyes
Oh, and a couple of hide-aways...those compartments come in handy! :lol:

Posted: Mon Jun 14, 2004 5:45 pm
by Rimmer
Deffinitly get the Bionics source book, great info all in one place, and best of all, the maximum straegth for a full conversion borg is now 36 instead of 30 !!!!!!!! (mental note: invest in a spellchecker :D )

oh and yes jet packs ROCK ! 8) get the whisper silent jet pack if you can from CWM.

Posted: Tue Jun 15, 2004 12:33 am
by Dead Boy
One spiffy feature introcuced almost in passing in CWC for the Coalition's Strike Troopers that you might want to incorperate: Modular Weapons. By making your bionic weapons modular in nature (especially forearm and shoulder turret weapons), you won't be pinned down on any one particular set. For the added price of making them modular (I think it was an added +10% to the price) you can pick and choose what you feel like bringing into whatever situation with a little forethough and a lot of money invested in extra bionic weapons.

Oh, and the Shoulder Turret was introduced in the Bionic Source book. Think of the plasma cannon in Predator. It's only real limitation is no heavy weapons (PB or Plasma) from the forearm section may be used. Only light to medium.

borg questions

Posted: Tue Jun 15, 2004 11:35 am
by bigwhitehound
A good place for cyborg ideas is the Rifts Russia world book. Buy the way, a forearm vibro-sword is better than vibro-claws any day.

Re: borg questions

Posted: Tue Jun 15, 2004 12:36 pm
by Borast
bigwhitehound wrote:A good place for cyborg ideas is the Rifts Russia world book. Buy the way, a forearm vibro-sword is better than vibro-claws any day.

Damage wise, yes...

However, from an intimidation standpoint, the claws are "meaner." :lol:

Want proof? Read X-Men, lots of cases of Wolverine using his claws to "question" people (ie: running a claw up each side of the face, and not popping the center claw, but letting it be known that he will without co-operation)! :D

Posted: Wed Jun 16, 2004 7:49 am
by -Juicer-
My first character for the online games was a cyborg, and is still my "main" signature character; net result, lots of familiarity with cyborgs and their foibles :D

For a starting 'borg, it might be acceptable to simply start with one of the pre-existing chassis listed in the books, especially if you lack the oh-so nifty Bionics Books. If you have Triax & The NGR, the Red, Blue, and Gold types are excellent (and most importantly, commercially available) models for the beginning 'Borg to select; the Gold Type, especially, as it's probably the most go-anywhere, do-anything chassis of the three, incorporating deadly close-combat abilities with good speed and reflexes and a quad mini-missile surprise for persistant foes. It might be the most lightly armoured of the three, but that still makes it 3-4 times more heavily protected than a human in a suit of heavy EBA. It also looks the bomb.

Of course, you can't beat the Red Type for sheer intimidation and bad-assedness factor :D

Favourite equipment for me generally includes a mix of heavy and light utility weapons, and if possible mini-missiles; the 'borgs friend. Concealed "popup" weapons are extremely good, as it allows the 'borg to walk into a bar or building without being asked to leave, as well as keeping his combat capabilities concealed; however the loss in range is pretty severe.

I typically combine a main 'punch' forearm weapon (a P-beam cannon usually, for its armour-busting punch) with a second, lighter weapon on the opposite forearm (a mini-missile launcher or mini-machine gun is a good choise), with an additional light laser blaster in the secondary weapon mount for things like cutting and slicing through doors/cables/locks; mix in a pair of forearm (good for those big, bulky forearm weapon housings loves by Anime and heavy mecha fans) or wrist vibro-blades, or vibro-claws for the fingers on at least one hand (only the Russian heavy/shocktrooper models and the Triax ultra-heavy VX2000 series 'borgs can do M.D. with their normal physical attacks, which is probably the biggest weakness of the cyborg class; an M.D. close combat weapon assembly or two is an absolute must), and you're pretty much set to go.

A 'borg's main weapon should almost always be its handheld one; forearm, shoulder, and other internal weapon systems and rods perform best when used as backup and support, I've found in-game.

Of course, changing the loadout to fit the cyborg concept is also good; lighter weapons for lighter cyborgs reduce their penalties in close combat, and keep slots free for sensors and stuff like chemical sprays and palm needles; if you can afford it, a quad-armed design is a lethal close combatant.

Triax and Japan are great starting points for the cyborg player. I thoroughly recommned you pick up a copy of Warlords of Russia, as the Russian 'borgs are the finest on the planet, if a tad powerful for a starting PC. But then, this *is* Rifts :lol:

As for the "additional mercenary training" comment...eh, I'd regard that as filler text rather than a carte-blanch system ruling. Most of the Mercenary O.C.C's have cybernetics and bionics listed as selectable, but they are *not* 'Borg O.C.C.s.

Argh, too much typing. Best of luck with the new PC :ok:

-Juicer-

Posted: Wed Jun 16, 2004 10:21 am
by Nekira Sudacne
Tyciol wrote:
Rimmer wrote:Deffinitly get the Bionics source book, great info all in one place, and best of all, the maximum straegth for a full conversion borg is now 36 instead of 30 !!!!!!!! (mental note: invest in a spellchecker :D )

oh and yes jet packs ROCK ! 8) get the whisper silent jet pack if you can from CWM.



*GLARE*


? I take it i'm missing the contex here?

Posted: Fri Sep 03, 2004 1:02 pm
by GaredBattlespike
I would avoid the "pre-made" chassis types. They are too weak compared to a base book type. My reasons are as follows:
1) The Base Book types have total customization. Design as you wish within the limits of the Base Book (5 Bionic Weapons etc...) :mrgreen: :ok:
2) You can wear (but not start out with) HI-B3 Armor ! 420 MDC added to your 280 MainBody MDC of Borg Chassis! :ok: :twisted:
3) The basics need to be covered first;
A) Cybernetic Lung
B) Multi-Optic Eyes (Cyber or Bionic)
C) Headjack (Cyber or Bionic)
D) E-Clip port(s) for any forearm blasters
E) 5 Bionic Weapons
1) Extra pair of arms
2) Retractable blades (Vibro or regular with silver plating/coating)
3) Mini-Missile Launcher in one arm
4) Particle Beam Blaster (6D6+6 MDC per single shot! :ok: )
5) Concealed Leg Blaster Rod (Any type; The point is to have an
emergency-hidden-back-up-if-you-are-captured-type weapon)
F) Sensor Hand (Too useful to ignore)


That all said, you need to have an Operator and/or a Cyber-Doc if you expect to [/i]ever get repaired in the field. Yes the Armorer Skill is good, but it tops out at 20 MDC fixed (per item? per attempt?)

Thanks,
GaredBattlespike

Posted: Sat Sep 04, 2004 2:58 pm
by Svartalf
Personally, I have that thing for an extra pair of arms (if you're full-con)... with the secondary pair having the blasters, as somebody said, avoid them on the main arms, it hurts, but on the second pair...