This
book is just so f****** good its silly and
the rules Pinnacle have come up with are top
notch. It is set up in the normal sourcebook
style - with an opening section written by
a H.O.E. character. Then there is a section
on the general powers, edges, hindrances and
the how to create your new character. Then
we get a chapter containing the Powers O'
the Dead used by normal Harrowed. Then we
get the Cyber Equipment that make the Cyborgs
so damn good, and finally the Marshals territory,
which contains some more very good stuff.
The first chapter is written
by Leo Poe, a Spook for the Agency (U.S. Secret
Service) who worked on the Aorthern Alliance
Cyborg program. He tells us how Cyborgs came
into being, what they were used for and some
information on the many famous units in the
world. We learn how Cyborg's were created
from dead soldiers/agents who were then fitted
with a Spirit Fetter, which is basically a
Manitou in a bottle.
This is the basic form of
a Cyborg, which is then given more equipment
depending on its military role. After a few
problems all Cyborgs were fitted with an AI
in an attempt to control the now very powerful
Cyborgs, and later during the Last War less
desirable people were chosen, such as Prisoners
who then had there memories wiped. These mechanical
warriors were used for special operations
where only a few men could be dropped in.
We have more of this, which I leave for you
to read when you get this book.
In the list of renowned
units we have the CEAL teams (Cybernetically
Enhanced Arcane Life-forms) and the SUS (Special
Undead Service), which was the British cyborg
forces. After this we get a view of the world
from a Cyborg who tells us what it is really
like to be dead, he gives us the view that
it wasn't very good to be dead before the
War. With that I will stop with this section
a move onto the other parts.
Next we get the rules on
how to create our own Cyborgs or Harrowed,
in the case of the Harrowed it is the same
as it was in Deadlands: Weird West. But in
the case of Cyborgs you must choose one of
3 types Infiltrator, Light Can or Heavy Can.
(If you plan on playing a Cyborg make sure
you have a very high Spirit of at least 3d12
or 4d10.) Plus we get some extra Edges and
Hindrances just for the newly-undead character.
The three forms of Cyborg dictate how much
gear your cyborg gets for free and how many
Rules Of Engagement (ROE) you get to pay for
that gear you get, these ROE are really good
but they can get very silly, so it's best
to roll the total number then let him choose
which ones he wants to lose (if he took the
correct edges) Here are a few of the ROE's:
Operational Area- cant go
more than 1d20X10 miles from where the Cyborg
starts his adventuring career.
No Prisoners- You can never take prisoners,
all must die.
Undercover- If anyone ever discovers you are
a Cyborg you must kill him, even other players.
The next two chapters cover all the nice little
goodies that make being dead worthwhile. The
Harrowed have most of the same powers that
appeared in "Book Of The Dead" from
Weird West. With these you get powers that
increase your healing, give you big Claws,
allow you to remote control parts of your
body when not connected and the power to increase
your attributes.
Then we get some very good
information on Cyber Equipment, all Cyborgs
get certain free parts plus a budget to expand
your Cyborgs abilities, what you get depends
on what type of Cyborg you are. Infiltrators
get gear, which allows them to do espionage
work; one of these items is the Infiltrator
Package that makes the cyborg appear to be
normal human, skin and all (Terminator style.)
The other two types of cyborg are combat models,
so are normally easy to identify as non-human
(Robocop style.) Below is some of the best
equipment and weapons:
Balance Booster- Raises
Nimbleness by two die types.
Dexterity Booster- Raise Deftness by two die
types and give cyborg the Two Fisted Edge.
Hold Out Weapon- Gives you a little hidden
pop out sidearm. In either Cartridge, Rail
Gun or Plasma.
Targeting Computer- Does just what it says
on the tin.
Plasma Blade- You get yourself a funky Lightsabre
type weapon.
This just leaves the Marshals section, which
Pinnacle have filled with good plot hooks,
but that is no longer a surprise because of
the good work I have seen in the previous
books. The book does lack an adventure, but
that is just one little bad thing in a brilliant
book, if you have Deadlands this is a must
have book even if you only use it for some
really hard villains for your players to fight.
Other Sources:
Terminator 1 & 2- This
is a good example of an Infiltrator Cyborg.
Robocop 1, 2 & 3 - From these we get good
examples of a few things; one Robocop’s
Directives are a good model for Rules Of Engagement.
Second, Robocop himself is a good example
of a Light Combat Cyborg and finally Cain
in Robocop two is a good example of a Heavy
Combat Cyborg. On top of this I think the
front cover looks very much like the scene
from Robocop 2 when Cain and Robocop fall
down lift shaft.
Universal Soldier.
Cyborg.
Reviewed By Martin Dye |