KMANT - Deadlands: Hell on Earth Cyborgs

Product Name
Deadlands: Hell on Earth
Cyborgs
Retailing at around
£12.99
Rating out of 10
8.8 / 10
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Product Blurb

Looking for a few good deaders!

On the cratered, smoking battlefields of the Last War, dying for your country once wasn't always enough. The bodies of many good soldiers never reached the morgue.

The chosen few were given a new life - of sorts. They were revived as Harrowed - the living dead - and implanted with state of the art weapons and electronics that transformed them into the ultimate killing machines. These grim, ghost-steel and silicon warriors undertook the most dangerous missions and fought the fiercest battles. Even though the war ended over 13 years ago, some of these flesh and metal monstrosities are still fighting it, slaves to the computers implanted in their gray matter.

Cyborgs contains everything you need to build one of these cyber-soldiers from the ground up. Inside are complete rules for creating a cyborg hero, including over 70 new cyborg systems and weapons, and a random "Rules of Engagement" system for determining how much of your reader’s original programming remains. For those less mechanically minded, there are also complete rules for creating more "traditional" Harrowed heroes. Mechanized or mummified, it's your choice.

So, grab your tools and head into the lab, brainer. Maybe your hero can be one of the Few, the Proud, the Cyborgs!

- From the Cyborgs Sourcebook -

Deadlands: Hell on Earth Cyborgs Review - By Martin Dye

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