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> Why become a cyberzombie?
BishopMcQ
post Nov 15 2006, 06:56 PM
Post #51


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They have magic resistance, which helps a lot, but because they still have a Willpower attribute the basic mechanics still apply rather than Object Resistance.
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Kyoto Kid
post Nov 15 2006, 09:50 PM
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...however they take a hit on willpower in relation to the negative essence value they have. This gave the ones I made up a max WP of 3-4, pretty much spell bait even with their MR when the mages in your party are tossing force 6+ spells...provided they can get the spell off before the CZ reacts of course.
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Wounded Ronin
post Nov 15 2006, 10:01 PM
Post #53


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QUOTE (emo samurai)
Hmmm...

I remember talk about how a cyberzombie costs as much as a tank. The thing is, though, a cyberzombie could dodge or take fire from a tank's machine gun, crush the gunner, and drop a grenade in the tank. He could, in fact, do this for multiple tanks, while a tank has nothing on him. It's kinda like Starship Troopers versus any conventional vehicle.

Well, furthermore, the point isn't to send the infantry toe to toe with the armor. Maybe it's more sensible to send a column of tanks to kill something that's standing out in the middle of the desert but if you need to clear out a building without destroying it that's when you send in the cyberzombie team.
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Dog
post Nov 15 2006, 11:57 PM
Post #54


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Regarding the question of why invest the coin to make a cyberzombie. I imagine that they are mostly platforms for testing the science. You know, build a couple dozen more and then maybe we'll know how to do it without the huge risk of cancer. It's something done at R&D, then since you've got one built and recorded the process and the specs and tested it out, why not do the guys in security a favour and hand it over so they can make use of it before it craps out.
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Kagetenshi
post Nov 16 2006, 12:04 AM
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Another thought for why to make a Cyberzombie: loyalty. Three cybered-out nonzombies may do the job just as well for less (or possibly even better for the same amount), but that means each expansion to the force needs 3x the selection process. I'd imagine CZs are pretty common for big O-level guards for exactly this reason.

~J
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hyzmarca
post Nov 16 2006, 12:31 AM
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QUOTE (Kyoto Kid)
...however they take a hit on willpower in relation to the negative essence value they have. This gave the ones I made up a max WP of 3-4, pretty much spell bait even with their MR when the mages in your party are tossing force 6+ spells...provided they can get the spell off before the CZ reacts of course.

Don't forget Astral Hazing. If a cyberzombie stays in one area for long enough then he's about as vulnerable to magic as Zurich Orbital is. There is a reason why you don't see random mages with telescopes taking down space stations and it isn't their OR.

Cyberzombies aren't as bad as Virtuoso Adepts, but if they're used for defense rather than for offense then they can provide effective immunity to all but the most powerful of mages.
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toturi
post Nov 16 2006, 02:23 AM
Post #57


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QUOTE (Kyoto Kid @ Nov 16 2006, 05:50 AM)
...however they take a hit on willpower in relation to the negative essence value they have.  This gave the ones I made up a max WP of 3-4, pretty much spell bait even with their MR when the mages in your party are tossing force 6+ spells...provided they can get the spell off before the CZ reacts of course.

And gets a [EDIT:] up to +4 Willpower. The ones I made up have Willpower maxed, usually a dwarf. So if you are smart, you can go for -1 Essense and get +2 Willpower. In addition to all the other anti-magic stuff CZ gets, the mage is meat.

[EDIT: Like I said, I usually max the Willpower for my CZs, so reaching +4 is no problem.]
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Kagetenshi
post Nov 16 2006, 02:58 AM
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P58, M&M says the Willpower increase is capped at the value the character would have had if it weren't for the cybermancy penalties. What's your source for the bonus?

~J
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Snow_Fox
post Nov 19 2006, 04:41 PM
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QUOTE (fistandantilus3.0)
QUOTE (emo samurai @ Nov 13 2006, 10:21 PM)
And why would corps make them? It's not like you can be too public with them, and there are much more cost-effective ways to defend your zero-zones.

In case you want to kill Ryan Mercury. Really, by that reasoning, everyone should be making one!

why, didn't weork before.

I agree that most people would not willingly do it but if someone is so badly wounded they might agree to anything or more likely they might not get a choice. remember the orginal Robocop was just that senario.

I don't play cybered characters. I think if you just want an unstoppable killing machine, you don't care and you might live longer than a year. A more thoughtful player might try to roll play the CZ and do well, like Weller in the first Robocop or Arnold in the 2nd Terminator movie.
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emo samurai
post Nov 19 2006, 04:50 PM
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Robocop was awesome.

Anyone think up of SR4 rules for them?
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FrankTrollman
post Nov 19 2006, 05:02 PM
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QUOTE
Well, there's the pure research angle. Sure, they are horribly impractical NOW, but without continuing to do it, you will never reach the point where they become more usable.


That's 2060s thinking.

-Frank
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