QUOTE (Dr. Funkenstein @ Aug 17 2009, 03:46 PM)

See, that argument is extraordinarily weak in my book. If your only excuse for having a concept like that around is to be the "scariest physical opponent you can build in SR, built to deal with [...] elite runner teams" you've already lost the argument. You're basically saying they should exist because they make a good McGuffin.
Yeah, if you overemphasize the elite runner team part (which is just one possible example among many others, ranging from specops units to Awakened threats) and ignore the "scariest physical opponent part" alltogether, then it's an extremely weak argument.
QUOTE
Like I've said, having an old model cyberzombie roaming around, perhaps trying to augment itself with modern implants or seeking ways of sustaining itself, is an awesome idea for a threat. But creating new cyberzombies in the 2070s, when technology allows for equal or superior opponents for cheaper costs? It's incredibly silly! Why spend the millions upon millions of nuyen on a cabal of blood mages and ultrasophisticated equipment when you can spend a fraction of that to either find or genetically modify someone into being a perfect specimen for normal augmentation?
Wait, no one claimed that the corps don't do normal, delta-grade augmentation all the time just because they are able to build cyberzombies.
Of course, in a lot of cases, it makes much more sense to enhance people without going for cybermancy.
I've never doubted that.
Cybermancy is a risky and utterly evil procedure with very specific benefits.
And it requires special installations and personell.
But the most expensive prerequisite for cybermancy (a delta clinic) can be used just for normal augmentations as well.
Also, all delta clinics will have a staff including highly qualified cybersurgeons and specialized healing magicians.
The dozen delta clinics who also do cybermancy happen to meet three other prerequisites :
-a Lvl 12 magical lodge (Availability 24, 12k

, a minor expense for a delta-grade clinic and probably a good investment anyway)
-a magician capable of the Invoking, Corruption and Cybermancy Metamagics
-a spirit with the Astral Gateway power to access the metaplane of death (already included with the magician if he's from a tradition with access to Guidance Spirits)
So the only real big difference between a normal delta clinic and a cybermancy clinic is that the latter employs a cybermancer.
If you've got one of those guys, why wouldn't you want to keep him?
Because he's a creepy, evil guy who violates the basic laws of existence?
Come on, we're talking about corps like Aztechnology, MCT, SK or NeoNET here.
For the two former corps it's SOP to violate the basic laws of existence and the latter two don't care if it fits their interests.
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When, as others have pointed out, you can put a Move-by-Wire 3 into someone for only one point of Essence, what more do you really need than the other five points of Essence?
Agility 15(22).
Once more, cybermancy isn't about how much ware you can install, but about raising your attribute hardcaps.
CZ have the potential to become stronger, faster, smarter and tougher than any other metahuman and that's what all this fuss really is about.
As well, cybermancy has come a long way since the days of Hatchetman.
It's still a research field (and in fact, every CZ is also at least partially a guinea pig to further advance cybermancy, refine the procedures, minimize the drawbacks), but by 2070, cyberzombies are much more stable than they used to be and the techniques involved are still advancing, making it worth to invest in further research if you already have the necessary personell and installations.
It's mad science, but there's a method behind the madness.
As long as it is restricted to a few, scattered shadow clinics in the hands of some particularly unscrupulous megacorps (which it is), the only real plausibility problem here is that rules and fluff don't quite fit together.
The descriptions suggest that CZs are able to function for a decade or longer, whereas jarheads have just hit the market and are said to inevitably go insane after a few years in service, the longest-serving specimen being deployed 5 years ago (and that one seems to be a major exception from the rule).
The rules, on the other hand, allow jarheads with good mental attributes to operate infinitely while cyberzombies end up burning Edge after a couple of years, because their Sanity Test's threshold isn't increased by 1 for every year in service.
According to the descriptions in Augmentation, it should be the other way around.