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<blockquote data-quote="kronos182" data-source="post: 6857238" data-attributes="member: 6668634"><p>Light Combat Frame 1</p><p></p><p>The light combat frame is a lightly armoured frame built for light combat. Many are used by police forces or as scouts in various militaries. They feature enhanced strength and mobility over civilian cyborg frames, and also stronger materials to withstand the rigors of combat. These frames come standard with a mount on the primary arm for a medium to heavy weapon, and usually one light concealed weapon in the other arm. They also have one or two internal compartments for storing various items from handcuffs to grenades. They also usually have better sensors and other systems not found on civilian models. They are also better designed for modifications for different mission profiles. Most users keep their flesh face and upper torso so they appear more human, especially those in law enforcement roles. These frames stand about 6 feet tall and have a fairly muscular build to them, for both male and females.</p><p></p><p>Light Combat Frame 1 (PL6 Cyborg Body)</p><p>Type: Living Construct</p><p>Size: Medium</p><p>Hit Points: 2D10</p><p>Speed: 30</p><p>Defense: +2</p><p>Abilities: Str 15, Dex 14, Con -</p><p>Locomotion: Paired Legs</p><p>Manipulators: Hands</p><p>Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)</p><p>Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, light subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount right arm, internal weapon mount for light (medium or smaller) weapon left arm, military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio</p><p>PDC: 29</p><p>Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The LCF1 has enough power to support more enhancements, including tying a laser rifle into its internal power systems, but the weapon must be made part of the cyborg's body. The frame is sturdy enough to support two large weapons mounted on the arms (one each arm), but if one is added to the left arm, the internal weapon mount must be removed. Alternatively, the external mount on the right arm can be modified to support a huge weapon, but the cyborg will need to use the other hand to help support it. It does support connections to a backpack jet pack or other utility backpack units with power hook up, these types accessories are usually only military issued or special task forces in elite law enforcement agencies. </p><p></p><p>[HR][/HR]</p><p></p><p>Combat Frame 2</p><p></p><p>The combat frame is considered the 'standard' in military cyborgs, used in most militaries and SWAT forces in some police agencies. Featuring slightly heavier armour and physical abilities over the light combat frame, it is otherwise the same. These frames come standard with a mount on the primary arm for a medium to heavy weapon, and usually one light concealed weapon in the other arm. They also have two or three internal compartments for storing various items from handcuffs to grenades. They also usually have better sensors and other systems not found on civilian models. They are also better designed for modifications for different mission profiles. Most users keep their flesh face and upper so they appear more human, especially those in law enforcement roles. These frames stand about 6 feet tall and have a fairly muscular build to them, for both male and females.</p><p></p><p>Combat Frame 2 (PL6 Cyborg Body)</p><p>Type: Living Construct</p><p>Size: Medium</p><p>Hit Points: 2D10+10</p><p>Speed: 30</p><p>Defense: +3</p><p>Abilities: Str 16, Dex 15, Con -</p><p>Locomotion: Paired Legs</p><p>Manipulators: Hands</p><p>Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)</p><p>Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, light subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount right arm, internal weapon mount for light (medium or smaller) weapon left arm, military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio</p><p>PDC: 30</p><p>Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The CF2 has enough power to support more enhancements, including tying a laser rifle into its internal power systems, but the weapon must be made part of the cyborg's body. The frame is sturdy enough to support two large weapons mounted on the arms (one each arm), but if one is added to the left arm, the internal weapon mount must be removed. Alternatively, the external mount on the right arm can be modified to support a huge weapon, but the cyborg will need to use the other hand to help support it. It does support connections to a backpack jet pack or other utility backpack units with power hook up, these types of accessories are usually only military issued or special task forces in elite law enforcement agencies. </p><p></p><p>[HR][/HR]</p><p></p><p>Heavy Combat Frame 3</p><p></p><p>The heavy combat frame is well armoured for heavy combat. Used for assaults and as heavy weapon specialists due to the greater strength and heavy armour they carry. These frames come standard with a mount on both arms for up to large weapons, treating them as one handed weapons with no penalties due to the stabilizers and gyros in the arms. A huge weapon can be mounted on the primary arm, with the off hand supporting it, reducing penalties for autofire. They also have one internal compartments for storing various items from handcuffs to grenades. They also usually have better sensors and other systems not found on civilian models. They are also better designed for modifications for different mission profiles. Most users keep their flesh face and upper torso so they appear more human, especially those in law enforcement roles. These frames stand about 6.5 feet tall and have a heavily muscular build to them, for both male and females. Many also have removable faceplates to protect their flesh faces. Others do away with the flesh face and go for a more robot looking head, or skull-like head.</p><p></p><p>Heavy Combat Frame 3 (PL6 Cyborg Body)</p><p>Type: Living Construct</p><p>Size: Medium</p><p>Hit Points: 4D10+10</p><p>Speed: 30</p><p>Defense: +5</p><p>Abilities: Str 18, Dex 13, Con -</p><p>Locomotion: Paired Legs</p><p>Manipulators: Hands</p><p>Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)</p><p>Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, medium subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount both arms, military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio, targeting optics (+1 ranged attack)</p><p>PDC: 31</p><p></p><p>Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The LCF1 has enough power to support more enhancements, including tying a laser rifle into its internal power systems, but the weapon must be made part of the cyborg's body. The frame is sturdy enough to support two large weapons mounted on the arms (one each arm), but if one is added to the left arm, the internal weapon mount must be removed. Alternatively, the external mount on the right arm can be modified to support a huge weapon, but the cyborg will need to use the other hand to help support it. It does support connections to a backpack jet pack or other utility backpack units with power hook up, these types accessories are usually only military issued or special task forces in elite law enforcement agencies. The back can also mount huge weapon system.</p><p>Gyros and stabilizers in the arms reduce penalties for autofire by half. If the cyborg uses a weapon that normally a medium sized creature needs to remain stationary to use, the cyborg can move at half speed while suffering only a -2 penalty to attacks.</p><p>Grounded: The cyborg gains a +2 bonus to remain standing while on solid ground. This bonus is applied to trip attempts or Balance checks in cases of earthquakes or similar conditions that would knock the cyborg over. Also the cyborg isn't considered encumbered by heavy loads, treating them as medium loads, not suffering speed penalties. </p><p></p><p>[HR][/HR]</p><p></p><p>Flex Cyborg Frame</p><p></p><p>The flex cyborg frame goes in a slightly different direction from normal cyborg frames. Instead of enhancing strength, the flex increases the user's ability to bend and twist. Using extensive use of flat linear truss motors and myomers, soft plastics and memory alloys, gives the flex incredible flexibility and lightweight. Although the flex isn't agile enough to tie itself in knots, it has incredible degree of movement, and thanks to the softer, more flexible plastic plating, a greater tactile sense than other cyborgs.</p><p>Another advantage is it can dislocate its own joints and squeeze through incredible narrow spaces, making the frame particularly attractive for spelunking, tunnel-crawling and maneuvering in tight spaces like ruins and amongst heavy machinery. Unfortunately, the truss motors and plastic armour aren't as strong or as tough as more conventional cyborg systems, making the flex somewhat of a weakling amongst other cyborgs. The small, narrow body frame also limits the number of additional systems that can be added to the cyborg. However, a well trained and skilled operative and be a graceful and dangerous opponent, its thin, attenuated form hard to hit and moving like a striking snake. </p><p>The flex frame can not make use of cyborg armour as it interferes with the flexibility of the frame. Most users use more fabric style armours to allow the use of the high flexibility, but even then, they might restrict it somewhat.</p><p></p><p>Flex Cyborg Frame (PL6 Cyborg Body)</p><p>Type: Living Construct</p><p>Size: Medium</p><p>Hit Points: 2D10</p><p>Speed: 40</p><p>Defense: +1</p><p>Abilities: Str 12, Dex 20, Con -</p><p>Locomotion: Paired Legs</p><p>Manipulators: Hands</p><p>Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV) plus motion detection 100 ft</p><p>Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, sensory recorder, head jack, IR/UV eyes, 1 small internal storage compartment, satellite datalink, targeting HUD software, nasal filter, parabolic audio, cartilage skeletal replacement</p><p>PDC: 34</p><p>Bonuses: +2 Dexterity based skills, 10 ft reach, +8 bonus to Grapple checks and Escape Artist checks (not counting bonus to Dexterity skills), +2 Reflex saves, slam attack (1d6+2), +2 Spot and Search checks </p><p>Notes: </p><p>Omni-jointed: The flex cyborg frame is able to bend its arms and legs at any point, in virtually any direction. This means the flex can twist its arms behind it to work behind its back without any trouble at all. Grants a +2 equipment bonus to any Dexterity based skills. This also allows the cyborg to easily manipulate things around corners or in tight spaces.</p><p>Extensor Links: The flex can actually stretch its arms and legs without sacrificing strength or durability. The arms and legs can stretch up to 5 additional feet, and the torso can expand about 8 inches. This grants the flex a reach of 10 feet.</p><p>Advanced Rotator Cuffs: The spine and main body joints have been substantially rebuilt to allow incredible flexibility. The waist can turn a full 360 degrees, the neck is almost as flexible, able to turn 340 degrees. This allows the user to quickly turn to face targets in almost any direction. Grants a +2 bonus to Reflex saves.</p><p>Power Flexors: Rather than amplify strength, or reinforce the joints, this feature allows the cyborg to concentrate, gathering up tension in his link-limbs, like compressing a spring and let up with a vicious, blindingly fast kick or punch. This gives the cyborg a slam attack dealing 1d6+2 damage.</p><p>Integral Motion Detector: The flex cyborg frame's body is perforated by thousands of micro-fine pores that can detect approaching objects by the air currents they push around them. This gives the flex an intimate, tactile sense/image of their immediate environment. This bonus is negated if the cyborg wears armour that covers more than 50% of the body. Grants +2 bonus to Spot and Search checks.</p><p>The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The thin build of the flex and design of the limbs limits the type of additional cybernetic devices that can be added. No arm or leg mounted weapons can be added without seriously hampering the flexibility of the frame, but hand or foot devices can be added. Likewise, additional torso cybernetic devices are also limited.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6857238, member: 6668634"] Light Combat Frame 1 The light combat frame is a lightly armoured frame built for light combat. Many are used by police forces or as scouts in various militaries. They feature enhanced strength and mobility over civilian cyborg frames, and also stronger materials to withstand the rigors of combat. These frames come standard with a mount on the primary arm for a medium to heavy weapon, and usually one light concealed weapon in the other arm. They also have one or two internal compartments for storing various items from handcuffs to grenades. They also usually have better sensors and other systems not found on civilian models. They are also better designed for modifications for different mission profiles. Most users keep their flesh face and upper torso so they appear more human, especially those in law enforcement roles. These frames stand about 6 feet tall and have a fairly muscular build to them, for both male and females. Light Combat Frame 1 (PL6 Cyborg Body) Type: Living Construct Size: Medium Hit Points: 2D10 Speed: 30 Defense: +2 Abilities: Str 15, Dex 14, Con - Locomotion: Paired Legs Manipulators: Hands Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV) Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, light subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount right arm, internal weapon mount for light (medium or smaller) weapon left arm, military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio PDC: 29 Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The LCF1 has enough power to support more enhancements, including tying a laser rifle into its internal power systems, but the weapon must be made part of the cyborg's body. The frame is sturdy enough to support two large weapons mounted on the arms (one each arm), but if one is added to the left arm, the internal weapon mount must be removed. Alternatively, the external mount on the right arm can be modified to support a huge weapon, but the cyborg will need to use the other hand to help support it. It does support connections to a backpack jet pack or other utility backpack units with power hook up, these types accessories are usually only military issued or special task forces in elite law enforcement agencies. [HR][/HR] Combat Frame 2 The combat frame is considered the 'standard' in military cyborgs, used in most militaries and SWAT forces in some police agencies. Featuring slightly heavier armour and physical abilities over the light combat frame, it is otherwise the same. These frames come standard with a mount on the primary arm for a medium to heavy weapon, and usually one light concealed weapon in the other arm. They also have two or three internal compartments for storing various items from handcuffs to grenades. They also usually have better sensors and other systems not found on civilian models. They are also better designed for modifications for different mission profiles. Most users keep their flesh face and upper so they appear more human, especially those in law enforcement roles. These frames stand about 6 feet tall and have a fairly muscular build to them, for both male and females. Combat Frame 2 (PL6 Cyborg Body) Type: Living Construct Size: Medium Hit Points: 2D10+10 Speed: 30 Defense: +3 Abilities: Str 16, Dex 15, Con - Locomotion: Paired Legs Manipulators: Hands Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV) Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, light subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount right arm, internal weapon mount for light (medium or smaller) weapon left arm, military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio PDC: 30 Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The CF2 has enough power to support more enhancements, including tying a laser rifle into its internal power systems, but the weapon must be made part of the cyborg's body. The frame is sturdy enough to support two large weapons mounted on the arms (one each arm), but if one is added to the left arm, the internal weapon mount must be removed. Alternatively, the external mount on the right arm can be modified to support a huge weapon, but the cyborg will need to use the other hand to help support it. It does support connections to a backpack jet pack or other utility backpack units with power hook up, these types of accessories are usually only military issued or special task forces in elite law enforcement agencies. [HR][/HR] Heavy Combat Frame 3 The heavy combat frame is well armoured for heavy combat. Used for assaults and as heavy weapon specialists due to the greater strength and heavy armour they carry. These frames come standard with a mount on both arms for up to large weapons, treating them as one handed weapons with no penalties due to the stabilizers and gyros in the arms. A huge weapon can be mounted on the primary arm, with the off hand supporting it, reducing penalties for autofire. They also have one internal compartments for storing various items from handcuffs to grenades. They also usually have better sensors and other systems not found on civilian models. They are also better designed for modifications for different mission profiles. Most users keep their flesh face and upper torso so they appear more human, especially those in law enforcement roles. These frames stand about 6.5 feet tall and have a heavily muscular build to them, for both male and females. Many also have removable faceplates to protect their flesh faces. Others do away with the flesh face and go for a more robot looking head, or skull-like head. Heavy Combat Frame 3 (PL6 Cyborg Body) Type: Living Construct Size: Medium Hit Points: 4D10+10 Speed: 30 Defense: +5 Abilities: Str 18, Dex 13, Con - Locomotion: Paired Legs Manipulators: Hands Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV) Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, medium subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount both arms, military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio, targeting optics (+1 ranged attack) PDC: 31 Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The LCF1 has enough power to support more enhancements, including tying a laser rifle into its internal power systems, but the weapon must be made part of the cyborg's body. The frame is sturdy enough to support two large weapons mounted on the arms (one each arm), but if one is added to the left arm, the internal weapon mount must be removed. Alternatively, the external mount on the right arm can be modified to support a huge weapon, but the cyborg will need to use the other hand to help support it. It does support connections to a backpack jet pack or other utility backpack units with power hook up, these types accessories are usually only military issued or special task forces in elite law enforcement agencies. The back can also mount huge weapon system. Gyros and stabilizers in the arms reduce penalties for autofire by half. If the cyborg uses a weapon that normally a medium sized creature needs to remain stationary to use, the cyborg can move at half speed while suffering only a -2 penalty to attacks. Grounded: The cyborg gains a +2 bonus to remain standing while on solid ground. This bonus is applied to trip attempts or Balance checks in cases of earthquakes or similar conditions that would knock the cyborg over. Also the cyborg isn't considered encumbered by heavy loads, treating them as medium loads, not suffering speed penalties. [HR][/HR] Flex Cyborg Frame The flex cyborg frame goes in a slightly different direction from normal cyborg frames. Instead of enhancing strength, the flex increases the user's ability to bend and twist. Using extensive use of flat linear truss motors and myomers, soft plastics and memory alloys, gives the flex incredible flexibility and lightweight. Although the flex isn't agile enough to tie itself in knots, it has incredible degree of movement, and thanks to the softer, more flexible plastic plating, a greater tactile sense than other cyborgs. Another advantage is it can dislocate its own joints and squeeze through incredible narrow spaces, making the frame particularly attractive for spelunking, tunnel-crawling and maneuvering in tight spaces like ruins and amongst heavy machinery. Unfortunately, the truss motors and plastic armour aren't as strong or as tough as more conventional cyborg systems, making the flex somewhat of a weakling amongst other cyborgs. The small, narrow body frame also limits the number of additional systems that can be added to the cyborg. However, a well trained and skilled operative and be a graceful and dangerous opponent, its thin, attenuated form hard to hit and moving like a striking snake. The flex frame can not make use of cyborg armour as it interferes with the flexibility of the frame. Most users use more fabric style armours to allow the use of the high flexibility, but even then, they might restrict it somewhat. Flex Cyborg Frame (PL6 Cyborg Body) Type: Living Construct Size: Medium Hit Points: 2D10 Speed: 40 Defense: +1 Abilities: Str 12, Dex 20, Con - Locomotion: Paired Legs Manipulators: Hands Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV) plus motion detection 100 ft Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, sensory recorder, head jack, IR/UV eyes, 1 small internal storage compartment, satellite datalink, targeting HUD software, nasal filter, parabolic audio, cartilage skeletal replacement PDC: 34 Bonuses: +2 Dexterity based skills, 10 ft reach, +8 bonus to Grapple checks and Escape Artist checks (not counting bonus to Dexterity skills), +2 Reflex saves, slam attack (1d6+2), +2 Spot and Search checks Notes: Omni-jointed: The flex cyborg frame is able to bend its arms and legs at any point, in virtually any direction. This means the flex can twist its arms behind it to work behind its back without any trouble at all. Grants a +2 equipment bonus to any Dexterity based skills. This also allows the cyborg to easily manipulate things around corners or in tight spaces. Extensor Links: The flex can actually stretch its arms and legs without sacrificing strength or durability. The arms and legs can stretch up to 5 additional feet, and the torso can expand about 8 inches. This grants the flex a reach of 10 feet. Advanced Rotator Cuffs: The spine and main body joints have been substantially rebuilt to allow incredible flexibility. The waist can turn a full 360 degrees, the neck is almost as flexible, able to turn 340 degrees. This allows the user to quickly turn to face targets in almost any direction. Grants a +2 bonus to Reflex saves. Power Flexors: Rather than amplify strength, or reinforce the joints, this feature allows the cyborg to concentrate, gathering up tension in his link-limbs, like compressing a spring and let up with a vicious, blindingly fast kick or punch. This gives the cyborg a slam attack dealing 1d6+2 damage. Integral Motion Detector: The flex cyborg frame's body is perforated by thousands of micro-fine pores that can detect approaching objects by the air currents they push around them. This gives the flex an intimate, tactile sense/image of their immediate environment. This bonus is negated if the cyborg wears armour that covers more than 50% of the body. Grants +2 bonus to Spot and Search checks. The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The thin build of the flex and design of the limbs limits the type of additional cybernetic devices that can be added. No arm or leg mounted weapons can be added without seriously hampering the flexibility of the frame, but hand or foot devices can be added. Likewise, additional torso cybernetic devices are also limited. [/QUOTE]
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