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EARLY CYBERFACTION CYBERMAN
Identity:  Early cyberFaction - ?1979 AD
Side:  Evil
Sex:  N/A
Age:  N/A
Height:  6' 4"
Hair:  Unknown
Eyes:  Unknown
Level:  5th
Experience:  44,000
Training:  +1 Disintegration Ray Accuracy with Cyberweapon
First Appearance:  Invasion [Nov 2 - Dec 21, 1968]
Other Appearances:  None
1. Armour (Cyberium Metal Coating):  ADR 75. The armour is exceptionally durable providing a bonus of 3 Points of Invulnerability.
2. Bionics:  All Early cyberFaction Cybermen have the following cybernetics:
      a. Heightened Expertise (Combat Computer):  The combat computer is housed within the cyberman's chest unit. Cybermen gain a +4 to hit bonus when using their cyberweapon.
      b. Heightened Intelligence A (Computerized Brain)  +4
      c. Heightened Senses (Cybernetic Sensors):  [Infrared Vision] Cybermen can see in the dark and suffer no combat penalties for darkness.  [High Frequency Radio] Cybermen can communicate with each other via an internal radio (Range 500" radius).
      d. Heightened Strength A (Cybernetic Reinforced Skeleton)  +10
      e. Heightened Endurance A (Cybernetic Replacement Organs)  +12
      e. Life Support (Cybernetic Replacement Organs) 
      f. Natural Weaponry (Cybernetic Reinforced Skeleton):  +3 to Hit, +6 Damage in HTH Combat. The cyberman uses his full weight when determining Carrying Capacity and HTH Damage.
      g. Special Weapon (Cyberweapon):  [Attack as Disintegration Ray] This cyberweapon is built into the cyberman's chest unit. +2 to hit, Range 90", 2d10 Damage, 2 PR/shot (The cyberman uses its own Power score to fuel the cyberweapon's attacks).
      h. Willpower (Cold, Ruthless Logic):  Type A. The cold, computerized logic of a Cyberman grants an automatic Willpower Defense. Cybermen cannot be knocked unconscious by HP damage (a cyberman must reach 0 HPs before succumbing to unconsciouness).
      i. Weakness (Vulnerability):  This version of the Cybermen are exceptionally vulnerable to high radiation levels. Intense radiation fields (or weapons) cause 2d12 Damage per phase exposed (this damage ignores the cyberman's armour).
      j. Weakness (Vulnerability):  The cyberman's cybernetic organs require cooling via an intricate series of vents, located within the chest unit (-4 to be hit due to its small size), to avoid overheating which leads to organ failure and then eventually death. Unfortunately, these cooling vents are especially vulnerable to errosian by Gold Dust. Should the vent be hit with gold dust, the cyberman receives 2d12 damage directly to HPs (ignore armour).
3. Special Weapon (Cyberman Blaster Rifle):  [Attack as Power Blast] When their built-in cyberweapon aren't enough, Cybermen will sometimes arm themselves with a more powerful blaster rifle. +3 to hit, Range 120", 2d12 Damage, 1 charge/shot. The cyberman may use its own Power score to fuel the cyberweapon's attacks (otherwise the weapon will have 2d6 charges stored in it).
4. Weakness (Prejudice):  Cybermen view all other races as lesser beings - a potential resource to be ultilized as cyberlogic dictates - not as equals. Cybermen have no complusions against using lesser beings in their schemes and then betraying them later once their usefulness has come to an end.
Weight:  250 lbs. Basic Hits:  5 Agility Mod:  -2
Strength:  22 Endurance:  22
Agility:  10 Intelligence:  16
Charisma:  15 Reactions from: Good:  -2     Evil:  -2
Hit Mod. (2.2) (2.6) (1) (1.2) =  6.864 Hit Points:  35
Damage Mod.:  +1 Healing Rate:  3.0
Accuracy:  Nil Power:  70
Carrying Capacity:  3212 lbs. Basic HTH Damage:  1d12
Movement Rates:  54" ground.
Det. Hidden:  12% Det. Danger:  16%
Inventing Points:  8 Inventing (48%): 
Knowledge Areas:  Astronautics, Military & Scientist (Cybernetics)
Origin and Background: (Early cyberFaction)  The flesh was weak, so it was replaced with machinery. Emotions were eliminated. A new race was born - the Cybermen.
          With the destruction of Mondas, a group of cyberMondasians escaped to an airless world rich with minerals and geological active. They dubbed this world, Planet 14. They spent over a thousand years rebuilding their technological base and expanding their numbers with many technological improvements. The near human features of the cyberMondasian have been completely forgotten as this Early cyberFaction becomes even more mechanical like. They desire the earth for its abundant resources - mineral and populace. The people of earth would be converted into cybermen and the earth's mineral and geological resources would propel the cybermen deep into space.
          Here is the Official BBC Cyberman site.

Training Bonuses: 
    2nd Level:  +1 Disintegration Ray Accuracy with Cyberweapon
    3rd Level:  +1 Disintegration Ray Damage with Cyberweapon
    4th Level:  +1 Disintegration Ray Accuracy with Cyberweapon
    5th Level:  +1 Disintegration Ray Damage with Cyberweapon

Notes: 

To Hit (Unarmed HTH):
+4
Damage (Unarmed HTH):
1D12 + 7
To Hit (Disintegration Ray):
+8
Damage (Disintegration Ray):
2d10 + 3
To Hit (Power Blast):
+3
Damage (Power Blast):
2d12 + 1