click here to return to the VandV Doctor WHO page click here to return to the VandV Emporium

CYBERNEOMORPH CYBERMAN
Identity:  Telosian cyberNeomorph - 2526 AD
Side:  Evil
Sex:  N/A
Age:  N/A
Height:  6' 4"
Hair:  Unknown
Eyes:  Unknown
Level:  6th
Experience:  20,000
Training:  +1 Disintegration Ray Damage with Cyberweapon
First Appearance:  Earthshock [Mar 8 - Mar 16, 1982]
Other Appearances:  The Five Doctors [Nov 25 1983], Attack of the Cybermen [Jan 5 - Jan 12, 1985], Silver Nemesis [Nov 23 - Dec 7, 1988]
1. Armour (Cyberium Metal Coating):  ADR 120. The armour is exceptionally durable providing a bonus of 4 Points of Invulnerability.
2. Bionics:  It is believed that the cyberNeomorph Cyberman may be a divergent group that evolved from a cyberNomad faction. All cyberNeomorphs 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)  +5
      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)  +13
      e. Heightened Endurance A (Cybernetic Replacement Organs)  +15
      f. Life Support (Cybernetic Replacement Organs) 
      g. 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.
      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):  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 (Cyberweapon):  [Attack as Disintegration Ray] +3 to hit, Range 140", 2d10 Damage, 1 charge/shot. The cyberman may use its own Power score to fuel the cyberweapon's attacks (otherwise the weapon will have 2d8 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:  25 Endurance:  25
Agility:  10 Intelligence:  17
Charisma:  16 Reactions from: Good:  -2     Evil:  -2
Hit Mod. (2.5) (3) (1) (1.2) =  9 Hit Points:  45
Damage Mod.:  +1 Healing Rate:  2.8
Accuracy:  Nil Power:  77
Carrying Capacity:  4531 lbs. Basic HTH Damage:  2d8
Movement Rates:  60" ground.
Det. Hidden:  12% Det. Danger:  16%
Inventing Points:  10.2 Inventing (51%): 
Knowledge Areas:  Astronautics, Military & Scientist (Cybernetics)
Origin and Background: (cyberNeomorph)  The flesh was weak, so it was replaced with machinery. Emotions were eliminated. A new race was born - the Cybermen. It is hypothesized that the cyberNeomorph subspecies are the result of a cyberNomad faction that utilized the forgotten resources of the cyber-tombs on Telos.
          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
    6th Level:  +1 Disintegration Ray Accuracy with Cyberweapon

Notes: 

To Hit (Unarmed HTH):
+3
Damage (Unarmed HTH):
2D8 + 7
To Hit (Disintegration Ray):
+10
Damage (Disintegration Ray):
2d10 + 3