CYBERSOLDIER

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In the near and distant future, in worlds in which cybernetics improve the organic, natural body to a point that it becomes a technologically advanced weapon, some warriors push themselves to a point at which they become more machine than man.

Corporations, military organizations, and scientific laboratories are always looking for new subjects on which to experiment.

The CyberSoldier is a master of war, as skilled with weapons and unarmed combat as any warrior that came before him. What sets the CyberSoldier apart from any other highly trained warrior is the CyberSoldier’s dependency upon cybernetic attachments – as skilled as CyberSoldiers are with weapons it is their cybernetic attachments that make them unique. CyberSoldier’s are uncommon in most campaign settings. The costs to upgrade a soldier to the level of a CyberSoldier are prohibitive and few organizations ever invest enough resources to put together more than a dozen squads of CyberSoldiers.

**Requirements**

To qualify to become a CyberSoldier, a character must fulfill the following criteria:

**Base Attack Bonus:** +3.

**Feats:** Cybertaker, Toughness, Personal Firearms Proficiency.

**Cybernetics:** The character must have a minimum of 5 cybernetic attachments, 2 of which must be replacement limbs.

**Special:** The character must be specially selected by a government organization, corporate agency, or experimental laboratory to undergo special surgery and augmentation beyond that typically allowed.

**Class Information**

The following information pertains to the CyberSoldier advanced class.

**Hit Die:** The CyberSoldier gains 1d3 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** The CyberSoldier gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

**Skill Points at Each Level:** 3 + Int modifier

**CLASS FEATURES**

The following class features pertain to the CyberSoldier advanced class.

**Bonus Cybernetic Attachment**

The CyberSoldier gains one free cybernetic attachment at 1st, 4th, 7th, and 10th levels. To receive this attachment the character must return to the facility in which he was enhanced where he spends two weeks having the item installed and undergoing mandatory refreshment training and reorientation. This bonus cybernetic attachment may be any single piece of cybernetic equipment with a value equal to or less than a Purchase TN of 15 + character’s CyberSoldier level.

**Cybertaker**

The CyberSoldier gains the Cybertaker feat at 1st, 3rd, 5th, 7th, and 9th levels. This feat allows the character to have more cybernetic attachments than normal, see the box for cybernetic rejection.

**Bonus Feat**

At 2nd, 3rd, 5th, and 8th level, the CyberSoldier gets a bonus feat. The bonus feat must be selected from the following list, and the character must meet all of the prerequisites of the feat to select it.

**Improved Cybernetics**

One existing cybernetics attachment of the CyberSoldier’s choice is improved – all numerical values of that attachment are increased by 50% (round up). If the improved attachment is a weapon mount the mounted weapon’s damage is increased by 1d6.

*Examples:* An improved prosthetic arm upgrade has a hardness of 8 and 15 hit points. An improved fortified skeleton increases the CyberSoldier’s hit points by 38%. An improved skill implant grants the CyberSoldier a +3 competence bonus. Improved subcutaneous body armor, light, provides the CyberSoldier with a +3 natural armor bonus to Defense.

**Prototype Cybernetics**

One cybernetic attachment of the CyberSoldier’s choice – either existing or the bonus attachment gained at the same time as this class feature – is a/replaced with a prototype device. All numerical values of the prototype cybernetic attachment are doubled. If the prototype attachment is a weapon mount the mounted weapon’s damage is increased by 1d10.

*Examples:* A prototype prosthetic arm upgrade has a hardness of 10 and 20 hit points. A prototype, fortified skeleton increases the CyberSoldier’s hit points by 50%. A prototype skill implant grants the CyberSoldier a +4 competence bonus. Prototype subcutaneous body armor, light, provides the CyberSoldier with a +4 natural armor bonus to Damage Reduction.