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Gamma World 4th Edition: Cyborg Creation Rules

Abstract

This document (updated 2015 by Anthony K. Harvey) adapts Gamma World 3rd edition cyborg PC-creation rules to the 4th edition framework. It provides a comprehensive 12-step procedure for creating cyborg and ultraborg player characters for Gamma World 4e, a post-apocalyptic RPG. It includes a broad robotics glossary covering every component category, weapon stats, and a full suite of percentile tables for randomized PC-bot generation.

Key distinction: Non-cyborg, non-self-aware robots are generally not viable PC classes — they cannot gain levels. Cyborgs retain biological memory and identity; ultraborgs have >75% bionic body mass and are treated as fully artificial life.


Core Definitions

Cyborg: Character with >40% of body covered/replaced with bionic apparatus. Retains biological memory and social identity. Must roll on mutation table for biological remnants. Requires at least one power source for bionic parts. Still needs nutrition. Usually called "borgs."

Ultraborg: Character whose bionic component exceeds 75% of body mass (GM judges after design is complete). Treat as a more extreme cyborg variant. Requires at least two power sources. No nutrition needed, but burns power faster. Immune to most gases, poisons, illusions, diseases (has filtered respiratory apparatus, sensing organs, etc.). Does not automatically obey robot command IDs. Not considered artificial intelligence — has bio-form intelligence, superior to AI robots.

Rogue-bot: Wild-mode, non-cyborg robot PC. Cannot gain levels. Hunted by bounty hunters. Memory begins at first adventure.

Wild mode: Control status for all PC-bots — operating of their own free will.

Plant characters may not become cyborgs or ultraborgs. Tech level always begins at 3.


PC-Bot Design Process (12 Steps)

Step 1: Base Character

Create in natural form per Gamma World 4e core rules (p.8). Altered humans and mutated animals roll 1d6 for mutations (replaces p.17 table):

1d6 Physical mutations Mental mutations
1 1 4
2 2 3
3 2 2
4 2 1
5 2 0
6 1 5

Physical mutations restricted to simple body changes (multiple limbs, new organs, antlers). Other physical mutations disappear with cybernetics.

Step 2: Locomotion

Roll 1d100 for PC-bot locomotion: - 01–35: No bionic legs. No locomotion replacement. - 36–50: 1 bionic leg (+1 base movement). - 51–00: Lost both legs — roll 1d100 for replacement type:

PC-bot Type
01–15 Hover-fans (speed 10 +1/fan over 2; metal 120 HP each, plastic 65 HP)
16–45 Legs (speed +1/pair; metal 50 HP each, plastic 30 HP)
46–65 Pods (speed 15 +1/pod over 2; plasteel 150 HP; fly up to 30m elevation)
66–85 Treads (speed 10; metal 100 HP, rubber 60 HP, quiet)
86–00 Wheels (speed 12 +1/wheel over 4; metal 80 HP, rubber 45 HP; half speed in sand/mud)

Rotors (NPC only; speed 10, steel 75 HP, rubber 30 HP; fly, cannot hover without fans/pods) and Water Locomotion are NPC-only options.

Step 3: Armor

Roll 1d100 for bionic armor: - 01–30: No armor additions. - 31–70: Bionic armor (+7 AC). - 71–00: Full bionic armor (+7 AC), roll armor type:

PC-bot Armor Type Effect
01–20 Camouflage armor Equivalent of Chameleon Power mutation; no PCP cost
21–40 Energy-dampening armor Field that disables/degrades various energy types in radius (see Table 12-3)
41–55 Energy field generator Force field; 25 HP (d6 1–4) or 40 HP (5–6); restores 1 HP/round
56–70 Neutralizing pigment armor Negates one damage type (Black=Laser, Green=Electricity, Gray=Corrosion, Orange=Sonic, Red=Radiation Int.10); never wears off
71–85 Sealed armor Immune to one condition (roll d8: Heat/Fire, Cold, Water, Corrosives, Electricity, Sonics, Radiation Int.30, Microwaves)
86–00 Zilch armor Undetectable by one sense/scan type (IR Resistant; or Stealth=Invisibility+full scan block when active; or Anti-Magnetic; or Non-Reflective vs radar/sonar)

Robot AC baseline: Autobot 10 → Ecobot/medibot 15 → Companion unit 17 → Valet 18 → Police/cargo/light engineering 22 → Heavy engineering/security 25 → Devastator 33 → Battlebot/timberer 35 → Death machine 40.

Step 4: Power Source

Cyborgs: at least one source. Ultraborgs: at least two. Ultraborgs have 50% chance of also having broadcast power receiver.

PC-bot Power Source
01–15 Atomic Energy Cell (x500 duration multiplier; 15,000 PCP for cyborg, 7,500 for ultraborg)
16–30 Chemical Energy Cell (x5; 150 PCP)
31–45 Hydrogen Energy Cell (x50; 1,500 PCP)
46–53 Mini-Power Plant (runs forever; no fuel, no waste; tech VI experimental)
54–63 Nuclear Power Plant
64–80 Solar Energy Cell (x5; 150 PCP; half function in heavy overcast, no power in darkness)
81–88 Solar Collector (recharges cells at 25 PCP/hour; not primary)
89–93 Universal Coupler (plug into any power socket or charging station; complexity 30 to remove)
94–98 Backup: roll 2× ignoring duplicates
99–00 2 backups: roll 3× ignoring duplicates

Power Consumption Points (PCPs): 1 PCP spent per day to sustain functions. Duration/shots entries represent 1 PCP expenditure. Continuous effects cost 1 PCP/round. "Acts as mutation" effects cost 1 PCP per use unless specified.

Step 5: Limbs

Roll 1d100 for arm replacement: - 01–35: No bionic arms. - 36–50: 1 bionic arm (player's choice of type). - 51–00: Lost both arms — roll 1d100 per arm for type:

PC-bot Limb Type
01–50 Humanoid Arm (touch-sensitive digit pads)
51–60 Special Limb (GM-defined; unique DX or PS rating)
61–90 Tentacle (1d4+2; extend to 2× robot height; 25% chance of manipulative hand, otherwise claw)
91–00 Tool Arm (multi-jointed lever with integrated tool; cannot be removed without removing whole arm)

Roll separately for every arm beyond the original two.

Step 6: Sensors

All cyborgs and ultraborgs begin with Sensor H (human visual and audio). Roll 1d100 for additional sensors: - 01–35: No implants. - 36–65: 1 implant (roll sensor type). - 66–90: 2 implants. - 91–00: 4 implants; also loses most of head, −10 CH.

Sensor type roll (1d100):

PC-bot Type Capability
01–05 A — Audio 3× human hearing range/clarity; cannot be fooled by audio mimicry of known voices; shuts down 1d10+5 min after 20+ damage sonic hit
B — Broadcast Detect broadcast power stations; auto-tune to frequency when in range (NPC/bionic eyes only)
06–15 C — Communications/Radio Detect/tap communicators, radios, homing beacons; can jam for 1d20 min (CON check DR10)
16–20 EM — Electromagnetic See active force fields; +10 damage vs force fields; never lost (detects world EM lines)
21–35 F — Feeling 5× human touch/smell; Body Control (touch) and (smell) equivalents; track robots like Scout Tracking at 10pts (+4 if Scout class)
36–55 IR — Infrared Infravision mutation equivalent
56–60 M — Magnetic Detect ferrous >5 kg at 1 km; detect/locate tractor beams at 2 km; +5 attack vs scanned metal entities
61–80 R — Radar/Sonar Sonar mutation equivalent
81–85 S — Microscopic Microscopic vision; auto-equipped with micro laser or sonic to kill organisms; identifies computer chip faults
86–90 T — Telescopic See (MP mod +2)× normal range; all range categories multiplied
91–95 UV — Ultraviolet Ultravision mutation equivalent
96–00 V — Vibrational Detect motion >few inches in 50m radius; creatures/objects >10cm cube; blocked by strong ambient motion

Bionic eyes (from enhancement roll) also grant 1d100 roll on additional sensor table (B, EM, IR, M, S, T, UV) plus option to store one weapon in the eyes.

Step 7: Weapons

Roll 1d100 for built-in weapons: - 01–60: No bionic weapon. - 61–00: 1 bionic weapon (+1 additional per extra bionic arm). Roll weapon type:

PC-bot Weapon TL Dmg Short Rng Notes
01–10 Blaster V VI 3d6+2 5 2 shots
11–15 Blaster VII VI 3d10 40 6 shots
16–20 Defoliator VI 3d6+2 5 Hands of Power sonic equivalent
21–25 Electrical Field 2m radius Electrical Generation equiv.; 3 PCP/use; every 3 rounds
26–35 Gas Emitter Gas Generation mutation equiv.; 10 applications then refill
36–40 Heat Field 2m radius Electrical Generation equiv. (heat); 1 PCP/round/d6; robot takes half heat dmg
41–50 Laser I V/VI 3d6 20 8 shots; usually in limb end
51–55 Laser II V 4d8 75 6 shots; usually trunk-mounted
56–60 Light Emitter 1d6+MP mod 10+MP Flash; DR=MP dex check or blinded
61–68 Needler V 1d1 7 20 shots; RoF 2
69–74 Paralysis Rod IV 1+Stun 12 Stunned 30 min −1/CON (min 1 min); additional hits extend stun
75–82 Slicer VI 4d6 20 THAC +6; 6 or 10 duration
83–88 Slug Thrower III 1d6 2 50 shots; RoF 2
89–91 Sonic Emitter Sonic Blast Sonic Blast mutation equiv.
92–96 Stun Ray I V N/A 20 6 shots
97–98 Stun Ray II V N/A 35 9 shots
99–00 2 additional weapons Roll twice more

Gamma Emitter, Grenade Launcher, Metal Spikes, Micro/Mini-Missile, Mines, and Flame Thrower/Fire Hose/Flare Gun are NPC-only or have no PC roll range.

Step 8: Robot Enhancements

Roll 1d100: - 01–60: No enhancements. - 61–90: 1 enhancement. - 91–00: 2 enhancements.

Enhancement types and exact effects:

PC-bot Enhancement Effect
01–10 Enhanced DX DX ×2 (calculated before Enhanced Speed)
11–20 Enhanced Endurance +20 HP + CON bonus HP (+1 HP/level)
21–30 Enhanced MS Mental Strength +3
31–40 Enhanced Multiple Actions +2 actions per round (can be attacks)
41–50 Enhanced IN/CPU IN/CPU ×2
51–60 Enhanced PS PS ×2
61–70 Enhanced Speed Base movement ×2 (all locomotion types doubled)
71–80 Expanded Memory Bank Equivalent to tech IV library in one area; 4+ benefits (ID items, faster repair, bartering bonuses, etc.)
81–00 Bionic Organ (GM choice) Eyes (sensor roll + weapon storage option) or Lungs (Gills + Immunity to Gas Attacks)

Step 9: Misc. Robot Additions

PC-bot cyborgs begin with 1 miscellaneous addition base; ultraborgs begin with 2. Add 1 more per additional bionic arm beyond three.

Roll 1d100 for each:

PC-bot Addition
01–02 Base Spray (+10 health vs acid; nozzles spray neutralizing liquid)
03–04 Communications Sender (1,000 km holographic radio; ×3 range via satellite)
05–15 Communicator (6-hour range, TL V or VI)
16–20 Fire Extinguisher
21–25 Fire Hose
26–30 Flame Thrower (TL IV; 3d6; 5 shots; short range 30)
31–35 Flare Gun (TL III; special dmg; short range 20)
36–45 Liquid Sprayer (1d20+10 applications; acid/poison/base/defoliant/detergent/fertilizer)
46–60 Misc. Equipment (3 items; floodlight, pneumo-jack, winch, anti-grav pods, grappling gun, etc.)
61–67 Portent (inflatable inertia-field shelter; 1/hour; powered from robot)
68–82 Tools (full toolkit for robot's function; GM defines)
83–93 Tractor/Presser Beam (1d10×6m range; (1d20+4)×100 kg capacity; 1 PCP/minute)
94–97 3 additional items

Step 10: Adjustments

GM and player balance pass. If overpowered: drop or alter mental mutations. If underpowered: add devices. Equip from Gamma World Rulebook cost lists (save equipping for after all steps).

Step 11: Personality

Apply cyborg or ultraborg glossary bonuses/penalties. Add personality traits and quirks. The Created cryptic alliance is the most logical for PC-bots, but others are available per personality fit.

Step 12: Class

Assign class per core rulebook. PC-bots have a built-in nanotechnology repair system and heal per Gamma World Rulebook p.60 — no external repair facility required. Cyborgs must consume nutrition (protein fluid minimum if no mouth) and maintain power. Ultraborgs need no nutrition but consume power for full life support.


Power Economy Summary

The PCP (Power Consumption Point) system tracks all power expenditure: - 1 PCP/day minimum to sustain functions - Continuous abilities (force field, electrical field): 1 PCP/round - Mutation-equivalent abilities: 1 PCP/use (unless stated as automatic) - Solar Collector recharges solar energy cells at 25 PCP/hour - Mini-Power Plant: no fuel, no waste, infinite operation (TL VI experimental) - Broadcast Power: all ancient robots have receivers; within 20–100 km of operating station, runs at full strength with no stored reserve drain


Robot Hierarchy (for Command/Summoning)

Level Type Notes
1 Artificial Life Androids, cyborgs, ultraborgs — cannot be commanded by levels below
2 Artificial Intelligence Can command level 3 and each other; not level 1
3 Programmed Machines Lowest; cannot command any higher tier

Robot Command: controls 1 robot per 2 IN/CPU points within 50m; −5 penalty vs wild robots.
Robot Summoning: 1 km range; summons 1 robot per 2 IN/CPU points; −6 penalty vs wild robots (DR = target CPU).
Robot Summoning/Command: combines both; summoned robots automatically under command.


Robotics Glossary (Key Entries)

Artificial Intelligence (AI): Limited analyze/learn/reason capability. Less mentally sophisticated than cyborg/ultraborg.
Artificial Life: Encompasses ultraborgs and cyborgs. Can learn, think abstractly, adapt independently.
Programmed Machines: Fixed action loops only. Always broadcast-powered in installations, battery-powered in remote areas. Cannot learn or level.
Repair Program: Self-repair capability for robots. PC-bots have this built in via nanotechnology. Without it, NPC robots must return to installation.
Portent: Inflatable polyvinyl inertia-field shelter; powered from robot; 1/hour duration.
Code ID: As described in Gamma World Rulebook p.120.
Metal Spikes: 1d100 spikes on body; equivalent of Quills/Spines mutation; fold into body recesses when not in use.


Compatibility Notes

Designed for Gamma World 4th Edition. References: - Core rulebook p.8 (character generation), p.17 (mutation table, replaced by Table 1-1 here), p.60 (healing), p.116+ (robots section) - Treasures of the Ancients (GWA1): defense/supervisory borgs (actually ultraborgs), slicer pistol, flare gun, neutralizing pigment - GW11: mutated animal cyborg example (Scar)


See Also