CybOrcs are a cybernetically enhanced Orcs, linked together into a hive-mind. They are the enemies of all other races, but most particularly the Elves; other races will be enslaved or eaten to sustain the organic parts of CybOrcs…Elves are converted into CybOrcs. CybOrcs can no longer reproduce sexually, so capture and conversion of Elves is their highest priority. CybOrcs are nomadic, living and traveling on gigantic self-propelled towns/gun-platforms (sometimes called Ogres). The towns move slowly, barely at a walking pace, but where they pass nothing living remains. The towns can never stop moving…once they do it is impossible for them to start again and the CybOrc organism will quickly exhaust its local supply of food and minerals and die… so it is sometimes possible to flee while the CybOrcs pass and return to try and rebuild from the wreckage. The CybOrcs and Ogre form a single entity: what one knows, they all know. CybOrcs scout and raiding parties range well in advance of the Ogre, finding prey and making sure the terrain is passable for the Ogre’s huge body and gigantic treads. CybOrcs seldom speak, having little to say to other races, and when they do it is mostly to croak in a deadly monotone “Resistance is futile if it is less than 1 Ohm”, “Prepare to be incorporated”, or “Your biological and technical diversity will be ground to make our bread.” Despite this, it is sometimes possible to bargain or negotiate with the CybOrcs if you can do so from a position of strength. Unfortunately, since a direct hit by a nuke will only inconvenience a CybOrc/Ogre village, gaining an undeniable position of strength can be hard to achieve. CybOrcs are ruthlessly utilitarian, however, and will never pursue prey out of vindictiveness, so they can often be turned aside or eluded if some richer prize presents itself. When calculating benefit, capturing Elves is almost always top priority.
Attributes: Agility d6, Smarts d4, Strength d8, Spirit d6, Vigor d8
Skills: Shooting d6, Fighting d6, Throwing d4, Notice d6, Intimidation d8, Stealth d4
Pace: 4 Parry: 5 Toughness: 11
Gear: Infantry Battlesuit (+4), Blaster 2d8+1, ROF3, 24/48/96, -2 Acc, Chainsaw Arm 2d6+4 (no botch on a 1)
Special Abilities: Size (+1), Hive-Mind (what one is aware of all are aware of), Fearless (immune to magical effects and intimidation)
The above is a typical CybOrc drone, though the weaponry carried often varies. Other varieties are less often encountered, but include Heavy Weapons units (with full powered armor), Esper units (with AB: Psionics), etc.
Note that the Hive-Mind aspect can work as a disadvantage, in that if an Esper manages to influence one CybOrc, they are all influenced. Physical damage from Esper powers is divided across all the CybOrcs bodies, which makes it pretty much impossible to actually harm them that way, but subtler Esper powers such as Puppet will work on them all at once. There is a danger, however, for every turn the Esper remains in contact with the CybOrc hive-mind there is a chance that the Esper’s mind will be overwhelmed and incorporated into the CybOrc collection: roll a straight Spirit vs. Spirit contest. The CybOrc hive-mind is treated as a Wild Card when Esper powers are involved even if all of its drones are Extras, so it gets a Wild Die. If the CybOrcs ever win the contest, the Esper becomes one of them and her mind is lost forever. CybOrcs cannot directly be forced to commit suicide via Puppetry, but can be tricked into actions that will spell their destruction, such as walking into lava.