Cyborks
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Cyborks're quite simply Ork cyborgs, like Imperial Servitors but with their mental faculties (such as they are) fully intact. Some're willing volunteers who wanted some snazz, others were just in the wrong place at the wrong time (for them at least, the Painboy was very grateful). The exact nature of the Bioniks in question varies from individual to individual, as they rarely follow standardised designs, and what they get is more a question of whatever the Dok was feeling like making at the time they popped in for 'serjery'.
Overview
3rd Edition was the golden age of Orky research into this branch of the tech tree, with Cyborks available as a unit choice, Bionik Bonces, Arms, and even full Cybork Bodies readily available in armouries, and even Cyboar mounts for those who wanted to mix the old with the new. This period of rampant innovation was probably spurred on by Painbosses being HQ choices at the time, and thus having the authority to splurge on their pet projects to their hearts' content.
But it couldn't last, as with everything good, and nowadays the only Cyborks you'll see on the battlefield in 9th Edition're the odd one or two Kustom Jobs in a Nobz Mob, plus the Supa Cybork Body Shiny Gubbin.
Tabletop
Cyborks could be taken as a bodyguard for a Painboss, in a mob of four to nine. They only had Sluggas and Choppas, with no weapons upgrades available at all, but they didn't need them, they'd been upgraded enough. For as many points as an 'Ardboy, a Cybork came with S4, T5, and a 5++ Invulnerable Save. They were the toughest infantry unit in the Codex, though limited in numbers.
Cyboars meanwhile had a 4+ Armour Save and an additional CCW from all the reinforcing plates and spikes, but they tended to be even less intelligent than their unaugmented brethren, and could sometime crash into an inconvenient tree or rock and kill themselves during a charge. Super Cyboars got a 3+ Armour Save instead, and got the Fleet of Foot Special Rule for one turn when the Warboss in the saddle pressed Da Big Red Knob.