Cybermatrix Copernicus

There is no environment more hostile than the cold vacuum of space. Radiation constantly bombards those who venture outside of man's fragile artificial habitats, and many have fallen prey to the unique accidents of an orbital environment. Cybermatrix Incorporated offers the Copernicus body conversion to make you a native inhabitant of the final frontier. From EVA construction to deep-space exploration, Copernicus is the ideal body conversion.

As a standard feature, this body is fully protected against radiation, EMP and Microwaves with fully-shielded materials and hardened electronics; cosmic rays and electromagnetic storms are no threat to Copernicus. In addition, all exposed surfaces are highly reflective so as not to absorb heat from the glaring light of the sun's unobstructed rays. For added reliability, Copernicus' reaction time has been increased beyond the normal human threshold, making it possible to avoid or avert those zero-G accidents which can occur in a split-second. Because of the unique nature of Full Borg biosystems, minimal reconstruction was required to make this body fully vacuum-proofed; a 1 2-hour stint of EVA is standard for this cybersystem (after which time the borg must return to a human-friendly environment to recharge air). An internal gyroscope gives excellent balance and level-headedness, despite the lack of any kind of "up" or "down."

By no means a helpless observer, Copernicus can do much more than simply survive in space: 36 micro-verniers are clustered across the body in retractable housings, enabling this Full Borg to perform maneuvers without needing to push off against any surfaces (this effectively adds +2 to Zero-G Maneuver skill). A central fuel storage pod, which is loaded into a receptacle in the borg's lower back, allows enough fuel for 12 hours of EVA maneuvering. In addition to these maneuver rockets, Copernicus has one main thruster nozzle built into the back of the upper body: this compact rocket-propulsion system (usable only in zero-G) can grant acceleration of 5 meters per second squared (or an ever increasing speed of about 10mph per second). Its replaceable solid fuel supply has enough fuel for 20 seconds of burn, giving Copernicus the ability to get up to 200mph if it's really necessary. Just in case, a 20m grapple-line with an Electro-Stick Pad (fired by a spring-launcher) is housed in the left arm, for secure tethering to metal surfaces. For reliable reliable traction and stability inside orbital habitats, electro-magnets are built into the palms of the hands and the soles of the feet.

Copernicus' audiovisual sensor suite is also specially adapted for space. Most notable is the radar sensor module, whose receiver antenna is housed in the chest, with the signal emitter housed in the forehead. This high-power sensor has a 2km range, giving the Full Borg an unparalleled awareness of his environment. A radio link is spliced into the audio systems, and both optics are fully protected from bright lights with integral flare-compensation capability. A radio beacon with a 100km range is also standard, in case the borg gets separated from his station. To enhance visibility in the blackness of space, two 1,000,000 spotlights are built into multipositionable housings in the shoulders.

In addition to, all these necessities, Copernicus is packed with additional features which make this Full Borg the equal of any Space Suit or Work Module. Although this body's legs can perform all the normal functions that those of the human body can, they can also act as a supplementary set of arms. Copernicus' legs are literally double-jointed, and the feet can unfold into rudimentary hands, the toes extending into finger-like digits which can manipulate objects. These dual-purpose limbs can act just like arms, but at a -3 penalty to reflexes due to their inferior dexterity. Another utility is the 3-shot Goop Ball launcher in the right arm, whose spring-launcher has a 10m range. Goop Balls are ping pong sized plastic spheres filled with a fluid which can harden to patch holes up to 2 inches wide in structures. For convenience, the left hand has several tools useful in zero-G, allowing many small repairs to be done without any additional equipment.

Sensor Options
Radar Sensor: 2km range. *1 *

Radio Beacon: 100km range. *1*

Flare Compensation: Works just like Anti-Dazzle. *1*

Spotlights: 500m range.

Note that when used at close ranges, can function in the same way as a Dazzle grenade (blinds for 4 turns). *2*

Other Options
Tool-hand - contains a power-screwdriver, a vac-solderer, a micro-probe, and a small wire-cutter. *2*

Dual-Purpose Limbs - these can act just like arms, but at a -3 penalty to reflexes due to their inferior dexterity. *2*

Goop Ball Launcher - 10m range, 3 shots, each shot can patch a 2" hole. *1*

Gyroscope (+2 on Space Sickness rolls, +1 on Zero-G Maneuver skill, +2 on any roll REF involving balance). *1*

Maneuver Verniers and Back Thruster: this system adds +2 to Zero-G Maneuver skill, and allows acceleration up to 5m/sec2, or a 10mph (5MA) increase in speed each second. There are 20 seconds of burn for the thruster, and 1 2 hours of maneuvering for the verniers. Refueling pods cost 50eb each. *2*

Grapple line: 20m range, -1 accuracy. *1*

Magnetic hands & feet. *0*

Electromagnetic Shielding—Hardened circuitry and heat-reflective surface. *1*

Humanity Cost: 19D6 (16D6+17)