Warmachine Class[edit | edit source]
Warmachines are experts in using Cyberweapons, special implants that can be used offensively in Combat. Three slots are used for Cyberweapons: Ocular, Arm, and Chest. Ocular weapons fire beams from their eyes, causing damage and debuffs to targets. Chest implants use a Pulse Generator to cause damage and/or debuffs within a radius of the Warmachine. Arm Cyberweapons are the classic claws that pop out of the Warmachine's hands.
Each of the three branches of Warmachine's Talents enhances one of the three types of Cyberweapons. This means that implanting the Delta Wire to become a Warmachine does not add any useful abilities unless at least one Cyberweapon is also implanted. However, any Class can implant and use a Cyberweapon--just not as well as a Warmachine can. If a mercenary cannot afford the time or money to get two implants at once, they may install a Cyberweapon first. That allows them to get some use out of the Cyberweapon until they can afford to get the Delta Wire.
Some Ocular and Chest Talents cause damage to the Warmachine, so they must be used carefully. Talent upgrades may reduce or eliminate the self-inflicted damage. A melee weapon and a short-range firearm complement the abilities of the Warmachine well.
Talent List[edit | edit source]

















