Warforged initially have +2 Constitution and -2 Wisdom.
Ability
Effect
Inorganic
Passive. You do not require food, drink, or oxygen, and are immune to disease and bleeding. Being exposed to water stuns you, however, and you cannot swim, no matter your Acrobatics roll. Medikits are ineffective on you, though you can be "repaired" with a 10-action 1d6 Hardware: Machinery roll.
Compartmentalize
Passive. You have compartments within your body for extra storage. The amount of non-wielded weapons/armor items you can carry is now (Athletics + 6).
Detached
Passive. You suffer no damage from losing arms or legs, and can detach them easily yourself.
Sentry
Passive. Though you still require 6 hours of inert recharging each day, you now remain alert and aware of your surroundings during this time.
Technolink
Passive. Once per day, you may take the higher of 2d20 rolls for any of these skills:
Hardware - Machinery
Hardware - Vehicles
Hardware - Weaponry
Software
Waterproof
Passive. You no longer short out when submerged in water, and can swim a number of spaces up to 1/4 of your Acrobatics roll, rounded up. You lose this bonus if any limbs are detached.