Bottom post of the previous page:
In a pinch you can make flash grenades if you can get access to a chem console. Get some metal, craft a grenade casing and put a cable coil, or whatever your preferred activation method is, and acquire two beakers. Fill up some beakers with the reagents to make flash powder (Have one beaker have, if using 50u beakers, 30u of aluminium and 15u of potassium whilst the other beakers also has 15u of potassium and 30u of sulfur), or alternatively, fill up a very big beaker with stabilised flash powder (you only need 1u of stabilising agent to be present when mixing the flash powder to stabilise it) and have it set to go off by igniter - this is less reliable but you can hide it under something like a sheet of cardboard and use it to amush a cyborg. Effective range is dependant on how much flash powder is in the grenade's beakersDon't forget that tear gas grenades are functionally identical to a smoke grenade and sec has a LOT of them.
Portable flashers also can stun borgs and they don't have a walk intent to prevent setting them off.
I thought cargo could order spec OPS crates if they pulsed their console board but apparently that's not how you unlock them so ignore that.
You don't need access to the ORM, a crowbar and a screwdriver is all you need to break it open and scoop up the uranium and metal sheets. After that, make grenade casings, get beakers grind up the uranium and iron and fill up one beaker with uranium and the other with iron and you have an EMP nade. Standard 50u grenades have an EMP randius of 4 heavy, 7 light which makes it into a full screen stun that ignores walls and can kill/permastun the AI if you hit the APC and the SMES fast enough.
If you can kill one of the rogue borgs, try and get it out of sight and deconstruct it down to the components. A cyborg's panel automatically unlocks when it dies so all you need to do is crowbar the panel, toss aside the cell, screwdriver to expose the wires and cut every wire until you lock it down (though it's a good idea to do them all to make sure the AI connection wire is cut so it doesn't blow it up) then you can decon it with a wrench. The flashes will be consumed however so make sure you have two replacements. Also make ABSOLUTE SURE you use a multitool on the endoskeleton and disable its AI connection. Re-assemble, put the MMI back in and tell it to go kill the AI and they can walk past 90%of the AI's defences.
Cyborgs cannot rebuild broken machinery and it's an undervalued tactic. A cyborg with no power is utterly defenceless and you can drain a cyborg's power by firing disablers at it. It's not a very effective method against the original cyborgs but ones made by a cyborg factory only have 5K cells and those drain fast.
Diagnostic HUDs can be found in the robotics locker, there's usually three already in there and R&D can print off more really cheaply and yes they do show a silicon's health/power levels but they also show when a door is shocked with a big lightning bolt overlay above it